Another Month

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If you have not seen our GDC report, it is… perhaps worth seeing. Simon Carless, of Slashdot Games, seems to enjoy it.

I think I am finally unwound, now. Perhaps I can get caught up on all I have ignored.

The Secret of Pac-Man’s Success: Making Fun First

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by [name redacted]

The radios were on the seats, this time. Most of the radios remained in place. On the screen to the right, An isometric illustration of Pac-Man greeted newcomers. A scruffy middle-aged man fumbled behind the podium. Brandon and I chose seats close and to the right of center. When most of the seats were filled, the man behind the podium turned on his microphone; it was Iwatani. He introduced himself, and his topic, in an English which might have carried him through the lecture, were he able to keep it up.

He wasn’t. To fill in the language gap, Iwatani was given a tag-team of feuding translators. Every few minutes, one woman would trade off for the other. It was a little bizarre to listen to, as it was clear that neither translation was as accurate or well-phrased as it could have been. One of the women tried at least three times, and ultimately failed, to pronounce “Galaxian”. Neither seemed to notice Iwatani’s well-organized slides, which almost narrated his lecture on their own. According to Brandon, who chose to listen to the Japanese channel on his radio, there was a point when one of the translators shouted at the other to “shut up”.

( Continue reading at Insert Credit )

dep3D

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by [name redacted]

While we bode our time for Zelda time, Brandon and I drifted into the lonely walled-off corridors to the left of the main entrance. Beyond a door and a glass wall, in a far corner, we encountered a low-key display of several otherwise-unmemorable driving games. The only immediate sign of life was in that the place seemed oddly crowded. As we neared, it became evident why: the driving game on the big-screen TV was… blurry. I looked down, and at my feet I saw a bucket full of paper spectacles: 3D glasses. Oh my. It has been a while, hasn’t it. And these were not your old-style red-and-blue glasses; these are the newer type, which provide a clear, untinted picture.

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OutRun2

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by [name redacted]

As we strolled past the Megaking booth on the show floor, I spotted an OutRun2 machine in the distance. Drawing closer, I noticed that it was a feature of the CRI (now a subdivision of SEGA-AM2) booth. A polite elderly Japanese fellow swiped Brandon’s and my ID cards; he handed us pamphlets and old-fashioned Japanese fans with the CRI logo on them. Only two people were before us. The initial plan was, I — being such a fan of the original OutRun — would play the game, and subsequently write up my impressions. Time was short.

As we waited, I read through a bilingual “Naze Nani CRI” comic, which illustrated for kids on both shores the benefits of MPEG SofDec and the ADX compression algorithm. A middle-aged Asian man stood behind me, arms crossed in front of his ID badge. “Do you like the original?” he asked. We nodded and grinned, politely.

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The Evolution of a Franchise: The Legend of Zelda

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by [name redacted]

We arrived late; the conference was already half-over, and the crowd had spilled to standing-room-in-the-hall-outside-the-conference-room-only. An Asian woman with a nervous smile asked us if we wanted headphones — sort of like what people wear during international debates. “Channel two is English” she said. I had no trouble setting my radio to channel two, or turning it on, or even adjusing the volume. Somehow, though, it still refused to work. Being the tall one, Brandon suggested I wedge myself just inside the door. I could see over everyone’s head. Eiji Aonuma stood on-stage, pontificating as if on a PBS special. To his left (and my right) was a large screen, showing a clip of Link, from The Legend of Zelda: Wind Waker, running through the first few scenes of that game.

I turned to Brandon. I pointed toward my radio. Brandon pressed the power button. He adjusted the volume. He fiddled with the antenna. Then he shrugged and began to turn away. A moment later, he grabbed the end of my headphones and plugged them into the radio. My ears began to melt with Hell’s very own translation. I seized the radio and spun the volume dial to half of what it was.

When my senses recovered, Aonuma was talking about all of the little, insignificant details in the Zelda series, and how they bring reality to the game. He spoke of the difference between reality and realism. “To Miyamoto, reality is far more important,” Aonuma explained. This seemed fair enough, if a bit obvious. He then took the time to give several examples of just what reality means in the context of a game like Wind Waker.

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The 2004 Game Developers Choice Awards

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by [name redacted]

I watched the Academy Awards for the first time, a few weeks ago. The MPAA’s screener ban (instituted in part to cut down on indie competition, under the ruse of piracy prevention) had apparently backfired, as the 2003 nominees consisted of perhaps the most well-chosen bunch of the right movies, for the right awards, that the Academy had ever selected. I thought, hey. Why not.

After an hour and a half, three hundred commercials, Billy Crystal’s singing, Billy Crystal’s unfunny jokes, Billy Crystal’s just-this-side-of-unkind remarks to Clint Eastwood and others, endless Hobbit awards, and Billy Crystal, I wandered away. I now thought I understood, first-hand, the general antipathy for award ceremonies.

With this in mind, I was unsure what to expect when I walked into the IGDA Game Developers Choice Awards. I had read about the Gunpei Yokoi ceremony the year before; that had sounded unconventional and sincere. Yet: it was still an awards ceremony. How long could I tolerate the pomp, I wondered.

( Continue reading at Insert Credit )

Inner Dimensions

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by [name redacted]

A bit of reporting for Xbox Nation Magazine, which was actually printed in both the May and June issues. It seemed I had an in for writing more complex material — I notice a bunch of notes for further articles — but then the magazine folded. A shame.

As relative newcomer to the console scene, Microsoft arrived in the silence after the storm. Those who were present recall the trials of the mid-nineties, as Sony squeezed the industry through a macabre cleansing operation. Developers were forced to convert to 3D development or not only risk public dismissal, but risk disapproval from Sony. Without Sony’s OK, games go unpublished — and Sony has its own agenda. Crushing to many smaller houses, this policy continues even today.

Even so, some studios, like SNK, refuse to surrender.