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	<title>Critical Games</title>
	
	<link>http://www.criticalgames.com</link>
	<description>Critical Thought on Games and Design</description>
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		<title>Where to Build Your Next Team</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/gZcTg-lxNac/</link>
		<comments>http://www.criticalgames.com/2009/09/09/where-to-build-your-next-team/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 04:12:15 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Industry]]></category>
		<category><![CDATA[Op-Ed]]></category>
		<category><![CDATA[Portland  Oregon]]></category>
		<category><![CDATA[software industry]]></category>
		<category><![CDATA[Video game developers]]></category>
		<category><![CDATA[Video game publisher]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=52</guid>
		<description><![CDATA[According to the ESA&#8217;s reports, the five states that are serving as game development hubs in the US are California, Washington, Texas, New York, and Massachusetts. This shouldn&#8217;t come as a surprise to anyone; cities like Seattle, San Diego, Austin, and their peripheral towns are often mentioned in gaming press. This is fine &#8211; certain [...]]]></description>
			<content:encoded><![CDATA[<p>According to the ESA&#8217;s reports, the five states that are serving as game development hubs in the US are California, Washington, Texas, New York, and Massachusetts.  This shouldn&#8217;t come as a surprise to anyone; cities like Seattle, San Diego, Austin, and their peripheral towns are often mentioned in gaming press.  This is fine &#8211; certain hubs are expected to rise up in any industry, and game development, at $22 billion domestically per year, absolutely qualifies as <strong>industry</strong>.  However, it is becoming increasingly apparent that there is a need to start expanding into new locations if studios expect to continue to grow profitably.  It comes down to cost: the cost of living, and cost of business.  </p>
<p>The cities and regions that game developers are based in right now tend to be expensive: the amount of money it takes to maintain the same quality of life is higher than in other cities.  As an example, comparing Portland, Oregon, and Seattle, Washington, two cities that offer similar climates, similar cultural opportunities, overall a similar quality of life.  In Seattle, an examination of average office lease rates are running between $25 and $40 per square foot depending on where in Seattle you are (and where most of these companies are located, youâre looking at the high end of that range).  A similar examination of Portland puts the lease rates between $12 and $25 per square foot.  (To put those prices in perspective, Bungie recently announced their move into downtown Bellevue, leasing 85,000 square feet.  Assuming they got a killer deal and only paid $30 per square foot, thatâs still $2,550,000.) An equivalent space in Portland, assuming, say, $20 per square foot, is $1,700,000.  Thatâs an $850,000 price difference, and that&#8217;s only one part of the overall cost of doing business.</p>
<p>Looking at the cost of living for the employees themselves, median apartment rental prices drop nearly in half between Seattle and Portland.  While other price comparisons are less dramatic (the cost of heating a home doesn&#8217;t vary much, which is unsurprising considering they share a similar climate), it still works out to a net savings for the employee to be in Portland.  What this means for the employee is that they can live at the same quality of life, for less money.  What this means for employers is that they can price their salaries accordingly (as they already do), and again, save money to either a) bring down development costs, or b) hire more developers.</p>
<p>Of course, so far we&#8217;ve only discussed basic numbers, on the assumption that one would have to pay for everything involved.  For a number of developers, this is already not the case: both Ontario and Quebec (and respective cities Toronto and Montreal) offer significant subsidies to game companies to build studios there.  It was reported a few years ago that the city of Montreal and the province of Quebec combined subsidized over half the salaries for Ubisoft and EA, two major developers and game publishers.  Ubisoft is expanding again, opening a new studio in Toronto, who have committed to investing $226 million into Ubisoft over the next ten years.  Here in the U.S, 8 states have already passed initiatives to encourage game development, including significant tax breaks and other incentives to draw the industry in.  The city of Savannah has gone so far as to offer a full year of office space free to any company willing to commit to offices there.</p>
