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	<title>Tiny Subversions &#187; gdc</title>
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	<link>http://tinysubversions.com</link>
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		<title>Casey Monroe on GDC</title>
		<link>http://tinysubversions.com/2010/03/casey-monroe-on-gdc/</link>
		<comments>http://tinysubversions.com/2010/03/casey-monroe-on-gdc/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 21:11:51 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[networking]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1518</guid>
		<description><![CDATA[Casey Monroe wrote up a nice overview of GDC, themed around the difference between T-shirt and sport coat types. In particular, he talks about a dinner we had which was kind of a sequel to last year&#8217;s dinner that I recorded on video. I met Casey&#8217;s brother Will at last year&#8217;s dinner, and this year [...]]]></description>
			<content:encoded><![CDATA[<p><a class="post_image_link"  href="http://tinysubversions.com/2010/03/casey-monroe-on-gdc/"  title="Permanent link to Casey Monroe on GDC" ><img class="post_image alignnone"  src="http://tinysubversions.com/pics/gdcdinner.png"  width="683"  height="127"  alt="Post image for Casey Monroe on GDC" /></a>
</p><p>Casey Monroe wrote up a nice overview of GDC, themed around <a href="http://malgayne.wordpress.com/2010/03/20/gdc-2010-t-shirts-and-sport-coats/" >the difference between T-shirt and sport coat types</a>. In particular, he talks about a dinner we had which was kind of a sequel to <a href="http://tinysubversions.com/2009/03/video-dinner-conversation-at-gdc-on-semiotics-of-game-design/" >last year&#8217;s dinner that I recorded on video</a>. I met Casey&#8217;s brother Will at last year&#8217;s dinner, and this year Will brought along Casey too. In Casey&#8217;s words:</p>
<blockquote><p>One night, something strange happens.  My brother and I are attending a dinner at a nearby wine bar, with some (old and new) friends in the game industry.  We sit and talk with Adam, an old bandmate who now does iPhone/iPad development.  I finally meet Daniel Cook of <a href="http://lostgarden.com/"  target="_blank" >Lost Garden</a>, and Darius Kazemi of <a href="http://tinysubversions.com/"  target="_blank" >Tiny Subversions</a>, as well as five or six other designers, developers and game industry professionals sitting around the table, and the conversation is…different.  We’re not networking—we’re just <em>talking</em>.  We’re talking about our ideas, our love of the art form, our belief in the potential of the future of gaming, the insight that games offer into the human condition.  We’re just sitting and talking about games—and it feels <em>good</em>.  After days and days of making contacts, suddenly I am making <em>friends</em>.  It feels relaxed.  It feels natural.  It feels, in fact, just like changing out of my sport coat and back into a t-shirt.</p></blockquote>
<p>I think he does a good job of capturing the feeling of what I love about GDC. I think that dinner lasted about three hours and I missed a bunch of parties as a result, but it was worth it.</p>
<p>I would take exception to one thing he says: making friends <em>is</em> networking. In fact, it&#8217;s the most effective kind.</p>
<p>Speaking of T-shirts &#8212; Matthew Wasteland and I have a few new shirts available at the store. I&#8217;ll post about them soon, but <a href="http://www.printfection.com/tinysubversions" >you can check them out here</a>.</p>
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		<title>B6 631 &#8211; GDC Plane Jam Entry</title>
		<link>http://tinysubversions.com/2010/03/b6-631-gdc-plane-jam-entry/</link>
		<comments>http://tinysubversions.com/2010/03/b6-631-gdc-plane-jam-entry/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 00:38:04 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[game]]></category>
		<category><![CDATA[gamejam]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[projects]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1505</guid>
		<description><![CDATA[As I mentioned before I decided to once again make an entire game on a long flight. I invited other people attending GDC to do the same &#8212; whether or not they did, I guess I&#8217;m about to find out! Anyway, B6 631 (named after the flight number) is a run-and-gun platformer. The game procedurally generates [...]]]></description>
			<content:encoded><![CDATA[<p><a class="post_image_link"  href="http://tinysubversions.com/2010/03/b6-631-gdc-plane-jam-entry/"  title="Permanent link to B6 631 &#8211; GDC Plane Jam Entry" ><img class="post_image alignnone"  src="http://tinysubversions.com/pics/b6631.png"  width="699"  height="112"  alt="Post image for B6 631 &#8211; GDC Plane Jam Entry" /></a>
</p><p><a href="http://tinysubversions.com/2010/03/the-going-to-gdc-jam/" >As I mentioned before</a> I decided to once again make an entire game on a long flight. I invited other people attending GDC to do the same &#8212; whether or not they did, I guess I&#8217;m about to find out!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  width="425"  height="344"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" ><param name="allowFullScreen"  value="true" /><param name="allowscriptaccess"  value="always" /><param name="src"  value="http://www.youtube.com/v/6iP-3Kv0Ahw&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen"  value="true" /><embed type="application/x-shockwave-flash"  width="425"  height="344"  src="http://www.youtube.com/v/6iP-3Kv0Ahw&amp;hl=en_US&amp;fs=1&amp;"  allowscriptaccess="always"  allowfullscreen="true" ></embed></object></p>
