Monday, April 4, 2011

Flappin' Mah Gob


Proper post is inbound for tomorrow, but I couldn't wait to mention Michael has posted a new podcast and was kind enough to invite me on again.

The first bit has Michael, myself, Mitch Krpata and Brad Gallaway just talking about games we've been playing this year that we've found interesting. Suffice to say, Mitch has some choice words about Little Big Planet 2, as does Brad about Dragon Age 2. But I froth ebulliently (again) about the Battlestar Galactica board game, so it balances out the scales.

I haven't had a chance to listen to the other segments yet, but with a host and guests such as these, recommendations flow without hesitation. Michael talked to Patrick Klepek, Matthew Burns and Chris Dahlen at GDC, and he finished with a solo segment featuring Sean Duncan.

So get thee to your iListeners!

[Update: I was actually on another podcast this weekend as well. It's not specifically about games, more about creative industries in Vancouver in general. It features myself and Graham talking the burgeoning Vancouver indie game scene and the indie scene in general. Give it a listen too!]

Labels:

Wednesday, September 22, 2010

Let's Get Spankier!


DeathSpank: Thongs of Virtue has been released!

Just a scant two months after the release of DeathSpank, the second half of our mad tale is available now. You can get the XBLA version (or just download the demo) here and the PSN version from the store directly on your PS3. It's 1200 points and $14.99 USD respectively, same as DeathSpank. But given that Thongs of Virtue is a longer, larger game, that's really like a discount!

Additionally, as a thank you to everyone that's supported DeathSpank and Hothead, for the first week of Thongs of Virtue's release, we'll be giving away not one, but two DLC packs. The first is high-level dungeon that not only raises the level cap, but also features one of the most obscure (yet amazing) visual puns we've done with an enemy. See if you can spot it! The second DLC pack adds a third sidekick Tannko, to go along with Sparkles the Wizard and Steve (who himself is new to Thongs of Virtue). Without question, Tannko was a crazy thing to do, but crazy in a good way, I think.

In unrelated news, Michael Abbott was mind enough to invite me to be on his podcast once again. This time, I was joined by David Carlton and Matthew Burns, where we discussed PAX, GDC and various other "gatherings of the tribe." Great talking to those guys and I'd highly recommend listening to part 1 and part 2 as well, where other guests discuss those events from a journalist/critic perspective.

So if you liked DeathSpank, there's even more to like in Thongs of Virtue. I think I prefer it to the first and my favourite thing in all of DeathSpank is at the very end of the second game (how's that for a tease?). And if you never got around to DeathSpank, there's no better time than now to check out the demo! As always, I'd be delighted to hear what any of you think about DeathSpank: Thongs of Virtue. Now go out there and make the downtrodden undowntroddenened!

Labels: , ,

Monday, January 4, 2010

On Metaphors and Podcasts


Once again, Michael was kind enough to invite me onto his podcast, this time sharing the mic with Corvus and Leigh. We discussed some of our favourite games from last year and, as always, I was honoured to be among such insightful and interest folks. Our segment was the second of four, so be sure to give the others a listen as well.

I wanted to follow up on a comment I made on the podcast, so if you haven't listened to it yet, you may want to do so (and I'm going to discuss the game I picked for the podcast a little, so considered yourself spoiler warned).

The game I selected left me thinking a lot about the use of metaphor in games. In terms of narrative, metaphor for an archetype is quite common, especially instantiations of the Hero's Journey. More recently, we've been seeing experimentation with the use of mechanics to communicate meaning metaphorically. E.g. Jason Rohrer's Passage and Gravitation, or Jon Blow using Braid's mechanics as a metaphor for regret and inevitability.

What we haven't seen as much, and part of the reason why I found Little King's Story (my pick on the podcast) so interesting is its mechanics and fiction are a metaphor for other elements of the game's fiction. The game takes place in a child's imagination and most of the people and things you interact with in the game are based on things from the child's life. The game does a fantastic job of transporting the player into the child's imaginary world and allowing us to experience it as the child would.

This is exactly what Psychonauts tied in to (and to a lesser extent, Brutal Legend). I heard Tim discuss the origins of Psychonauts at PAX and, in short, he was fascinated by the way dreams are essentially elaborate metaphors constructed by the subconscious.

Another example of this was the 2004 game based on Tron. Now, I don't really care for Tron at all, but its use of mechanics as metaphor is interesting (and I had forgotten about it until reminded by a post on The Binary Swan). Tron takes its mechanics, most of which consist of typical game tropes, and gives them justification in the game's fiction. All the relatively dumb things that are de rigeur for games actually make sense- climbing through conveniently-sized air vents is merely the way security backdoors are visualized in cyberspace. Your character suddenly gaining more strength and new abilities is just downloading and installing better software.

As Tron takes place inside of a computer, cyberspace fiction of the game makes this layer of representation much easier to add. But the fact that we've only had a handful of instances of cyberspace in games, the most compelling of which is still probably from SNES Shadowrun, leads me to believe there's a great deal of possibility here. Dreams, the afterlife, and so forth; there are many ways a fiction can support this kind of metaphor.

