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CHAOS AND CHARM: A NIGHT WITH THE INDIE GAMES ARCADE

chaos

“Thanks for coming everyone. We chose this venue because it had a plasma screen, but we found out 30 minutes before kick-off that it’s fucked. So we won’t be able to show any games.”

So began 2009’s gloriously anarchic Indie Game Arcade Show and Yell event. Part of the Eurogamer Expo, it was a kind of open mic night for Indie devs, a rare chance for them to get together, swap tips, get drunk and look towards a bright future.

“Just like independent games, tonight is going to be cheap and a little bit buggy” (Boos from the assembled devs). “What? It’s better than saying it’s gonna be cheap and shit!”

Crammed into the sweaty backroom of an east London pub, a ramshackle selection of devs proceeded to squeeze to the front to give their talks. As befitted the disheveled charm of the evening, much was drowned out by the noise of laughter, heckling and the odd shattering pint glass. Shyness crept in too, with one adorably self-effacing dev bashfully announcing that the game she was working on is “crap, really.”

But what the event lacked in slick sales pitches and soulless fluidity, it more than made up for with passion, enthusiasm and a sense of pride that many in the room were on the brink of something special. It’s cliched, but the image of man sitting in the dark at 2am, face lit only by the stare of his monitor, is for some the reality of independent development. Many have sacrificed well-paid jobs and long-term relationships, pouring every ounce of effort and every penny into the opportunity to follow their dream. Events like this, held on the back of the staggeringly successful Eurogamer Expos, are vindication.

Notable among the speakers was Robert Fearon. A short, retiring man with a fascinating mustache, Fearon is the creator of the wonderfully titled War Twat and Squid Yes, Not So Octopus 2: Squid Harder. Making his way to the head of the room he stood on a chair and introduced himself with, “Hello. My name is Robert Fearon and I don’t usually like speaking to people.”

He was being disingenuous. What followed was an impassioned call for increased accessibility in games, questioning developers’ need to obscure otherwise great titles with obtuse mechanics. Thanking his friend Barrie Ellis for inspiration, Fearon added that accessibility options do not break a game. You don’t have to use them, so why deny those that need it?

By far the highlight of the evening, however, was the talk by Hello Games’ Sean Murray. Flying high from successfully exhibiting the gloriously charming, Excitebike-esque Joe Danger, Murray discussed the game’s journey to completion. As one of the team held a laptop aloft so the crowd could see, Murray showed videos of the game’s various builds, from construction of the very first wheel, to the near-finished product. With the game playable after just a few short weeks, the rest of the development time was spent polishing, honing and refining. It paid off. Now, with buzz for Joe Danger reaching a crescendo, all the team have to do is decide between PlayStation Network and Xbox Live Arcade.

As the night wore on, the drinks kept flowing, a megaphone was found, and a chaotic Q&A got underway. With an open format, it wasn’t long before the evening descended into a discussion of everybody’s favorite and most hated games. Developers are gamers too after all.

There was no sense of competition in the room that night, no jealousy of others achievements; just camaraderie, excitement and hope. As we left, one of the devs (whose name will go unmentioned) took a drunken tumble backwards, noisily shattering a massive glass lamp. Cheers went up. Perhaps fittingly, the “buggy, cheap night” so full of character and charm, ended with a crash.



round-up
October 23, 2009, 10:37 pm
Filed under: Round-Up, meta

ROUND UP

(Round-Up is the irregularly published link-post of all the news I write over at TVGB. Inhale its musty waft)

This round-up comes just before I disappear off to Shrewsbury for the weekend with the Missus. It’s late, as ever.

The Molyneux stories that have been doing the rounds these last few days (Natal & Fable III, Microtransactions, Top 5 Innovative Games) are from TVGB, written by myself. Despite the inability of some to link back to the source and the eagerness of others to trust a tweet over a proper news piece, TVGB was where it was at this week.

Other than the Guardian, there were no journalists at BAFTA’s Annual Video Games Lecture where Molyneux was speaking. At least none that were doing any reporting. It was just TVGB. This isn’t a brag, truly. It’s more a statement of astonishment. Peter Molyneux, OBE, veteran British game designer and Microsoft Creative Director is an important man. He was speaking at an important event. But nobody, other than an unpaid hack, was there to report his words. Madness.