<p>Anyway, <em>B6 631</em> (named after the flight number) is a run-and-gun platformer. The game procedurally generates a level and you have to play through with the object of getting all the coins. As the coins are often pretty high up, this might involve being clever about using momentum from jumping off of enemies. You have a gun but it&#8217;s not that useful unless you want to get a high kill count or a streak. You lose your streak if you get hit by an enemy or a a bullet.</p>
<p>All the art, sounds, and programming are by me. Everything was made in the five hours I was allowed to use my laptop on the flight from BOS-&gt;SFO. I used Game Maker, and started off with <a href="http://forums.tigsource.com/index.php?topic=5790.0" >Matt Thorson&#8217;s Grandma Engine</a>.</p>
<p>I&#8217;ll probably polish it up a little more and release a post-jam version, but I&#8217;m really happy with this one. <a href="http://tinysubversions.com/game/B6631.zip" >Download the game here.</a> (Windows only.)</p>
<p>Instructions: arrows to move/jump. WASD to shoot. Collect the coins to win. R button restarts.</p>
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		<title>The Going To GDC Jam</title>
		<link>http://tinysubversions.com/2010/03/the-going-to-gdc-jam/</link>
		<comments>http://tinysubversions.com/2010/03/the-going-to-gdc-jam/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 14:13:08 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[gamejam]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[travel]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1500</guid>
		<description><![CDATA[Darren Torpey and I are going to attempt a game jam on our flight to GDC. Recently I&#8217;ve had really good experiences jamming on planes, creating AF337 and a few other prototypes that are going to become long-form games. Airplanes are  a great place to force creativity, particularly if you don&#8217;t have wifi on the [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://darrentorpey.com/" >Darren Torpey</a> and I are going to attempt a game jam on our flight to GDC. Recently I&#8217;ve had really good experiences jamming on planes, creating <a href="http://tinysubversions.com/2010/01/af-337/" >AF337</a> and a few other prototypes that are going to become long-form games. Airplanes are  a great place to force creativity, particularly if you don&#8217;t have wifi on the plane.</p>
<ul>
<li>Being on a plane means you&#8217;re bored senseless and making a game is a great way to pass the time.</li>
<li>No wifi means no internet distractions.</li>
<li>No internet means you&#8217;re forced to use what is on your computer: make your own art, hack the code any way you can, don&#8217;t rely on other people&#8217;s tutorials or example code. It forces creative problem-solving.</li>
<li>You literally have nothing else to do, so even if you&#8217;re only on the plane for a few hours, that is a few hours of directed, productive time.</li>
</ul>
<p>So with that, I encourage anybody going to GDC to join the Going to GDC game jam! If you do participate, please post your results online somewhere and leave a link here. I&#8217;ll compile everything into a master list and put it on this blog.</p>
<p>Happy jamming, and see you at GDC!</p>
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		<title>Business Cards, Continued</title>
		<link>http://tinysubversions.com/2010/02/business-cards-continued/</link>
		<comments>http://tinysubversions.com/2010/02/business-cards-continued/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 16:05:34 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[breakingin]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[networking]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1470</guid>
		<description><![CDATA[I got some great comments on my last post about business cards, and I&#8217;m going to highlight them here in case you missed them. But first I&#8217;m going to subject you to a little rant that I&#8217;ve given at conferences. Corporate vs. Personal Cards There are two kinds of business cards. There&#8217;s the card that [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>I got some great comments on <a href="http://tinysubversions.com/2010/02/on-printing-business-cards/" >my last post about business cards</a>, and I&#8217;m going to highlight them here in case you missed them. But first I&#8217;m going to subject you to a little rant that I&#8217;ve given at conferences.</p>
<h3>Corporate vs. Personal Cards</h3>
<p>There are two kinds of business cards. There&#8217;s the card that represents you as the employee of a company, and there&#8217;s the card that represents you as a <em>person</em>. The key difference is that the company card puts the identity of the company over your own identity. Here&#8217;s an example of a corporate business card:</p>
<div class="wp-caption aligncenter"  style="width: 513px" >
	<a href="http://tinysubversions.com/pics/google_business_card.png" ><img title="Google Business Card"  src="http://tinysubversions.com/pics/google_business_card.png"  alt="A business card with the Google logo taking up about 40% of the card. All the rest of the text is small."  width="513"  height="299" /></a>
	<p class="wp-caption-text" >Notice how much space the logo takes up, and how small the font is for the person&#39;s name.</p>
</div>
<p>The logo and the address of the company take up most of the non-white space on the card.</p>
<p>Now don&#8217;t get me wrong: this is a fine corporate business card. It does exactly what it&#8217;s supposed to do. But it sets a bad example for personal business cards. I often see students (and even professionals!) emulate the design of corporate cards on their personal cards, sometimes going so far as to design a logo and make that the biggest thing on their card.</p>
<p>Your personal card should reflect who you are. I don&#8217;t mean that in the warm and fuzzy sense: it literally needs to tell me who you are so I can remember you. This means your name should be the biggest thing on the card by far.</p>
