Steve Gaynor, a designer at 2K Marin, understands that he works in an entertainment field, and provides a product nonessential to basic human needs. That doesn’t mean video games – and their makers - have no obligation to the public.

News reports frequently mention studies that indicate some benefit to playing video games, whether in cognition or critical thinking skills, or physical benefits like hand eye coordination or therapy. Gaynor incorporates some of those examples into his manifesto, which is that games must make the player think. It’s a bedrock design principle that will keep gamers from being an underserved constituency.

All media and genres of art have their schlock; Hollywood is a great example, so are commercialized works of fiction, paintings, you can come up with an example of high art and yard-sale garbage in all cases. But games seem to face a higher barrier to acceptance and legitimacy, both due to their origins and their nature. So it would seem to me that the obligations Gaynor describes for games are not only to gamers, but also to the medium as a whole.

An Obligtion [Fullbright, blog of Steve Gaynor, Jan. 23]

Video games by their nature rely on the input of the player to mean anything. The fact that you can fail at your entertainment is in some ways a barrier to entry for video games. But it’s also the medium’s defining characteristic, and our one inherent hook for engaging the player and making them important.

It’s our opportunity to make the player think. Not to encourage or invite players to in the way that challenging music, art or film might, but to absolutely require demonstrable logical reasoning from our audience. To immerse them in a world and motivate their progress through it with the promise of constantly evolving core interactions and intriguing fiction, then require them to engage their powers of visualization, abstract thinking and mental mapping to proceed. It’s good for the health of the player’s brain. I think of that as being meaningful and enriching entertainment.

This kind of on-the-fly problem solving is accomplished by activity in the player’s prefrontal cortex, employing fluid intelligence and working memory. One’s fluid intelligence decreases over their lifespan, making them less able to formulate new ways of thinking. However, some scientific and military studies have shown that engaging in interactive mental exercises that require us to make these kinds of connections can slow the decline of fluid intelligence, essentially keeping our brains younger and healthier as we age. They’re the kinds of mental challenges that video games can ably provide— creating and maintaining logical connections between new and abstract concepts and spaces to overcome obstacles— that might confer this benefit to players, along with their escapist fun.

Not all games work this way, certainly. As blockbuster, spectacle-focused rollercoaster games rise in popularity, we seem to see less of these sorts of challenge structures in gaming’s mainstream. When the game I’m playing doesn’t need me— when I can sleepwalk through it, when I can tune out and let it wash over me, when it doesn’t make me think— an opportunity has been wasted. Our work can be more than an empty waste of time for our players. We can entertain them while engaging their minds in ways beneficial to their cognitive wellbeing. I think that there is practically an obligation to do so, if we’re going to dedicate ourselves to creating interactive entertainment at all.

- Steve Gaynor

Weekend Reader is Kotaku’s look at the critical thinking in, and of video games. It appears Sundays at noon. Please take the time to read the full article cited before getting involved in the debate here.

Alien chestburster casemod for PS3 phat, as seen on Technabob.

Road Rash fans are likely aware that Electronic Arts has flirted with reviving the violent racer on “next-gen” platforms, a project that has reared its head in video and trademark form. But did you know that EA was also working on an Oliver Twist game?

It got at least as far as the concept art stage, according to old artwork from concept designer Ross Dearsley unearthed by the man who prefers to be called superannuation. Dearsley’s concepts cover all manner of Electronic Arts project, from the unreleased Syndicate and Gunhead to something called Hurikan to other unnamed projects.

Let’s take a peek at the unannounced, potentially aborted Road Rash.

Dearsley’s notes says that he was focusing on “ease of differentiation” in his character concepts for a new Road Rash, with bikers of all shapes, sizes and visual personalities. There’s not much here beyond clothing studies and loose sketches of big, bulky and portly characters, but they certainly do nail “ease of differentiation.

And, to add to the list of literary works turned video games, Dearsley’s concepts out a game concept based on Oliver Twist.

Looks a bit like a kid’s version of Assassin’s Creed, but with one potentially interesting concept mentioned in the notes, Oliver’s hunger levels affecting his pose and animation and, I assume, his vitality. Dearsley’s concepts show off Fagin, multiple versions of Oliver and the Bowstreet Runners.

The artist has concept art from another project, something “Arthurian” from 2007, also for Electronic Arts, on his personal blog. He notes that one of the project’s “key visual elements was to be the scale difference between ‘normal’ people and the gigantic armoured knights.”

