I’ve mentioned it in my Twitter, but I’d like to draw your attention to a podcast that my friend Justin and I are doing. It’s the Game Industry Newscast.
The concept is that most podcasts (particularly gaming podcasts) are very long, site/personality-dependent, and about how the hosts feel about the news and games they’re playing, all in an attempt to entertain. We go in the absolute opposite direction. Short (less than 3 minutes,) factual (no grandstanding, that’s why I have a blog,) and serious, with intent to inform.
Want to be informed and still have an extra hour to spare? Listen to the Game Industry Newscast. Have some GIN.

Of course if you’re into Twitter, we’ve got one of
those, too.
Tags: GIN · Gaming's future · Idea · Re: Other Blogs · Writing · game
Obviously the future of Grand Theft Auto lies between San Andreas and GTA4. What do I mean? Imagine the rich world (There’s so much room for activities!) created by San Andreas, but with the ability to download new chapters like GTA4. This is what’s needed. Of course, what will the next GTA be like? I certainly have no clue. I can only suggest what I would like it to be. And with that, I present Grand Theft Auto: Blue, Green, and Gold.
Imagine a rural community on the border of Tennessee and Kentucky. Wait, rural America? Damn right. Why? TN and KY are second and third in the rate of domestic US marijuana production (according to the latest numbers I found, 2006: http://www.drugscience.org/Archive/bcr2/domstprod.html.) This gives awesome potential for a series whose linking element is that you control a criminal.
See, I don’t want Rockstar to out-do themselves with a sprawling huge city with FOUR major areas instead of three and call that progress. I want them to out-do themselves with the amount of in-game data that they’re able to juggle. I’d gladly take a smaller more persistent world over a larger more sprawling one. More persistent elements in the world would go a great way toward helping create a more dynamic narrative structure, and that’s going to be important if we’re creating a world we’re going to want to expand on. I want them to make the game-story as open as the world, or to at least try.
So we start with a small town, an “across the tracks” neighborhood (where poor blacks live,) a trailer park (where poor whites live,) homes around the city for the more affluent, and a handful of apartment complexes for middle income folk scattered across the town. Straight through the city is one long six-lane Interstate with a four-lane loop around it. The ends of the six lane Interstate have a mountain tunnel on each end that just loops the player around. In the barren area around the city? Plenty of dirt roads, farms, a river with a few creeks, a small private airfield full of Cessnas, forests, maybe a sand dune, and hidden marijuana fields.
I want it filled with different actions like aircraft, bikes, side jobs, police missions, fire dept. missions, minigames, etc. just like San Andreas was. Keep a robust amount of activities with which to play off of later, but don’t use them all in the game’s plot.
I want Frank, the town drunk to start out at McDonald’s, and by the time I drive all the way around the town, he’s only stumbled his way down the road to Pearline’s Fried Chicken. (Whereas in the current GTA games, he’d probably just magically appear at random locations around the city.) I want some redneck named Clevon’s Station-Wagon-meth-labs exploding with a slight irregularity and small town news vans showing up like it’s the most important thing that’s ever happened. I want someone like Sheriff Buford T. Justice harassing a guy named Leroy for being black, but the Sheriff will claim that Leroy is a suspected drug dealer, so Leroy calls out the Sheriff on his racism, and the Sheriff skulking off. And once he’s gone, I want Leroy to actually sell drugs. If you shoot someone, the body should stay there (unless you move it,) and if someone finds it, the police and media show up. The county coroner plots against the sheriff, the city commission plots against him, small town politics get ugly. Cops keep their eyes open for any impropriety. I want cops to keep an eye out for your car, and your clothes, and changing them is how you ditch cops, not going through some magical paint shop. This is the world I want to play my games in.
But why? What kind of story could we get from this?
Put the player in the role of a young troublemaker banned from his similar county back home in Tennessee after being a known drug runner, but him never being caught. Keep alluding to “the shootout,” as the final straw that had the Sheriff of his last home threaten to kill him if he didn’t leave. Have a few references to a bloodbath in his home town, and have people who find out where he’s from be a bit in awe, and ask questions someone who’s been in serious shit wouldn’t ask. I’m convinced that this is golden.
Expansions?
-After the game’s end, the County Coroner arrests the Sheriff for being corrupt (as revealed in the game proper, after which our hero drives off in the sunset.) Of course, he’s even more twisted. In steps a secondary character in the game to save the day.
-Pizza delivery guy gets robbed and goes on an epic mission to get his $12.93 and tip.
