Accidental Scientist
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Sunday, August 26, 2007

F.E.A.R. Demo

Wow... I honestly didn't give this demo the chance it deserved when I first played it.

My girlfriend just got done with the demo. She jumped in several places. And this is a girl who thinks that Saw III is something to drift off to sleep to. (Yes, she's that hardcore about horror movies).

I need to get the full game, I think. It was amazing quite how they incorporated some pretty damn awesome psychological trickery into the gameplay.

Color me totally impressed.

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Monday, August 13, 2007

Off to Gamefest

I'll be at Gamefest for the next couple of days... w00t :)

Nice change of pace... lots to learn... friends to reune with. (OK, so that's probably not a word, but how else would you turn reunion into a verb? :D)

Should be fun.

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Programmer Birthday

Well, on August 10th (Friday), I miraculously made it to 32. That'd be a programmer birthday right there - 25.

Next one of those I get will be 32 years from now. I'm hoping I'll make it to 27, but I'm not counting on it. Barring hitting the Kurzweil singularity some time soon, I'm not expecting to get anywhere near 28 though.

:D

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Wednesday, August 08, 2007

More writin'

Another 6 pages down... so now I'm at 31 pages of screenplay. Only another 60 (or is that 80?) to go.

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Tuesday, August 07, 2007

Touched...

A while back I wrote an article on CodeProject about a bi-partite circular buffer algorithm I came up with to handle asynchronous network IO. (It's also useful for other things - pretty much any scenario where you have to pass data in contiguous blocks to other APIs, yet you don't know exactly how much data you're going to be passing at any time).

Well.. I just came across this blog post from someone:

A Pure Programmer
I read an article about circular buffer and related code, which written by Simon Cooke. It’s very good. I never heard of Simon Cooke before. I was moved by the last words in his article: “If you do find it (the code he write) useful, or use it in any of your code, all that I ask in return is that you drop me an email and let me know how the code is being used. It’s nice to know that it's out there, alive, and doing cool things."
Oh,what a pure programmer!

Awww... bless. It warms my heart that someone appreciates my work, it really does.

I must admit, I was rather proud of that little piece of code. It worked out to be pretty fast too - the only way to do anything faster would have been to use the virtual memory mirroring technique I laid out in the article - but unfortunately, that doesn't work on some architectures. (I'm looking at YOU, XBOX 360). Not sure if it's multiproc safe on other systems too. Damn cache coherency, I stab at thee.

Followup:

So I got a bit narcissistic and did a Google search on the Bip Buffer... and lo and behold, people are using it. One guy's looking at it as a way of performing least-wear writing to flash memory (now that's a cool application I never even thought of!). So glad this code's getting some use!!!

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Monday, August 06, 2007

Litty Takes Off...

Well well well... I'm out of original story, and now I'm totally on my own. My 1995-or-so self is no longer in control of this little shebang, and I'm up and rolling.

I've just finished putting together the elements of the plot that should take things all the way up to Act 3 of the film. I've deliberately kept it pretty vague so that I don't lose momentum. And I'm going to do it in stages - write chunks of synopsis, then write chunks of script - so that I don't hit my usual problem of knowing how a story ends and then losing interest in it.

Currently I'm sitting at the bottom of page 24. Litty is talking to other teachers about the drawings that Anna has been doing. And shit is about to go down.

11 pages and a road map of where the story's going to go today. Things are looking promising. Don't know if I can keep this pace up, but if I can... wooooo doggie. I'm either a third or a quarter of the way through. Let's say I get this all wrapped up by October... that gives me a couple of months for second and third drafts (I'll get my script reading crew on it at the second draft point), and then by December I should be ready to shop this mofo around.

Yay! All I have to do that is keep the momentum up now.

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Sunday, August 05, 2007

Writing Update

I wrote two more pages on the Little Miss Litty script today. About 10 more to go before I run out of my original material to work from. And then it's all new. And I finally have to figure out what the game the creature wants to play is.

I knew what the game was when I wrote the original story. Not any more though. That has disappeared to the winds of time. (I'm guessing that this is why writing a synopsis is a good thing - if you drop a story for a while, you can go back and pick up your original intent).

So now I have to come up with a new game for the creature to play. I've got some ideas that I'm toying with for that.

On the positive side, it's fascinating watching how the story changes as it moves from the original novel form to the cinematic realm. Thoughts and musings of characters have had to turn into dialogue between two characters. Scenes which worked great as prose (eg. the opening to the Litty in the mossy corridor scene) have had to be completely reworked and turned into entirely new sets of scenes - which all have their own inherent spookiness. And oddly, I don't think they'd have worked all that well as prose.

And frankly, I have to finish this one. My goal is to have the entire script done, redrafted, etc etc etc by December, ready to show to agents. We'll see.

