GDC Day 4 continued

A shot near the hotel, which was located near City Hall…

After dropping some stuff off after the fourth day of the GDC, I went back to the convention center to meet up with Jon Hayward, aka Sonictail from the forum, and yet another Aussie who wanted to say hello in the flesh. And on the way there, I ran into Joel Carroll, so we chatted for a bit. The subject of girls ruled the conversation for whatever reason, and from this point on, whenever I talk about messed up girls, I will use the term “diddled”. As in: “it’s obvious that some of the girls here were either diddled by their fathers too much, or not enough.” Goddamn, Joel is simply awesome (EDIT: for those seeking clarification, please refer to this). Afterwards I finally met up with Jon, but couldn’t hang for long because I had to be at a function being thrown by EA, “An Evening With Will Wright & Friends.”

On the way there, I came across two others attending, but they weren’t journalists like one would expect, but simply students. I would soon discover at the affair, that a wide range of folks had been brought together, not just reporters but game makers. Word was, EA was still looking to hire people for Spore. So in that sense, it felt like a shindig an evil villain of Bond’s was throwing, a recruitment party you could say, and what better way to get people excited enough to sign up than to feed them (good God was the food magnificent), liquored up, and have them hear from someone about them getting involved with something that would involve world domination (well, that is what the game is all about, right?).

Eventually the MC hit the stage, some EA PR dude who goes by the name of Neil Young, and for whatever reason, I yelled out “Old Man!” which got a “that’s mean” reaction and a poke in the back from Gaming Steve (whatever; first off, Old Man is a great song, second, like he hasn’t heard that a million times already, and third, he gets paid enough to put enough any amount of bullshit… the dude’s EA after-all). Anyway, before bringing out Wright, Young mentioned that his presentation would NOT be covering Spore, and that there would be no questions regarding it during the Q&A afterwards either. Yay. But eventually, any grumbles were immediately evaporated once Wright came out…

Gotta say, it was a real pleasure to finally see and hear him in the flesh. His presentation was on the world we live in, primarily the fictional realities that are created for the sake of entertainment, enlightenment, fulfillment, and profit, primarily how said fictional worlds have evolved and become a reflection of the times, as well as those who embrace them, and vice versa. One thing that was pretty clear is how Wright loves entertainment, primarily television, such as his astute observation that the cast of the Gilligan’s Island more or less encompasses the seven deadly sins…

… I really wish I could go over everything that was said, because it some fascinating stuff was covered. Nothing groundbreaking mind you, but again its clear that Wright pays attention and notices EVERYTHING, hence his ability to make connections that are glaringly obvious, yet most people ignore or take for granted (which I guess is a necessary trait for anyone who designs games that are based upon observation and management on a God-like scale). But for the most part, it was his charm, like how halfway through he put the topic on hold to talk about Russian space history…

… As well as his constant reminders how often real life often reflects art…

… But I still have no clue as to what Spore is really about, nor understand why I should care. Maybe I’m in the minority in this, but I could honestly give too shits about it. Actually, I do know a little, and… it just sounds so incredibly BORING. And too much work, hence my attitude. The gigantic, impenatrible fortress of hype that’s surrounded the thing is also a major turn-off, to the point that, aside from being extremely annoyed, I’m beginning to think it’s blind devotees (and there are plenty of them, trust me) have no f’n clue what its about either. All they know that it’s the ultimate video game, period. I suppose in the end I should just be happy that a verified game designing genius like Will Wright is able to do exactly what he wants with unlimited resources, even if its the empire’s dime. But again, the game sounds massively boring. Whatever. If it does indeed turn out to be the greatest game of all time, then I will happily stand in line like everyone else to buy my copy and eat crow. Though we all know what’s going to happen: it’ll come out and be good, maybe even very good. But not the mind-blowing, “everyone one, put whatever the fuck you are playing RIGHT NOW” experience that has long been promised, and the thing that will be embraced by all gamers, everywhere, regardless of their affinity for gaming, or even their experience. And all the game’s apologists will immediately state “they just don’t get it.” I wonder what they will say when the game to end all game’s first expansion pack comes out?

Afterwards, I did some mingling, though I mostly hovered around the mini corndogs section of the buffet table, like a vulture in heat, when I got a call from Brandon; he was at the White Wolf party and said that I absolutely had to be there. I had initially blew off the very idea of giving it the time of day, or in this case night, as mentioned last time, but Brandon was adamant that I had to come. All it took was “Dude, there’s naked chicks EVERYWHERE.” to get my ass in gear.

Well, the party did turn out to be an extremely happening affair, the very first one that felt less business and more pleasure. Though truth be told, I’ve been to parties here in NYC with the same basic “theme” but taken to a much further, legitimate level, so to say it was wanton debauchery is rather overkill (then again, I roll with a different crowd). Like how the girls involved in the party weren’t totally naked, just very scantily clad (well one was more or less nude, with body paint to at least offer the imagination a little work out). It was like a scene was out of a cheesy, direct to DVD flick, one about “the underground”; most were in either S+M attire or “cyber-vixen” get-ups, cuz, you know, video game dorks. Some were moving and shaking in the dance floor below, with a few in cages right above, or engaging in the S+M antics upstairs. And of course, that’s when my camera decides to die on me, but this cell phone shot from the nice booth that the boys had claimed turned out quite nice…

Then again, I’m pretty sure some folks would prefer the lack of photographic evidence from that evening plastered on the internet; the S+M pit encouraged members of both sexes to step up to get chained and whipped, which a VERY cute student volunteer precisely did, who was so not 21, and even got semi-naked (she kept her bra on… unfortunately). Christ what a scene. Note to self: check Flickr to see if any other people’s pics are out there.

Actually, this one kinda/sorta came out and shows a tiny bit of the action. Sadly, that cutie I talked about is not the one you somewhat see here…

You also had women in sexy nurse outfits administering jello shots via syringes (I had like about five), as well as a roving band of midgets where power packs (think the proton packs from Ghostbusters, but) will with multi-colored booze. Either giving out tubes filled with them, or just shooting the stuff directly in people’s mouths (I got about ten or so shots in various combinations… and a picture of one does exist, taken by a GAFfer, though I have yet to receive it… and once I do, I’ll post it immediately).

Back to the aforementioned booth; Brandon, along with Bill and Mike Sweeny, also from IGDA NJ (whom I ran into super drunk one night, on his way to make a homeless guy cry… supposedly for his girlfriend), had set base in the sweetest spot in the whole club. Which made it a prime target for dumb bitches. When I stepped away real quick for some drinks and food, I returned to see some new faces, including two female ones. The first was some ABC News AM radio reporter, who also does a podcast related to Worlds of Warcraft or something, and had stolen a seat. I managed to distract her and steal it back, who then got uppity, but whatever, fuck her, plus I didn’t even have to get rid of her by getting into some huge argument, as per the original plan (by basically reminding her that terrestrial radio is dead). Though the second woman was much harder to deal with; just like the AM radio personality before her, as well as that stripper from day one, she acted like she was God’s gift to us, a bunch of nerds that had obviously never seen nor smelled a woman. Cuz, you know, we’re involved in such gay shit as video games, and not like every single one of us either has a girlfriend of is fucking married. Making things worse is how she went on and on about how she “loves nerds”, cuz you know, its not like that fucking terms hasn’t been beaten to death by this point…

Speaking of, a word of advice: if you’re a “nerd, and proud of it” then congrats, relax, sit down, and shut up. No one cares anymore, EVERYONE is a nerd these days. We’ve “won” if that’s actually important to you. Also, if consider yourself a nerd because you’re “quirky” or “strange” or “different”, well, who isn’t? So you like Star Wars or Star Trek or even Battlestar Galactica? Congrats, millions of people enjoy that same stuff, including jocks, lawyers, old people, etc. And to your brain dead bimbos out there: you wear glasses? Congrats, you have poor eye-sight like so many other tens of millions of folks on this planet.

