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Top 10 Overall Game Developers of 2007

I’m now home from Seattle after my internship with Microsoft this past fall.  I thought a good way to back into things, now that I have access to my server again, would be to run the best of query against 2007, and see what we pull up.

While we often hear about the best games, or the best publishers, rarely do we hear about the people who make those games possible.  Go check out the top ten overall game developers of 2007.


December 27, 2007 | 8:12 AM Comments  0 comments



Duke Nukem Forever

Lewis Black has this good sketch about how the punchline to any joke can be “Michael Jackson”, but really, that’s all you need to say. Duke Nukem Forever is the Michael Jackson of the video game industry. What I don’t understand is how you can not make money for that long and still stay in business. It’s now over 10 years since the announcement, and most people have simply put it aside and waited for 3D Realms to eventually announce that they’re canceling it. Today’s teaser trailer brings it back into the spotlight again, but seems to be more of a desperate plea, saying “Hey guys, we still exist”, rather than a true indication that the game is on track for release.  Especially since said teaser trailer looks more like a step up from Normality rather than a state of the art FPS.  Which, I mean, I’m fine with that.  Far be it for me to encourage a further development in the arms race that is video game graphics, but if that’s what you have to say for yourself after going dark for 6 years or so.  Just, wow.

Eli Hodapp has an eye opening list of things that have occurred since Duke Nukem Forever was announced. I highly encourage you to read it, as it’s hilarious. Some Highlights:

  • Google and eBay have come into existence
  • Every single major Peer-to-Peer file sharing application, including Napster have been developed
  • Blizzard releases Diablo 2, Starcraft, Warcraft 3, and World of Warcraft, and expansions for all of these
  • Every movie, animation, and video game from The Matrix series
  • The entire Grand Theft Auto, Halo, Metal Gear Solid, and Thief series’ have been made
  • Steve Jobs rejoins Apple Computer and releases the iPod
  • Every Massively Multiplayer Online Game other than Meridian 59
  • The entire South Park Series
  • Every Pokemon game outside of Japan
  • Valve releases the best game ever made, twice (Half-Life, and Half-Life 2), as well as Team Fortress 2, Steam, and every Counter-Strike game
  • Black Isle Studios is formed, creates over 7 of the best RPGs ever including Fall-out, Fall-out 2, the Baldur’s Gate and Icewind Dale series’, and is disbanded
  • The Euro is created
  • All three Star Wars prequels and all three Lord of the Rings movies are made
  • The entire Harry Potter series of novels

World War 2, and the entire Manhattan Project, culminating in the invention of Nuclear technology happened in less time than the development of DNF. The entire moon-landing, from Kennedy’s challenge to the touch-down on the moon, occurred in less time than DNF has been in production, so far.


December 19, 2007 | 3:12 AM Comments  0 comments



A Critique of Video Games

To say that there’s a debate on whether or not video games are art is rather disingenuous. There are those who feel that video games are not, but I think it’s been demonstrated that they don’t know what the hell they’re talking about. The very question of “Are video games art” doesn’t make sense. One doesn’t ask if drawings or film are art, these things are a medium through which art can be expressed. Anything can be a medium through which art is expressed, but that doesn’t mean that everything created using that medium is art. I doubt that Mr. Ebert would deny film being a viable medium for art, but he’s not exactly advocating the artistic merits of American Pie either.

And so we could discuss what the qualifications are for artwork, but I could make an entire blog devoted to that. The reality of the situation is that those types of decisions are made by consensus of the art critic community. We currently have a lot of game reviewers, who are paid money to play games and essentially tell the world if those games are worth paying for. This is only a valuable service only insofar as you can trust the integrity and opinions of those reviewers. Likewise, this service could be performed by a community, but is only useful insofar as you can trust the opinions of that community (and if the community is primarily composed of the idiots you find on XBL making various homophobic references, I don’t have a whole lot of faith in that). This is, however, not the same thing as evaluating the esprit of the game, as a work. And this is an area where things get a little fuzzy.

I’ve written before about the separation between an action which is highly addictive, and an action which is personally satisfying. These things are metabolically separate functions within humans. Unfortunately, they are often confused, and this is evidenced by a lack of clear distinction in this concept within the language (i.e. A game is simply “fun”). Case in point: N’Gai Croal chooses desktop tower defense in Slate’s Gaming Club game of the year.

Is obsession a valid selection criterion? I’d say so. It’s certainly one that I apply to other art forms. Whether I’m thinking about my favorite song, album, movie, TV show, novel, or play, I generally pick the one that I’ve responded to the strongest, the one that I can’t stop thinking about.