<p>Now, I realize it is pretty rare that a company is in a position to be able to perform an en masse relocation (there have been a few examples, such as when Square moved from Washington to California, or when Bungie moved from Illinois to Washington), but that isn&#8217;t really what anyone is trying for: as development teams grow, new facilities are needed, and new development teams are created.  These new studios and teams are in a prime position to make use of the lower development costs of setting up in a less expensive city.  It would be foolish for a large game developer to not at least consider this when building out their next team.</p>
<p>The cities I expect to be great additions:</p>
<ol>
<li><strong>Portland, Oregon</strong>: the city has so much going for it in, and is already starting to undergo a bit of a cultural explosion thanks to its fantastic music and art scene, green policies, and laid back atmosphere.</li>
<li><strong>Minneapolis/St. Paul, Minnesota</strong>: it&#8217;s been largely off the radar for a lot of people, yet sports a remarkable diversity within the area, low costs, and is something of a jewel of the central states.</li>
<li><strong>Boulder, Colorado</strong>: it is already becoming a pretty significant tech hotspot, housing a number of startups and offering a range of support for the software industry.</li>
</ol>
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		<item>
		<title>Intel’s Social Media Guidelines</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/1r0Za_gxN90/</link>
		<comments>http://www.criticalgames.com/2008/12/08/intels-social-media-guidelines/#comments</comments>
		<pubDate>Tue, 09 Dec 2008 01:32:47 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[Intel]]></category>
		<category><![CDATA[online communities]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[social media guidelines]]></category>
		<category><![CDATA[social media interaction]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=50</guid>
		<description><![CDATA[In an excellent example of corporate social-transparency, Intel just posted their social media guidelines, which they expect their employees to follow when engaging the public. I think this is fantastic, and a great example of a major company &#8220;walking the walk&#8221; when it comes to social media and community interaction. For anyone engaging in online [...]]]></description>
			<content:encoded><![CDATA[<p>In an excellent example of corporate social-transparency, <a href="http://www.intel.com/sites/sitewide/en_US/social-media.htm">Intel just posted their social media guidelines</a>, which they expect their employees to follow when engaging the public.  I think this is fantastic, and a great example of a <em>major</em> company &#8220;walking the walk&#8221; when it comes to social media and community interaction.  For anyone engaging in online communities and social media interaction, they&#8217;re an excellent guide to go by.</p>
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		<title>Lost Garden: WiiFit’s Role on Game Design</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/60cLZkP4XEM/</link>
		<comments>http://www.criticalgames.com/2008/06/14/lost-garden-wiifits-role-on-game-design/#comments</comments>
		<pubDate>Sun, 15 Jun 2008 03:22:34 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Industry]]></category>
		<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[Op-Ed]]></category>
		<category><![CDATA[critical games]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[society]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=1096</guid>
		<description><![CDATA[What Activities That Can Be Turned Into Games? over at Lost Garden. Fascinating article, discussing the role of things like the WiiFit on expanding the horizons of game design in society. The harbinger of game&#8217;s ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html">What Activities That Can Be Turned Into Games?</a> over at <a href="http://lostgarden.com">Lost Garden</a>.  Fascinating article, discussing the role of things like the WiiFit on expanding the horizons of game design in society.</p>
<blockquote><p>The harbinger of game&#8217;s ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our future appears in the form of a glorified bathroom scale. Still, if we can improve people&#8217;s lives with a bathroom scale, just imagine how games can transform the rest of our world.  (<cite><a href="http://lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html">Danc</a> at <a href="http://lostgarden.com">Lost Garden</a></cite>)</p></blockquote>
<p><span id='689245718'></span></p>
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		<title>Limbo of the Lost</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/we8NRFG7SDY/</link>
		<comments>http://www.criticalgames.com/2008/06/13/limbo-of-the-lost/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 23:37:25 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Industry]]></category>
		<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[Op-Ed]]></category>