<p>Here&#8217;s an example of a great personal business card.</p>
<div class="wp-caption aligncenter"  style="width: 605px" >
	<a href="http://www.musicianwages.com/the-working-musician/musician-business-cards/" ><img class=" "  title="Personal Card"  src="http://www.musicianwages.com/wp-content/themes/thebox/img/2009/02/bart-business-card.jpg"  alt="This has the person's name in big font, what he does (&quot;Piano &amp; Keyboards&quot;) and then some humorous quips (&quot;bad attitude&quot;, &quot;always late&quot;)."  width="605"  height="345" /></a>
	<p class="wp-caption-text" >It&#39;s memorable because it&#39;s funny.</p>
</div>
<p>The card above is from an excellent <a href="http://www.musicianwages.com/the-working-musician/musician-business-cards/" >article about business cards for musicians</a> (although the advice applies to anyone). There&#8217;s nothing fancy about it in terms of card stock or font or color. It&#8217;s completely unremarkable except that it&#8217;s well-designed and <a href="http://tinysubversions.com/2005/10/effective-networking-make-yourself-memorable/" >memorable</a>. The guy&#8217;s name is the biggest single information band on the card, and right under that it tells me what he does. There&#8217;s contact information below, and then in the corners there are some tongue-in-cheek descriptors of the guy&#8217;s services. (This is a great technique for someone to use &#8212; <strong><em>provided you remember that this card has a context</em><span style="font-weight: normal;" >. Specifically this is a card that will be given to other musicians. &#8220;Bad attitude&#8221; and &#8220;always late&#8221; are things that will make a fellow musician laugh. If this same musician were trying to get booked to play weddings, the joke would completely backfire.)</span></strong></p>
<p>Anyway, remember: you are not an anonymous drone. Your business card needs to reflect that.</p>
<h3>Comment Roundup</h3>
<p>I got some great comments on <a href="http://tinysubversions.com/2010/02/on-printing-business-cards/" >my business card post</a>.</p>
<p>While I recommended <a href="http://www.scribus.net/" >Scribus</a> for those designing their own business cards, <a href="http://coderanger.net/" >Noah Kantrowitz</a> pointed out <a href="http://www.businesscardland.com/home/" >Businesscardland</a>, a website where you can design a card from templates for free. It&#8217;ll even render a PDF that you can take to a print shop.</p>
<p><a href="http://gamedeveloperjourney.blogspot.com/" >Jeromie Walters</a> asked whether he should put a head shot of himself on his card. <a href="http://bbrathwaite.wordpress.com/" >Brenda Brathwaite</a> once told me that she tried putting her head shot on her card, and the only thing it did was make her feel like a real estate agent! Bottom line: don&#8217;t put a photo of yourself on your card. Consider a cartoon or an abstraction of your face. <a href="http://tinysubversions.com/2005/10/effective-networking-make-yourself-memorable/" >It&#8217;s what I do.</a></p>
<p><a href="http://teachingdesign.blogspot.com/" >Ian Schreiber</a> talked about the backpack he always brings to GDC.</p>
<blockquote><p>As for running out during the day, personally I always carry my backpack with me. In it I have:<br/>
* All of my cards, so I can “restock” in a few seconds rather than having to head back to the hotel;<br/>
* Notebooks and pens, both to take notes myself and to offer to the people sitting next to me if they need it;<br/>
* Laptop computer and power cord, also for taking notes and in case anyone needs one to show a software demo or something;<br/>
* Emergency snacks and drinks, so that I’m never in a session where I’m distracted from a brilliant speaker by something mundane like bodily hunger signals (and likewise, headache medicine in case my skull picks a bad time to vasodilate);<br/>
* Board games, because I want people to think of me when they’re trying to find the fun <img src="http://tinysubversions.com/wp-includes/images/smilies/icon_smile.gif"  alt=":)" /><br/>
* Any swag or random stuff I pick up along the way.</p>
<p>My shoulders are usually sore by the end of the week from walking around like a pack mule, but the convenience of having everything I need in reach at a moment’s notice is too great to give up.</p></blockquote>
<p><a href="http://www.theorderls.com/belt/wm/blog/" >Alex Forsythe</a> asked how a student should communicate their area of expertise on their business card, since a student can&#8217;t really claim to be a level designer if they haven&#8217;t really designed many levels. I responded that &#8220;Aspring Level Designer&#8221; or &#8220;Student of Level Design&#8221; would be fine. Ian Schreiber gave the following response:</p>
<blockquote><p>I’ve seen some pretty clever student business cards. Darius wrote his tagline “a generally useful guy to know” which, aside from being accurate, was more memorable than “aspiring game programmer/designer” or whatever.</p>
<p>I saw one student card, I still have it somewhere, that introduced the person as “the mythical female programmer”… again, more memorable than “aspiring.”</p>
<p>I suppose you need to be careful with this, though. It’s easy to cross the line from “memorable” to “cliche” or “cheesy”. So maybe that kind of thing is best for your second year at GDC, after you’ve already seen what other cards are out there.</p></blockquote>
<p>As always, thanks to everyone who commented for their good questions and helpful answers.</p>
<p><em>Update, June 2010:</em> <a href="http://twitter.com/gryphoness" >Erin Hoffman</a> has additional advice:</p>
