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   <title>Magical Wasteland</title>
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   <updated>2008-05-06T01:43:17Z</updated>
   
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<entry>
   <title>The Best Opera Yet Written</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/05/the_best_opera_yet_written.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.51</id>
   
   <published>2008-05-06T01:33:12Z</published>
   <updated>2008-05-06T01:43:17Z</updated>
   
   <summary>There is an amusing scene in the film Amadeus (1984) where enlightened ruler and patron of the arts, the “musical king” Emperor Joseph II, having just witnessed a performance of Antonio Salieri’s opera Axur, King of Ormus, confidently declares it...</summary>
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      <![CDATA[<p>There is an amusing scene in the film <em>Amadeus</em> (1984) where enlightened ruler and patron of the arts, the “musical king” Emperor Joseph II, having just witnessed a performance of Antonio Salieri’s opera <em>Axur, King of Ormus</em>, confidently declares it to be “the best opera yet written,” awarding the composer a medal on the spot to a standing ovation from the audience in attendance. This occurs in full view of our hero, Mozart, whose own recent opera, <em>The Marriage of Figaro</em>, has just closed down after only nine performances. One does not need to be very knowledgeable about classical music to know which of these two operas is still enjoyed today by audiences the world over and which has fallen into obscurity.</p>]]>
      <![CDATA[<p>Though heavy-handed, the scene is a perfect reminder to me of the fickle and time-dependent nature of critical opinion in all aspects of art. And although the story of <em>Amadeus</em> takes many liberties with real history, the irony of the situation can’t be lost on anyone who has seen the behavior of audiences and critics for any reasonable length of time. Some titles struggle vainly for attention when published, only to be championed as works of unrecognized genius many years later. Other works (of which I am sure the reader can think of a few examples) are released with great fanfare, universally lauded and then promptly forgotten. Only a very few seem able to hold steady in their good repute.</p>

<p>Read into this what you will about current video games, but an important point that follows this is that nobody seems really able to accurately predict which those particular titles will withstand the test of time, and which will make big splashes, never to be seen again. Critics must write for their contemporaries, and so they must apply the standards of their cultural surroundings. And, funnily enough, those standards are very the ones future generations end up laughing at many years later (powdered wigs? tights? codpieces?). So I hope we can keep in mind that a thing’s real cultural value isn’t something one can immediately understand as soon as it is created. It takes years and years of distance, perspective, and context to get a clear picture of what was really significant– what truly mattered– and what was only Salieri’s <em>Axur</em>.</p>]]>
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</entry>
<entry>
   <title>Forget Developers Burning Out, What About Our Press?</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/04/forget_developers_burning_out.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.50</id>
   
   <published>2008-04-17T04:34:24Z</published>
   <updated>2008-04-17T04:35:01Z</updated>
   
   <summary>Lately, it’s seemed as though not a few weeks go by without some long-time editor leaving an enthusiast publication. Just when I feel like I’ve familiarized myself with someone’s output, they’re up and gone. Occasionally they join competing outlets, but...</summary>
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      <![CDATA[<p>Lately, it’s seemed as though not a few weeks go by without some long-time editor leaving an enthusiast publication. Just when I feel like I’ve familiarized myself with someone’s output, they’re up and gone. Occasionally they join competing outlets, but often it seems like they more or less “drop out”: maybe do some freelance work while they set up their moody blogs or work on their artsy pursuits. Or, they simply leave the games behind to cover a more respectable industry. Even the people who haven’t left yet just don’t seem to believe writing about games is any kind of sustainable living. I imagine them quietly plotting their escape into actual game development.</p>]]>
      <![CDATA[<p>I can’t say I wonder why, exactly. I have this image of what it’s like to write about games for a living. In it, you subsist on a nanoscale salary in an expensive metropolis and receive fool’s errand assignments like trying to judge if a fifty-hour game is any good with only twelve hours to play it. When you’re done, angry marketing people and spit-flinging fanboys both, in ironic unity, demand your head on a platter. Instead of getting to know the real developers who actually make stuff, you get to know publishers, producers and public relations people, who only want to use you to their own ends. Your writings don’t affect game sales at all, except maybe in aggregate form at Metacritic where your opinion is lumped in with Bob’s Game Reviews Dot Net’s eleven out of ten score. Finally, and most terribly, there are few who think your work should, or even can, be taken seriously. Nobody cares.</p>