Still, I shouldn’t complain.

Busy week next week. Highlights include a Left 4 Dead 2 preview event, an Indie Arcade evening and the Eurogamer Expo. Beats real work.

(more…)



Yes, Video Games are political
October 5, 2009, 9:55 pm
Filed under: Article | Tags: , , ,

aobabo

In a recent piece over at Bitmob, Christopher Quach discussed the validity of conveying political messages in videogames, essentially concluding that the industry’s reputation as disposable entertainment, along with its desire to cater to as wide an audience as possible, precludes it from ever engaging in political discourse.

It is an interesting piece, well argued and certainly representative of the majority of mainstream opinion, but it is also flawed in a number of ways.

Perhaps most obviously the piece overlooks the work of many independent videogame developers. Games like Cutthroat Capitalism, Kabul Kaboom! and Super Columbine Massacre RPG! go some way to challenge the idea of an apolitical videogame landscape. With varying degrees of success and tastefulness, these modestly sized games use the medium to communicate overtly political statements, encompassing military, economic and social issues. There are many more examples out there.

That these games operate on the peripheries of the industry should come as no surprise. The same is true of all media, where overt political statements are best explored on the margins. But that doesn’t mean that mainstream games are bereft of political content, anymore than big-budget movies or the best-selling comics and novels.

Videogames, as cultural artifacts, are unescapably political. Even the most vacuous of games, despite their ostensible mindlessness, cannot fail to reflect the politics of the culture in which they were produced.

thatch

Take this example. In the Eighties, western politics were dominated by two figures; Ronald Reagan and Margaret Thatcher. The US President and the British Prime Minister’s relationship was a close one, due in large part to their advocacy of a particular brand of conservatism. Though they chose to express these beliefs in slightly different ways, their ideology was the same.

This quote from Margaret Thatcher conveys the message most concisely;

“There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look after themselves first. It is our duty to look after ourselves and then to look after our neighbour.” (M. Thatcher, Woman’s Own, October 31, 1987)

What Thatcher is trying to communicate here is that a successful country, indeed a successful world, is the direct result of individualism. Do not rely on others, just be the very best you can be and everything will fall into place. In short, look after yourself.

Similarly, Reagan’s ‘Social Darwinism’ embraced this notion of the individual, perhaps most obviously in the field of economics. Reagan stimulated the entrepreneurial realm by rewarding it with economic gain, while simultaneously cutting several welfare programs. The message was just the same as Thatcher’s; strive for personal glory, for individual gain. Look after yourself.

This is the reason that Gordon Gekko, the “greed is good” protagonist of 1987 film Wall Street, is rightly identified as a symbol of the decade. He was primarily self-serving in his quest for power and wealth.

pitYou can see this notion reflected clearly in the western videogames of the period, although in a less sophisticated way. The vast majority of these games employed a lone hero protagonist. While co-op games existed and were technologically possible, single-player reigned supreme. Regardless of the narratives and their sci-fi/world war/fantasy archetypes, the central political message was the same; You and you alone are capable of saving the world. Do not rely on help, do not rely on others – success, glory, riches, empowerment – all of this will come through your individual efforts.

Oh and there is a good chance you’ll be a white man too.

Fast forward 20 years and the political landscape has changed dramatically. While Thatcher and Reagan’s legacy is still apparent, attitudes are different. Most obviously, both countries are now run by liberal governments. As a result, notions of society and community are once again on the agenda. Just look at President Obama’s current efforts to introduce universal healthcare, funded by the taxes of those who have achieved their individual wealth. The language of Presidency has changed from “I” to “we.” Now we strive to look after each other.

Similarly, race and gender politics have progressed in the intervening 20 years. While inequalities still exist, the gap is closing. Racial tolerance and gender equality have vastly improved since the Eighties. All of this can be seen in current-gen videogames.

Perhaps the most profound shift in the games industry in the last few years has been the explosion of co-op. Not only are developers dedicating more and more time to providing co-op experiences in their games, they are also finding new ways of exploring the dynamic within it. Perhaps the best example of this is the work by Valve in the Left 4 Dead series. Here, rather than just providing a space for a team of individuals to progress through the game, they are explicitly designing them to punish those who do not co-ordinate their efforts.