<blockquote><p>Ian’s point is a great one. It’s the one thing I would add to Darius’s advice… I suspect for first-timers the words on the card are actually more important than the card’s visual design, though it’s certainly possible to excessively advertise non-pro status by having a business card that looks out-of-date, is too busy, or has poorly printed graphics. The worst one I saw from a student was glossy and black with a grainy graphic of something on it — I’m not even sure what. A classy but plain non-glossy white card with Times New Roman on it is much safer.</p>
<p>When I was a student I had “Creativity for Hire” on my card, which got comments from most of the people I handed it to. I didn’t really even expect that reaction — I just had an assortment of things I wanted to do and needed a broad phrase that would capture them. And I didn’t have that card very long. :) If I had to do it over again I would stick to the same — keep it simple, put your web address on the card, and aim your thought energy at a memorable (unique) phrase that encapsulates what you have to offer</p></blockquote>
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		<title>On Printing Business Cards</title>
		<link>http://tinysubversions.com/2010/02/on-printing-business-cards/</link>
		<comments>http://tinysubversions.com/2010/02/on-printing-business-cards/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 20:19:17 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[business cards]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[networking tips]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1463</guid>
		<description><![CDATA[Someone recently asked me, &#8220;How many business cards should I take to the Game Developers Conference?&#8221; The short answer: 300, but you should bring up to 500 if you can afford it. Longer answer: the one time I ran of out business cards at GDC was my first year. I brought 200 and ran out [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Someone recently asked me, &#8220;How many business cards should I take to the <a href="http://gdconf.com" >Game Developers Conference</a>?&#8221;</p>
<p>The short answer: 300, but you should bring up to 500 if you can afford it.</p>
<p>Longer answer: the one time I ran of out business cards at GDC was my first year. I brought 200 and ran out by my fifth day. You should assume that you&#8217;ll probably give out 50 cards a day at GDC, especially if it&#8217;s your first year attending. (When you come back a second year you don&#8217;t have to give a card to people you already know, so your first year will probably be the most demanding in terms of card usage.) I think 50 a day is about average, but it&#8217;s very possible to give out 100 cards in a day.</p>
<p>So if you&#8217;re going to be there for five days, bring at least 300. If you&#8217;re going to be there for three days, bring at least 200. Honestly though, you might as well bring 500 cards. If you have a few hundred left over, hey, use them at the next networking event you attend!</p>
<h3>Tips for Printing and Designing Cards</h3>
<p><a href="http://vistaprint.com" >Vistaprint</a> is probably the best-regarded online business card service (they serve both the US and EU). I tend to use Staples to print my cards by going to the store and placing an order in person &#8212; of the national brick-and-mortar chains that print business cards, I think their quality-to-price ratio is the best. As <a href="http://tinysubversions.com/2005/10/effective-networking-make-yourself-memorable/" >I&#8217;ve said before</a>, you should print your card on non-glossy stock, as it&#8217;s hard to take notes on a glossy card.</p>
<p>You can design your business card in any software you&#8217;re comfortable with as long as you can create a PDF file in the correct dimensions. If you&#8217;d like to design your own business cards and don&#8217;t know where to begin, I recommend <a href="http://www.scribus.net/" >Scribus</a>. The dimensions for an American business card are 2&#8243; tall by 3.5&#8243; wide, and you want to leave at least 0.25&#8243; margins for printer variation. For some nice fonts you might want to use, check out <a href="http://webdesignledger.com/freebies/the-best-free-fonts-of-2009" >this article</a> and <a href="http://www.theleagueofmoveabletype.com/" >this website</a>.</p>
<p><em>Update: there&#8217;s <a href="http://tinysubversions.com/2010/02/business-cards-continued/" >a followup post</a> I&#8217;ve written.</em></p>
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		<title>Video: Dinner Conversation at GDC on Semiotics of Game Design</title>
		<link>http://tinysubversions.com/2009/03/video-dinner-conversation-at-gdc-on-semiotics-of-game-design/</link>
		<comments>http://tinysubversions.com/2009/03/video-dinner-conversation-at-gdc-on-semiotics-of-game-design/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 21:48:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc09]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1143</guid>
		<description><![CDATA[I&#8217;ve uploaded a three-part video I took on Tuesday at GDC. This is a dinner conversation between Corvus Elrod, Jeff Ward, Eric Robinson, William Monroe, and Darren Torpey. I&#8217;m also there, but I was sick and had no voice at the time, so I&#8217;m the silent videographer. It&#8217;s about 18 minutes long, all three parts combined. [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>I&#8217;ve uploaded a three-part video I took on Tuesday at GDC. This is a dinner conversation between <a href="http://corvus.zakelro.com/" >Corvus Elrod</a>, <a href="http://jeffongames.com/" >Jeff Ward</a>, Eric Robinson, <a href="http://htparnell.blogspot.com/" >William Monroe</a>, and <a href="http://designerscroll.blogspot.com/" >Darren Torpey</a>. I&#8217;m also there, but I was sick and had no voice at the time, so I&#8217;m the silent videographer. It&#8217;s about 18 minutes long, all three parts combined.