<p>My treasured regular readers know I’ve taken more than a few swipes at what I see as bad writing and other irritating habits of the games press. But there is no monetary incentive, and therefore no real incentive at all, for the enthusiast publications to get any better. So instead the critics or journalists, whatever they may be, cut their teeth and then cut loose.</p>

<p>P.S. I’ve probably exaggerated how terrible life is as a writer on games, so I hope it doesn’t cause any offense.</p>]]>
   </content>
</entry>
<entry>
   <title>The Names Are Funny Too</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/03/the_names_are_funny_too.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.49</id>
   
   <published>2008-03-30T21:08:46Z</published>
   <updated>2008-03-30T21:16:38Z</updated>
   
   <summary>“We’ll be flying four finalists out to our studio in San Francisco to compete for a $1000 in prizes!” “Here’s your the chance to show off your skill in team-based military combat.” “Only two squads will make it to the...</summary>
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         <category term="Bad Writing About Games" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<p>“We’ll be flying four finalists out to our studio in San Francisco to compete for a $1000 in prizes!”</p>

<p>“Here’s your the chance to show off your skill in team-based military combat.”</p>

<p>“Only two squads will make it to the Finals! These two forces will be pitted against each other in the Finals.”</p>

<p>“Tune in to find out which team earns the Purple Heart, and which is laid to waste.”</p>

<p>- all from <a href ="http://www.gamespot.com/tournaments/">GameSpot Tournament</a> descriptions</p>]]>
      
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</entry>
<entry>
   <title>The Problem with Experience-Based Writing</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/03/the_problem_with_experiencebas.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.48</id>
   
   <published>2008-03-21T06:34:54Z</published>
   <updated>2008-03-21T06:57:25Z</updated>
   
   <summary>How is one really supposed to write about a game? Most major game reviewers spend at least some of their review stepping into the shoes of an imaginary Everyman, attempting to impartially value a game based on ostensibly universal metrics....</summary>
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      <![CDATA[<p>How is one really supposed to write about a game? Most major game reviewers spend at least some of their review stepping into the shoes of an imaginary Everyman, attempting to impartially value a game based on ostensibly universal metrics. But there has always been experimentation with a more “gonzo,” experience-based writing approach, focusing on a writer’s personal exposure to the game world, something that doesn’t pretend to be objective at all. </p>]]>
      <![CDATA[<p>One of my favorite examples of this type of journalism is <a href ="http://www.largeprimenumbers.com/article.php?sid=mother2">Tim Rogers’ wide-ranging “review” of <em>Mother 2 / Earthbound</em></a>, as fierce an argument as any that a game can <em>mean something</em>– that a game can be important and artistic and affect people in significant ways. But, much as I want to believe that, I have only ever played a few minutes of <em>Mother 2</em> myself. In comparison to the article, where it engrossed, confounded, and ultimately transformed the writer, the game to me was nothing so special.</p>

<p>Whatever your own feelings of <em>Mother 2</em> may be, my point is that problem of the gonzo approach is that it works best as a piece of writing <em>when the reader hasn’t played the game</em>. Because if he has, he then possesses his own primary experience of that game world, and the experience-based review becomes obsolete, or at the very least, secondary– a travelogue of a place with which he is already familiar. People often take away startlingly different impressions of the things around them, and to a reader with his own experience to compare against, experience-based writing ends up inadvertently becoming <em>about</em> those disparities.</p>