Seems EA is quite taken with building IP upon already existing work without those costly licensing fees. Shame that some of this stuff never saw the light of day. Another opportunity to work in “Dickensian” into a post lost.

Ross Dearsley [Blogspot via superannuation

[Originally published on Mod DB, these interviews from Leo Jaitley of Dejobaan Games explores the neat nooks and crannies in indie gaming. This week the spotlight's on Rob Jagnow, founder and CEO of Lazy 8 Studios.]

What do Lazy 8 Studios of San Francisco, CA and Dejobaan Games of Watertown, MA have in common? Both studios are Independent Game Festival (IGF) Finalists in the “Excellence in Design” category. In this, the latest in Dejobaan’s interview series titled “Half a Million Seconds with and Indie Developer,” Leo finds out why Rob went Indie and gives you some insights into what it takes to be an IGF Finalist.

They say your name is Rob….tell us more…

RJ: Hey, folks. I’m Rob, Founder and CEO of Lazy 8 Studios in San Francisco. In a way, I feel like I stumbled into game development. I interned at Pixar for a couple summers while I was getting my Ph.D. and I fully expected that when I finished school, I’d travel around the world for a year and go back to Pixar. But when graduation finally came, I found myself in an accidental relationship — one of those, “when you’re least expecting it” relationships. So I went ahead with my plans to travel the world for a year and then ended up back in Boston to be with my boyfriend. The job hunt led me to Demiurge, a small game studio in Cambridge, and I fell in love with game development. When my boyfriend graduated, his job hunt led him to Google, so we moved together to San Francisco and I decided to try my hand at starting a company of my own. And thus, Lazy 8 Studios was born.

What did you friends and fam say when you said you were “going indie”?

RJ: My family puts a lot of emphasis on independence and self-reliance, so there was no freaking out when I said I was going to leave a steady job to start a new company. My boyfriend of five years has supported me 100% of the way, even when I went into debt, just before I released Cogs.

Tell us about your workspace – are you a “work from home while watching Oprah” kinda dev, a “get out of bed and trudge through the snow to the office” kind, or something else?

RJ: My office looks a lot like a guest bedroom. Maybe that’s because it’s the guest bedroom. So the commute is awesome, but the reality is that working from home isn’t for everyone and takes a lot of discipline. When I started, I made sure to set up good habits like never ever turning on the TV during the workday. Brendan, the artist for Cogs, comes in about 20 hours a week and sits at a second workstation in the “office.” I think we’re both probably more productive when we have someone else around, so that works out well.

You wake up on a Wednesday morning. Congratulations — you have a full day’s work ahead of you! What do you get done in the first hour?

RJ: Nothing. Or at least that’s what it feels like. While I sip on an Earl Grey, I catch up on email and Twitter, check the latest headlines (and kitten videos) on Reddit and peek into Facebook. Getting through my email and keeping up with the gaming news are actually important aspects of my job, but for some reason, unless I’m designing game features or writing code, I don’t quite feel like I’m really “working.” I really need to get over that.

Okay, go on and tell us about the subsequent 10 hours.

RJ: I usually have a list of “to dos” that I put together the previous day to remind me where I left off. So once I’m caught up on email (Disclaimer: I’m never actually totally caught up on email), it’s time for programming. New game features, bug fixes, prototyping. I love it. It’s hard to imagine a job where I don’t write code. To me, games are art and the keyboard is my paintbrush.

Would you classify yourself as more of an artist or a tech wiz? Master of biz? Maybe you do it all, tell us about it Jack…

RJ: I’m definitely a tech guy. It even comes through in my writing, which tends to be very stoic and formal (And for that, I apologize to the readers of this article). It pains my obsessive compulsive nature to write things like “sup- how r u?” My complete and utter inability to emulate the writing of a prepubescent girl makes me a terrible candidate to maintain our Twitter feed, so thankfully Brendan helps out a lot there.

On one hand, I consider myself relatively artistic as programmers go, but real artists put my work to shame. I like to think that puzzle design is one of the places where my artistic and technical sides dovetail nicely.

We have a few favorite moments in our studio’s history — care to share one of yours?

RJ: Our Christmas Day sale on Steam this year completely defied my wildest expectations. When we sold more than 13,000 copies of the game in one day, I finally felt like, “I can do this. I can earn a living making games. OMG, I’m actually going to make money working at every 16-year-old boy’s dream job.”