<div></div>
<div>I haven&#8217;t gone back to listen to the conversation, but among the things we discuss are:</div>
<div>
<ul>
<li>the semiotics of game design (how meaning is conveyed through mechanics)</li>
<li>authorial intent</li>
<li>Rodney Dangerfield and Italo Calvino (yeah, that&#8217;s one bullet point)</li>
<li>use of metaphor</li>
<li>Braid</li>
<li>Umberto Eco</li>
<li>Derrida&#8217;s full of shit</li>
<li>Battlestar Galactica</li>
<li>George Lucas</li>
<li>why explicitly Christian games suck, and some examples of games that are Christian in theme but don&#8217;t mention anything from the Bible</li>
</ul>
<div></div>
<div>Part One:</div>
<div><object width="400"  height="300" ><param name="allowfullscreen"  value="true" /><param name="allowscriptaccess"  value="always" /><param name="movie"  value="http://vimeo.com/moogaloop.swf?clip_id=3857739&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3857739&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1"  type="application/x-shockwave-flash"  allowfullscreen="true"  allowscriptaccess="always"  width="400"  height="300" ></embed></object></div>
<div></div>
<div></div>
<div>Part Two:</div>
<div><object width="400"  height="300" ><param name="allowfullscreen"  value="true" /><param name="allowscriptaccess"  value="always" /><param name="movie"  value="http://vimeo.com/moogaloop.swf?clip_id=3858809&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3858809&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1"  type="application/x-shockwave-flash"  allowfullscreen="true"  allowscriptaccess="always"  width="400"  height="300" ></embed></object></div>
<div></div>
<div></div>
<div>Part Three:</div>
<div><object width="400"  height="300" ><param name="allowfullscreen"  value="true" /><param name="allowscriptaccess"  value="always" /><param name="movie"  value="http://vimeo.com/moogaloop.swf?clip_id=3860469&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3860469&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1"  type="application/x-shockwave-flash"  allowfullscreen="true"  allowscriptaccess="always"  width="400"  height="300" ></embed></object></div>
<div></div>
<div><span class="Apple-style-span"  style="font-weight: bold;" >Discussions like these are the reason I go to GDC.</span> Not the session content. This stuff is way, way more important to me. I had a few other good discussions like this &#8212; but I didn&#8217;t get those on video.</div>
</div>
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		<title>GDC Transcript: James Portnow, User Generated Story: The Promsie of Unsharded Worlds</title>
		<link>http://tinysubversions.com/2009/03/gdc-transcript-james-portnow-user-generated-story-the-promsie-of-unsharded-worlds/</link>
		<comments>http://tinysubversions.com/2009/03/gdc-transcript-james-portnow-user-generated-story-the-promsie-of-unsharded-worlds/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 19:37:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc09]]></category>
		<category><![CDATA[transcript]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1141</guid>
		<description><![CDATA[Here are my raw session notes for James Portnow&#8217;s GDC talk, User Generated Story: The Promise of Unsharded Worlds. This is my best attempt at a transcription of everything he said. Any mistakes or misinterpretations are mine and mine alone. I had to boot up my computer so my note taking started a teeny bit [...]]]></description>
			<content:encoded><![CDATA[<p></p><div>Here are my raw session notes for James Portnow&#8217;s GDC talk, <a href="https://www.cmpevents.com/GD09/a.asp?option=C&amp;V=11&amp;SessID=9294" >User Generated Story: The Promise of Unsharded Worlds</a>. This is my best attempt at a transcription of everything he said. Any mistakes or misinterpretations are mine and mine alone. I had to boot up my computer so my note taking started a teeny bit late.</div>
<div></div>
<div>&#8212;&#8212;&#8212;-</div>
<div></div>
<div>Most of the time we&#8217;re building content for a story and then outside forces (marketing) make the story take a sharp turn.</div>
<div></div>
<div>Branching story is hard in sharded worlds, because if on server A they kill a dragon and on server B they make friends with it, then all of a sudden all the servers have different stories.</div>
<div></div>
<div>Unsharding is the solution to this problem. By unsharding I simply mean that all your players participate in same story space. Not necessarily the same world space.</div>
<div></div>
<div><a href="http://en.wikipedia.org/wiki/Multiplayer_BattleTech_3025" >Battletech 3025</a>: fascinating game. Instanced FPS-style battles. Take a group of mechs and fight another group of meches, 10-15 minutes of combat, but Kesmai overlaid it with a simple 2D map of territory control. Every battle affected what territory your clan controlled. Territory affected what you could buy, where you could fight, and affected the story. All they did was lay over a 2D map. That was 6 years ago, so this is technologically feasible.</div>
<div></div>
<div>Some types of unsharded games:</div>
<div>* Instanced unsharded worlds give you the most flexibility</div>
<div>* Cross-server unsharded worlds give you a group of mirrored servers that affect a storyline that takes the aggregate of all actions across servers</div>
<div>* EVE-style worlds, which use clever tech to cram everyone into the same worldspace</div>
<div></div>
<div>Arguably, you could do a WoW-style unsharded fantasy mmo too in the future</div>
<div></div>
<div>PLAYER DRIVEN STORY IN UNSHARDED EVNIRONEMNT</div>
<div></div>
<div>Once you figure out how to get all these people in the same story space, what do you do?</div>
<div></div>
<div>We&#8217;re defining a term called a Massive Choice Event: basically, any stuff that fundamentally affects the world. Kill a dragon, it doesn&#8217;t respawn, that&#8217;s MCE.</div>
<div></div>
<div>That is maybe not the best example of MCE. <a href="http://en.wikipedia.org/wiki/Legend_of_the_Five_Rings" >Legend of the Five Rings</a>: collectible card game. It&#8217;s a totally physical product, but they manage to get all their players in same story space. Do a series of tournaments, as they go through, they aggregate the results, who won where, which clans, and then integrate that into storyline of the next expansion. Some cards have names of specific players on cards!! People feel like they can really affect that world.</div>