<p>Before anyone leaps to the defense, this is not meant to be an argument <em>against</em> experience-based writing. It is not wrong or undesirable, it is just not necessarily the precise solution to the problem of how to write about games. We still need articles like Rogers’ passionate, plausible and consequential interpretation of <em>Mother 2</em>, but we also need something more. There is an important and unfulfilled place for synthesis in game writing, even though it is made especially difficult by the very thing that makes games so compelling– their interactivity (not only do players bring their own personal biases with them into the world of the game, they can also act upon them in such a way that their actions feed back into the simulation).</p>

<p>Real synthesis cannot be achieved in the intellectually lazy mishmash of the Everyman review, nor can it just naturally arise from the ferment of message boards and blogs. Someone will have to take the initiative.</p>]]>
   </content>
</entry>
<entry>
   <title>In Defense of the Meaningless Video Game</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/02/in_defense_of_the_meaningless.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.47</id>
   
   <published>2008-02-29T05:50:30Z</published>
   <updated>2008-02-29T07:32:37Z</updated>
   
   <summary>One thing that struck me about this year’s Game Developers Conference was how so many people seemed to be sitting around nodding their heads at each other about how terrible it is that games do not feature enough meaning. Everyone...</summary>
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      <![CDATA[<p>One thing that struck me about this year’s Game Developers Conference was how so many people seemed to be sitting around nodding their heads at each other about how terrible it is that games do not feature enough <em>meaning</em>. Everyone agrees, or seems to agree, that video games just Don’t Mean Enough right now, and that’s why we aren’t being taken seriously by Roger Ebert and all his irritating friends-in-opinion. Onwards the march towards Great Import by injecting more Seriousness, more Sadness (games must make you cry, apparently) and more moving, tragic Reality.</p>]]>
      <![CDATA[<p>Now, I like to think I have a fairly honed sense of aesthetic, so it is slightly incredible to me that I find myself here defending the notion of games as entertainment, period– of games as what they are, <em>games</em>, and that no matter how fantastically smart and poignant and affecting they may attempt to be, they are still things that are experienced by being <em>played</em>, by being interacted with by an audience. That interaction is what opens games up to such a wide spectrum of interpretation, and, crucially, it’s what makes the meaning of a game so difficult to plan in advance. </p>

<p>So do our most favorite, treasured games in the world mean something? Of course they do– they mean something <em>to us as players</em>, because of the way in which we have interacted with the world of the game. The games we sink ourselves into reward us with meaning even if those games hadn’t intended on imparting meaning to us from the very beginning. Ask any dedicated player of World of Warcraft if the game “means” something to them, and it’s clear that it does, even though the actual game on its own makes no earnest claims about The World Today or Freedom Versus Security or Mankind’s Place in the Cosmos. </p>

<p>If you tried to glean some kind of commentary about the world we live in by the way World of Warcraft works, you’d find yourself in an intellectual abyss. Life is a series of quests? Everyone is greedy? Nothing ever changes? When you try to interpret the game on its own terms, sans the experience, you come up empty for meaning, because it isn’t meaningful <em>per se</em>; it’s only trying to be a <em>good game</em>, and the reason why people fondly remember the game today– the reason why it means something to them now– is because of their <em>participation</em>, and their sense of ownership of the events that occurred to them.</p>

<p>In other words, World of Warcraft means something (to millions of people) because it <em>provides the framework for meaningful occurrences</em>, not because it, itself, contains and delivers meaning. And the possibility of interpretation-of-art-as-the-art-itself is, in fact, nothing new– one of the whole points of Dada, by my reckoning, is that meaninglessness can be in itself a kind of meaning, depending on the context in which the conversation between artist and audience takes place. But quickly turning away from the hand-waving theory and getting back to the point: if you sit down at your desk, roll up your sleeves and think, “now, I am going to make something that really <em>means something</em>”, you are already on the wrong track– no matter what medium you are using.</p>]]>
   </content>
</entry>
<entry>
   <title>Escaping to the Land of the Baffling Pull-Quote</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/02/escaping_to_the_land_of_the_ba.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.46</id>
   