It might even be possible to use mechanical metaphor to represent actions in the real world. Re-Mission uses the conventions of a shooter to symbolize the way a patient's immune system and various treatments will fight cancerous cells. Other serious games have capitalized on this as well. What I'd really like to see is a political game more symbolic than Democracy 2 (as much as I love it) or Congress Matters.

Games are well suited for presenting this kind of metaphor because they excel at conveying experiences. Visual media obviously can exploit narrative metaphor, perhaps better than games ever will. But the distinct and reoccurring actions that comprise a game's mechanics offer a vehicle for symbolism that simply doesn't exist elsewhere.

And ultimately, games are built upon metaphor and symbolism to begin with. Hit points are symbolic of a character's wellness, clicking to direct units in an RTS is a representation for a general directing their troops. It seems there's fertile ground for symbolism and metaphor that stands apart from representing archetypes, as powerful and interesting as that can be.

I realize this whole post is kind of abstract and barmy, but hey, it's a new year. I get at least one, right?

Oh, and best wishes for 2010 to you all! For me, I'm very much looking forward to finishing one project, hopefully getting to talk about another that's very exciting personally, seeing a bunch of awesome folks again at GDC and celebrating my one year anniversary of marrying the most amazing lady I've ever met. May this year bring you all the best, in games and life!

Labels: ,

Thursday, October 22, 2009

Deferred Germination


I meant to post this last week, but have been absurdly busy and it slipped. It's now woefully outdated, but I'm posting it anyway.

Scott and Jorge discussed my games as TV post on episode #47 of their plenteous podcast. As a bonus, they have Justin Keverne as a guest (but they loved me first dammit, they loved me first!).

The conversation drifted a bit too much toward episodic games, which often gets conflated on the rare occasions when people talk about games through the lens of TV. My post didn't do a particularly good job of separating these issues either though. That's instructive for the future. Next go, it will be "Games are like having a season of a TV show on DVD." That doesn't flow nearly as well though, eh?

It's still a great conversation, especially Justin calling out The Cradle from Thief: Deadly Shadows as the best format breaker in a game ever. And he's totally right.

Give it a listen, it probably won't rot your brain.

Labels: ,

Tuesday, September 1, 2009

A Plurality of Pontification - Podcast and PAX


The ever-gracious Michael Abbott invited me back to his excellent podcast once again. For his 25th podcast, Michael rounded up 14 (!) of us to talk about our most significant game/idea/trend/person in 2009 up to now. A mid-year retrospective, if you will.

I believe there are five different segments and the first features myself, Steve Gaynor and Wes Erdelack/Iroquois Pliskin. Be sure to subscribe to Michael's podcast and check out all the other segments as they come out later this week. As always, it was pleasure to be on Michael's podcast and have a chance to converse with such fantastic folks.



If reading these mad ramblings isn't enough and you'd like to see me froth in person, myself and a cadre of other excellent developers, authors and bloggers will be having a panel discussion at PAX about "Murder, Sex and Drugs" and why they're awesome. Or perhaps if there a gulf between the seriousness of these subjects and how games address them. Somewhere along those lines.

Corvus put the panel together and it includes myself, Hothead coworker Dierdra Kiai, N'Gai Croal, Damon Brown and Max Battcher. We're in the Serpent Theatre (6th floor, room 6D) at 1 PM on Sunday.

Additionally, Hothead is going to be doing hourly demos of DeathSpank at our booth! Myself and some other members of our awesome team will be giving the demonstration. I hope you can stop by and see what we've been working so hard on. Our booth is in the smaller section of the expo hall, right by the PAX 10, Klei Entertainment, The Behemoth and other awesome folks.

If you've ever commented or just read the blog, feel free to track me down at the show and say hi. Hopefully I'll see you PAX bound folks at one venue or another!

Labels: , ,

Thursday, July 9, 2009

This Time, We're Tilling the Cerebral Acreage



I just couldn't resist more agrarian metaphors.

Scott and Jorge were kind enough to have me as a guest on this week's Experience Points podcast. We chewed the hayseed and discussed ethical decision making, mainly via permanence, as inspired by Manveer and Clint's discussion.

My thanks to those guys for some great conversation, and if you're interested in how we might start reconciling tragedy with time travel (that's all save/load is really), I'd suggest giving it a listen.

Labels: ,

Friday, June 5, 2009

Yes, I Mulch Discussions


My recent post on player-generated content was used as a springboard for this week's Experience Points podcast. Good discussion is had and I'm quite flattered they used my post as cognitive fertilizer. Scott and Jorge run a great site and podcast over at Experience Points and if you aren't reading it yet, I'd highly suggest giving it a look and listen.

Labels: ,

Tuesday, April 7, 2009

A Pod Was Cast


Michael Abbott was kind enough to invite me onto his post-GDC wrap-up podcast. There are four different segments with various guests and mine was in the company of Leigh Alexander and David Carlton. I was greatly esteemed to be amongst such company, and it was fascinating hearing what non-developers found engaging about GDC. The other segments have guests easily as interesting and on the off-chance you're not reading Michael's site, correct that immediately.

One thing we touched on briefly was classic Lucasarts-esque adventure games. I may sound a little down on them, but (as I tried to clarify) these are some of my favourite games ever. I'll post about this in more detail soon, but the short version is I'd like to see adventure games move from the domain of the patient and persistant to something far more folks can enjoy. More on that soon.

Labels: , ,