Global Game Industry News Blog

Tuesday, March 23, 2010

Whither Mario Factory?: The Downside to Academic Publishing

I've been sitting on this material for a while. Many of my informants would recognize it as coming from back in 2006 when I was passing the PDFs around Vicarious Visions. Starting in 2008, the essay has been reviewed well and reviewed poorly and still not accepted. One interesting thing has been that despite good reviews it has even been rejected, told to go to something more "New Media" or "Game Studies." One of those notes came from a journal with "New Media" in its name, but I digress. So while I'll continue to push its publication through, the empirical material is simply too interesting to keep closed off from view as I await further feedback. Thus, some excerpts from an as-of-yet unpublished manuscript, "Whither Mario Factory?"






On Halloween of 1994 Nintendo filed for a series of patents that were later granted between the years 1997 and 2000. This essay refers to them more homogeneously as "Mario Factory" (Hibino and Yamato, 1994; Yamato et al., 1994a; Yamato et al., 1994b). This sequence of documents describe a videogame development, testing, and manufacturing system designed specifically for hobbyists and users to enjoy the creative possibilities of developing games for console videogame systems. Many of the systems and ideas described in the documents have not yet come to market for licensed Nintendo game developers and certainly not for the general player or hobbyist game developer.

Mario Factory, at its core, was about creating, not only the possibility of (co)creative content creation for console video games, but an entire set of tools by which users could begin (co)creating games. Figure 1 depicts a splash screen from this hypothetical device. While the patent seems to specifically target less technically inclined would-be videogame developers, it was also stated that these same tools would prove as productive prototyping and testing systems for more experienced videogame developers.

This invention relates generally to a method and apparatus for generating unique videographic computer programs. More particularly, the present invention relates to a video game fabricating system designed primarily for users who are unfamiliar with computer program[ing] or video game creating methodology. Such users may conveniently create a unique video game through and icon driven, interactive computing system that permits a video game to be executed, stopped, edited, and resumed from the point where the editing began with the editorial changes persisting through the remainder of game play.
...
In accordance with the present invention, unique video games may be simply created by users ranging from a relatively unsophisticated elementary school students to sophisticated game developers. A unique hardware and software platform enables users to create original games by selecting icons which access more detailed editor screens permitting the user to directly change a wide variety of game display characteristics concerning moving objects and game backgrounds. (Yamato et al., 1994a53)

As early as 1994, Nintendo was critically aware of the complexity associated with videogame development practices and the kinds of interdisciplinary creative collaborative practice that is necessary for success. While their patent hints at perhaps a declining collaboration between engineer, artist, and designer, it seems to be more about creating tools that foster effective collaborative practice between those groups.

Mario Factory was, in effect, a DevKit for the masses. This approach hints at a very different possibility than one that is currently experienced by game developers. DevKits were introduced so that game developers could create games for consoles where the hardware differed significantly from that of PC's. Nintendo developed technologies to bridge the gap between the PCs, where code was typically written, and the consoles, which ran the compiled code.

Hibino, T. & Yamato, S. (1994). U.S. Patent No. 5599231. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.
Yamato, S. et al. (1994a) U.S. Patent No. 5680534. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.
Yamato, S. et al. (1994b) U.S. Patent No. 6115036. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.

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Wednesday, April 29, 2009

Thus an Experiment Begins: Programmer Art

I've been prototyping quite a few different game designs recently and have been struggling with not having place-holder graphics that give enough sense of the overall aesthetic of a game concept. Boxes, lines, and colors are useful to an extent, but I've wanted something more before I start recruiting people to help me out with the art side. Plus, there are all sorts of technological issues associated with transitioning to real art created by talented artists that are already taxed for time that I would rather not put off.

Thus, began my new experiment. I started thinking about how much time I invest in the tools that make me a better programmer, designer, writer, etc. What I realized was that I had not put much time or energy into the tools and software that I was using to create art. I use Mellel for writing, TextWrangler for many text editing things, Versions for SVN management, Omnigraffle for diagrams, Bookends for bibliographic and research material, Evernote for research and archival, ScreenFlow for software demonstrations, and even a special program for using Gmail, Twitter, etc. Now, I will cut myself a bit of slack, because I long ago invested in Pixelmator for image editing, but I use only a fraction of its capabilities.

So, I have begun testing out graphics creation and editing tools. Some for bitmap graphics, some for vector graphics, etc. But I've also invested in a small "Bamboo" Wacom tablet. It only makes sense to invest in my tools, right? I ought to pay as much attention to how I'm going about creating graphics as I'm going about selecting a new graphics library. So, I'm going to document the process here. Now of course, I'm tweaking things a bit here. Obviously based on the above software selection, you can tell I don't immediately go for the Microsoft/Adobe solutions, but I try to support independent developers first. Often I find much "sharper" tools as I term them.

So, first on the docket are a selection of indy graphics tools before I launch into those "other" programs, unless I find the cat's meow first!

