• Smartbomb

    Here I am in the Tom Bradley International Terminal at LAX, waiting for my connection to Taipei, which has now been delayed by 2 hours. This means that I’ve already knocked off the first book I brought with me ont he trip, which is Aaron Ruby and Heather Chaplin’s Smartbomb.

    I spent several hours with Heather in an amazing interview a couple of years ago, and another hour perhaps at GDC 2005. The book that she and Aaron have written is essentially a cultural history of videogames, a glimpse at the passions, politics, and personalities of the gaming world. I’m in it, and so are Rich Vogel, John Romero and John Carmack, CliffyB aka Cliff Bleszinzki, Seamus Blackley, Mike Zyda, Will Wright and Shigeru Miyamoto. Rather than trying to capture everything about the gaming world, this book is written more as a series of looks into individual people and projects, and each is chosen as a frame for the issues that the writers want to talk about.

    And what do they want to talk about? The ways in which art and commerce live in tension. The quasi-rock-star celebrity that games can attract, and then the ways in which that can damage people. The curious sort of intellect it often takes to succeed in working in games, and the outlandish characters who result. The authors play up the alienness of many of the developers, the perhaps Aspergian distance, the obsession with models and minutiae, as if to make the point that these are not the people you usually deal with. Heather told me when interviewing me that part of what she discovered during the writing of the book was that she wanted to know “why so many of the brightest people I’ve ever met are making games.”

    From inside, of course, it doesn’t always feel that way (though I do know several people, people you wouldn’t expect, who say they simply cannot communicate with Will Wright because he’s too out there). This outside perspective is valuable, especially as the industry continues to evolve rapidly in a swirl of big cash and small ambitions.

    Much of the story depicted here is of art and idealism and perhaps most importantly, love of play, finding itself caught up and co-opted in goals that wander a bit afield–training soldiers, fighting for corporate ownership of the boardroom. A bit of an agenda creeps in in the authors’ tone–there’s a clear sense that they too, are horrified along with the graphic artist who asks if the makers of America’s Army are insane, that they are more on Seamus Blackley’s side when he argues for creativity than J Allard’s when he gives away HD TVs and proclaims the day of the microtransaction in the struggle for the soul of the Xbox and the living room entertainment experience. And there’s something downright elegiac in their treatment of Nintendo.

    The book has some minor inaccuracies — I’ve never lived in the Philippines, and I never got beat up in school, and I don’t think my smile is supercilious (you tell me!) — but as a look into the realities of why many of us in the industry do what we do, and as a primer on where the heart of he industry has been and where it is going, it’s invaluable. Definitely give it a look.

    BTW, there’s something really eerie about reading about yourself as a character.

    They’re doing reading events across the country; I was supposed to be at the San Diego one but cannot make it since I will be in Korea. John Donham is there instead. Let me know how it goes.

  • Off to Asia

    I fly out for Taiwan and then Korea later today. I’ll try to keep updating as I can–you should still expect a Sunday Poem, for example. I also went and got a nifty new digital camera yesterday, so I may drop some pics of Taipei and Seoul on here.

    I’ll be at the Korea Game Conference from Wednesday through Saturday, and giving a keynote speech called “The Destiny of Online Games” on Friday.

  • Why user content works

    This is why user-created content works.

    During the Q&A, a french canadian developer got up there. Not a wimpy looking guy, your typical tatoo’d programmeur-du-jour, and said the following (written in phonetic-quebecois-english for full effect)

    “You talk about de need for critical acclaim. And you talk about de need for de big boodget. Der is a painting in France called de monah-leesah. It is famous. It might be very expensif too, if you can buy it, but you can’t buy it.”

    Then he pulls out a peice of loose leaf paper from his pocket and unfolds it, holding it up in front of 600+ people, to show a cartoon drawing. Noticably choked up, he says, “Dis is a picture dat my son drawed for me. This drawing makes me cry, and de monah leesah doesn’t effect me one damn bit”.

    To quote something I said a very long time ago now,

    The thing is that people want to express themselves, and they don’t really care that 99% of everything is crap, because they are positive that the 1% they made isn’t. Okay? And fundamentally, they get ecstatic as soon as five people see it, right?

    In these days of mass media, of broadly targeted disposable entertainment, we tend to forget that the core of entertainment was a person telling a story around a campfire, it was dancers in a circle, it was singing for spirituality, it was ballads that carried the news from province to province, it was writing as a holy act–the notion that one’s words might live beyond one’s life simply astonishing, potent and fraught with eternity.

    Today’s mass media is a historical aberration, and it’s a recent one. As little as 100 years ago, music was something experienced in the parlor, with your friends. Every household had a musician, and music-making was democratic.

    One of the things that Chris Anderson likes to talk about regarding the Long Tail is that the hit-driven market makes products that are moderately to marginally satisfying to large groups of people. But niches target people who really want the product in that niche. Their satisfaction with the product is much, much higher. That’s why I listen to Grassy Hill Radio on the web — because it satisfies me more than the local radio stations do.

    As recently as a month ago, a bunch of teenagers writing deeply personal thoughts for a tiny audience of their friends was sold to a major media conglomerate for a few hundred million dollars. Small is the new mass media.

  • AJETS reviews “A Theory of Fun”

    The Australian Journal of Emerging Technologies and Society has just reviewed A Theory of Fun and they say,

    By skilfully traversing topics from cognitive science, to mathematics, to psychology, Koster integrates a number of disciplines into his theory of fun…. Koster successfully bridges the gap between game design practice and academic theory… For anyone interested in the relationship between games and human experience, this book is a must-read.And for those wanting to design their own games, this book is a definite must have… a welcome addition to the libraries of both gamers and non-gamers alike.