That is just one of the memorably quotes from Jesse Schell’s speech at the DICE summit 2010. I like that particular quote because it flies in the face of Michael Pachter, who believes there will be one big entertainment box by the year 2020 … like whose going to produce that? Microsonyntendo-Applezon Business Machines? Sure.

Well, Jesse tries to imagine the question “Is Your Life Just One Big RPG?” and wants us to think “beyooooond Facebook”. If anything, it’s very entertaining to watch.

While the future picture he draws in the third part is, well, futuristic i do see that the tendency towards that direction is strong. But i’m actually more interested in the psychological aspects of today and their roots in reality that i find inspiring. There are certain things that never get said out loud, or not often enough. Especially for us game developers i do notice a lack of respect towards the psychological aspect of the games we find appalling (like Mafia Wars, Farmville etc.) or the achievement systems whose followers get ridiculed as Achievement Whores. That is not only missing a huge point, that is missing business opportunities with eyes wide open but narrow focused so you’re effectively too blind to see.

But … and therein lies the beauty: if you know that there are enough gamers out there who also see it that way, you can monetize that as well if you are willing to accept that it’s going to be a niche. It’s not going to fund you a million dollar business but it may well support your life as Indie game developer just fine. Examples are plentifold, and one of the most inspiring stories (and games made) in that area is Eschalon, a classic semi-turnbased fantasy RPG modelled after Ultima and others which won the Indie RPG 2007 award. The author, some self-proclaimed “normal guy” called Thomas, has against all recommendations for being an Indie success refused to give Interviews and the only personal insights he allowed are the ones in this forum post. It’s important to point out that he made 95% of the game by himself, worked on it for 2.5 years and invested his life savings into the project. If you have any love for old-school RPGs, give it a try – that man deserves it! And that game deserves to be played even more!

But enough of that, here’s Jesse Schell’s talk if you haven’t seen it elsewhere yet:

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I just skimmed over Paul Graham’s post: What startups are really like.

I nodded a couple times – as far as i could relate with my little startup experience. What makes this such an essential post is that it contains lots of good excerpts from actual startup founders. I’ve read all of them and each of these small sentences is a little gem.

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Tutorials are an afterthought …

From my own experience and by looking at other games i am aware that in a lot of cases – even today – Tutorials in games are an afterthought. I would even go as far as to say that if i don’t like the tutorial chances are, i won’t like the rest of the game either. For a good game, the Tutorial blends in with the game, it just feels natural. Where it is an afterthought, it’s in cases like Prototype: at first, you get all the good stuff, all the weapons and powerups and what not and you are free to try one after the other. Then the game starts, and you’re just that little guy without all these powers.

Types of Tutorials:

1) you get it all but then we’ll take it away from you
2) we explain our overly complex system to you…
2a) … in just 5 minutes, even if you wouldn’t use most of this stuff anyway – we know you just want to play the game, right?
2b) … in 60 minutes because we think it takes this time to really memorize all the good stuff
3) we interrupt your playsession for this trivial hint shown in a messagebox!
3a) PC: if you happened to be clicking your mouse where the OK/Cancel buttons where – we are sorry, you don’t get this message a second time
3b) Console: if you happened to be pressing one of the action buttons that dismiss the messagebox – again, we are soooo sorry we didn’t think you might hit that button while playing our button-smasher and might want to see that message again.

From the comments:

4) Let the game show everything to the player, while not giving him the chance to try out for himself.

5) This is your sixth playthrough for the game? Too bad for you, you must take the tutorial again and you cannot skip! :]

Do you have more tutorial cliches to add to this list?

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Note: for some reason, this post was stuck as a draft since April 2009 – just to put this into better perspective, i was still working at EA Phenomic at the time.

Yes, it can. My humble opinion. No, actually, this is my conviction.

I’m not talking about crunch time. About taking on too much work so that everyone has to work overtime. I am talking about planning for (or having to plan for, or simply doing) too much production in order to get all the work done in time, so that most everything else falls by the wayside.

This is my experience which i’ve had confirmed today during an interesting conversation at work. With “experience” i mean that if you work at a larger company you can – depending on the work you do – easily dig into your own line of work and forget everything around you. That isn’t something that gets planned but it’s easy to fall into this mode if everyone around you is swarming around like a busy bee-hive and you just want to get your own damned work done. But, it’s crucial to regularly lift up your head and ask what’s going on. If, company-wide, no such time is planned in and certainly no one cares to stop and look around, watching, listening, mentoring, let alone “leadershipping” then that’s the model most people will follow, eventually. That or busting their heads together. Busy worker bees.

Or so it seems.

What it doesn’t say is that people aren’t bees. They have needs for communication, for understanding and learning. People want to get feedback, they want to participate, they want to be asked and decide for themselves. However, working in a Bee hive accomplishes only work. Communication – and that is my experience – falls completely by the wayside except for the one focused on the work at hand. Some may glee over this perceived efficiency. But i can tell you – it is not an experience that creates happyiness ever-after. The counterweight that communication whole is that all the good ideas, the criticism and desires are shared like outbursts, at the wrong time, with the wrong people, or both. There’s only two options: eat it, or die.

It’s a slow process. Something like that frog put into cold water and heating it until it boils. He won’t jump out – only if the water was hot from the start. What happens is that unless you are fortunate enough to be able to work (mostly) in isolation on isolated parts of the game on your own accord, you are drained into this whole hive of swarming bees. Everyone wants a part of me, it seems. Since everyone is so busy, communication is focused on the essential. Like robots. Only that feelings still get hurt.

It gets worse if the communication fails to instill ownership or a time frame. You can be certain that phrases like “We’ll talk about it this week.” will be the last thing you’ve heard about this topic for the week. Responsibility goes down the drain – unless you have to be responsible. It’s simple and effective – being bombarded with work can make you …. work. Work hard. So hard, in fact, that communicating, cooperating, getting an agreement with other people seems like a drag you want to avoid. As much as possible. Just like everything else that isn’t directly beneficial to your work. Helping others, especially mentoring or training. Offering opportunities for growth and learning. Career planning. And so on.

As a side note: even the busiest bee-hive couldn’t survive for long if the bees would stop their intricate communication dances. With a company, you’ll know that something’s up when the communication still happens but goes sour very quickly, and there’s a lot of talking behind closed doors, respectively awkward silence when you enter a room.

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51 Japanese Characters
I just submitted the v1.1 update for the free 51 Japanese Characters App to the App Store. Here’s the short changelist:

- save character image to camera roll
- improve screen navigation, mini-characters screen available via “all” button
- new splash screen

I’m curious how long it will take before the new version goes live. The last time it took us all by surprise that the App was available within 24 hours after submitting it! It was submitted December 29th and went live on December 30th 2009 – so if you consider that it was also submitted around the busiest times for the App Store and right in between Xmas and New Year’s it’s all the more awesome that it took so little time. We were actually expecting to see a full 2 weeks to pass before it would be available. Maybe we were just lucky, but maybe Apple got ahead of the process and can approve Apps really fast. I suppose the clear screen flow and no features that aren’t available unless you’ve played for hours certainly helped the process.

The PR activities for 51 Japanese Characters have also started today and we’ve already seen some movement in the charts across the world. For example, it entered the Top 300 list in Germany for the first time, in Thailand it has moved into the Top 20 and made the Top 50 in Taiwan.

If you could do us (me as Programmer, Peter Machat as Illustrator and Tim Fischer as Organizer) a favor, please recommend the App and link to it as much as you can. We would very much like to make it into Germany’s Top 100 free Apps list. Thank you!

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© 2010 Steffen Itterheim aka Gaming Horror