   <published>2008-02-11T05:37:49Z</published>
   <updated>2008-02-11T06:21:57Z</updated>
   
   <summary>I will understand if the reader doesn’t believe me when I say that I originally started this site to be serious. But you must trust your correspondent when he explains that sometimes an author feels he just hasn’t got any...</summary>
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      <![CDATA[<p>I will understand if the reader doesn’t believe me when I say that I originally started this site to be serious. But you must trust your correspondent when he explains that sometimes an author feels he just hasn’t got any choice. And so I hope you will indulge me while I talk a little bit about <a href ="http://www.escapistmagazine.com/">The Escapist</a> and its very odd pull-quotes.</p>

<p>The whole point of pull-quotes is to draw a hypothetical reader – imagine him impatiently flipping through the pages of a magazine while waiting for the dentist or for his plane to reach cruising altitude – into actually reading an article by highlighting a key point, an interesting fact or simply an intriguing turn of phrase. The point is not to <em>stump</em> the reader, nor is it to make him <em>not</em> interested in the article. Right?</p>]]>
      <![CDATA[<p><img alt="DeLoura_i134_pull1.jpg" src="http://www.magicalwasteland.com/DeLoura_i134_pull1.jpg" width="240" height="198" /></p>

<p>That’s not even a sentence! And, why is the word “make” so important?</p>

<p>Thankfully, the <a href ="http://www.escapistmagazine.com/articles/view/issues/issue_134/2875-What-If-Everyone-Could-Make-Videogames">article itself</a> features correct grammar.</p>

<p><br />
<img alt="Yohalem_i135_pull3.jpg" src="http://www.magicalwasteland.com/Yohalem_i135_pull3.jpg" width="240" height="375" /></p>

<p>For some reason, this pull-quote has just as many words in the big bold highlight font as it does in the regular typeface. It’s rather amusing to try to read it aloud with emphasis. I might also note that it seems to erroneously conflate what the <a href ="http://www.escapistmagazine.com/articles/view/issues/issue_135/2893-Go-Virtual-Young-Man.3">original article</a> actually treats as two separate but connected ideas, but it is hard to tell for sure.</p>

<p><br />
<img alt="Hindmarch_i135_pull2.jpg" src="http://www.magicalwasteland.com/Hindmarch_i135_pull2.jpg" width="240" height="161" /></p>

<p>Is it unreasonable to expect that if the very first word that the reader sees on the page is “Confused?” in very large letters, that this may in itself be rather confusing? Does it strike one to question if the <a href ="http://www.escapistmagazine.com/articles/view/issues/issue_135/2896-Confusion-on-Infinite-Virtual-Worlds">article</a> is really best served by the pull-quote’s implicit promise to <em>confuse</em> the potential reader?</p>

<p>I promise to try to write something more positive, soon.</p>]]>
   </content>
</entry>
<entry>
   <title>Making Claims With Absolutely Nothing to Back Them Up</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/02/making_claims_with_absolutely.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.45</id>
   
   <published>2008-02-04T02:01:51Z</published>
   <updated>2008-02-11T06:18:04Z</updated>
   
   <summary>Time to get back in the swing of things with an article regrettably cited by Kotaku and GameSetWatch entitled, “Does Portal’s Success Presage Game Industry Shift?” In this bizarre piece, a writer on the game industry admits he has no...</summary>
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      <![CDATA[<p>Time to get back in the swing of things with an article regrettably cited by Kotaku and GameSetWatch entitled, “<a href ="http://gigaom.com/2008/01/31/does-portals-success-presage-game-industry-shift/">Does Portal’s Success Presage Game Industry Shift?</a>” In this bizarre piece, a writer on the game industry admits he has no sales data, cites no budget information, then suddenly makes the claim that <em>Portal</em>'s “profit margin is easily better than AAA hardcore titles that require tens of millions to develop...” Huh?</p>]]>
      <![CDATA[<p>How could this person, a writer who has supposedly been covering games for years, make such a startlingly baseless assumption? As he points out, Valve does not release sales information from Steam. Furthermore, the budget of the title is undisclosed. And what is the profit margin of the average “AAA hardcore title”? I doubt most developers even know that. With every single point of data critical to this analysis <em>completely unknown</em>, he triumphantly concludes that “it’s a smart, economical business model”.</p>

