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Games

NYT's "Games To Avoid" an Ironic, Perfect Gamer Wish List 189

Posted by Soulskill
from the more-or-less dept.
MojoKid writes "From October to December, the advertising departments of a thousand companies exhort children to beg, cajole, and guilt-trip their parents for all manner of inappropriate digital entertainment. As supposedly informed gatekeepers, we sadly earthbound Santas are reduced to scouring the back pages of gaming review sites and magazines, trying to evaluate whether the tot at home is ready for Big Bird's Egg Hunt or Bayonetta. Luckily, The New York Times is here to help. In a recent article provokingly titled 'Ten Games to Cross off Your Child's Gift List,' the NYT names its list of big bads — the video games so foul, so gruesome, so perverse that we'd recommend you buy them immediately — for yourself. Alternatively, if you need gift ideas for the surly, pale teenager in your home whose body contains more plastic then your average d20, this is the newspaper clipping to stuff in your pocket. In other words, if you need a list like this to understand what games to not stuff little Johnny's stocking with this holiday season, you've got larger issues you should concern yourself with. We'd suggest picking up an auto-shotty and taking a few rounds against the horde — it's a wonderful stress relief and you're probably going to need it."
Books

Writing for Video Game Genres

Submitted by Aeonite
Aeonite writes "The third book in a pseudo-trilogy, Writing for Video Game Genres: From FPS to RPG offers advice from 21 experts in the field of video game writing, pulled from the ranks of the IGDA's Game Writers Special Interest Group and wrangled together by editor Wendy Despain. It follows in the footsteps of Professional Techniques for Video Game Writing and Game Writing: Narrative Skills for Videogames, and in keeping with the trend offers the most specific, targeted advice for how to write for an assortment of game genres.

Depending on your particular poison, the authors of each chapter might be immediately recognizable or complete unknowns. Possibly most likely to be familiar to a general audience are Sande Chen (The Witcher) and Richard Dansky (Tom Clancy's Splinter Cell, Far Cry), but Lee Sheldon (the Agatha Christie series), Andrew Walsh (Prince of Persia) and David Wessman (the Star Wars: X-Wing series) might also ring a bell.

The important thing here, however, is not who the writers are, so much as that they deftly cover a wide variety of terrain. As the subtitle suggests the book covers everything from FPS to RPG, from MMO to ARG, and the entirety of alphabet soup in-between. Each chapter covers the particular challenges of writing for one particular genre, and generally offers specific tips on how to overcome those challenges when writing for that genre. The chapter on MMOs, for example, discusses the fact that MMOs have stories that never end, worlds with millions of chosen ones, and a complete inability to control pacing or quest flow. "Writing for Platform Games" emphasizes the need to provide a coherent narrative even while the player is generally busy trying to complete the next jumping puzzle. Other familiar genres covered along the way include Adventure games, Sports games, Flight Simulators and Driving games.

Several of the chapters also venture outside of what traditionally constitutes a "game genre." For example, Richard Dansky and Chris Klug respectively cover Horror and Sci-Fi/Fantasy, themes that are based on the shape of the narrative rather than any particular gameplay format. Later chapters also explore Sandbox games (which author Ahmad Saad indicates can include everything from Grand Theft Auto III to SimCity), Serious games (being "games that do not have entertainment as a primary purpose"), and Casual games. Chapters are also devoted to specific platforms: Evan Skolnick covers Handheld games, and Graeme Davis explores Mobile Phone games. The fact that some of these categories necessarily include games that might also fall into genres covered earlier is never a problem here, however; each chapter offers specific advice relevant to its particular subject, and there is little if any "what he said" repetition to be found, and certainly nothing like outright contradictory advice from different authors.