<div></div>
<div>Ahn-Quiraj from WoW is an example of something that is not a MCE. The AQ war effort allowed players on server to turn in goods, eventually gates unlocked, world changed. But there was no alternative. Players could not actually do anything but open the gates.</div>
<div></div>
<div>How to make MCE good? TRUST. If you&#8217;re making a shared story world, it&#8217;s not your story, it&#8217;s your players&#8217;.</div>
<div></div>
<div>You have to be willing to give players real choices, real consequences.</div>
<div></div>
<div>Of course, when Lord British got killed in UO, they just pretended it didn&#8217;t happen. Would have been cool to integrate it into story: let&#8217;s all band together to resurrect LB, etc. You need to let that kind of thing happen, roll with it.</div>
<div></div>
<div><span class="Apple-style-span"  style="font-weight: bold;" >Making MCE matter</span></div>
<div></div>
<div>MCE has to be tied to mechanics. The consequences should affect where your players can go, what they get, etc. Pure story consequences not so interesting. Should be grand scale, affect everyone.</div>
<div></div>
<div>Universal participation: everyone should be able to be involved in massive choice event. If you allow even your lowliest players to feel like they&#8217;re touching a living world, the&#8217;re going to realize that as they progress they&#8217;ll have an even greater affect on the world. And it gives them a &#8220;Here&#8217;s what I did&#8221; story to tell.</div>
<div></div>
<div><span class="Apple-style-span"  style="font-weight: bold;" >Patching according to MCEs</span></div>
<div></div>
<div>When do you patch? How many patches can you stretch it over? I encourage you to make MCE effects patch-independent: spawn rates, drops, etc. If you can deliver those it&#8217;s plenty for players, and over a series of patches you can unfold the results.</div>
<div></div>
<div>MCEs are governed by meaning. You have to be willing to get past our paradigm of building high-level content. What about stuff for social players? [Darius note: reminds me of taverns in DDO, they were just dead spaces with quest givers, even though the tavern is such an integral part of the D&amp;D social experience.] If you have a player who rallies people to heal the front lines of the war, they should be a part of the story.</div>
<div></div>
<div>Writing MCEs: simple entry points. Look at how fantasy novels are written. The protagonist is generally not out to go change the world. They get swept up into massive events. It should be that easy for your players to get into your MCEs. What I&#8217;m doing in my standard everyday activities should get me into these. When I talk to my merchants to buy and sell, you should alter the text a little to talk about world events. That&#8217;s how you draw everyone in. A high barrier of entry leaves engagement on the table.</div>
<div></div>
<div>You want to direct your players&#8217; experience. User generated content will be 90% bad, but with a little direction and constraint, it presents a much better experience. You DO need writers. You can&#8217;t force a particular experience, though.</div>
<div></div>
<div>Learn from ARGs! Creators of ARGs gahve done more work on massive audience engagement than MMo devs have. </div>
<div></div>
<div>Use MCEs to bring players into your storylines.</div>
<div></div>
<div>Seesaw events as much as possible. Everything should be a near thing [like scoring in basketball]. Blowouts in sports cause walkouts, close games cause tension and excitement.</div>
<div></div>
<div>CHEAT! Without breaking your contract to your player&#8211;let&#8217;s say there&#8217;s a war. One side is getting stomped. Write in that the side has found a dark alliance or something and increase their spawn rate.</div>
<div></div>
<div>Sometimes there are controversial results. Players wont like some choices. Write for your disenfranchised players: give them a quest to go take back what they lost! Incentivize them.</div>
<div></div>
<div>Okay, but we have to implement this. How do we make these cheap?</div>
<div></div>
<div>Refactor existing content. You don&#8217;t have to patch in stuff like changing text, spawn rates, loot tables. When you have to create content, it&#8217;s going to become part of your world. Make it reusable!</div>
<div></div>
<div>Ignore what I said above: every once in a while you want a big culminating once-in-a-lifetime experiecne. Dont&#8217; be afraid to throw out content. But you have to balance when it&#8217;s worth it.</div>
<div></div>
<div>Make the outcome as easy to anticipate as possible. The longer events last, you have more time to predict the way player base is leaning so you can predict what to patch.</div>
<div></div>
<div>Use everything you&#8217;ve got to make sure people knokw about MCEs. Drop mysterious note in mailbox, town criers, text for vendors, just email &#8216;em!</div>
<div></div>
<div><span class="Apple-style-span"  style="font-weight: bold;" >Writing FOR PLAYER POLITICS</span></div>
<div></div>
<div>I want to talk about a youtube video from EVE online. This guy is sitting in the station, he buys 1B tritatinum (basic mineral) stock price is falling. Then he&#8217;s talking to talking to guild leaders. Convinces them both to go to war. Shows stock chart: tritanium is rising!! Great story of your evil war profiteer. The story is lost, though, because it didn&#8217;t affect the world.</div>
<div></div>
<div>First, incentivize player politics. Guilds in WoW provide no mechanical benefit (only group  coordination / social benefit). Provide material benefits. Allow player interaction to affect your storyline. Recently someone turned traitor and destroyed their own guild in EVE. If you had factions at war and guilds could ally with them, maybe whoever wins, that faction gets new ships, that traitor is now a huge thing in the world. Make his name a curse word for the losers, name a ship after him for the  winners&#8230;</div>
<div></div>
<div>Stir up trouble. Put a resource they both need in a place where players have to fight over it or resovle their differences.</div>
<div></div>
<div>Force people to choose sides. People want a sports team or a political party, larger than themselves. Give people something to root for and associate with. People dont&#8217; want to play in a nebulous undelineated world. Once these sides have locked into certain patterns, create common enemies to bring them together!</div>