… Making things even stranger was how she went on and on about how she liked to fuck nerds, and how nerds make her cum… all this with her boyfriend right next to her. Who seemed kinda embarrassed at first, but somewhat flattered, and then progressively more and more annoyed as the night went on. So the girl tried to get shit from us (basically, to get our asses out of the booth and make room for her other dumbfuck friends) by flaunting her tits and pussy, but also openly admitting that she’s got a man… Christ, what kind of gameplan is that? I tried my best to humor and annoy her, but it was something I said at random, not directed to her, that caused a scene: I used the world cunt, and her happy-go-lucky demeanor immediately soured. She found the word absolutely disgusting, and was livid that I would dare use such a word, especially in her presence. My response was, hey, we use it every fucking day her in NYC. But it was enough to get her to leave, so mission accomplished! Stupid fucking cunt. Later on, I actually apologized to her boyfriend for upsetting his woman, but by that point, he had enough of her shit.

Anyhow, once the place had become too packed to breathe, and after the midgets had exhausted their receiver of blue liquid, it was time to make my exit.

GDC Day 5

Had to get up super early Friday morning, since there was a Nintendo presentation on the development and future of the Wii’s user interface at 9 sharp, and given the massive turnout for the one on Wii Fit on Wednesday, I knew this one would be no different. But by this point, the 9 hours of non-stop conferencing and socializing afterwards till late for the past 4 days was starting to take its toll, and I needed a break. Not just a chance to sleep-in, but a desire to check out the city proper; all week the weather forecast had predicted doom and gloom, and aside from some rain on Tuesday night, it had been really nice. And since that morning was also shaping up to be exemplary… and how it was almost certain the next day, my last day to spend time in San Fran before flying off, was definitely going to be strong winds and showers, I really was not in the GDC mood. But hey, I had a job to do…

As expected, the line was long, but not as long as one would expect, but the one afterwards was going to be a real madhouse, so it was nice to get in early and save a seat. Anyway, the topic was again on the development and evolution of the Wii’s operation system, but the real reason why I totally had to be there was to hear about the WiiWare, which up till that point there had been absolutely nothing was known about it.

The talk was given by Takashi Aoyama, aka “the supreme leader of hardware” over at Nintendo these days. He started off by reminding everyone that the GameCube had very little to do with the internet, yet at that same timeframe, they were doing extensive research regarding what could be done in that space, but for the next console (with the assumption being that by that time, high-speed internet would be cheaper and more readily available). Eventually, the “console realization project” was in full-swing (God I love the Japanese), which led to the creation of a philosophical checklist, including “fun for the entire family”, which played heavily into the design of the Wii-mote, as well as “something new everyday” and “always on hardware.” Not too long afterwards, they came up with hardware that did just all that, but were somewhat at a loss as to how to really use any of it. It was the little things about the interface that were tough to figure out, like deciding how people were going to enter text (either the “cell phone method” or “the Animal Crossing method”), or streamlining everything to ensure a “stress free” experience, when compared to a PC, which could theoretically do all the stuff they wanted people to use the Wii for (the idea of user accounts was one of the first things to go; who the hell likes passwords, and if multiple people are using the same machine, then that’s even more trouble). Stuff like figuring out the precise length for menus and lessening load times, right down to millisecond, was always an imperative task; Aoyama was constantly sweating the small stuff. A bunch of random factoids from the development process were then disclosed, like…

- At one point, the idea of parental controls and forced shutdowns were pushed hard, yet most didn’t like the idea of restrictions, but most knew that they had to get parents on their side. The compromise was the play history system; instead of a hard limit, it allows parents to monitory their kids’ habits, since you can’t erase the history.

- In order to really making the concept of making it fun for the whole family work, they envisioned a scenario in which parents would be asking their kids to turn on a video game console in the morning, which of course was madness. Hence why stuff like the news and weather were incorporated.

- The team also wanted the Wii to be a companion to television, which led the menu options to become “channels” (which also helped to alleviate clutter for an ever increasingly busy interface). On a related note, there’s a TV guide channel in Japan, with an American version coming in the near future.

- Miis was not part of the original plan. Long story short, Miyamoto had created a portrait creation tool for the N64 (which some folks out there might remember… I believe it was part of the 64DD Bulky Drive) that no one knew what to do with. But it was added to the Wii when they realized that it could be used as yet another means to get everyone interested in the system and its games (hey, who doesn’t like creating a virtual self?), plus the whole thing did a whole lot without taking up hardly any bits and bytes, nor did it consume any resources.

- You know that blue light that the system emits when its “off”, but to let you know there’s a message waiting for you? It’s rhythm matches the call of the Japanese bush warbler, or the uguisu…

… But overall, nothing particularly exciting. By the time Aoyama addressed all the stuff that version 3 of the Wii menu would support, such as channels based soley on a game (as explained previously for Wii FIt) and setting a personal picture as the icon for the photo channel, I was bored stiff and began wondering if we’d ever hear about WiiWare. And then all of a sudden, Aoyama switched gears and finally began talking about it.

First it was mentioned that in today’s economy, its harder to take risks, due to the high cost of manufacturing and the like, so having games sold on a virtual marketplace solved all those headaches and allows for a larger degree of flexibility in terms of pricing and greater chances to be taken when it comes to content. And because selling old games for the Virtual Console has worked out great thus far, Nintendo figured it was about time they tried selling something new. Sounding good thus far… But then Aoyama began talking about the new Nintendo Channel, which is already up and running in Japan (of course) that allows for people to download demos for DS games, as well as rate them, and there’ll also be loads of media for other upcoming titles like screenshots and movies. Okay, sure. But they’re also working on providing additional content for existing games, for a price of course. Oh, just splendid. The same shit that has plagued the other consoles and their “marketplaces”. While the idea of folks creating additional stuff for a game after its out to extent its life is great and all, like communism, it just never works out that way.

Back to WiiWare…. games will be purchased via Wii points, like VC games. Cool. Then a short clip of an upcoming title called Lost Winds from an outfit called Frontier, which looked nice I guess, was shown (sorry for the lack of pictures, but again, Nintendo wanted no pictureshas to have at least one traditionally published game under their belt. Jesus Christ. When Nintendo does good, they do awesome, but when they drop the ball, they motherfucking DROP THE BALL. BTW, one of the main reasons why I’m so pissed is, and I’m not sure if I’ve mentioned here before, but I’ve had an idea for a game that would be PERFECT for the Wii. Oh well… But again, what a goddamn letdown.

At least I had a seat reserved for the next session, the one on Super Smash Bros Brawl. And as anticipated, it was a TOTAL madhouse. The place became packed something fierce in no time flat, and it was the first time in which I saw people shed their professional demeanor and become foaming fanboys. Hey, it was the end of the week, and it was fucking Smash Bros. When Masahiro Sakurai hit the stage, his podium because immediately swarmed by those wanting pictures and autographs. The one thing that I noticed the first time I saw him in person, at the Grasshopper music talk, was how fucking young he was. I knew the guy created Kirby, but had no idea he was 19 at the time, till JC informed me.

Right off the back, Sakurai broke out in song, which is always a swell way to kick off any hour-long talk. And then he got right into it, by explaining a bit about his background; the dude’s a freelance designer, whose firm is called Sora (Japanese for Sky), and its just him and his two assistants, who I believe handles all the clerical stuff. Besides himself, a bunch of artists from Game Arts (you know, the folks behind Lunar, Silpheed, Gun Griffon, and other classic Sega CD/Saturn games), as well as a number of folks through Nintendo proper (mostly temp staff) all worked on the new Smash Bros, about 100 people in all. Hal Laboratories, with whom Sakurai was associated with, and which was also a major part of the past two games, were not involved this time around.

Various aspects to Brawl’s creation was touched upon, such as character selection; planning began around 2005 (Snake was actually someone they had in mind at almost day one… Sonic was the last to be included, in 2007). Choosing fighters was a pretty tough task; one couldn’t just pick and choose, willy nilly. Each character had to bring something unique to the table and stand out on its own terms, yet also had to add to the balance and not disrupt it. It was also mention, though not really explained, that due to legal reasons, they couldn’t even utilize every Nintendo character that they would have liked to. Next was graphics; with every character coming from different games, each with its own dedicated art style, getting them to look unify was a delicate task. The biggest issue was dealing with body proportions; some characters have exaggerated body parts, and when standing next to someone who’s more realistically shaped, it can be visually jarring. In the end, unifying the color scheme was what worked the best, plus adding little details, to let people know that they were all in the same universe (as well as to accentuate their individual personalities… like adding wear and tear to Mario’s overalls, or making Olimar’s outfit more spaceman like, since the dude is an astronaut after-all). Every change had to be approved by each character’s respective creator.

