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iPod/iPhone: Getting in the game

The folks at Reuters were among the world press who covered the Game Developer Conference earlier this month. It truly is a massive event, this year held March 23-27 in San Francisco. Among the tidbits from their coverage on April 1:

Some say the iPhone's unique features -- GPS capability, connectivity, a touch screen -- and sheer variety of content gives it an edge over its more established handheld console competition

Yo, Reuters: kind of late to the game, boys. You could have read THIS three weeks earlier in Creative COW Magazine's Games Issue:

Our notion was that if Nintendo had announced this device as a games machine, and said, "It's got a camera, it's got a GPS, it's got all your contacts, it's always connected, it's multi-touch, it's got accelerometers, and oh by the way, there's 75 million users with credit card accounts already active," you'd say, "Are you kidding me?" But Apple DID it.

That's from Bob Stevenson, Chief Creative Officer (GREAT title) at ngmoco, a "Next Generation MObile COmpany" made up of some truly sharp games developers from companies including EA.



While far from the biggest company in the market -- only 6 of 'em when we spoke to Bob -- but I think absolutely the one to watch. After you read our conversation with him, I know you'll agree.



Back to Reuters:

The DS franchise has shipped more than 100 million units and the PSP more than 50 million since both came to market in late 2004.


They threw that away in one sentence, but three weeks earlier, I had put it in a much wider context in the COW Magazine. I posted an expanded version what I wrote in the mag here at my blog on March 23, before GDC opened, and a week before Reuters picked up the story. I have to tell you, I write a lot of stuff, and I really like this piece. Games really are a big deal for our business, and game developers are among the folks who are quickly pouring into The COW.


(Turns out that there's a lot of VIDEO in VIDEO GAMES. Who knew?)

Of course, lots of other people are pouring into The COW too.



So anyway, you can hang around and wait for the world's leading news agencies to get in the game and tell you what's happening out there...or you can read it weeks earlier here at The COW.



Posted by: Tim Wilson on Apr 11, 2009 at 8:44:41 am Comments (1) games, creative cow magazine

Wolfenstein 3D for iTunes!!

One of the earliest first-person shooter games, and maybe still the coolest, makes its way into the iTunes app store!



The image is from the front door of the game's official site. You can also find a truly wonderful story by John Carnack, its designer, on how Wolf3D made its way to the iPod Touch/iPod platform.

More coolness: the developer has released the source code! Tweak away, my pretties! And expect Doom and Quake soon.

(I'd forgotten that, in 1995, id Software had also released the source code for the original version of Wolf3D.

When Wolfenstein 3D was released for Mac in the early 90s, it was for many, many years the only game worth playing on that platform, even after later games came along. (Slowly. Until the iTunes app store, Mac games were 100% pathetic. Besides Wolfenstein. Okay, and Myst.)



Looking at it today, what I notice most isn't its primitiveness, but its zen-like simplicity, both visually, and in its objectives: Kill Nazis. Win prizes.



Maybe one of you kids knows who to ask, but if you ask ME, the castle scenes in "Indiana Jones and the Last Crusade" (which it certainly should have been) were explicitly inspired by Wolfenstein. I really think so: castle setting, supernatural overtones, lots o' Nazis. In fact, my favorite line in the movie, snarled through gritted teeth, comes as Indy sees who his true hosts are at this castle: "Nazis. I hate those guys."

(I'm absolutely certain that MechaHitler was the inspiration for the classic "Mecha-Streisand" episode of South Park. Seen below as she faces defeat by Robert Smith of The Cure.




Anyway, you can buy Wolfenstein 3D in the App Store for a tenth of what I paid for it in 1991 or so. Lock and load.


Posted by: Tim Wilson on Mar 30, 2009 at 10:42:54 am Comments (0) games, ipod, iphone, itunes, south park, entertainment

The COW Magazine Games Issue Intro, pt 2: Playing for keeps

(On the off chance that you're looking for it, the expanded edition of my print column from the Games Issue is here.)

Playing for keeps, and other lessons from games

As much as games represent the cutting edge of technology, they've also been around for a while. For example, the game of marbles dates back to ancient Egypt. Thanks to a German inventor's new glassblowing tools for creating little glass balls, the game began spreading wide in the 19th century, then mass-produced by (you guessed it) Americans in the early 20th century.

This is the small version of a photo found here, but it's enough to give you an idea how beautiful the marbles themselves can be: tiny works of art. (These are from West Africa.)




(I'll be honest - I was only of middling skill at the game. I collected marbles because I thought they were pretty.)

One version of the game marbles involves rolling a small glass ball, flicked by thumb from a curled forefinger, at other balls in a circle on the ground. Knock another player's ball outside the circle, and you get to keep it.

Normally, the winner returns the marbles to their original owners afterward, but in a high-stakes variation, playing "for all the marbles," the "winner takes all." No wonder that "lost your marbles" is synonymous with insanity. Imagine a neighbor coming over to play Madden Football or Guitar Hero, and if they win, getting to go home with your console and all your games. If I lost all that simply because I lost a single game, I'd go insane too.

Fast forward, so to speak, to computer-based games in the 70s. Computer graphics were still rare, so games were text-based. Many of them were quest-themed. Using only words, you had to talk, fight, or bribe your way out of trouble as you moved from one level to the next, toward the ultimate prize.

(While there's no way to be certain, I truly believe that the phrase "the next level" comes from games. What happens when you overcome each obstacle? You get to...where? That's right. The next level.)

Since nobody could possibly know all the hazards of the game the first time through, it was impossible to succeed in these games without trying again and again, (hopefully) learning from your mistakes along the way.

You might eventually learn that it was worth buying a pencil rather than a sword on level 1, because the giant on level 2 was deaf. You could never defeat him with a sword, but if you used the pencil to write a note asking for help, the giant would fight the battle on level 3 on your behalf, bringing you safely to level four.

Here are the morals of the stories as applied to our business: every undertaking is for keeps, and you'll make many mistakes before you figure out what's really important. Sound fun? Let's play!

Just as with mainstream film and video production, there's every scale of game development, from indies with a handful of people, to casts and crews that rival the grandest Hollywood epics. Projects begin with storyboards and pitches, make their way through long stretches of creativity tempered by client interference (and, often, cluelessness). Adding to the degree of creative difficulty, there might be hundreds or thousands of potential stories to manage, each unfolding in a series of fast twitches, often among multiple players.

Even if yours is much smaller scale production, down to single stories told in 30 seconds or less, you'll see that, like you, the people in this issue are definitely playing for all the marbles, and that, even on the deepest-cutting edge, many of their experiences apply directly to yours.

And to keep from losing all of YOUR marbles, we encourage you to do what these folks do: use your keyboard to ask the giant COW for help getting to the next level.

Posted by: Tim Wilson on Mar 29, 2009 at 2:11:56 pm Comments (0) creative cow magazine, games

Tim Wilson

Tim Wilson


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