<p>We can quickly and easily take things further– much further– than this writer did. According to the postmortem published in January 2008’s <em>Game Developer Magazine</em>, <em>Portal</em>’s project scope included eight full-time developers working for a total of twenty-six months. Valve pays anything but low salaries, so, doing some back-of-the-envelope math allows one to realize that <em>Portal</em>, while certainly cheaper than the biggest blockbuster titles, does not necessarily mean it is the “low-budget” game the author of that piece imagines it is when compared to its scope versus that of other games.</p>

<p><em>Portal</em> was one of my favorite games of 2007. Its best feature is its smart writing; how unfortunate that the writing about the game cannot be of similar quality.</p>]]>
   </content>
</entry>
<entry>
   <title>Losing the War Against Banality in 2008</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/01/losing_the_war_against_banalit.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.44</id>
   
   <published>2008-01-22T06:36:29Z</published>
   <updated>2008-01-22T06:37:18Z</updated>
   
   <summary>“The videogame industry has literally never had a year like 2007.” –Next Generation. “In looking to the future, we inevitably look to the past as a guide.” –GameDaily. “Listen, writing is hard.” –The Escapist....</summary>
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      <![CDATA[<p>“The videogame industry has literally never had a year like 2007.”</p>

<p>–<a href ="http://www.next-gen.biz/index.php?option=com_content&task=view&id=8750&Itemid=2">Next Generation</a>.</p>

<p><br />
“In looking to the future, we inevitably look to the past as a guide.”</p>

<p>–<a href ="http://www.gamedaily.com/articles/features/looking-back-at-looking-ahead/71316/?biz=1&page=1">GameDaily</a>.</p>

<p><br />
“Listen, writing is hard.”</p>

<p>–<a href ="http://www.escapistmagazine.com/articles/view/editorials/op-ed/2784-Best-Of-The-Worst-Of">The Escapist</a>.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Maybe We Can Do Something About That Culture</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/01/maybe_we_can_do_something_abou.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.43</id>
   
   <published>2008-01-15T07:21:44Z</published>
   <updated>2008-01-15T07:31:29Z</updated>
   
   <summary>I’ve witnessed a few conversations about the possible identity of Surfer Girl by a group of men. This is how they play out: 1. Surfer Girl probably isn’t actually a woman. 2. If Surfer Girl is a woman, she’s probably...</summary>
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      <![CDATA[<p>I’ve witnessed a few conversations about the possible identity of <a href ="http://softrockhallelujah.blogspot.com/">Surfer Girl</a> by a group of men. This is how they play out:</p>

<p>1. Surfer Girl probably isn’t actually a woman.</p>

<p>2. If Surfer Girl <em>is</em> a woman, she’s probably some kind of secretary or an assistant to a powerful and well-connected executive.</p>

<p>3. Yeah. Surfer Girl must be, like, this receptionist who sleeps around everywhere to get all her information... well, she may also get messages from tipsters from time to time.</p>

<p>The conversation usually diverts from there into some stories of promiscuous women that the people in the group have heard about.</p>]]>
      
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</entry>
<entry>
   <title>Some Underreported Game Development Trends</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/01/some_underreported_game_development_trends_and_issues.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.42</id>
   
   <published>2008-01-10T00:18:21Z</published>
   <updated>2008-01-10T04:11:29Z</updated>
   
   <summary>The rapid advance of game technology and their ballooning budgets has resulted in some new trends that I think may become more familiar over the next few years. Trilogies seem to be the new way to pitch big games. The...</summary>
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      <![CDATA[<p>The rapid advance of game technology and their ballooning budgets has resulted in some new trends that I think may become more familiar over the next few years. </p>