In terms of updating characters, Pit was the most difficult since he hadn’t appeared in anything since Kid Icarus back in 1986, and had no benefit of constant updates over the years to study from. So Sakurai and his team tried to imagine what Pit would look like now if he had appeared in a new game every few years or so, just Link. In the end, they took the basic feel of Twilight Princess Link and added “a bit of anime… but he still looks earnest!” Call me stupid, but it took Sakurai showing off the character model in great deal, via Brawl’s character viewer of course, it make me realize that the two rings on his arm were halos!

As for the animation, none of it was motion capture; all of the animation was done by hand. When it came to conveying the ideas that Sakurai had in his mind for moves, he took a Japanese toy called a micro-man, which is basically a small action figure that is super pose-able, put it in whatever pose, then took a picture. One of the pictures shown had the toy doing a fireball motion, and Sakurai was quick to point out “Sorry, but there are no Street Fighter characters in this game!” Or is there? Hmmm… Anyway, a separate figure was used for the female characters, but as Sakurai noted, the toy has oddly huge breasts.

Sakurai also pointed towards another design challenge when it came to translating certain character’s trademark moves from their games to Brawl, such as Snake’s crawling move, which was made less realistic (like it is in MGS) in order to emphasize the aesthetic of crawling, if that makes any sense. Sakurai also noted that shared moves had to be adjusted for the sake of uniformity, like how Mario and Samus both jumps in their games. And from this, Sakurai was able to extract intent from the designs of those games; as for why Samus jumps the way she does, its so the player can still aim and shoot in mid-air, whereas there’s no such concern with Mario. Long story short, to create the perfect balance, various elements such as a character’s speed and strength were translated into numbers, and those figures were constantly shifted and adjusted; if just one move from one character was changed, everyone else’s entire array of moves had to be re-considered. But it was also important to not get lost in the numbers, because the character’s essence was always of paramount importance.

And it was around then when Sakurai said a most curious thing about the design process; he’s a devote advocate of thinking before doing. He hates the attitude of “We’ll never know until we try. Which to be is pretty counter-productive, and hinders, among many other things, creativity. Someone you really don’t know till you try, and some of the best things are produced by accidents. I guess it’s a Japanese thing? But anyway…

The hour ended with Sakurai playing with four different characters, one at a time, showing off their differences, yet how they compliment each other. The most interesting character to hear about and see in motion was Sonic; because he’s a Sega guy, his move set is largely Virtua Fighter inspired, like P,P,P,K combos. Neat! Though also neat was seeing Snake using the sticky bomb not on just enemies, which are then detonated remotely, but on himself to prevent him from falling down below.

Next it was finally time for “Pouring Gas On The Flames” aka the GDC Game Designers Rant. It’s a chance for creative types to finally cut loose and say whatever is on their mind. Historically speaking, you have a bunch of folks on stage, screaming “FUCK!!!” into the microphone repeatedly, and every year one person says something particularly shocking that either gets them a lot of kudos or lots of flames, sometimes both. It may seem strange, but I had none of the apprehension going in as I did with the indie roundtable, because self-indulgent bullshit is pretty much what is advertised.

The thing was hosted by Eric Zimmerman from GameLab (naturally), who noted that 2007 was a great year, but there were still plenty of things wrong with the industry. And even though 2008 might just be the year of game design, which is good and all, its still not easy being a designer, and are still way down on the totem poll, somewhere between associate producer and lead texture artist when a game’s credits roll for example. So bunch of folks were brought together to explain how things could be better, and of them, three stood out. First was was Jane McGonigal from Advent Games, who claimed that game designers “own more emotional bandwidth than anyone else… we’ve won.” But she also asked, if we can rule the world, the virtual world, and because our games work better than the real world, why aren’t we “fixing” it? The bottom-line is that the real world sucks, and many people have precious little to get excited about, hence why games are often one of the few things that makes them happy and actually improves their quality of life (gotta say, the comment about entertainment being one of the things that makes some people happy is depressingly accurate). Which is why we must all make the real world work like a game, because after-all, “Games are the ultimate happiness engine.” She then rattled off some wacky concepts for real life games, such as taking the tech that combines Nike shoes and an iPod and putting it on her dog’s collar, so instead of just walking the dog, which hates doing, she can accumulate points for a RPG. Or something.

Then you had Clint Hawking from Ubi Soft who started off by going, with anger in his eyes and foam in his mouth: “We are pound for pound the most creative fucking industry in the world… so why don’t we make games that challenge people? We make all sorts of movies and books and paintings and songs that challenge people, why can’t we make a game that fucking means something?” and so on, and so forth. Which, you know, is cute and all, but coming from a dude from Ubi Soft, I couldn’t help but roll my eyes. NOTE: apologizes for not knowing who Hawking is… the dude worked on Far Cry, right? I’m sure he means well, and maybe he has some indie games under his belt that I have no clue about, but my point it, its like being told that Hollywood should be ashamed of itself for shitting out one brainless, big explosions but no soul summer blockbuster after another by the director of Transformers. Hence why his entire “rant” felt so forced and insincere.

When he stated “It sucks ass that we don?t do more that two dudes in a basement… we have code, we can do anything,? I almost started laughing. And yes, I know its poor form to say ill will about a former employer, but after talking with a bunch of ex-Ubi people at the conference, I have to ask: are there any former employees from Ubi Soft that’s NOT filled with piss and vinegar about their time there?

The third “rant” that stood out, and which was easily the best of the entire bunch, was Jonathan Mak’s. He only said three words: “Hit the music.” And with that, he literally ran off stage, some feel-good music started playing and a bunch of balloons were thrown in the air, which everyone bounced around…

… All the balloons had wacky sayings like WEIGHTED COMPANION BALLOON.?Oh, and there was a guy on-stage in Mak’s place, who pretended to address the audience, as if he was making some grand speech, but with nothing coming out of his mouth. Once the music was over, that guy left the stage, then Mak reappeared, but dragging Portal’s Kim Swift with him, who he then deposited in front of the audience, and then once again disappeared. At a loss at what she was supposed to do, Swift kinda just stood there going “I don’t know what I’m supposed to say…” and eventually decided to state that her ballon said FLAWLESS VICTORY and how she was maybe supposed to rant, but couldn’t, because she had nothing to rant about due to having such an awesome year herself. And that was pretty much it… simple and sweet. With far more heart and sincerity than that Hawking’s dude’s posturing.

Immediately after the hour, I spotted someone in the audience that I had long wanted to introduce myself to. Actually, I shit you not, when I first saw him and thought about approaching the dude, I almost got nervous! It was Scott Sharkey, whom most people know from Ziff Davis’ 1UP, but I remember the dude from his Solid Sharkey days, and truth be told, Scott was my primary inspiration when I started blogging about games, and his was the very first blog I ever read back during the halcyon days of the web, circa 1999. So it was nice to finally talk to the dude face to face, and he was more than a little impressed when I told him that I still have the Wily Kit/Wily Kat shirt that he made so many years ago. So yeah!

Afterwards was lunch and one last stroll though the expo, which is when I had a rather odd encounter with one particular Nokia rep (which can be read about here). Then I went off to check out a panel on how to make a compelling boss fight, which was immediately before on creating intuitive and immersive minigames, but there were just too many other people interested, and it was clear that I was not getting in. There was a roundtable called “What Would a Black, Latin, or Caribbean Game Really Look Like?” but it was later in the day, and around this point, which was 3-ish, I was totally spent and done with video games for the week. Though I did pop into the last few minutes of a roundtable on video game journalism. It was the same old, same old that I’ve heard plenty of times, which was why I didn’t take any notes, but I will say that Steve Totilo was funny as ever.