		<category><![CDATA[critical games]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[legendary fail]]></category>
		<category><![CDATA[limbo of the lost]]></category>
		<category><![CDATA[plagiarism]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=1095</guid>
		<description><![CDATA[What gets me is that there are assholes out there who manage to get funding to pull this sort of stunt, when there are hundreds, if not thousands of folks who are working on mods and indie games that would KILL to have even a share of their funding that can&#8217;t even get a publisher [...]]]></description>
			<content:encoded><![CDATA[<p>What gets me is that there are assholes out there who manage to get funding to pull this sort of stunt, when there are hundreds, if not thousands of folks who are working on mods and indie games that would KILL to have even a share of their funding that can&#8217;t even get a publisher to pick up the <em>phone</em>.</p>
<p>What am I talking about?  A little game called &#8220;Limbo of the Lost&#8221;, which has received publisher funding for at least 6, if not 10 (as claimed) years, which just recently came out.  The vast majority (not 50 or 60%, but more like 80 or 90%) of the content is directly stolen from other games, often without even so much as a color change or added component.  This is not an epic fail, this is a LEGENDARY failure, across the board, first on the part of the corrupt developers whom I hope NEVER work in the industry again (I&#8217;m sorry, you do not get a second chance after this), and on the part of the publisher for not practicing even an iota of due diligence in reviewing the game.</p>
<p>Some worthwhile links to read about this: <a href="http://www.rockpapershotgun.com/?p=1903">Rockpapershotgun.com&#8217;s coverage</a>, <a href="http://www.zenofdesign.com/2008/06/13/call-it-a-remix/">Zen of Design &#8212; &#8220;Call it a Remix&#8221;</a>, and this <a href="http://www.cheapassgamer.com/forums/showpost.php?s=4fc909bbab63d9e5fb379be097548d25&#038;p=4476948&#038;postcount=7">forum post at cheapassgamer.com</a>.</p>
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		<title>Naked Gun Intro Done in GTA IV</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/KkiFHLIBoZU/</link>
		<comments>http://www.criticalgames.com/2008/06/07/naked-gun-intro-done-in-gta-iv/#comments</comments>
		<pubDate>Sun, 08 Jun 2008 00:58:10 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[grand theft auto iv]]></category>
		<category><![CDATA[gta iv]]></category>
		<category><![CDATA[naked gun]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=1092</guid>
		<description><![CDATA[They really did nail it. Naked Gun Intro done using GTA IV]]></description>
			<content:encoded><![CDATA[<p>They really did nail it.  <a href="http://www.gamesradar.com/f/naked-gun-intro-done-in-gta-iv/a-20080606103058468042">Naked Gun Intro done using GTA IV</a></p>
<p><object width="325" height="300"><param name="movie" value="http://www.gamesradar.com/video/ext/v-2008060611222593060"></param><param name="wmode" value="window"></param><param name="allowFullScreen" value="false"></param>
<embed src="http://www.gamesradar.com/video/ext/v-2008060611222593060" type="application/x-shockwave-flash" wmode="window" allowFullScreen="false" width="325" height="300"></embed></object></p>
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		<title>Harlan Ellison – Pay the Writer</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/Xu1cswsr-Hk/</link>
		<comments>http://www.criticalgames.com/2008/06/06/harlan-ellison-pay-the-writer/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 17:56:46 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[harlan ellison]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=1091</guid>
		<description><![CDATA[The link was sent to me by my father. Harlan is, as ever, a delight (and yes, the irony of watching a video on Youtube, for free, of someone talking about needing to be paid for his interview has not escaped me).]]></description>
			<content:encoded><![CDATA[<p>The link was sent to me by my father. Harlan is, as ever, a delight (and yes, the irony of watching a video on Youtube, for free, of someone talking about needing to be paid for his interview has not escaped me).</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/mj5IV23g-fE&#038;hl=en"></param><embed src="http://www.youtube.com/v/mj5IV23g-fE&#038;hl=en" type="application/x-shockwave-flash" width="425" height="344"></embed></object></p>
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		<title>ION Game Conference</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/J5j_JxqxfJA/</link>
		<comments>http://www.criticalgames.com/2008/05/20/ion-game-conference/#comments</comments>
		<pubDate>Tue, 20 May 2008 19:50:39 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Linkroll]]></category>