In Left 4 Dead, the term co-op is not used as shorthand for campaign multiplayer, it is truly co-operative. You cannot look after yourself anymore, you have to look after each other. Only by communicating, compensating for team-mates weakness and working as a unit can you survive and ultimately ‘win.’

l4dgroupportrait

Even in games where the co-operative element of co-op is less pronounced, the ideology is the same; you are not on your own anymore, you are part of a team. What’s more that team is more than likely multi-cultural and/or multi-gender. Don’t dismiss the presence of the Hispanic Dom in Gears of War, Black-African woman Sheva in Resident Evil or Afro-American Louis in Left 4 Dead as tokenistic additions. In today’s political climate it is expected that any representation of a group in any medium will be reflective of the society we live in. It is politically correct.

Now, this isn’t to say that the lone white-guy hero has been eradicated. Far from it, the bald, white space-marine is one of the most over-used characters in modern gaming. But it increasingly rare that they are lone heroes. A shift towards team-based, co-op featured games is undeniable.

In this way, mainstream videogames, even those seemingly void of political statement, are implicitly political. While for the most part they are not designed to tackle political issues head-on, or carry overt political messages, they do reflect the values and the popular ideology of the culture in which they were created. Be it the conservative, economically focused Eighties or the liberal, increasingly tolerant Noughties, politics are ingrained into the very code of the games we play.

So the problem with Christopher Quach’s article is not that it comes to the wrong conclusions, but perhaps that it asks the wrong question. Mainstream videogames are political, but can they be subversive or controversial? Can they challenge the popular ideology? Can they engage in discussion of a difficult political debate? It’s highly unlikely.

Subversion and controversy are divisive acts. Division means a smaller potential market. With publishers falling over themselves to make videogames as accessible as possible, and with the increasingly high cost of bringing games to platforms such as the PS3 and Xbox 360, only a profound shift in the industry would allow it. In this respect, Quach is absolutely, depressingly, right.



A Youth Well Wasted / Chapter Three

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My best friend’s Dad was the Vice President of Sega Europe. Thanks to this I was afforded certain perks. I’ve already talked about Damian’s arcade and the endless stream of cartridges I was lucky enough to have access to, but there was something even better yet to come.

It was just a shame my school friends didn’t believe a word of it.
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In a particularly grey and drab spot of West London sits Earl’s Court, one of England’s largest and oldest indoor arenas. Over the years it has been home to a massive variety of events, from Buffalo Bill’s Wild West Show in the 19th century, to Metallica gigs and WWE Smackdown in the present day. It’s a bit of a British institution.

Another, slightly less glamorous sounding show held there is ‘The Amusements Trade Exhibition International.’ As the name suggests, the ATEI is an industry expo in which various coin-operated machine manufacturers get to show off their wares to potential buyers.

Sadly, a quick search through the list of confirmed exhibitors for 2010 reveals that not one single videogame company will be present. Not one. Instead, tens of thousands of square feet will be taken up with air-hockey, fruit machines, pool tables and kiddie rides.

It was not always like this.

sega

Back in 1989, the event was completely dominated by videogames, with just about every single manufacturer, including Sega, keen to show off their latest machines. It was an infinite sea of arcade games, with classic, stand-up cabinets, massive, hydraulic-powered driving sims and everything in between. Year after year, every new game of note from around the around world would be there.

The ATEI was, without a hint of hyperbole or exaggeration, a 10 year-old boy’s gaming nirvana. The holy land. And, in an act of unprecedented awesomeness that I am thankful for even 20 years later, Damian convinced his Dad to take us. We were actually going.

What’s more we were going on the Thursday, when all the exhibitors would be putting the final touches to their stalls before the influx of potential buyers the next day. With Damian’s Dad busy doing whatever it is Sega Europe V.Ps do, we would have hours of unfettered access, without queues or interruptions, to every single game on show. I honestly can’t think of a time in my life when I have been more excited.

The night before the show we stayed at Damian’s castle. Staring into the darkness, we whispered across the room until the early hours, alternating between hushed excitement for the next day and musing over what terrible accidents might stop us going.

- Maybe the car will break down…
- Or explode!
- Oh god yeah, it’ll blow up.
- In the car park as we arrive.
- Definitely.