And with that, GDC 2008 was over…

… Which meant time to finally soak in San Fran, uninterrupted. But the sun was already starting to set, and since I knew the next day would be mostly rain, I had no time to waste.

Raina had said that I could always call her if I was on a random street corner and no clue where to go next, and that’s what I did. Actually, I sorta knew where I wanted to go… based upon her extensive email of stuff to check out from earlier in the week. But when I asked her the best way to walk towards “the REAL Chinatowns” in Richmond and Sunset, her response was “Ummm… you can’t walk there; there’s a mountain in the way.” Oh well. Instead, I went over to the gay district instead, and took a bunch of pics along the way, with the better ones being…

… Again, I’m pretty sure touristy pics of Shinjuku > touristy pics of San Francisco, but if anyone wants to see more, I’ll have them on Flickr someday. Anyway, Raina mentioned that good diner food could be found there, but what I was really in the mood for was a burrito from the Mission District, so there’s where I went next. Another thing I had heard was there the area can get sketchy late at night, which doesn’t mean much to a hardened New Yorker like myself. Still, it was foreign territory, so when I struck up a conversation with a random dude on the street, when I needed some help orienting myself, I went, by the way, I hear it can get kinda dangerous at night: confirm/deny? This response? “Watch your ass.” Yikes. But still… I had yet to have a killer story about some crazy encounter with a homeless person yet, so I went forth, bravely.

I eventually came across a small design and zine shop called Needles & Pens

… The girls working there were quite cool, and it was fun to flex my “hey, I’m from New York City” coolness for everything its worth. Though I think what impressed them the most was my selection of goods that I bought, specifically the last copy of Titty City.

It took a while, but I eventually found Raina’s fave La Taqueria, which was well worth the trek. Anyway, some random pics, from Mission Street, on the way home, including, LOCAL ART!

MONKEYS!

and KUNG FU CLASS!

I got back to my hotel, on foot, due entirely to the fact that I just could not figure out the mass transit system, albeit via a casual glance (as much as I bitch about the subway system in NYC, at least everything is nice and clear), just in time to watch pro-wrestling, but alas, my hotel did not get the CW, which is the only real negative I think. I had some pending invites to go out drinking or partying, but I was just too tired, and instead stayed in bed and watched Cartoon Network. I actually did find some classic wrasslin’, on ESPN2, but I ended up dozing off around 10. Hey, it was a long week.

Wonder Con & a HAPPY NEW YEAR!

It was my last day in San Fran, and I wanted to see all the sights that I had missed, which I knew were quite a few. But the weather was finally turning crappy as everyone had predicted, plus… Wonder Con was underway, right at the same convention center that the GDC took place, which meant it was just around the corner. So because everyone said I should check it out, I decided “what they hell” and did just that.

It was you basic, large-scale mainstream comic con, with plenty of comic books and regular books, like this collection of Phil Noto…

… But instead, I got a collection of comics featuring naked jungle chicks, gorillas, and Nazis.

There was also plenty of video games, like this one set-up that tightly packed in all sorts of games, new and old…

… In addition to Radiant Silvergun, Judgement Silversword, and Panzer Dragoon Saga, there was a sealed copy of Final Fight Revenge for $150, and if I had known it was going to be that sought after, I would have totally gotten one at the time of its release. Anyhow, I ended up getting the Twin Bee collection for the PSP; I have it on stick but just wanted a physical copy.

One game that was being pushed really hard was Professor Layton, which I actually got in Washington but have yet, even till now, to give it a spin. Aside from trucks going all over the city, they had this interactive floor that drove all the kids nuts…

Castle Crashers, by the same folks who did Alien Hominid, had a nice little booth…

… And here’s the lead artist for the game, Dan Paladin…

There were a few cosplayers floating around. For whatever reason, G.I. Joe had a strong presence…

This dude pulled off M.Bison/Vega quite well, despite the fact that facially he looks like that guy who played the child rapist in Happiness…

I guess Brain Age dude was a real hit, as evidenced by all the lipstick marks…

Easily my favorite from the whole show was the No More Heroes cosplay….

And two dudes who couldn’t wear their Kobun outfits due to the packed hallways…

A smoking Stalin bust, from Rotofugi

And some random sumo wrestler standee…

What comic con is complete with B/C level celebrities! Like Fat Momma from Who Wants To Be A Super Hero?

The self-appointed Queen Of Trash was on-hand, peddling comic books starring herself, and I simply had to take this picture since it features a naked chick covered in slime…

… If the girl in the comic was younger/more innocent looking (i.e. more “Hermione Granger-esque”), I totally would have bought ten copies. Her outfit also had DVDs available, including soft core dinosaur porn…

What comic show would be complete without Lou Ferrigno? One of the better things you could pay to have his John Hancock on…

Though the highlight of the show was running into, and having my picture taken with, the Red Power Ranger! I know I passed the pic along already in the forum, but once again…

… Once again, right when the Red Ranger was a topic of conversation, regarding him supposedly doing gay porn… yeah, different Red Ranger, but still!

And the rest of the trip is coming up, real soon!

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GDC Day 4

I got a late start to the morning, due to being up most of the night, thanks to fucking Jollibee.

The first program for me was a presentation from Masafumi Takada. In addition to being the primary composer for all of Grasshopper Manufacture Inc’s games, Takada also serves as their fire prevention supervisor. But anyway, he was there to talk about his line of work, which is basically translating visuals into the language of music, and that not only includes all of Grasshopper’s titles, but for various other clients as well (Takada is actually a full time freelancer, with Grasshopper being his primary client).

Takada went over various games he’s been involved with, and how he approached the task at hand. Sometimes he’s given instructions, like for Umbrella Chronicles; Capcom wanted to preserve the music of the previous Resident Evil games via simple re-arrangements. But given the completely different tempo of Umbrella Chronicles, which is a fast paced, action packed on-rails shooter, when compared to the rest of the series, which for the most part are slower, more quiet then all of a sudden explosive, the tunes had to be tinkered around a bit. So rhythm instruments were used to maintain the original melody, while liberal use of guitar helped to increase the tempo and help compliment the action.

Meanwhile for God Hand, Takada went for a slightly different approach, while still doing the same job of complimenting what players saw with what they heard; since the game was designed for hardcore players in mind, who are well used to witnessing and being involved in massive amounts of high-intensity action, why not try to balance and chill them out with music meant to relax? Also, after finally seeing what the game is all about, I am going to actually pop in my copy of the game and give it a shot (as silly as it sounds, Select Button’s constant fawning over the game has been the reason why, even though I’ve had a copy since day one, I haven’t bothered).

Takada noted that Shinji Mikami’s stuido is located in Osaka, whereas he’s based in Tokyo, and found working remotely on this particular game lead to him hitting the wall creatively, so he packed his bags to “breath the same air of the developers” which can often be beneficial, plus to try out the awesome food they have there. In the end, he tried imagining what Miakami would be if he was a piece of music, and went from there. Again, fairly standard procedures did the tricks: for one boss battle, a motif was created, something catchy yet nostalgic, and when the same boss shows up later even bigger and batter, so is the music.

Killer 7 was next. Because it was difficult for him to wrap his head around the game itself, it made finding a starting point almost impossible. In such an instance, instinct kicks in, but with that comes a fear of inconsistency. So instead of worrying about keeping the music unified, Takada realized that special attention to sound effects would be key, especially for actions that happened throughout, like enemies getting hit, windows in the menu being accessed, etc. And once again, the gameplay SUCKS, but Christ, the art direction and especially the sound design is still tops.

Takada’s most latest work, as most folks know, is No More Heroes. The first thing he wrote was the music for the trailer, which he literally had one day to do, thought at that same time, he had just come up with a melody while messing around the piano. That tune worked so well that it became the main phrase. Funfact: it was Takada’s idea to use the Wii-mote as a cell phone! Once again, pure genuius. Also, a remix album is on the way, featuring a number of notable names in the game music biz! And his next project? A new Steel Battalion game. I had no idea one was in the works. Plus if you go to his site (which I can’t find btw), you can listen to the ending of Yoshi’s Story, so he did the music for that game too? Man, talk about variety.