-A pilot trying to make an important deadline makes an emergency landing on the town’s small airstrip and finds himself in the middle of thugs loading an airplane with gross amounts of weed. They try to kill him, but as he runs into the forest for safety, he stumbles across a cabin with a good ole boy who saves him. The player must now retrieve his aircraft by spoiling the operation, getting his plane fixed, and escape by a set time in order to make his mysterious delivery. More hijinks ensue.
I could go on all day, none the single most original thing you’ve heard, but all enough to make anyone’s imagination say “hey, yeah.” No, I don’t expect anyone to read this far, but, I had to expand on it. It’s been rumbling around in my head for a while and I meant to post it here a while back. Good to get it out.
Tags: Idea · Project X · game
Hot on the heels of the “controversy” surrounding him having the nerve to not enjoy a film that contains the beating of an eleven year old girl for fun factor, (and fans saying that he “just doesn’t get it,”) Roger Ebert again dives into the hot water that is the “Games are not art” debacle, with his new article: “Video games can never be art“. I respect the size of this man’s testicles. (In fact, I like him in general, but that’s neither here nor there.)
Having written a somewhat lengthy comment on his blog, I figured “Hey, why not put it here, too, as to simply get something on the blog?”
The crux of his argument, I feel, can be summed up in his included quote. What follows is my reply.
I remain convinced that in principle, video games cannot be art. Perhaps it is foolish of me to say “never,” because never, as Rick Wakeman informs us, is a long, long time. Let me just say that no video gamer now living will survive long enough to experience the medium as an art form.
While I sadly agree that games generally aren’t art, I find it not a fault of the medium, but the fault of the people involved.
It’s particularly in your accusation of “lack of authorial control” that I find myself annoyed. Yes, to give choice is to not dictate what the player does, but the authorial direction lies in how the system (the game) responds to the player’s input. It’s a conversation between the player and author that, in the end, the author has all control over. I’d like to cite an unusual example: “Sim City.”
You’ve likely heard of “The Sims,” the virtual doll house created by Will Wright. Long before that, he made his name on Sim City, a game in which players are tasked with building a city for virtual denizens by issuing zoning permits (Residential, Industrial, Commercial,) building roads, libraries, public transit, and the likes. How is this example valid? Because if you build a city with no public transit, people will eventually rage. If you build a city with no roads, people are only discontent. Ideally, public transit permeates your city, and roads simply “exist,” inverse to how many major cities are today. Choices like this and the judgment of if the placement of zoning is “correct” or not is not one made arbitrarily, it’s one of artistic intent, and to ignore than is to ignore how games function.
These things aren’t the result of some study of urbania meant to make a realistic simulation, this is purely the definitive example of a perfect city as described by the creator, Will Wright. This is his artistic vision put forth, largely (and obviously, given the game’s visuals,) influenced by his Californian upbringing. It’s by the player choosing different avenues of development, and seeing them marked as “incorrect,” that Wright makes his case to the player.
It’s with this view on games that you should consider a “win state” of a game as merely “an end” that agrees with what the creator puts forth as “correct.” Films end, novels end, poems end, and games end. Games just have multiple endings due to their interactive nature, but this doesn’t preclude them from all narratively driving to a singular thesis (not that such a thing should be required to meet any definition of “art,” but it does make the understand simpler in modern games. An alternate ending can simply be another viewing of the same point the game strains to make.)
Now, my definition of art (“a product of human creativity”) is likely vastly different from yours, but I would certainly love to hear a better justification for not considering games art than “lack of authorial control,” which games absolutely have. The issue of why you don’t see this more often is a much better question, and has partially to do with the old Hollywood studio system that permeates the Game Industry today, chopping potential artists off at the knees. More than that, it’s the fault of fans.
I agree that the vast majority of games are worth nothing artistically speaking, and I say this not with derision, but sadness. I see such potential and I see it wasted on Michael Bay levels of emotional exploration solely because it’s easier for developers to make with interactive explosions than it is with interactive emotion. This is the fault of gamers for preferring cheap and instant gratification to emotional and heartfelt. These are the same people who make death threats at you for having a different opinion and sharing it. But I certainly do believe games can drag themselves out of the era of cave paintings, but it will be dragging the majority of its fanbase behind it, kicking and screaming.
I think it certain that games will reach levels of artistry as complex as any other medium. I just really hope that I’m alive to see it. Though, like you said, I expect I won’t be, simple due to the complete lack of regard for subtext in interactivity.
Gaming is an artistic medium, despite the people involved.
Anyway, keep up the good review work, sir.
Tags: Art · Ebert · Gaming's future