<p><strong>Trilogies seem to be the new way to pitch big games.</strong></p>

<p>The basic idea is that so much investment is required up front to create a new franchise that two more installments down the line (with lower production costs) are all but required to recoup the cost. This is sometimes referred to as a “Lord of the Rings” model, since that is supposedly how most of the profit on those films was made. Sequels tend to do well in games generally, and this development model ties in very nicely with marketing (“the story we wanted to tell was just too epic for one game”) and with Wall Street (“we aren’t just publishing games – we’re creating lasting entertainment franchises”). Additionally, if the first game tanks, the next two can always be cancelled. So, it seems like we can expect to see trilogies, whether the material really calls for one or not. Tying in with this is the next trend:</p>]]>
      <![CDATA[<p><strong>We’ll be seeing more sequels that re-use assets and environments.</strong></p>

<p>I think we’re in for more familiar-looking sequels, because the games will strive to use as much of the same art and environments as their predecessors as they can get away with. This kind of re-use has always been around in some form or another, but the expensive nature of next-generation asset creation is going to make this strategy even more compelling. Investing cash into big, complex environments like fully traversable cities for one single game just won’t make sense to the money men, and they’ll want to defray that cost across as many games as possible. Increasingly, the industry will be asking gamers to play through the same environments again, with some cosmetic changes, and a few new gameplay mechanics thrown into the mix.</p>

<p><strong>The worrying state of Japanese game development.</strong></p>

<p>Akira Yamaoka touched on this in an <a href ="http://www.gamasutra.com/view/feature/3281/heavens_night_an_interview_with_.php?page=2">interview</a> with Brandon Sheffield, and it’s absolutely true. Broadly speaking, Japanese game development is several years behind the West from a technological standpoint. This is pretty clear if you’re a middleware provider dealing with studios in both regions, or if you do technical reviews of a wide variety of games in development, but it’s also apparent simply in the scope and the number of next-gen titles we see coming from each region. Is this a real problem, or does it not really matter? If it does, what should be done about it? This is an interesting and important story that I hope an enterprising game journalist with good contacts in the Japanese industry could really dig into at some point.<br />
</p>]]>
   </content>
</entry>
<entry>
   <title>Bad Writing About Games, pt. V</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/01/bad_writing_about_games_pt_v.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.41</id>
   
   <published>2008-01-05T05:08:06Z</published>
   <updated>2008-01-05T05:09:00Z</updated>
   
   <summary>“I’m convinced that video games are Japan’s stealth strategy to turn our kids’ brains into silly putty as payback for dropping the big one on Hiroshima... The trouble began last summer when my sons started spending virtually every unsupervised hour...</summary>
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      <name></name>
      
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      <![CDATA[<p>“I’m convinced that video games are Japan’s stealth strategy to turn our kids’ brains into silly putty as payback for dropping the big one on Hiroshima... The trouble began last summer when my sons started spending virtually every unsupervised hour camped out in front of the computer screen engaged in multiplayer role games like World of Warcraft and Counterstrike.”</p>

<p>– <a href = "http://online.wsj.com/article/SB119941411630466861.html">The Wall Street Journal</a> (editorial).</p>]]>
      
   </content>
</entry>
<entry>
   <title>Bad Writing About Games, pt. IV</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2008/01/bad_writing_about_games_pt_iv.htm" />
   <id>tag:www.magicalwasteland.com,2008://1.40</id>
   
   <published>2008-01-04T01:56:26Z</published>
   <updated>2008-01-04T01:56:52Z</updated>
   
   <summary>“It hooks kids when their young.” – Kotaku....</summary>
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      <name></name>
      
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         <category term="Bad Writing About Games" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<p>“It hooks kids when their young.”</p>

<p>– <a href = "http://kotaku.com/340137/unreal-engine-invades-kids-summer-camp">Kotaku</a>.<br />
</p>]]>
      