On the side, he likes to get together with other game musicians and play in a band, and also organizes something called Hopper, which is a yearly game festival run by Grasshopper.

Afterwards was a brief Q&A session between Takada and Tommy Tallarico, who is the guy who brought Takada in as guest in the first place. Most of the questions dealt entirely with the business end of things, such as how the salary structure is in Japan, though two not so technical bits of insight and info were revealed: apparently “crash and build” is the slogan everyone related to the creative process uses in Japan. Like everyone else, Takada will often create a completely realized piece of music, and if someone says “nay”, it gets thrown onto the scrap heap and he has to start over. Takada noted that he’s depressed that he has created so many interesting pieces, but only for himself, and that as much as he’s like to share them, it’s not possible due to legal reasons. He also admitted to trying to re-use castaway pieces from the past for some new project, and that usually never works. Also, when asked about his tools, Takada confessed that he was a Mac guy all the way, and in fact, considers himself a Mac evangelist.

Next were questions from the audience; I asked him how he got involved in composing game music, and the answer was simple: he was studying music in college, and when the time came to graduate and choose a job arrived, realized that video games was a good field to get into. Plus, he had always had a thing for game tunes, ever since the music of Xevious and Mappy “grabbed him.” Some dude asked him if it was true or not that he was doing the soundtrack to Fatal Frame 4, so Takada looked at some woman in the audience and spoke to her in Japanese, who gave crossed her arms, which how they say “no” over there. The final answer was “No comment!”

The real surprise of the hour was when Masahiro Sakurai came up to ask a question…

… For those who don’t know, Takada worked on Super Smash Bros Brawl, and Sakurai noted how amazed he was that Takada knew so many different styles. The best part of all this is, because the session was bi-lingual, all us English-speakers had to wear these headphones (there was a woman in the back translating everyone on the spot), so when a question was asked, there was a pause for the translator to explain it in Japanese, and then another delay as we got the answer in Japanese. Well because Takada and Sakurai were both speaking to each other in Japanese, and quickly back and forth, the poor translator woman had a hard time keeping up, as did the rest of us. But in the end, I believe it was said that game music is a lot like jazz.

After lunch, it was time to swing by the IGF pavilion! One of my faves was easily Fret Nice, a platformer controlled by the Guitar Hero guitar…

… You walk either right or left with the fret keys, and you the tilt the guitar to perform jumps…

… Like all platformers, there are enemies to dismantle, and you do that by blast tunes (actually, musical notes that you collect as you walk around, which act as ammo) by hitting the strum…

… It took a bit to get used to the controls, but not too long, plus the sights and sounds, as well as the concept was fucking ace. Hopefully it’ll be coming out commercially very soon!

Here’s Audiosurf. It’s music based game, and I know it sorta looks like Frequency or Amplitude, but it’s much deeper than those two titles…

… It’s kinda like Vib Ribbon: you load in an audio file from you computer, the game analyzes it, and then creates a level based upon the it. As you go down the track, there are colored blocks that come towards you (with the color based upon the tones and beats of the song). The object is collect/run into blocks of certain colors and in certain combinations; as you can see, underneath the vehicle is a bunch of slots, where the colored blocks are collected…

… So basically, a combination of racing game, music game, and puzzle game! And it all works together superbly.

Here’s Goo, a action/strategy game that is more or less the game Go. But with slime. It was VERY pretty…

… I didn’t spend too much time on the game, so I never really got a good feel for the game, but it sure was pretty.

And here’s Flipside, a platformer that has you playing as one character but with two distinct, polar opposite personalities, so you’re really controlling two characters at once. And as one might expect, you have to constantly switch between the two to figure out puzzles and the stuff…

… Though the wackiest part of the game is how it runs on the Half Life 2 engine!

And here’s Noitu Love 2: Devolution, a good old-fashioned hyper action-platformer, in the vein of Gunstar Heroes…

Other neat games that I unfortunately did not get pictures of were The Path, a wonderfully atmospheric video game take on Little Red Riding Hood, Triachnid, which is almost like a combination of Shadow of the Colossus and Sodaplay in my mind, Gesundheit, which some might recall me talking about years ago, and Poesysteme, an arty-farty poetry game from France. Oh, and Clean Asia was present as well; which I tried playing, but totally sucked at. And of course, the guy after me totally blew the game away. That being the creator. Still, what a show off.

Anyway, the highlight of Thursday’s programming, and of the entire conference for most people, was the two hour experimental gameplay showcase, as orchestrated by Jonathan Blow. The program was separated into several sections, with games illustrating a certain approach or hook.

I found the first section, covering games that toyed around with the concept of time and multiple play-throughs, to be the most interesting, primarily Cursor*Ten…

… Here’s how it works: you move the cursor around a room, clicking on stuff to get points, but mostly to trigger whatever mechanism to open a path to the next room, whether it be hitting a switch once, multiple times, or holding it down. There’s a time limit, and you WILL run out of time during the first play through. So immediately the game starts over… but every action from before is repeated. So in a sense, you will be playing alongside yourself. Which is super important when it comes to places where you have to hold down a switch to activate an opening… which you yourself cannot utilize, but your future self can. Some triggers require hundreds of clicks to activate, which is too much for one cursor to handle, but if others from other timelines are there to help.. The game is simply BRILLIANT. It, alongside The Night Journey, simply blew me away. Best part is, everyone can give it a shot right here.

EDIT: Oh, and like a total idiot, I completely didn’t notice how it was already passed along on my very forum over a month ago!

Next was Time Bot, which was the same basic idea: you perform an action to set something up so you can go further the next “time” you play. In this instance, actions are contained in loops, and the puzzles are a lot more slower paced and cerebral. It was explained that one of the later puzzles is so difficult that it took about an hours worth of tries to get the timing right in order to set up the proper path, which involved hitting switches to create blocks that in turn form a path. Just check YouTube to see what I mean.

Then you had Blow’s very own Braid. It was introduced for “the ten of you in the audience that have yet to see it.” Which, naturally, included me! And for those who still don’t know what it is, Braid is an action-platformer that constantly “remembers” what you are doing (again, its a 360 game, so the hard drive obviously is in use here), and at any point can you create loops of whatever action took place, then break away to do something else to compliment it…

… One example had Blow trying to open a locked door, with the key across a spiked pit. Both the door and key (which btw are the only objects that are “independent” of the constant time fluctuating) are accessible via ladder, but if you’re character has the key, he can’t climb them, meaning a jump across the pit. But when Blow gave that a shot, he came just a hair too short and landed on the spikes to die, with the key falling below and reappearing at its original spot. So the action was rewound then replayed, and just as he was again landing on the spikes and dying, Blow had position another guy, this time standing on the other side, right on the edge. Who was able to catch the key just as the first one lost possession of it. The entire set-piece was really something amazing, getting nice “oohs” and “aahs” from the packed audience. There are apparently a lot of puzzles in which you have to off your parallel self to advance.

The Misadventures of P.B. Winterbottom takes that formula even further; again, you advance by taking advantage of actions and creating loops of them to be utilized by a later self. Like standing somewhere to allow yourself to be a platform for a later version to stand on… who can then form another step for yet a third version of yourself. But what if the third guy knocks out the first guy, which would cause the second guy to be unable to set up the third guy… the game allows and to a certain degree encourages the creation of these time paradoxes. The games uses a lot of Rube Goldberg-type set pieces, plus has awesome art direction (its supposed to feel like a silent film, so when you rewind and replay, there’s plenty of film tricks). Again, superb.

The next series of games dealt with that tries to be confuse, yet also be transparent. Such as Lost in the Static. It’s your average platformer, but absolutely everything is static. One can tell what something is, or what’s going on due to the type of static the object has (there are 17 different kinds in all). It’s nothing brilliant, just a cute idea. One that is TOTALLY not marketable, since screenshots are impossible to produce. Yet, I still tried taking a picture…

Then you had this…

… Which was conceived as part of a contest to create the worst game possible. So the creators came up with an idea of a game in which you control a huge monster. An invisible monster, even to the player. Occasionally environmental elements will help to show where you are, but for the most part, you are completely blind…

… To enhance the effect, the whole thing is set up like a movie once again, but a D grade, Ed Wood flick. Like how the UFOs you fight are on strings. There are also boss fights, with other monsters, and they too are also invisible! Another primary goal was to create a game in which people would play with absolute intensity, but anyone watching would be completely confused because nothing is going on.