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Sunday, March 29, 2009

The Everyday Lives of Videogame Developers

So, I know that my article over at Transformative Works and Cultures, "The everyday lives of video game developers: Experimentally understanding underlying systems/structures," has been live for a while now, but I have yet to blog it. It's a nervous tick I have about my work I guess. I like to see a little more reaction after the fact. It also doesn't help that I was in pre-GDC chaos, which I have now returned from. Anyway, the article is indeed live and can be reached at:

O'Donnell, Casey. 2009. "The Everyday Lives of Videogame Developers: Experimentally Understanding Underlying Systems/Structures." Transformative Works and Cultures 2

The editors and reviewers at TWC were excellent and I'd recommend that other scholars of new media look at it as a venue. I was quite impressed with their process. They have also really mastered OJS, the Open Journal System. Between reviewing for New Media and Society and working with TWC, I've gained a lot of insight into using it and am now trying to mobilize that for Cultural Anthropology. TWC is an Open Access journal, so for numerous reasons I really appreciate what they're doing.

There have been a few folks who have commented on it and I really appreciate the email feedback that I've gotten thus far. When you send these things out into the aether-web, you never know if anyone reads them or how they find them. A couple of other blog posts out there have mentioned the collection and my essay in different ways. Here are some of the spots that have noted the special issue thus far:

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Tuesday, March 17, 2009

No Popcap Developer Framework Love for the Rest of Us

I'm working on another post related to my efforts on finding useful frameworks and tools chains to use in my classes and independent game development here in Athens, GA. That is a longer post, but this seemed important enough to be its own post. I recently found the Popcap Developer Framework, which for independent 2D game development looks really exciting. It is my understanding that this framework was used in the development of games like World of Goo and of course many ofPopcap's games. What a boon to the community I thought! Then I clicked the download button, which sends me the following message:

Forbidden
You do not have access to this page.
You must be logged in to developer.popcap.com before downloading files

To which I dutifully clicked the "Register" link, which returns the following:

Sorry, registration has been disabled by the administrator.

I've sent several messages through the "contact us" link with no reply. I have found the alternative Tuxcap port of the library, but it is a little sad to see such a great community boon lost to the non-responsive industry ether that pervades in many cases. Of course I can't ask the question on thePopcap developer forum because registration is closed. Thus I cry my tears into the Internet ether.

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Tuesday, January 13, 2009

New Media and Society Essay: Free/Open Game Development

I decided over the weekend that it was high-time to move my old essay from Flow TV, "The Wii-volution will not be Televised" into the academic arena. In particular it was several recent (not so recent now) articles about Sony "opening" up the PS2 that seemed to push me over the edge. While I have not decided upon a particular venue for this essay yet, though my initial estimation is with New Media and Society.

In part this was due to watching several people at conferences in my relatively recent past talk about precisely what I had written, as if it hadn't ever been mentioned before. I have actually written about it twice now, once in Flow TV and once in my dissertation, but if my words fall in the forest and no one is listening, apparently it doesn't really make a sound or matter.

So, with that in mind, I've decided that given the significant amount of data that I have already gathered on this particular topic that I need to update and think a bit more about. Not to mention that I've seen a handful of recent articles about how Sony is "opening" up PS2 development. At this point I remain largely unconvinced. That isn't to say that a lot has changed in the last couple of years. However, most of the "open" consoles require either the same old licencing/NDA crap (Wii-Ware) or they largely lock you into proprietary languages and tool-chains (XNA Express on the Xbox 360 or the iPhone). I am continually bothered by the "same old stuff" being talked about as open or different, because it certainly isn't. I cannot go to a Sony web page and download an SDK for the PS2. I don't blame Sony for this, but I don't expect to be downright lied to.

Then there is probably the most insidious, which I have to wonder if it will ultimately rear its head in the upcoming Global Game Jam, is the use of proprietary NDA covered technologies that ultimately prevent education and industry wide learning andadvancement . Sony has "opened" the PSP or PS2 in such a fashion here in the US, but those agreements specifically go against any sort of pedagogical ideal that learning is connected with sharing and collaboration.

Still mulling, but pulling things together.

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Tuesday, December 23, 2008

Has Atari Changed Phil Harrison or Phil Harrison Changed Atari?

The unfortunate thing about my first semester teaching was that I felt as if I was never going to come up for air. The fortunate thing about that process is that it means I've been sitting on a pile of thoughts on a variety of videogame development and game industry issues that I've been following for quite a while now. Thus, the next several posts are ones which have remained, have persevered, as tabs in Firefox for nearly two months.