While a single numbered outline format is followed throughout the book, each author writes in a slightly different fashion. This means that some authors (such as Andrew Walsh, in his coverage of Platformers) present swaths of dense copy within each numbered section, whereas others break up their chapter with numerous subheads, a single short paragraph beneath each point (as with Daniel Erickson's chapter on RPGs). Further, while the format of the book's bulleted lists is consistent throughout, their prevalence is somewhat uneven; Lee Sheldon's chapter on Adventure games is chock full of bullets, while Dansky's chapter on Horror games nearly dispenses with them altogether (but for one single list of five items). Certain chapters contain many charts, tables and/or screenshots, while others lack them altogether. One particular design feature — a boxed "Special Note" that intrudes into the margin — is used only a scant handful of times in the entire book, which makes each sudden instance more of a "Hey! Over Here!!" than the "Psst, by the way..." which I think was intended.

None of this is in any way bad: in fact, Despain's Preface encourages skipping around, and specifically addresses the issue of inconsistency by saying that the chapters are "written as personal essays with the individual style of each author intact." However, it is a notable feature of the book and worth a mention; this is not a book you read from cover to cover in one sitting.

The larger consideration for the purposes of review is this: should you buy a copy? The book's intended audience is — as with the earlier books in the "trilogy" — geared towards professionals already working in the game industry. Quotes on the back cover specifically mention "those of us swimming in the murky waters of games storytelling," and the book's closing chapter (J. Robinson Wheeler's "Writing For Interactive Fiction") dispenses with any illusion altogether, saying "If you're reading this book, you're a writer..." Even the Preface says "we" more than "you" when addressing the reader. The assumption is that you're already "one of us," and while that's a warm embrace for me (since I am indeed "one of them"), it might come across as a bit of a lukewarm shoulder for someone outside the industry.

In short, this book — perhaps even moreso than either of the previous IGDA Writers SIG books — is by writers, and for writers. As a "starting point from which we (game writers) can work together to improve the state of the art," the book provides an excellent foundation, and deserves to be on the bookshelf of any game writer or designer, be they novice or veteran. As for everyone else... if you're ready to dip a toe in the chilly waters of game writing, you could do far worse than to check out the advice within.

You can purchase Writing for Video Game Genres: From FPS to RPG from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page."
Businesses

EA Shuts Down Pandemic Studios, Cuts 200 Jobs 161

Posted by Soulskill
from the say-goodnight-folks dept.
lbalbalba writes "Electronic Arts is shutting down its Westwood-based game developer Pandemic Studios just two years after acquiring it, putting nearly 200 people out of work. 'The struggling video game publisher informed employees Tuesday morning that it was closing the studio as part of a recently announced plan to eliminate 1,500 jobs, or 16% of its global workforce. Pandemic has about 220 employees, but an EA spokesman said that a core team, estimated by two people close to the studio to be about 25, will be integrated into the publisher's other Los Angeles studio, in Playa Vista.' An ex-developer for Pandemic attributed the studio's struggles to poor decisions from the management."
Biotech

Reprogrammed Skin Cells Turned Into Baby Mice 284

Posted by timothy
from the finally-tim-can-reproduce dept.
InfiniteZero writes "According to this WSJ story, 'Two teams of Chinese researchers working separately have reprogrammed mature skin cells of mice to an embryonic-like state and used the resulting cells to create live mouse offspring. The reprogramming may bring scientists one step closer to creating medically useful stem-cell lines for treating human disease without having to resort to controversial laboratory techniques. However, the advance poses fresh ethical challenges because the results could make it easier to create human clones and babies with specific genetic traits.'"
PC Games (Games)

The Origins of Fallout's Dogmeat->

Submitted by
Aeonite
Aeonite writes "I recently penned (do they still call it that if pens aren't involved?) an article about Dogmeat from the Fallout universe, which is up now on The Escapist. In researching the piece I got the opportunity to talk to quite a few members of the original Fallout development team, who shared some secrets about everyone's favorite dog and how he came to be. One such interesting insight: Dogmeat was not even slated to be in the original game, because there were no plans to have any followers whatsoever. If not for the efforts of scripter Jesse Heinig, the post-apocalyptic world of the future would be just that tiny bit more grim."
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