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Cajun Bacon Salmon (Experimental Recipe)

This recipe is a variation on a similar recipe I found at Cooks.com

Ingredients
About 1lb of Sockeye Salmon filet
2tbs butter (soft)
2 medium onions, sliced
Cajun spice rub
Smoked sea salt (or kosher salt if not available)
Lemon juice (approx. the juice from a half lemon)
1cup sake
3 bacon slices

Procedure
Line a cookie sheet with tinfoil, crimping the edges if necessary to make the foil water-tight.
Place salmon filet on sheet.
Spread butter on the filet.
Sprinkle cajun rub over the filet, covering it in a thin layer of spice.
Sprinkle with a couple of pinches of the salt.
Add a layer of onions, covering the filet.
Sprinkle with a little more salt.
Pour over sake, and lemon juice.
Layer bacon across the filet.

Broil in the oven for approximately 25 minutes.

Serving suggestion
Serve with a mixed green salad, plus lemon/olive oil/black pepper dressing (you can use the rest of your lemon for this).

Post Game Report

Casualties:

  • One burned hand (on the cookie sheet while serving up the salmon)
  • Three strips of bacon. (They died for a tasty cause). I'm thinking of putting on the bacon only for the last 10 minutes or so in future.

Wins:

Yummy tasty goodness. Not sure if the sake actually added much to the flavor though to be honest. Everything else was freakin' awesome though. The smoked salt was very good, and I can highly recommend it. (Whole Foods is where I got mine). The bacon flavor offset the salmon quite nicely, and everything worked out pretty well.

Verdict:

Definitely making this again.

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Saturday, August 04, 2007

Back to Writing...

Well, I'm writing again. Its been a while, but I figured that at this time I've got more than enough unfinished stories that are bleating at me to be told, that it's time to crack them out again, dust them off, and actually finish them.

It's really kind of weird, to be honest. The longer I leave a story, the less ideas for stories I have. If I finish a story, then another idea pops up in its place. It's like there's a queue of finite length. (Of course, there's not... it's probably my inner curmudgeon complaining that I can't get anything else done unless I finish at least something...)

So, in that vein, if we look at the unfinished stories I've got (and when I was working on them), they look something like this (note: yep, some of the descriptions are really really vague... that's deliberate... I still need to finish them some time :) )

The Chronos Theorem (1994)

A time travel story set in the near future. I got about 60 pages in, and then stopped writing it because I realized that I'd buggered up the timeline of the story. Time travel stories, apparently, take a bit of prep work. Especially if they loop in and around themselves.

Vampyre Dawn (1995)

Vampires. In Chicago (though I'll probably move it to Seattle now). A man loses the love of his life when he is turned, and is introduced to their society. Warring factions start a battle, and he's in the middle of it all while trying to fit in. First of a trilogy of stories.

Little Miss Litty (1995?)

A short horror story about a school teacher locked in an asylum for the criminally insane.

Fractures (1999)

A doctor who story

The Story Of Yin Yang Man (2000)

He fights the forces of good and evil. And his partner is Feng Shui Girl. Who solves crimes and puts the world to rights by moving furniture. Originally meant to be a graphic novel, it might work as a one-shot film. Hard to plot out simply because if he's fighting good and evil, well, is he good or evil? Neutral characters - while good gags - aren't necessarily compelling.

The Witnesses (2000)

A man has an accident, and discovers that he's compelled to watch events - but that's only the start of his powers. Secret societies. The end of the world. Epic battles. And sadly unfinished.

My Recession (2002)

An architect has been out of work for nearly a year. He spends his last night on earth in a bar, saying goodbye to his friends. The lines between reality and his mental musings blur as the night goes on, until it's hard to tell the difference. (Kind of almost synopsis form).

Dot Comedy (2002)

Two friends working for a dot com get laid off, and in their last two weeks there, use the equipment to fake up a bunch of money. Then they go to Vegas to spend it.

Unsealed (2003 - cowritten with Joseph DeLorenzo)

The script for this one actually got finished. It's about 45 minutes long. Which is all kinds of wrong for several reasons. So strictly speaking, I need to revisit it and make it much longer.

So ... er... what am I doing about this?

Well, I just started turning Little Miss Litty into a screenplay for a horror movie. It'll be a good test case. I'm 13 pages in so far, which actually works out to be about half of what I originally wrote. (You can see that here if you want).

The structure is changing a bit as the format shifts, and I'm fixing up some of the dialogue a little. Oh, and I'm un-Britishizing it as I go. (By the way, if you want to know what the insane asylum looks like, watch Terminator 2. That's what it is in my mind.)

So let's see.. Horror movies tend to be between 90 minutes and 115 or so. So I figure I've got about 13 pages until I hit new material in the story where I have to really start working hard, and then I've got about 74 minutes of fresh material to write. That's not too bad. A pretty reasonable goal.

If I write about 10 pages a week (say, reserve one night a week for it), then in about 8 weeks time, I should have a script ready to break apart and edit the crap out of.

Will it be any good? Will it be sellable? Will it make it?

Who knows.

Will I have fun doing it? Ya sure, ya betcha.

I don't think I want to direct this one. Too much CG to do it on a small budget... better leave that to someone else.

More news as I have it.

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Thursday, August 02, 2007

Game Design and The Fallacy of Focus Testing

Let's face it. You don't know what people are going to like, what fad trend they're going to follow next, or what makes a killer idea that people are going to pick up in droves.