<div></div>
<div>A brief recap: story in mmos won&#8217;t improve until we can affect the world. Need to be shared story space. Players need to direct story (in a guided way), give them events aggregated over the long term that you can build for. And then let player political interactions affect the landscape.</div>
<div></div>
<div>Q+A: no questions, let&#8217;s talk about unsharding a wow-type mmo instead!</div>
<div></div>
<div>The key to unsharding your fantasy mmo: well, you need procedural content. Terrain system. Socially designed resource system. Take cues from real cities and grouping. Adaptable encounter generation: a system that takes into account what players are where, their level, what they&#8217;re doing.</div>
<div></div>
<div>User content: players are going to have to create whole cities and run them, build outputs. Player driven economy. MAKE SOCIAL FRAMEWORK FOR PLAYER CREATED CONFLICT.</div>
<div></div>
<div>Socially designed resource system: why do real cities form? Why do they leave? People gather around natural resources or trade routes. They leave when resources go away or no longer support the population as much as other cities might.</div>
<div></div>
<div>Once you have people in cities, you direct them with resources, we need to keep gaqmeplay. What do players want out of encounters? Loot, fun, and feel something vibrant and different. Designers want to keep balance.</div>
<div></div>
<div>View your monsters as resources. Have spawn pattern adapt. Rather than spawning individual monsters or mobs: spawn set pieces (2 orcs, an elf, and a caravan) [like Fallout-style encounters but procedural!]. Have the elf fight back. Or have him helpless. Change it up.</div>
<div></div>
<div>Make town building rewarding and easy to do. Town management should be interesting.  You have to have isntant travel because your world is going to be enormous. This is a hard problem because you don&#8217;t want o your world to be largely menu-driven.  Maybe onlyl allow towns of certain size to have instant travel or something.</div>
<div></div>
<div>Lastly: it will break. If you&#8217;re doing a procedural mmorpg, the system will break down, the players are smarter than any system you can build. But limit the amount of time people can break your system. Breaking the game is about the creativity of players.</div>
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		<title>A Challenge</title>
		<link>http://tinysubversions.com/2009/03/a-challenge/</link>
		<comments>http://tinysubversions.com/2009/03/a-challenge/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 19:32:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[gdc]]></category>
		<category><![CDATA[networking]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1140</guid>
		<description><![CDATA[Looks like I have a networking challenge this year at GDC. I lost my voice completely. No idea what caused it. Seems like some sinus stuff compounded with yelling at parties. Yes, I am drinking tea, taking meds, etc. I wrote up some notecards that I&#8217;m communicating with. It&#8217;s actually easy to predict what people [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Looks like I have a networking challenge this year at GDC. I lost my voice completely. No idea what caused it. Seems like some sinus stuff compounded with yelling at parties. Yes, I am drinking tea, taking meds, etc.
<div></div>
<div>I wrote up some notecards that I&#8217;m communicating with. It&#8217;s actually easy to predict what people will ask in 90% of encounters at GDC. Here are some of my cards:</div>
<div></div>
<div>
<ul>
<li>I lost my voice completely.</li>
<li>I am communicating entirely with notecards.</li>
<li>This fucking sucks.</li>
<li>How&#8217;s life treating you?</li>
<li>How&#8217;s the conference?</li>
<li>Business is good, we&#8217;re working with Gazillion, the new MMO publisher.</li>
<li>I do gameplay metrics middlware and consulting.</li>
<li>We&#8217;re working on Jumpgate Evolution and LEGO Universe.</li>
<li>Thank you!</li>
<li>I hear 2K Boston is hiring like crazy [in case someone's looking for work]</li>
<li>It&#8217;s great to see you, even if I can&#8217;t talk.</li>
</ul>
<div>The session I&#8217;m speaking at is 2:30PM on Friday. I really really really hope I&#8217;ll be better by then. Alternatively&#8230; I could give a presentation entirely as a Lessig-style powerpoint with lots of words and pictures, it would be kind of a slide show. But then, what&#8217;s the value there? I could just post the slides and it&#8217;d be the same thing as being there in person.</div>
</div>
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		<title>GDC Guide 2009, Part 1: The First Morning</title>
		<link>http://tinysubversions.com/2009/02/gdc-guide-2009-part-1-the-first-morning/</link>
		<comments>http://tinysubversions.com/2009/02/gdc-guide-2009-part-1-the-first-morning/#comments</comments>
		<pubDate>Sat, 21 Feb 2009 03:30:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdcguide]]></category>
		<category><![CDATA[networking]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1126</guid>
		<description><![CDATA[A few years back I wrote a guide to the Game Developers Conference (part 1, part 2). In some ways, it&#8217;s badly outdated. In some ways, things still hold true. So I am writing an updated GDC guide here, which will feature some of the info from the old guide, but lots of new stuff [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>A few years back I wrote a guide to the Game Developers Conference (<a href="http://tinysubversions.blogspot.com/2006/02/effective-networking-gdc-guide.html" >part 1</a>, <a href="http://tinysubversions.blogspot.com/2006/02/effective-networking-gdc-guide.html" >part 2</a>). In some ways, it&#8217;s badly outdated. In some ways, things still hold true. So I am writing an updated GDC guide here, which will feature some of the info from the old guide, but lots of new stuff too. I&#8217;ll be doing this in parts over the next few weeks &#8212; and they&#8217;ll all be tagged &#8220;gdcguide&#8221; so <a href="http://tinysubversions.blogspot.com/search/label/gdcguide" >you can view them all here</a> if you like. I&#8217;m writing them in order of whatever is most convenient for me to write first. So they may seem haphazard&#8230; I&#8217;ll reorder them at the end in a summary post, and then probably publish it all to a big PDF.