Here we have Space Giraffe, by Jeff Minter. Some might recall me being super psyched for it during development, as were many other folks. After-all, his re-envisioning of Tempest was beloved by all. But when his latest game finally came out, it received a pretty cold reception; most were confused by the new game, to the point of anger and disgust. People hated it, and told anyone who would listen to avoid it like the plague. Which was advice I heeded since some of the folks echoing such a sentiment were those whose often knew what they were talking about. But after seeing it in motion, I want to play now more than ever…

… The graphics for each passing level become brighter, more colorful, flashier, louder, more abstract. Which makes knowing what the hell is going on pretty damn difficult. Then again, according to Blow, it’s meant to be confusing, but the true source of confusion lies with how its played; this is not your dad’s Tempest, and the rules of old absolutely do not apply. Just leaving your finger on the shot button is actually the last thing you want to do in some instances.

But if there’s one person who has certainly figured out the game, it’s Blow, cuz he was whipping through level after level with absolute ease, and we’re talking about level 64 and above, the really hard (i.e “good”) shit. Also, sorry Rez, but there’s a new druggies? game of choice in town. Blow actually blames Minter, for not properly explaining the game to the rest of the world. He’s all up for doing whatever the hell he wants, conventions be damned. But Minter also needs to see where the player is coming from and give them at least a shot.

The last game in the “obfuscation” series was Stars Over Half Moon Bay, by Rod Humble, creator of the much talked about game from last year’s GDC, The Marriage. Like the Marriage, there are no real instructions, and believe it or not, this latest one is even more esoteric (though Humble did offer an explanation, which was mostly a reaction to his frustration to not being able to come up to a “worthy” follow-up of The Marriage).

There are no pictures because, well, none of them came out, and they’d make zero sense anyway (even more so than Lost In The Static), plus it might be best to not saying anything and just let the game be played. Though I will say that, I don’t think its anything profound, like The Marriage, but then again, I don’t think its trying to be either. I am curious though to see how people will react to it… primarily from those that both loved The Marriage and hated it.

One game that fell under the category of “two spaces” was simply titled Shadow. Again, sorry for the lack of visuals, but they too would have made very little sense, as well as make the game look extremely boring. After all, you’re just trying to move a very plain looking ball from one plain looking platform to another (the lack of detail is in part due to the fact that it’s just a prototype for the moment). The thing is, the distance between platforms are often too wide for the ball to get to via jumping, and that’s where the title comes into play; you have two viewpoints, looking at the object and looking at the shadows they cast. In somewhat the same vein of Echochrome, perspective is everything, and if the shadows of two objects look close together, despite their actual distance, then that’s all you need to get the ball, or at least it’s shadow, along the way. Yet another game that really impressed the crowd, and one to look for.

Another two spaces title was Shift, an action platformer that also deals with shadows, but in an entirely different manner. There’s not much to say here other than it?s a game that plays around with perception, and well worth checking out!

And finally, for the “user generated” category was Crayon Physics Deluxe, which could be considered the game of the show, simply because it did manage to nab the top honors the previous night at the IGF awards, the $20,000 Seumas McNally Grand Prize. Basically, the entire world as one can see, is in crayon. And to make things happen, you use… a crayon! The object of the game is to get the red ball to touch the yellow star. And to do that, you create shapes, even simply machinery, all via crayon, which are governed by the law of physics. It?s so amazing, that one absolutely has to check it out…

… Most puzzles involved creating a shape that moves, to propel the red ball, or to push it along. And to make the boxes move, pulleys and hinges are created. Again, everything behaves precisely how they would work in real life…

… It was a fine example of a game being made with one specific solution to a problem in mind, and others going completely wild with their totally crazy, yet totally working, concepts. All of which illustrates how fantastic and robust the concept and execution is. The only limit to the game, and I hate to sound so cheesy, but it’s so true in this case, is one’s imagination. And you know a game has totally hits its mark when everyone looks on eagerly as a person is laying everything out, nice and slow and deliberate, and when the moment of truth happens, and it all works out, you get thunderous applause.

And that was it for day four! Yet plenty more was in store that evening, quite a bit more actually, but perhaps it?s best to wait for that next time…

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GDC Day 3

… Which meant the expo floor was open, and the convention was finally in full swing…

It felt a bit like E3, at least from what I?ve seen, but a bit scaled back. Actually, it felt like DigitalLife, but with, you know, actual names you recognized and gave two shits about. Like Nintendo, who had a fairly big presence, built almost entirely around just two things: Super Smash Bros Brawl and Wii Fit…

Sony had perhaps the biggest booth. It’s kinda funny how, out of the big three, Sony of all people appears to be the most indie developer friendly. Aside from already having flOw and Everyday Shooter, the former haven of smaller, more independent fare, Xbox Live Arcade, is now overrun by major publishers, while Nintendo… well, there is the upcoming WiiWare, which absolutely no one knows about (though I would finally hear the details later on; more on that later)…

But Sony being Sony, in addition to showing off their authoring tools, took the opportunity to show off the hottest game for the system at the moment, Devil May Cry 4, on their gigantic plasma displays, with couches for those to kick back and play. But on one of the TVs was Echochrome, that MC Escher-esque game that I once went ga-ga about in these parts a while ago. So the chance to give it a spin was a real thrill…

… The gameplay, for those who don?t know already, is all about perspective, as in playing with it. You have a dude, that basically looks like a wooden drawing model, that moves around a path, going back and forth, and to get him to go places you have to shift the camera around, to give the illusion that the separate parts of the backgrounds have merge, which then actually translates in the game space. It was fantastic, though unfortunately the demo was super short. Plus, I asked the Sony rep demo-ing the game a bunch of questions, and he clearly did not give a fuck. I was then passed along to the head-PR lady, who was also kinda clueless. So typical of Sony. By the end of that first afternoon, Ectochrome was gone, replaced by, you guessed it, Devil May Cry 4!

Gran Turismo 5 was another game that was being heavily pushed, but not just Sony, but Logitech, who has a new fancy-schmancy steering wheel. Which meant plenty of opportunities to suck on the virtual fast lane (sorry, but that game is too hard for someone weened on Daytona…

The PSP was also represented. The clear winner for me was Patapon, though I was also super impressed by the new God of War…

Here we have my new pal Phil, along with his creation, in the indie games pavilion…

Aside from games, you also had all sorts of wacky hardware, like this three dimensional, haptic mouse, called the Novint Falcon…

… Basically, you use the ball to navigate the game?s space in three dimensions, by moving along the X , Y, and Z axis?s. Furthermore, it can transmit feedback depending on the environment in the game. For example: the device?s demo has you moving a virtual hand and touching balls of varying surfaces, like liquid, molasses, rock, sandpaper, etc. The effect was surprisingly convincing.

Along with the controller are some games tailor made for it, plus there?s an SDK for other game makers out there to take advantage of it in their titles (there?s already a Half Life 2 mod, of course). The one original game that caught my eye was a Katamari rip-off; one level takes place in some character?s dream, and you have to collect all these letters…

… It was really awesome, but unfortunately, the rest of the game is simply a shameless Katamari clone, nothing more, nothing less, though with none of the aforementioned level?s creative spark (well, there was also a Tron-looking level, that also seemed kinda neat).

And here’s controller by NeuroSky that allows you to play games WITH YOUR MIND!!!

… The lifting of the x-wing was, more than anything, cute. I didn’t get a chance to try out the PC controller, due to the very long wait and my tight schedule, but (unsurprisingly) the wait for the cell phone version wasn’t nearly as long. Once again… say it together now: you can read all about it over at Zedge!

Hey kids, why play Guitar Hero or a stupid old HD flat screen, when you can play it on a dome!

Why? I have no idea. Actually, the tech is for big events, like concerts. Which they decided to show off at the GDC for some reason. Next.