The trick is, to be honest, neither do those people. They think they do - and they'll tell you what they want to see - but it doesn't necessarily actually match what they'll really buy. Or what the masses will latch onto.

This is why focus testing is a little on the dangerous side. Peoples' preferences tend to be a totally subconscious thing - read Malcolm Gladwell's book Blink! for more on this. In fact (as you'll find out if you read the book), if someone is asked to explain their decisions, typically it can cause them to rationalize with random reasons, or just generally feel uncomfortable.

So, I ask you, why settle for watered down ideas that have been strained through a focus testing filter? Strong memes catch attention, and attention sells by itself - it's the buzz that people talk about. Provided that the execution on the meme is good enough to sustain the concept, and the vision is strong and doesn't get too diluted by committee or targeted and demographically focus tested to death (see: any of the Tycoon games, pretty much anygame that Microsoft made for the PC between 1995 and 2004), it'll typically come through the process well, and you'll end up with a strong game, with unique vision, that will capture the imagination.

It's one of the reasons why I'm wary of focus testing. People will buy games that they discover are fun to play (this is why demos are important), that their friends like to play (the power of personal recommendation), and that they're told to play by others (reviews). Focus testing short circuits this kind of community driven network by taking a bunch of people at random and saying "hey, so, do you think this looks good" - without the rest of the feedback mechanism in place. You can't play a focus test concept. Your friends can't advise you. You're left with nothing to go on but your prior experience - and anything that reminds you of the fun you've had in the past will get a big thumbs up. Anything unfamiliar or too complicated to understand within that limited framework of a paper description is likely to get a big thumbs down.

Not that this information isn't useful, but it's something to be taken with a little salt.

You see, you've not actually tested the game idea. You've tested their memories and preconceptions about what a fun game will be - which means they'll be wracking their brains for all the fun little moments they had in the most recent games they got sucked into. If you listen too hard, you'll just end with a watered down pastiche of the current AAA games on the market - and by doing so, you risk become yet another also-ran that doesn't actually nail what they did. Think of it as either Xeroxing the market leaders (never a good way to break out) or as cargo-cult game design.

Ask yourself: Are you making this game to stand out and sell, or is it for you own personal sense of achievement?"

The right answer, of course, is both. The thing is, it's better to make the game for yourself. Who cares if anyone else wants to buy it? It'll be fun, it'll have a strong vision, and it'll be incredibly unique.

Too unique for your audience? Will it not click with them?

Most people aren't - contrary to popular belief - unique and beautiful snowflakes. Something that a quick search on the internet for any idea you can come up with will tell you is that there are lots of people out there who think just like you. We're a product of our environments, and as much as we creative people hate to believe it, everything has been done before, every idea has been already had, and every story has already been told. There will be other people out there that the idea appeals to, because the very firmament you're dragging it from is the popular culture around you. The group mind, if you will. The only difference is, you're going to write and finish your game - and a million other people won't even get as far as putting chicken scratch on paper.

(In fact, the only person I can think of who contravenes this on a regular basis is Charlie Kaufmann - whose film ideas are so rich, unique and groundbreaking, that I'm not entirely sure he's human. I'm willing to put money on it that he's from the planet Glarg, and somehow through parallel evolution, they have a language just like English for him to write in. I still love his work, and I'd love to shake him by the pseudopod and thank him for it).

The way that ideas flow is important. Strong ideas first grab people they directly appeal to, then ripple outward. Or they terminate and die away, because the strong idea is too incongruous for others to take on board. The trick is to soften the idea just enough that people who aren't uniquely interested in them have enough to hold onto so that it can ripple to them, instead of just the specialist early adopters.

Soft ideas on the other hand (targeted at the broad spectrum of gamer) generally don't develop as much momentum - they end up relying almost solely on publicity, marketing, sales tricks and community memory. An example of this today would be GTA4- it's a soft idea. It's old hat. Its pretty much all been done. There's nothing new there. It's evolutionary, not revolutionary in nature. But when you see the advert for it, the community memory says "go buy this game - you'll enjoy it - you did last time!" ... and you might try other games as well that are similar in the hope of recreating that experience.

Either way can work and can sell in large numbers, but unless you're leveraging a franchise, it doesn't hurt to have a concept that makes people stand up and notice from the get go - whether executed through story, innovative gameplay, addictive gameplay, or whatever. Heck, if you want to, go ahead and pull a Hot Coffee, and use shock value and generate your buzz that way. Its worked for talk radio DJs for years.

Besides, why put so much energy into creating something you're not passionate about?

If you're going to spend years of your life creating something, then maybe tailoring it to the whims of an ultimately fickle audience is not the best thing to do. You'll do just as well - perhaps even better - if you just trust your instincts, and create the game you want to make. Because, guess what folks? You're one of them. You're not creating a tool or a machine that people unlike you will have to use - you're creating a space in which people can play. And people learn to play before they get bogged down in any of the rest of this crap. We're all the same when we're running around in our Superman underroos.

I've always said that art without an audience is masturbation - but that doesn't mean you have to cater directly to that audience and give them fast food. Go gourmet instead.

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