The first series of tabs are perhaps critically linked to the second post I'll be making, but fundamentally about different issues. In my dissertation, especially in the "MOD(ify)-ing Game Development Worlds" sections I talked about some of the critical issues facing the videogame industry. I also talk specifically about how those practices which are hurting the videogame industry are actually many of the practices which are being imported into other "industries," but most directly in other New Media industries. Those two particular chapters are titled:

  • "Game Development Practice: A Postmortem"
  • "The Game Industry Galaxy: A Postmortem"

Though I tease the Phil Harrison of 2007s Game Developers Conference and his "Game 3.0" slide from the Sony keynote, recent news reports have me wondering if he was really commited to the concept and his job at Atari has created an opportunity for him to pursue Game 3.0. The other possibility is that his experiences at Atari thus far have convinced him that Game 3.0 as the industry is currently structured will never be the lively world of Web 2.0 they wish it to be.

It was that question that got me to thinking about how perspective within the videogame industry has likely shifted how Phil Harrison thinks about what is good for the industry. Recently he's begun talking like me, which honestly is either a good sign or a really bad one for his career. Considering some of the nonconstructive criticism I've received from industry side people, I have to wonder if it was his transition to Atari that made him realize this, or if his departure from Sony had more to do with that.

At the same time, the nonconstructive words I have gotten are often not from "rank and file" developers. They tend to be people who deal regularly with industry executives and manufacturing companies. This is precisely the position that Phil Harrison is in, so I wonder greatly what has influenced this change in thinking and if suddenly it will become all the rage throughout the videogame industry? Or will this movement go just like the movement for improved QoL? What no one has really put together, or at least vocalized yet, is that the two are critically linked.

GamesIndustry.biz - Phil Harrison: It's Time for a Change in Games Development

Atari president Phil Harrison has revealed his belief that the process of game development needs to change, in order to make it a less risky experience overall, and one that will help to promote innovative and creative ideas.
...
"That's pretty much the definition of why projects fail - because you don't know what you're building, you don't know how you're going to build it, you don't know who you're building it for, but you've got 60 people working on it and they've all running in different directions - that's how most games fail.

Gamasutra - Atari's Harrison: Democratizing Development is an Industry Must

Harrison compared the low-cost game creation movement to the Net Yaroze development platform for the original PlayStation, which resulted in a number of "fantastic games", per Harrison, being developed by international teams during the 1990s.

He clearly thinks that bringing amateur and indie developers into the fold with tools such as Unity addresses a real need within the games industry at large. "The comments that I was making [during my keynote] were primarily from an industry perspective."

"Managing the funnel of recruitment, training, educating, and getting the skills shortage, skills gap closed, is kind of an industry-wide problem... "

Harrison concluded: "I was primarily making that comment from an industry perspective, but from an Atari perspective... I think we would want to work with creators of all types, and that's why I'm so interested in Unity, because it does democratize development."

Gamasutra - Atari Boss Harrison at Unite 08: 'Fail Early'

Harrison's keynote, in which he noted that he 'wanted to be here' due to his enthusiasm for the tool, rather than any commercial/strategy interest, evangelized Unity as a tool that could potentially change the game industry, referring to the first time that he saw Unity running in his web browser as "a transformational moment."

Atari lite-C

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Tuesday, December 16, 2008

The Dissertation is Live

[Cross Posted from Shambling, Rambling, Babbling]

My dissertation is now officially online. I’d not posted the file directly, because I assume that RPI’s servers are doing some sort of tracking that I will likely be less inclined to do. It also makes sense to encourage people hoping to download the document should be getting it from a single source, rather than scattered about the various websites that I maintain.

O'Donnell, Casey. 2008. "The Work/Play of the Interactive New Economy: Video Game Development in the United States and India." Dissertation Thesis, Science and Technology Studies, Rensselaer Polytechnic University, Troy, NY.

The other advantage to using this link is that it makes the point clear that the document has been released under the Creative Commons license.

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Tuesday, December 11, 2007

Shameless Plug: DIY Console Game Development

Well, it probably isn't as cool as Hector's self promotion, but I recently did an interview which has become a two-part podcast. The pages linked have both the actual podcast and associated transcripts. Wes Unruh of Alterati ran the interview. He's recently developed an interest in DIY (Do it Yourself) forms of media production. In this case he and I are talking about DIY game development, particularly on consoles.

Part 1 and Part 2.

Here are the introductions of each of them to give you a flavor of what we talked about.

Casey O'Donnell on DIY Gaming (Part 1):

I talking with Casey O’Donnell about his research into game development, both to get a better understanding of the tools available to the DIY gamer intent on creating their own games and modifying the platforms they own. We sat down with a list of topics from modding all of the popular platforms out there and the attitudes those various companies have toward the modding and homebrew community, as well as the various legal issues that crop up when you are taking apart the gaming platforms and software you own. There’s a lot of material ahead, I’ve broken the discussion into two parts so look for the second half of this interview very soon.

Casey O'Donnell on DIY Gaming (Part 2):

This part of the interview continues, with discussion about how the game manufacturers have alternately reached out and clamped down on hobbyists. DIY Gaming - is it viable, how does one go about it, and where’s the line between free expression and protected code? This is the second part of an interview with Casey O’Donnell.

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