   </content>
</entry>
<entry>
   <title>Five Short Video Game Industry Keynotes</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2007/12/five_short_video_game_industry.htm" />
   <id>tag:www.magicalwasteland.com,2007://1.39</id>
   
   <published>2007-12-20T20:25:29Z</published>
   <updated>2007-12-20T20:28:48Z</updated>
   
   <summary>1. Let’s think about the future for a second. You probably don’t understand the kids that make up the bulk of our audience, but I do. I call them the network MySpace remix 3.0 social generation. Unlike any other people...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Levity" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<p>1.</p>

<p>Let’s think about the future for a second. You probably don’t understand the kids that make up the bulk of our audience, but I do. I call them the network MySpace remix 3.0 social generation. Unlike any other people before them, young people today like to interact with each other. They also like music. YouTube is the perfect example of whatever point it is I’m making. Everything should be online and customizable.</p>]]>
      <![CDATA[<p>2.</p>

<p>Iteration is the key. Everything is about iteration. How many times can I use iteration in this talk? Iteration, iteration, iteration. This is how you make good games: by iterating.</p>

<p>The more you iterate, it doesn’t matter what direction you’re going in or what you actually do, as long as you get the number of iterations up. This process (iteration) is what turns all the bad stuff into the good stuff. Here’s a graph showing game quality and number of iterations approaching infinity together. This graph proves my point.</p>

<p>3.</p>

<p>For our last project we used Scrum, and boy, are we glad we did. There is no way anything we did would have been possible without it. What is Scrum, you ask? It’s a set of new terminology for things that already happen when groups of people work together. For example, instead of a “meeting,” you have a “Scrum,” and so on. </p>

<p>You should use Scrum too, since it will solve all your problems. If I’ve piqued your interest, sign-up sheets for my specially discounted seminars on Scrum can be found clipped to the bottom of your conference program. </p>

<p>4.</p>

<p>The game we made was great – because we’re great. We are just a group of awesome people. We never crunch, and we go to the beach every other Friday to play volleyball. Even those times when we did crunch, we had delicious catered meals. And there was one time we got a masseuse in the office. Awesome. Yes, our studio’s amazing array of perks and benefits keep us happy and doing our best work all the time. </p>

<p>We have a ton of open positions we need to fill very quickly so please send us your resume as soon as you can.</p>

<p>5.</p>

<p>The game industry is in trouble. We can’t keep doing what we’ve been doing before. We need to do this other thing, which is the thing that I’m doing. I said this last year but none of you came with me. Well, this time I really mean it.</p>]]>
   </content>
</entry>
<entry>
   <title>Storytime: A Tale of Technology and Meat</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2007/12/storytime_a_tale_of_technology.htm" />
   <id>tag:www.magicalwasteland.com,2007://1.38</id>
   
   <published>2007-12-09T21:46:20Z</published>
   <updated>2007-12-10T04:11:13Z</updated>
   
   <summary>Imagine there’s a company– let’s call them “Midway”– that owns a number of different restaurants, each with its own specialty. The meals these restaurants serve are getting fancier and more complex as people’s tastes grow towards the elaborate. Unfortunately, even...</summary>
   <author>
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      <![CDATA[<p>Imagine there’s a company– let’s call them “Midway”– that owns a number of different restaurants, each with its own specialty. The meals these restaurants serve are getting fancier and more complex as people’s tastes grow towards the elaborate. Unfortunately, even though the preparations are more difficult and expensive to make, the price for customers doesn’t have much room to go up. This company and other restaurant-owners are concerned about this trend. It’s clear to that whole industry that everyone will need to figure out to make these extravagant productions in a way that doesn’t bankrupt them.</p>]]>
      <![CDATA[<p>As everyone knows, dishes typically share many ingredients, even among varying styles of cuisine. It’s immediately apparent that several of these restaurants spend time duplicating each other’s work creating basic staples of the kitchen, such as soup stock or spice mixes. Everyone sees this as an opportunity to streamline the operation of their diverse restaurants. One company, called “Activision”, decides to get all their restaurants together to talk about some of the ingredients they might share, with some successes here and there. But the final decisions remain with the chefs in charge of each restaurant.</p>