We simply couldn’t believe our luck.

AAAAAA

Entering the massive hall was as intimidating as it was exciting; a cacophonous jungle of bleeping, blaring, flashing, strobing machinery. We didn’t know where to start. Each machine screamed louder at us, desperate to be heard over all the others. It was too much.

Thankfully, Damian’s Dad had arranged for one of his team to give us a guided tour of all the must-play titles at the show.

We saw a lot of games that day, many of which have since fallen to the back of my mind, collecting in a messy heap with a million other random arcade memories. But I remember one very, very clearly.

Led by our tour-guide, we were introduced to a spin-off game from some bizarre American TV show. “It’s going to be absolutely massive, a phenomenon. The American kids are nuts about it,” he said.

Damian and I shared a cynical look. The machine was splashed with an image of a questionable looking green thing and it had the most ridiculous name we had ever heard, the ‘Teenage Mutant Hero Turtles.’

Heheh – silly Americans.

We played the game anyway, clicking the free credit button more out of politeness than desire.

We couldn’t have been more wrong.

Teenage Mutant Hero Turtles (Europe thought the word ‘Ninja’ would warp our souls), is of course, one of the most fondly remembered arcade games of all time – providing the blueprint for such massively popular beat-em-ups as X-Men and The Simpsons. Turn up to any battered, decaying old seaside arcade in England to this day and the odds are you’ll find one of these games sat in a corner, clinging to life among the fruit machines, Dance Dance Revolutions and sandy, trampled chips.

So we played through the entire thing, marveling more at the graphics and characters than the limited, slightly repetitive gameplay. It was just so bright and colourful, populated by bipedal hogs with guns, masked foot-soldiers, and the kind of samurai/ninja hybrid boss that made our young, kung-fu obsessed brains pop.

turt

You could choose characters with katanas, a bo, funny fork things and even nunchucks! It should be noted that up to that point, British television removed nearly every nunchuck reference, most famously censoring the Enter the Dragon scene where Bruce Lee uses the weapon against some guards. Rather than block nunchucks from our consciousness, this treatment afforded them an illicit thrill that only served to make us more fascinated with them. Nunchucks were cool.

TMHT only has 5 levels, it isn’t a particularly long game. But in that old-school arcade way, it’s despicably cheap in it’s attempts to rob you of money. It was a good job we had free credits.

We died and died and died again until finally we beat the game, rescued April, and stumbled off to find something else. The whole experience can’t of been more than 30 minutes from start to finish, but it is something I will never forget.

Returning to school and boasting of my experiences brought the now familiar mix of scorn and disbelief. Because my school friends had never met Damian, they simply didn’t believe my increasingly outlandish stories. For a while they even took to calling him my “imaginary friend.”

They laughed even harder when I told them about the four pizza-loving turtles who talk and know ninjitsu.

Just a few short weeks later and the last laugh was mine. They had no choice but to believe. The turtles had indeed turned into the phenomenon the arcade man predicted, selling a crap-ton of merchandised tat and mesmerizing a million kids with their adventures. I was vindicated. Finally, they believed me.

But it wasn’t all good. Having such close links with Sega had certain disadvantages. The late Eighties saw the first Nintendo v. Sega console skirmishes break out in playgrounds across the world. War was coming, and at one small school in London, the Sega supporters had a reluctant leader.

(Chapter Four… Coming Soon)
(Chapter Two)



IF VIDEOGAME JOURNALISTS COVERED WORLD’S NEWS #51: WATERGATE
September 28, 2009, 9:24 pm
Filed under: If videogame journalists...

wash
Sunday, June 18, 1972

Five men, one of whom said he is a former employee of the Central Intelligence Agency, were arrested at 2:30 a.m. yesterday in what authorities described as an elaborate plot to bug the offices of the Democratic National Committee here.

Three of the men were native-born Cubans and another was said to have trained Cuban exiles for guerrilla activity after the 1961 Bay of Pigs invasion.

They were surprised at gunpoint by three plain-clothes officers of the metropolitan police department in a sixth floor office at the plush Watergate, 2600 Virginia Ave., NW, where the Democratic National Committee occupies the entire floor.

We’ve sent an email to President Nixon’s PR team. We’ll let you know if we hear anything.