- N’Gai Croal

We don’t have accepted vocabulary that marks the difference between an experience that stays with you after you leave it because of the profound implications it has (For a film example, Memento) or because the experience was psychologically addictive (Spiderman 2). My point is, you can do both (The Matrix, the first one anyway).

Popularly, Jonathan Blow has seized upon this idea and seems to have emerged as the apologist for the concept. Unfortunately, I don’t feel many people seem to understand what he’s saying. In the same Slate Gaming Club article, Seth Schiesel talks about how Blow hates on Bioshock because it pretends to be an emergent Sandbox, when really it’s a constructed reality. I don’t really think that’s the point. While Blow does seem to prefer the Will Wright-esque emergent concepts that arise from atomic game rules, that’s only because of the satisfying experience it can provide. What he is essentially saying is that most games feed upon artificial scheduled rewards - the drug pathways, in my lingo - while very few provide a meaningful take-away.

What Blow is really asking is this: If we are going to make meaningful art, what is the mechanism that video games afford art that are not done through film, painting, poetry, or music? In his mind that mechanism is the structure of gameplay; the rules of the created world, and the exploration of those rules, should be the source of a certain profound satisfaction. I would call this a ludological art fundamentalist viewpoint. Certainly I can’t think of better contender for what the core of that experience would be, but I would take a more moderate viewpoint. Much as film is a unique medium from stage theatre, to say that the essence of the art in film is only in the cinematographer is disingenuous as well. Much of what makes a truly great film overlaps what makes a great play. So it is with video games.

Blow criticizes Bioshock for creating a non-authentic satisfaction. He argues that Bioshock’s marketing makes the claim that the game is about morality and choice, but this is not evidenced in the gameplay constructs (because your choice is irrelevant). I would say that Bioshock’s marketing as a game about choice is really quite brilliant. The game is not about choice, but rather the illusion of choice (Would you kindly agree with me). The fact that rescuing or saving the little sisters makes little difference in the stable state reinforces this concept, and it does it through gameplay.

Beyond that, I think the game is also a very powerful exploration of Objectivism, and one gets to literally explore the implications of that philosophy. Instead of through narrative and watching it occur, as one experiences in Atlas Shrugged and The Fountainhead, Bioshock literally allows you to explore the aftermath of an environment which had adopted that philosophy, through the use of audio diaries and your experiences with the characters in the game. Those are not strictly ludological concepts, but are borrowed from film, which is perhaps why Blow doesn’t account for them. That Bioshock is able to do this, and at the same time make it relatively straightforward to bypass if you’re interested solely in entertainment shows that this game is a shining star of entertainment and art fused together. No, it’s not perfect, but art rarely is.

I don’t think that many people have explored the dynamic of using the gameplay, devoid of artificial rewards, as this satisfying experience, and that may be why it’s difficult to discuss it. I also think that adopting only the use of gameplay would make a game far more sterile than it could otherwise be. There are parallels between film and video games, and while it is ultimately to our detriment to make games that are trying to be films, ignoring the lessons learned in that medium serves no purpose either.

That said, I think Blow has gone somewhat overboard (which would make sense, considering this fundamentalist position). People who are interested in meaningful, authentically satisfying material will seek it out, and if it’s not available in the medium of video games, it is available in other fashions. Most people are not interested in being enlightened, and seek only entertainment. Having the entire industry produce nothing but games designed to be fine art will only result in the abandonment of the medium, for that exact reason. How many of the novels sold every year are truly profound? How many pieces of cinema leave concepts that dance in your mind as you drift off to sleep?

Daniel Radosh may be hungry for real food, but the rest of the world is clamoring for whatever cheap drugs they can find. This is not new, nor is it a sign of the times. This behavior is endemic of our species, and frankly I suspect it is a requirement for a stable society that most people not be interested in that which is profound. Ultimately most people will continue to make that which is entertaining, and occasionally a visionary will create a profoundly meaningful game. Those games will appeal to a much smaller set of people, and typically have much smaller budgets (would Citizen Kane have been even better if it had a $200 million dollar budget?). That doesn’t mean that AAA titles should not continue to push the boundaries of what is possible to make in video games, to explore the possibility space of what can be done with games, but I don’t think we need to get really whipped up about whether or not our games are art.


December 13, 2007 | 5:12 AM Comments  0 comments



In the Name of the King

Apparently Jason Statham has been busy remaking the Lord of the Rings making a Dungeon Siege movie.  This is why I can’t have a real Hitman movie?  Because you wanted to run around in the forest with elves?  Shame on you Jason.  For shame.


December 12, 2007 | 11:12 AM Comments  0 comments



XNA 2.0 Beta Released

Read the press release here.

Exciting things:

Download it here. Go make games. Dream Build Play is happening again! Go sign-up.


December 12, 2007 | 7:12 AM Comments  0 comments



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