<p>Midway has a different, more radical idea. It’s smaller and has less resources than a large company like Activision, so it needs to be even smarter. They come up with a plan to get what they feel is the next-best thing. As it happens, there is a company, called “Epic", which specializes in and is famous for its pork. Midway <a href ="http://www.midway.com/rxpage/mpr_928.html">strikes a deal</a> with this company: Epic will provide its range of base ingredients for use across all of Midway’s restaurants. And looking at the list, it’s quite impressive: not only are there many varieties of pork-based meats, such as delicious bacon, ham, and hot dogs, there are also arrays of spice mixes formulated for pork, various barbeque sauces, and so on. The executives at Midway imagine a future in which all their restaurants will be able to base their dishes on a combination of the ingredients that Epic has made.</p>

<p>When they tell the restaurants their plan, the response is mixed. “The idea itself isn’t bad,” the chefs say, “but are you telling us that we <em>have</em> to reformulate all our recipes to be based on Epic’s pork?” The people who run Midway understand this concern. “There will be a rough period as we transition over to being a pork-based company,” they say, “But the benefits will pay off in the long-term. Eventually, all our restaurants will be running on this pork-based system, which will reduce costs and meal preparation time because you’ll have basic ingredients to work with right out of the gate– instead of having to make them yourselves.”</p>

<p>The period following is rough going. Some of the restaurants have trouble retooling their recipes to incorporate the pork-based ingredients into their dishes. Additionally, although Epic had claimed that pork was an extremely versatile meat, it turns out to be particularly difficult to work into meals meant to be served on plates and flatware provided by Sony Corporation, one of the world’s major restaurant suppliers. To make matters worse, a new style of food is growing in popularity; associated with a company called Nintendo and served on their own plates, this style of cuisine is, among other things, kosher, and technically can’t include anything based on pork at all.</p>

<p>So, the moral of my little story? <em>Bacon is an ingredient– not a strategy.</em></p>]]>
   </content>
</entry>
<entry>
   <title>Insert Credit on Game Journalism, Four Years Ago</title>
   <link rel="alternate" type="text/html" href="http://www.magicalwasteland.com/2007/12/insert_credit_on_game_journali.htm" />
   <id>tag:www.magicalwasteland.com,2007://1.37</id>
   
   <published>2007-12-02T22:44:47Z</published>
   <updated>2007-12-02T23:00:38Z</updated>
   
   <summary>I return to my fondness for Insert Credit, which is (was?) one of the world’s first truly honest blogs about video games– honest as in aiming only to represent the authors’ thoughts, with no advertising, no comments, no attempts to...</summary>
   <author>
      <name></name>
      
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         <category term="Notes in Brief" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://www.magicalwasteland.com/">
      <![CDATA[<p>I return to my fondness for Insert Credit, which is (was?) one of the world’s first truly honest blogs about video games– honest as in aiming only to represent the authors’ thoughts, with no advertising, no comments, no attempts to enhance credibility with appearances. The site <a href ="http://www.insertcredit.com/features/journalism/index.html">ran a feature posted on August 21, 2003</a> about how to improve, or at least move forward, the dismal pseudoscience we in the industry call “game journalism”. It seems worth rereading in light of <a href ="http://www.penny-arcade.com/comic/2007/11/29">recent controversies</a>. Writers on games that you may have heard of, if you bother to pay attention to the bylines at all, such as Brandon Sheffield, Eric-Jon Rössel Waugh, Chris Kohler, and Tycho Brahe (Jerry Holkins of Penny Arcade) weigh in with personal thoughts on the matter. It’s too bad we don’t see enough of this energy shine through in the work they do for their day jobs. It probably doesn’t sell well.</p>]]>
      
   </content>
</entry>

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