<div style="text-align: center;" ></div>
<div><span class="Apple-style-span"  style="" ><span class="Apple-style-span"  style="font-weight: bold;" ><span class="Apple-style-span"  style="font-size:x-large;" >The First Morning</span></span></span></div>
<div></div>
<div>The first morning of the conference is a pretty crucial one. I recommend getting there <span class="Apple-style-span"  style="font-weight: bold;" >very early</span>, like 7:30am or 8:00am (sessions don&#8217;t usually start until 9:00am or 9:30am). Drink a lot of coffee if you have to. I don&#8217;t care. Get there early.</div>
<div></div>
<div><span class="Apple-style-span"  style="font-size:large;" ><span class="Apple-style-span"  style="font-weight: bold;" >What to Do at Breakfast</span></span></div>
<div></div>
<div>When you get to the conference, if you show up as early as I recommend, you might be there before they put out the bagels and stuff. That&#8217;s okay, because first you&#8217;re going to register and get your conference guide. It looks something like this (my 2004 guide):</div>
<div></div>
<div><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"  href="http://photos1.blogger.com/blogger/3545/853/1600/GDCMap%20001.jpg" ><img border="0"  style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;"  src="http://photos1.blogger.com/blogger/3545/853/320/GDCMap%20001.jpg"  alt="" /></a></div>
<div>You&#8217;ll notice that I went through and highlighted every session I wanted to attend. This took a long time, maybe 30 to 45 minutes, because I had to read through a couple hundred session titles. This is one reason to show up to GDC <span class="Apple-style-span"  style="font-weight: bold;" >very early on the first morning</span>. You can park yourself at one of the many tables in the common areas and work on your schedule. People might even take it as a cue to walk up to you and ask, &#8220;Hey, what are you thinking of attending today?&#8221;</div>
<div></div>
<div>(Aside: Even though CMP now offers a session builder on the GDC website (not sure where it is exactly), I ignore it in favor of manually highlighting my session guide. I find this way a lot more intuitive than using the online session builder, plus, when you&#8217;re there, you can ask other people what talks they&#8217;re going to and can coordinate with them: you go and take notes on that talk, I&#8217;ll take notes on this talk, and we&#8217;ll fill each other in.)</div>
<div></div>
<div>When you&#8217;re working on your schedule, it&#8217;s okay to be alone. That&#8217;s not a failure of networking. But by all means if you see someone you know there, especially if they&#8217;re also working on their schedule, ask to sit down with them and you can go over the sessions together.</div>
<div></div>
<div>Around 8:00am, breakfast will be ready. At this point, the place will be filling up &#8212; in fact, there may be more people than there are tables. This is good, because one of two things will happen. People might ask to sit at your table, which means you get to say &#8220;why, certainly&#8221; and then engage them in conversation over breakfast. Or, people will look longingly at your table but not sit down because they think you&#8217;ve claimed it for someone else already. At this point, you can survey the people who are seatless, determine who is interesting to you (often a person&#8217;s company and position are listed on their passes hanging around their necks), and offer seats to the interesting people and their friends. You haven&#8217;t even met them and you&#8217;ve done them a favor. You&#8217;re off to a good start.</div>
<div></div>
<div><span class="Apple-style-span"  style="font-style: italic; font-weight: bold;" >Next time&#8230; What Sessions You Should REALLY Go To!</span></div>
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		<title>GDC Swag: Don&#8217;t Do It</title>
		<link>http://tinysubversions.com/2008/02/gdc-swag-dont-do-it/</link>
		<comments>http://tinysubversions.com/2008/02/gdc-swag-dont-do-it/#comments</comments>
		<pubDate>Tue, 12 Feb 2008 18:27:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[gdc]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=998</guid>
		<description><![CDATA[Jeff just posted some good advice, something that I&#8217;ve been saying for years (and saying to Jeff for years, I might add): he says you shouldn&#8217;t bother with swag at GDC. The only time I ever sought out swag on purpose was for someone I had just met who really wanted the swag from a [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Jeff just posted some good advice, something that I&#8217;ve been saying for years (and saying to Jeff for years, I might add): <a href="http://www.jeffongames.com/2008/02/gdc-swag/" >he says you shouldn&#8217;t bother with swag at GDC</a>.</p>
<p>The only time I ever sought out swag on purpose was for someone I had just met who really wanted the swag from a particular booth, but was stuck at his booth working. I went and got it for him and we became friends. That&#8217;s it.</p>
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