There were tons of different software packages on display, though a large percentage of them were related to motion capture…

Oh, and here’s Half Life 2 via third person, a mod created by a DeVry student…

… Why? Because not everyone likes, or can even play, games via first person, due to motion sickness. Like me! It’s not perfect though. First off, as you can see, you’re not playing as Gordon Freeman. Even though you are still Gordon in the game. Why? Valve never made a Gordon character model! But the grunt you play as still moves just like him, since all movement is based on physics, so you move along silky smooth. Except when going up ladders… you kinda just float up and down. Reason? Valve never bothered to do a walking up or down ladder animation.

And here’s some demo for some software for the Wii featuring a very slick looking corridor shooter. Too bad it?s not a real game…

Around mid-afternoon was my appointment with SNK, who like D3 the day before, was in a remote location, at a hotel suite. I went in hoping to maybe check out KOF XII, which they sadly did not have, aside from a video (but HOLY SHIT DOES THAT GAME LOOK FUCKING AMAZING), though did have something I totally could not have ever expected: Metal Slug 7!

Yes, it?s for the DS, and I only played a little bit, but what little I played was pretty damn awesome! It simply felt like Metal Slug, for lack of a better descriptive term. The game was not only a surprise to myself but SNK USA as well; they had no idea that they would be demo-ing the game, so they had zero information, such as what team worked on it and the like. But the action was fast, fluid, and over the top, as a Metal Slug game should be!

From what I could tell, you had the standard side-scrolling missions, but there were also shorter object oriented missions that took place during portions of already completed levels. It was hard to tell what was what since everything was in Japanese. BTW, for anyone who has seen gameplay video of it in action, over at snk-capcom.com… that’s me playing it.

Another shock was hearing that KOF 98 Ultimate Match is actually coming out in the US! Who would have thunk it! Though I still say the title should be King of Fighters 98: Dream Match REALLY DOES Never End…

The Samurai Shodow Collection was also on-hand, which I knew would be in advance, which is why I also planned on asking why in the hell Samurai Showdown Zero or X, whatever the heck the one Joe Salina has, is not included. But on the box it stated a Samurai Showdown 6 in the line-up. Yet when I mess around with the game, it was nowhere to be found. WTF. The SNK folks were also confused (they had simply assumed 6 would be part of the package and never actually checked to see it was there). But after some messing around, it was? in the options menu or something. I hate it when they do that. But yeah, its there, so finally Americans can play as or against the sexy samurai maid or the weird robot/puppet show.

Also met JC Flecher, the dude who runs WiiFanboy.com and DSFanboy.com. Really nice guy. As well as Jason Napolitano, plus another dude, whom I forget, but I do remember him wearing his GAF name, avatar, and tag, screen captured and printed, alongside with badge. It was then revealed that all four of us are GAFfers, and that there was going to be a NeoGAF meet-up later that evening. I was originally going to the Game Developers award ceremony that night, but the chance to actually meet GAFfers in the flesh, especially since I?ve already done so with Insert Credit/Select Button and YayHooray was too good to miss.

A couple of tourist-y pics, after the SNK thing, and on my way to lunch; some shots of Union Square…

… Sorry, but San Francisco’s Union Square totally kicks the ass of New York’s Union Square. Not to be a hater and all, but…

As for the IGDA VIP luncheon, the topic of parties came up. I explained that I was going to abandon the awards later that night for the GAF-get-together and was strongly advised against such a move by the boys from Jersey, Coray Seifert and Nick Smolney. I was told that it was am absolute do-not-miss affair; aside from supporting the scene, the ceremony itself is always supremely entertaining, either in a good way, or in a ?holy shit, this is horrible? way, often in the form of cheesy sketches and in-side jokes, which if you get will make one feel even more grossly uncomfortable. Never mind how jokes are rarely funny at award shows; what passes off as “humor” these days in games, as well as the massive proliferation of shitty game related web comics out there has more than proven that video game folks, God bless their souls, are not necessarily the funniest people on earth.

Though the reason why I had to go was because, apparently, it?s the last year in which CMP was handling the ceremony. The word is next year G4 will be taking it over, where they will surely fuck it up like everything else they touch. They were already on-hand this year covering the entire event, and the feeling was not so good. Imagine next year when they somewhat run the show? its hard to believe anything worse than the ultra-shitastic VGA that Spike TV does, but anything is possible (plus G4 did single-handedly destroy Tech TV). Oh God.

Then someone mentioned the White Wolf party scheduled for the next evening. Pretty much every press person got the email invite, and almost everyone rolled their eyes and some of the claims, that it was supposed the talk of the town afterwards. But because I wasn?t there, I would find out that it sorta was; there were naked women all over place, including one of the game designers Okay… I like train wrecks and all, but even I have my limits.

Afterwards was a talk by Jonathon Blow, the creator of the upcoming time-shifting platformer Braid for the Xbox 360, and a rather vocal, as well as somewhat controversial, member of the indie scene. Originally his topic was called “Design Reboot” and would have offered new ways of approaching design, but because he did that once before and doesn’t like doing the same thing twice (drat), instead Blow decided to tackle a question that was somewhat posed in a Halo 3 review in the recent past, in which the author stated that games were on the cusp of being something big, and almost on the level of other respected forms of art and expression, such as film or literature, but for that to happen, it needs to “stop pandering to the player’s demand for mastery in favor of enhancing the player’s intellectual and emotional life.” But how?

In Blow’s opinion, games should… actually, need to be more meaningful, to have more emotion. Unfortunately, the current idea of idea of making a game more “engaging” is by adding dynamic story elements, such as in Half Life 2 (the “you are IN the story!” approach, with shit happening to you all around and you’re expected to keep up… other games have done the same thing, even before HL2, but most will agree that it had done it the best, thus far). Well, unfortunately, that’s really not the way to do it. On a basic level, telling a story in such a manner is extremely disjointed; the key to good storytelling is in its pacing, which has to be tight, yet flow seamlessly, which is impossible to in a game without constricting the player to a large degree, that in turn hinders the gameplay. In any movie, there’s never a scene in which the main character is stuck doing the same thing, over and over again, or even dying and coming back to life, and once he or she has figured what is up, goes back to business, as if there was no real set-back or disruption to the narrative flow. Half Life 2 has thus far been the most successful at achieving a balance, but it still suffers from that later example, and that’s simply not good enough. Also, the story is still far from brilliant, and the acting, still pretty lifeless and robotic.

Though Blow also questioned the intent of most games, Personally, I don’t find pandering to one’s desire of mastery such a bad thing. After-all, what are games if not a means to explore one’s desires and live vicariously through one’s virtual self, as he blows someone, or something‘s head, clean off? But Blow clearly has real issues with such a motive.

Well, we play games to have fun, obviously, but what exactly is fun? There are different kinds. Blow gave two examples and compared them, which in this case was sports vs. slots. In sports, we engage in a physical activity that has very clearly defined rules. There’s elements of interaction and ability, to name a few. In the end, sports are ultimately a positive form of fun, because, again among many other reasons, you’re getting exercise! Now how about slots? There’s no skill, no strategy, no real interaction, it’s all chance. It’s basically gambling, which inherently is not such a positive thing.

Blow feels that it is important to give “natural” awards, not “artificial” ones. One example of an artificial award is stupid crap that fills the screen if you do something correct or something. Whether it be number on screen, or an explosion of bright colors and sounds. Blow’s definition of a natural award is the moment of realization, like when you solved a particularly tricky puzzle, that rush of “holy shit, I KNOW NOW!!!” Needless to say, its far earlier to deliver the flash than the substance. Blow noted that none of the puzzles in Portal took that long to solve, but each time when he did, it was extremely satisfying.

For Blow, the key issue is how games need to be less fun, but more interesting. And designers need to have a better idea of their intent, or at the very least, be honest, be “pure” about it. All food for thought. BTW, anyone interested in the full rundown of his presentation can simply go here.