Tell us about a game that inspired you to MAKE games.

RJ: I have so many fond memories that revolve around video games — The first time I played Pac-Man on the Atari, the first time I played Zelda, playing Dark Castle with my brother on the first-generation Mac, Lemmings, The Incredible Machine… But with so many great games in my past, the real irony is that it was some of the mediocre games that really inspired me to make games. I remember playing Minesweeper for the gajillionth time and thinking, “Why am I playing this? People waste millions of hours on this game every year. I could make something that’s way more fun.”

A picture’s worth a thousand words. Got any photos you’d like to share of…

RJ: In the image below, he guy in the middle is Alexey Pajitnov, creator of Tetris.

What advice would you give to people who are just getting started as indie game developers?

RJ: We’ve all read the articles about how video games are a multi-billion-dollar industry, so a lot of people have fallen victim to this notion that games are easy money. They aren’t. Making a living as an independent game developer is a lot of hard work. According to one article I read, only 4% of games that start production ever turn a profit. In that climate, it takes a lot of optimism to start a company, but you also need to have realistic expectations. You probably don’t want to stake the future of your home and family on a 4% gamble. And if you’re serious about following through, you should be prepared to not just create a game but also promote it. I wrote the Cogs postmortem to help give realistic expectations to new developers, so it’s worth reading if you’re in that boat.

It’s entirely fair to say that, while once well-matched adversaries, the last fifteen years haven’t quite worked out for Sonic the way they have for Mario.

Meetings of the two may not be quite this awful in real life, but in my mind, this is exactly how such a reunion would go down.

They say time heals all wounds. Then why does it still hurt to think about Duke Nukem Forever? Even its apparent demise failed to bring closure to the big hole in our heart. And now this:

The latest video remains to be found (resting — in one piece — after the break) seem unmistakably to be those of our beloved Duke. Maybe it’s the familiar dark, underground environments we’ve gotten to know in other gameplay videos — like the Jace Hall Show clip and that leaked animator’s video — that send chills down our spine. Or maybe it’s just Duke himself, still out of bubble gum and still kicking ass. (Yeah, it’s probably that.)

Go on. Head past the break and weep. It’s okay!

If you’ve been jonesing for your second hit of ADAM, you won’t have to wait a moment past 12 a.m. on February 9th; 2K has announced that BioShock 2 will get a midnight launch at Best Buy and GameStop stores. It’s great news for us, but bad news for the clerks who have to work until the Witching Hour, just so some dude can fall asleep playing it an hour later, his drool and Cheetoh dust congealing into a loneliness gravy on his Big Daddy PJs.

Hoping to pile some extra coal into the hype train’s engine, 2K took up the whole first commercial block of Late Night with Jimmy Fallon with a 3-minute-15-second launch trailer. It’s a cool clip, but we get the uneasy feeling that the heavy reliance on non-gameplay, first-person action is just a touch misleading. That said, it’s just a couple of inches above this sentence, so you can judge for yourself.

Blizzard released some new screenshots for Diablo III over the weekend. With the game not due until 2011 at the earliest, those with short attention spans have been warned.

[via Big Download]










We told you about our experience with the just-announced Apple iPad yesterday; this morning, we’ll show you, by way of the above video. You’ll note that both Need for Speed Shift and NOVA are the same non-iPad versions available on the App Store today – the enhanced versions shown during the keynote are works-in-progress and weren’t available to demo. On the down side, the versions we played included the “2X” upscale button; on the up side, they benefited from the larger screen and increased tilt sensitivity.

While the above video isn’t representative of what the iPad is capable of, it is representative of how we think many iPhone owners will use the device, since iPhone and iPad games won’t be cross-compatible.

Nintendo’s refusal to step into the “next” generation of hardware means we’re years away from seeing a high definition Zelda game. Still, a man can dream…

These images were generated by Zelda fan Ryu-Gi, using Garry’s Mod, a PC utility which allows users to import and edit game characters within Valve’s Source engine. Taking some models from Twilight Princess and dropping them in some fancier environments (including what looks like Left 4 Dead’s woodland), we’re left with what a contemporary Zelda game might have looked like were it not being released on, well, the Wii.

Zelda 2010 Fake Screenshots Thread [Zelda Universe, via Go Nintendo]