Archive

Author Archive

And so it begins…

March 3rd, 2010 Paul No comments

2010 is shaping up to be a pretty interesting year…

I’ll be at the Format Festival – Academy of Words in Adelaide on March 13th. Definitely talking about non-paper publishing, but might also be chairing something else. Details here.

I’m also taking part in the next Meanland event – Reading in a Time of Technology – on May 19th at the Wheeler Centre.  Details here.

And, lastly,  I’ll once again be talking at the Emerging Writers’ Festival, sometime from May 21st to May 30th.

Tiny Update…

December 21st, 2009 Paul No comments

I’m on ABC Radio’s Tech Stream program (along with a bunch of other people) talking a little bit about GCAP and the year in review – link.  For the record, my game of the year is Canabalt on iPhone.

And here’s an article I wrote for Open Forum on the R18+ rating, the proposed Internet filter, and how they might affect the local games industry.

The season of acronyms…

December 13th, 2009 Paul 1 comment

As the year scrabbles to a close, the steady stream of conferences and presentations comes to an end.

World Congress of Science and Factual Producers

On Friday December 4th, I took part in a speed-networking event at the World Congress of Science and Factual Producers.  What was interesting about this was being able to step away from the traditional pc/console space and think about new opportunities to use games and games technology.

In talking to the directors and producers, I had the thought that perhaps games were closer to documentary features than to narrative features.  The topics explored – happiness as a contagion that can be tracked using network theory, or a man who built his own 300-million search-and rescue empire – were built on the film-maker exploring the world, creating theories, and constructing the narrative as they go, which is a clear analogue for what players do in games.

Not to say that there isn’t room for narrative in games, but modelling gameplay & the reveal of narrative in more of a documentary style might prove to be a useful template.

Game Connect Asia Pacific

Or GCAP as it’s less mouthfully known, took place at Crown from December 6th – 8th.  I gave two presentations – one on games and games literacy (which was attended by only 5 people due to a last minute room change) and one on the creative process of writing and how that applies to games.  Due to meetings and general schmoozing (and also pulling together my writing presentation), I saw almost none of the conference itself (other than Tim Stellmach’s keynote & the indie games that I was judging), but came away with the overall impression that from an art & design perspective, the content was unfocused and weak – which is reflected in a single stream that contained all of the art, design, and audio talks.  As design is one of our local industry’s challenges, it would be nice to see an increased focus on it next year.

Details on the presentations after the fold.

Read more…

Some followup studies

November 15th, 2009 Paul No comments

As a followup to my local data breakdown, I thought I’d link to some other interesting findings:

Added 17/11/09: Marketing influences games more than ratings

Survey: Game Score-to-Sale Theory Again Disproven

A study from 2006 that concludes no correlation between sales & score.

When Pundits Attack: Game Sales vs Game Quality

This compares metacritic rating to overall sales for 1281 games during the PS2 era.

Each metacritic point is worth 7.7 extra sales per day

Some data extracted from between March 2007 & March 2008

The influence of metacritic on games sales

A more recent study from May 2009.

Categories: Uncategorized Tags: ,

Collated data from my IGDA presentation

November 13th, 2009 Paul No comments

In the interests of transparency, I’ve made available the data from my IGDA talk as a published google spreadsheet.  You can find it here.

To gather the numbers, I used metacritic’s advanced search restricted to developers (here’s an example using Torus) and hand-copied the results straight into a spreadsheet.

In some cases, where data wasn’t available on metacritic and there was more than one sku for the game, I used gamerankings.com for a representative value.

To select by ‘unique’ title versus ‘port’ in cases where there was more than one version (both Heroes of the Pacific and Heroes over Europe are good examples) I treated the highest rated version as the ‘unique’ and the other versions as ‘ports’ of that. All versions of Heroes of the Pacific rated 76% so it’s just a function of a sorting algorithm that I took the Xbox version as the original. In the case of Heroes over Europe, the PC version rated 66% compared to 64% on PS3 and 62% on Xbox 360 so that’s treated as the lead platform and the others as ports.

Because of the way metacritic gathers reviews & collates data, there are omissions, so if anyone has additional data, feel free to email it to me or post it in the comments and I’ll update it.

Categories: Presentations Tags: , ,

The state of things

November 11th, 2009 Paul 5 comments

Last night at the reboot of the Melbourne IGDA chapter, I gave a short talk on the state of things locally and options for indie developers.  The full presentation is available below, but I thought I’d make the first half – the data on metacritic scores – a bit more accessible.

For more information on the second half – opportunities for independent developers – check out Simon Carless’ and David Edery’s presentations from Film Victoria’s Digital Distribution Summit:

Simon Carless (from here)

Indie Game Metrics  – October 2009

Western Indie Game Trends

Digital Distribution Summit Video

David Edery

Digital Distribution Summit keynote

A more detailed breakdown of the numbers is below the fold…

Read more…

Categories: Presentations Tags: ,

November EGP

November 2nd, 2009 Paul No comments

Well, too many other projects took over last month – including helping to set up the Melbourne branch of the IGDA, presenting at iDef, and working on some other things that it’s too early to talk about. As a result, my October game didn’t really evolve beyond the previous iteration.  I did manage to hook up collision and put torches and coins in, but it still wasn’t really a game. Hopefully November will be different because this month, I’ve decided to follow the theme used on experimentalgameplay.com, and this month it’s ‘Art Game’.

Head over to the Freeplay forums to join other people in Melbourne doing the same thing.

Game Connect: Asia Pacific 2009

October 20th, 2009 Paul No comments

Details of the 2009 GCAP program are now up on the website.

My session, What Does a Writer Do Anyway?, is on Tuesday December 8th at 3:35 as part of the Art / Design / Audio stream.

What does a writer do anyway?

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

Categories: Conferences Tags: , , ,

October EGP

October 10th, 2009 Paul No comments

Ten days in, and I’ve put up the first iteration of my October game project:

Here, the player’s movement speed is based on the mouse’s distance from the character – and the faster they move, the more they can see, but also the more noise they make, which will attract the spiders.

The gameplay is based on the Token Studios group currently in the Games Program at RMIT.  Working with them, I really wanted to see whether or not their core premise would work in a 2D space – it’s too early to tell just yet.

Goals and opposition in Fabric

September 27th, 2009 Paul No comments

This latest build of Fabric introduces goals – helping the blue particles to coalesce and eventually form suns & planets – and opposition – in the form of the red spikey particles which can destroy the blue particles.

What’s interesting here is how much focus has been pulled away from the grid – which was the original element.  It feels like the more nouns that are added to the game space, the less interesting & dynamic it becomes.   All the player is really doing in this version is clicking on the red spikey particles, rather than balancing destroying the grid & stitching it back together.

Next step, I think, is to pare it back and consider how the player interacts with the grid because adding elements to the space doesn’t seem to work.  That might be some time because this week, there’s the Digital Distribution Summit, I’m running some workshops in Yarrawonga, and the flying to Sydney to do a presentation at Screen Australia – then we’ll be into October and the first of the Freeplay Experimental Gameplay Projects.