		<category><![CDATA[critical games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[ion game conference]]></category>
		<category><![CDATA[websites]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=1081</guid>
		<description><![CDATA[I&#8217;ve been hearing really good things about how the event went, and really wish I&#8217;d been able to make it this year. Ion Game Conference]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been hearing <a href="http://www.massively.com/tag/ion08">really good things about how the event went</a>, and really wish I&#8217;d been able to make it this year.</p>
<p><a href="http://www.ionconference.com/">Ion Game Conference</a></p>
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		<title>Got It In One</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/3N9-tE3MPO4/</link>
		<comments>http://www.criticalgames.com/2008/02/21/got-it-in-one/#comments</comments>
		<pubDate>Thu, 21 Feb 2008 04:44:05 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Industry]]></category>
		<category><![CDATA[Op-Ed]]></category>
		<category><![CDATA[critical games]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/2008/02/got-it-in-one</guid>
		<description><![CDATA[I&#8217;ve always enjoyed Jerry&#8217;s writing over at Penny Arcade, so I suppose it should come as no surprise that I think he damn near nailed the game industry metaphor when he said this: The stakes are high, and getting higher, and publishers who were once merely gun-shy are now officially paranoid, rolling around in a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always enjoyed Jerry&#8217;s writing over at <a href="http://www.penny-arcade.com">Penny Arcade</a>, so I suppose it should come as no surprise that I think he damn near nailed the game industry metaphor when he said this:</p>
<blockquote><p>The stakes are high, and getting higher, and publishers who were once merely gun-shy are now officially paranoid, rolling around in a padded cell until the drugs take effect.  Part of the reason GDC made me uncomfortable is that I could feel its culture pressing on me from all sides,  and I knew it wasn&#8217;t mine.  But the other part was that I got a sense of how brutal that life is, how unstable it can be, how maddening, and I just wanted to come home and match gems or some shit.  I didn&#8217;t want to see it anymore.  I don&#8217;t want to think about a cow&#8217;s quiet eyes every time I grip a hamburger.</p></blockquote>
<p> (<a href="http://www.penny-arcade.com/2008/02/20">Link</a>)</p>
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		<title>Anecdotes from the Father of MUDs</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/tZcWNiTcp3o/</link>
		<comments>http://www.criticalgames.com/2007/06/30/anecdotes-from-the-father-of-muds/#comments</comments>
		<pubDate>Sat, 30 Jun 2007 21:08:54 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Op-Ed]]></category>
		<category><![CDATA[critical games]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://www.criticalgames.com/?p=32</guid>
		<description><![CDATA[Richard Bartle in a GameStop, found via in the ineffable Greg Costikyan. There&#8217;s not really much I need to add to this, it sort of speaks for itself. I laughed out loud in the middle of a coffee shop when I read it. It&#8217;s a bit like having Kerouac show up at your open-mic poetry [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youhaventlived.com/qblog/2007/QBlog240607B.html">Richard Bartle in a GameStop</a>, found via in the ineffable <a href="http://www.costik.com/weblog/2007/06/rich-and-randy-hang-at-gamestop.html">Greg Costikyan</a>.  There&#8217;s not really much I need to add to this, it sort of speaks for itself.  I laughed out loud in the middle of a coffee shop when I read it.  It&#8217;s a bit like having Kerouac show up at your open-mic poetry slam.</p>
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		<title>What MUDs Still Have to Offer to the Virtual World Discussion</title>
		<link>http://feedproxy.google.com/~r/CriticalGames/~3/_dpk8aPD5y0/</link>
		<comments>http://www.criticalgames.com/2007/04/14/what-muds-still-have-to-offer-to-the-virtual-world-discussion/#comments</comments>
		<pubDate>Sun, 15 Apr 2007 02:07:04 +0000</pubDate>
		<dc:creator>Nabil</dc:creator>
				<category><![CDATA[Op-Ed]]></category>
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		<guid isPermaLink="false">http://www.criticalgames.com/?p=31</guid>
		<description><![CDATA[There has been a lot of discussion within academic circles regarding the use of virtual worlds for the purpose of researching various forms of human and communal interaction and formation. Due to the exorbitant current cost of entry in creating an MMORPG (and the fact that they already have a population for the purposes of [...]]]></description>