Afterwards was a presentation on Wii Fit. Unsurprisingly, it was tough getting in, being Nintendo and all, everyone wanted to check it out. But it was worth the hassle; the hour long look at the development of the hardware and software was pretty fascinating, though unfortunately, again it being Nintendo, everyone was expressly forbid to take any pictures. Granted, I’m pretty sure most folks, even diehard gamers might be bored to tears by pictures of a controller in development, one that is basically a glorified bathroom scale. But still.

Easily the most interesting aspect of the Wii Fit board’s development is how at one point they tried using the innards of the Nintendo 64′s controller as a key element, as a means to reduce cost (Nintendo is all about trying to make shit as cheap as possible, for obvious reasons). In the end, they had to do away with it, but still, its the kind of outside the box thinking that gets gamers’ wangs nice and hard. Though the real visual highlight, the one that made everyone at least think about sneaking in at least one snapshot, was at the very beginning of the presentation, in which speaker Takao Sawano, who served as project manager, presented this ultra detailed diagram for what would be Nintendo’s new system at the time, one that detailed all the things Miyamoto wanted to address. The three key areas were activities that allow players would be able to athletic competition, which became Wii Sports, activities that allow the player to just enjoy playing simple, not necessarily competitive, games, which became Wii Play, and activities that allow the taking care of body management, which is what Wii Fit would become.

That last part came from Miyamoto and how he actually enjoyed weighing himself, and monitoring his health, which he felt could be turned into a game, or at the very least a fun activity. Problem was, his team was no necessarily convinced, but you know, if Shiggy says it will be, make it so. The first real challenge was figuring out the hardware, which as noted earlier, had to be cheap, but also durable. Numerous versions were created for testing purposes, with features constantly being added and subtracted, such as rumble (in the end, not powerful enough to be worth the bother). At one point, the Wii-mote was used in tandem, like how the classic controller has to be connected to one to work, but they realized that most folks would be afraid to have it on the floor, where it might easily be stepped on. At a certain point, the team went to the service center, where they receive and repair broken Nintendo products, to figure out why stuff breaks and to prevent it, to avoid unnecessary hassle for the player (hear that Microsoft?).

Ease of use was always key, hence why one really neat feature is how the game has a basic calorie/weight counter that is supposed to be used everyday, but so people don’t have to go through the hassle of taking out whatever was in the Wii before, then popping in the Wii Fit disc for just a few minutes of use everyday, the software installs a lite version that just does the quick and dirty thing, in the form of a channel. Neat! As for the issue of whether people would actually want to weigh themselves in the living room, naturally, well there’s also a bunch of neat games that are basically exercise that really brings the package together. My fave might be the jogging one, where you run in place; the board is not even used, and instead you simply hold onto a remote, and as you swing it around, it translates to running in the game. You basically run around an island, and the length of each run can range into the miles, so… like it is in most gyms… you can actually change the channel and watch something else on TV while the game keeps running. It’s little things like that which makes you realize that Nintendo thinks of everything! Even though it?s not necessarily true. One final factoid (Seriously, is any of this of any interest to anyone?): the Wii Fit board has a maximum capacity of 1320, so there’s no reason why any fattie out there shouldn’t get this thing! Yes, believe it or not, I am legitimately excited for this thing.

The presentation ended with a look at some possible other applications for the board, which was the whole point of the presentation, to inspire other designers out there, but we all know that hardly anyone will touch the thing, or do anything truly interesting with it. Which unfortunately is the case for the Wii in general…

Anyway, after the Wii Fit presentation, I went to the expo floor to conduct some interviews, and after munching on the free hamburgers some booth was giving out to all the attendees (Christ I gained so much weight from last week alone), it was 6:00, end of day three. Which meant a trip to Moscone South, for the award ceremony…

… Time for another bit of random name-dropping: before the show began, I met Mike McWhertor, from Kotaku, who apparently reads this site! Awesome!

Anyway, the ceremony itself was pretty neat, rather straightforward and to the point, with some bits of humor, though some of it was pretty decent! It was actually two different awards put together; the Independent Games Festival ceremony and the Game Developer’s Choice Awards, with Mega 64 doing vids for the IGF (like this one… and Secrets of Bird Island btw is the tits), and various Zero Punctuation segments being used all throughout the second half (though none of them were new, for all you Yahtzee fans out there, sorry).

As for the games that were nominated, man, there was a ton of cool shit in contention for the various prizes, at least on the indie side of things (some of which I’ll be going over in my next post), though I was mostly rooting for Fez, which did nab excellence in visual art! Yeah!!!

… The top prize went to Crayon Physics Deluxe, and if you haven’t check out for yourself already, I will be going over it next time once more, so prepare to have your mind blown.

The second half, the Game Developer’s Choice Awards, on the other hand… eh. Some of the nominees were excellent, and some were questionable, and the awards went to a few of the latter, which was total bullshit in my book. First off, instead of flOW or Everyday shooter getting best debut game, the award went to… Crackdown?! WTF. Best audio should have also gone to Everyday Shooter, no fucking doubt; the winner was Bioshock, which like all the other nominees, like God of War 2 or Mass Effect, is that same lazy, boring, wannabe Hollywood score that we’ve heard over, and over, and over again.

Oh, and Ralph Baer was recognized with a pioneer award, which was pretty awesome. So overall, a decent affair. One that was also filmed by G4 for broadcast in the coming week. I’ll be shocked if they get a solid 10 minutes that’s suitable for their brain dead audience. Either that or they’re going to have to add a heavy dose of Carmen Electra in postproduction.

… Okay, not to go off on a tangent, but Christ does G4 suck! I know I’m overstating the obvious, but I watched a solid week’s worth of their programming while Washington, since again, I didn’t have shit to do, and man…. aside from the also aforementioned Ninja Warrior, and another similar show, the Unbeatable Banzuke, all their programming is horrible. I think Attack of the Show is the worst; aside from being a televised version of Wired Magazine (okay, from back when it sucked… I’ve been told its not so bad now, though I wouldn’t know, since I haven’t touched an issue in years… actually, I did check out that anime/manga issue from a few months ago, and refuse to go back, due it being so fucking stupid), they clearly do not have their finger on the pulse of jack shit. They did a story on Anonymous vs Scientology and they seriously had no fucking idea where Anonymous comes from! Hello? 4-chan?!?! Holy shit is that retarded. As for their viewers, when they asked them if they would go back to network television now that the writer’s strike was over, a whopping 60-something percent said yes! So they were watching it in the first place?!?! Alright, rant over…

After the show, I went over a bar to meet some new folks… the NeoGAF meet-up. Why the hell not, right? And I met a few cool folks that I have somewhat forgotten about, since I really don’t frequent the place anymore, even though I really should; all major gigs have originated from being noticed there, and the same was the case with pretty much everyone there that night! Anyhow, finally met Roberto Garcia-Lago, who writes for Gaming Age proper, and Cameron Davis, who works for Krome Studio, the makers of the best Transformers video game to date (which I know is not saying much, but still). And that was pretty neat. Anyhow, I bought them a round of beer, in exchange of them mentioning my site on their nightly podcast, and I think the sudden influx of hits to my site the next day is indicative that it was money well spent.

Didn’t stay long since I was starting to get a bit worn out from all the show and the constant socializing after-wards (cue “I’m getting old” comment), plus I was getting a bit hungry. So I decided to finally check out the Jollibee that was across the street from the convention center…

… Now, I had learned about Jollibee from Joe Simko’s trips to the Philippines. It’s an American styled fast food joint… from the Philippines… with a happy bee as a mascot. Sold!

I had both one of their hot dogs, the original JollyDog, and a burger, or the YUMMY BURGER WITH CHEESE! HOORAY!!! Both items had this weird sauce that I cannot put my finger on as to what it was. Maybe its better that way. Anyway, they had this TV monitor that had these weird commercials featuring that was a mix of English and Filipino (though all the actors were Mexican for some reason). They also served spaghetti that’s angel hair pasta covered with tomato sauce that has, get this, hot dog slices! You know, I love hot dogs and all, but again, even I have my limits.

And was less than ten minutes after this meal in which I had the sudden sensation/fear that I was going to shit my pants. I would find out later on from Raina, as well as Slonie, that pretty much everyone has the same exact reaction. So much for night three.

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