September 2006
Monthly Archive
Sat 23 Sep 2006
Just finished reading Chris Anderson’s The Long Tail: Why the Future of Business Is Selling Less of More. The book has been getting a lot of praise for helping the business world make sense of the economic and cultural impact of abundant bits/bandwidth/choice/etc. While he hints at games every now and again, there is no in-depth long tail analysis of games. This is unfortunate, as the theories and concepts he discusses map extremely well to the game space.
For example, the main “forces” presented are all building momentum in games: 1) democratize the tools and lessen the costs of production; 2) democratize distribution; and 3) connect supply and demand (ie, allow buyers to easily find what they want). Obviously, there’s much more to it, and it is all very applicable to games and making sense of the changes happening in the business today (example / example). I’m too lazy to look, but I’m guessing that there is decent amount of writing in the blogosphere looking at the game industry through a long tail lens.
Another great book I recently read was The Innovator’s Dilemma. This one is about ten years old and has no mention of the games biz. However, the concepts presented provide a great deal of insight into why innovation does, or does not, happen in an industry or a given company. The book makes distinctions between sustaining innovations (more/better/faster) to disruptive innovation. Again, the theories and concepts presented in the book can been nicely mapped onto, and provide insight into, the console wars as well as a better understanding of why EA (as one example) is always criticized for not being innovative (when in fact they are, but just not the kind that matters to most of us ;)
Anyway, I could/should write up a whole essay on these two books and their applicability and relevance to the games industry. Alas, I’m all out of time and need to pack for my trip to Portugal. So, best to just go read them for yourself!
Fri 15 Sep 2006
This one really hits close to home. When I first read the headline about the school shooting at Dawson College, there was a wave of shock (and of course a concern for those hurt). Growing up in Montreal, I have many friends/family who went to Dawson and still know a few teachers there.
Then as a read the ongoing coverage — and the usual link toward game playing, music tastes and Goth culture were starting to be made — I knew my phone would be ringing… Sure enough, (among others) the Canadian national station CTV called me in for a live interview on game ratings and violence.
Prepping for this one was tough, given my personal proximity. I wanted to come across as respectful while also dissuading folks from finding a false sense of security in pointing to games as the easy scapegoat.
The video of the interview has already been posted to the CTV site.
Danny Ledonne, the creator of Super Columbine Massacre RPG!, was interviewed via phone right before me - I was able to listen in. He was refreshingly articulate and was able to put forth the challenge that games are an expressive medium capable for exploring sensitive topics and issues. In the end, most folks are just being put off by the sensationalistic name without any sense of the artistic merit of the work or what Danny tried to express via the game…
Also, later in the broadcast, CTV did an interview with Katherine Newman, author of Rampage: The Social Roots of School Shootings. Unfortunately, I can’t find the link to her video clip. She was quite insightful and informative. I’m gonna pick up her book.
As an aside, actress Sharon Stone, who was in Canada for the Toronto International Film Festival commented that it was a “lack of love” that caused the shooting, not watching a movie. Sadly, on the car ride home, the radio host scoffed at that remark, almost suggesting that Stone was out of line and couldn’t she just see that it was all those crazy video games and movies that corrupted him.
Sigh.
Tue 12 Sep 2006
Spurred by the original “hot 100 developers” list (which only had one female on it), Next-Gen in coordination with Women in Games International has now released the “Game Industry’s 100 Most Influential Women” list. And, I’ve got a real problem with this list…
It needs to be longer!!! Reading through the list is totally inspiring and serves as an eye-opener to all the great women, many in very key roles, that are part of the industry. However, I can rattle off a whole bunch more that aren’t on the list (without even breaking a sweat).
And so, here’s my quick extension to the list:
- Robin Hunicke - hardcore academic/experimenter, now with Maxis
- Clarinda Merripen - ops guru, ex Cyberlore, Cryptic
- Tracy Rosenthal-Newsom - Guitar Hero producer, Harmonix
- Jane McGonigal - ARG guru, hardcore academic/experimenter
- Jane Pinkard - ex journalist type, now doing GDC work
- Susan O’Connor - writer, did Gears of War
- Genevieve Lord - producer, did Myst 4, now with A2M
- Marie-Sol Beaudry - production manager, Ubisoft Montreal
- Katherine Isbister - academic, character/psychology guru
- Katie Salen - hardcore academic/experimenter, co-authored Rules of Play
- Nicole Lazzaro - player experience guru
- Mia Consalvo - academic/researcher
- Mary Flanagan - academic/researcher
- Caroline Esmurdoc - Psychonauts producer, Double Fine
Of course, there’s tons more, but those are the ones right off the top of my head :)
Also, kudos to Jane McGonigal for being named a Young Innovator by MIT’s Technology Review. The only game related person to make the list - a female no less :)