			<content:encoded><![CDATA[<p>There has been a lot of discussion within academic circles regarding the use of virtual worlds for the purpose of researching various forms of human and communal interaction and formation.  Due to the exorbitant current cost of entry in creating an MMORPG (and the fact that they already have a population for the purposes of sampling), it seems like a great deal of the research is occurring within already established games.  Thereâs nothing wrong with this, per se, though there will come a time when the greater degree of control over variables that comes with creating your own environments will likely become necessary.  (As a case in point, while they can select which games they choose to sample, researchers tend not to have control over how the game is marketed, nor which demographics it chooses to target.)</p>
<p>There also seems to be a fair bit of focus on contemporary games, like <a title="Second Life" href="http://www.secondlife.com/">Second Life</a>, and <a title="World of Warcraft" href="http://www.worldofwarcraft.com">World of Warcraft</a>.  While this certainly has merit, especially in that these games reach a certain critical mass, allowing for a greater demographic sampling for research â you are more likely to get not just core gamers, but also casuals with other interests that play as a fad (because âeveryoneâ plays).  This can only help the overall direction of research into social dynamics and interaction, and examining the social organism as a whole.  However, what Iâve found is very little attention to a return to prior research, prior virtual worlds and experiments.</p>
<p>I think this is incredibly unfortunate.  I think there is still a lot of play left in earlier models, such as MUDs (Multi-User Domains/Dungeons, the text-based precursor to the modern MMORPG).  Many MUDs at this point have been established for well over a decade, which I think would offer a wealth of opportunities for seeing how a community matures and shifts as it ages.  Letâs take <a title="AvatarMUD" href="http://www.outland.org">AvatarMUD</a> for example, since I have nearly a decade of experience with it.  Over the past decade, Iâve seen the population rise to a peak population count of 190 individual players on at a given time,  with a median of roughly 120 across the day, to a slow decline as players moved on, where the median is closer to 60, with a daily peak player count of around 90.  Even in this, it has survived better than many MUDs.</p>
<p>As the player community has shrunk, so has the sense of community, which could be partially attributed to several design implementations that allowed for greater fragmentation of the player base (in addition to outside factors, such as a shift away from MUDs in general, and the increased availability of broadband allowing for more visually robust games to be played).  What is particularly notable is that as the nature of the game evolved, we started adjusting and adapting more and more for âmin-maxâ players, and hardcore players.  This came at the cost of the more casual, social player.  While I donât think it is a perfect ratio, I strongly suspect there is at least a passing corollary between the reduction in population, with the prior percentage of casual and social players.  What has remained are largely committed players, who have invested hundreds or even thousands of hours into their characters, and generally have <em>considerably</em> more than one alt.  Theyâve âmasteredâ the play mechanics of the game, and generally continue to play because of their investment in the game, and the friends theyâve made within the game, rather than continuing to find new challenges.</p>
<p>Due to making these adjustments in order to âkeep aheadâ of the âhardcoreâ players, the barrier of entry for new and more socially-oriented players becomes untenable unless they already have friends within the game.  This is not unreasonable, since MUDs are largely populated through word of mouth â they are often labors of love, and not even <em>allowed</em> to charge or generate revenue, which means they tend not to have the budget to advertise.  It does, however, mean that the truly new player is largely left to fend for themselves, and can become extremely frustrated until they start establishing a rapport and support group among other players.  If they arenât willing or able to devote the time and energy towards that end, that often marks the end of their time on the MUD.</p>
<p>This isnât meant to be a doom or gloom forecast of things to come with AvatarMUD, and the staff remains receptive to a number of ideas on how to aid the casual player in becoming established, without sacrificing the game mechanics and design path theyâre interested in pursuing.  It remains to be seen how effective these ideas will prove to be, but that returns me to the point of this essay: MUDs present an opportunity to observe communities further along in the cycle, and their continued use as a sandbox for virtual worlds should not be underestimated.</p>
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