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	<title>Iterative Development</title>
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	<link>http://www.iterativegames.com/reiterated</link>
	<description>Increasing fun in games</description>
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		<title>Non-cooperative part 1: What&#8217;s wrong with co-operative gaming?</title>
		<link>http://www.iterativegames.com/reiterated/?p=75</link>
		<comments>http://www.iterativegames.com/reiterated/?p=75#comments</comments>
		<pubDate>Wed, 12 May 2010 21:55:23 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.iterativegames.com/reiterated/?p=75</guid>
		<description><![CDATA[In the first post of this series, I break down the problems with co-operative gaming; why more isn't always better.]]></description>
			<content:encoded><![CDATA[<h4><em>In the first post of this series, I break down the problems with  co-operative gaming; why more isn&#8217;t always better.</em></h4>
<h4>1. Cooperative Buzz</h4>
<p>Much as &#8216;multiplayer&#8217; was the hot buzz word for games in the Oughts,  &#8216;co-op&#8217; is the buzz word for the 2010s. Like most buzz words, it <em>implies</em> something great without necessarily <em>delivering</em> it. Let&#8217;s look at  the &#8216;multiplayer&#8217; buzz; suddenly every game needed to have  &#8216;multiplayer&#8217;, but very few really understood how to do &#8216;multiplayer&#8217;.  So for every &#8216;Quake&#8217; and &#8216;Counterstrike&#8217; there was another game with  laggy netcode, unbalanced weapons and awful level design. Multiplayer  was the Frankenstein created to fulfill the publishers need to have a  feature on the back of the box. 10 years later, we <em>might</em> be a  little closer to understanding that &#8216;multiplayer&#8217; is not just dumping  players in a room with a bunch of single-player weapons and having them  kill each other until somebody wins.</p>
<p>Let&#8217;s examine the &#8216;cooperative&#8217; buzz. Although it&#8217;s not as prevalent  as &#8216;multiplayer&#8217;, is undeniable the number of games featuring some sort  of cooperative play is on the rise. And why not? Gamers love the concept  of co-operative gameplay and publishers see an easy way to increase the  number of units sold. After all, if your game is fun with one person,  it would be twice as fun with two people, right?</p>
<h4>2. Clones and Robots</h4>
<p>Here is where it starts breaking down. Developers assume because they  can create a engaging single player experience and a good multiplayer  mod they can simply &#8216;fuse&#8217; the two to create co-operative gameplay. I&#8217;ll  discuss the story issue first. In the worst case, we have a mysterious  &#8216;clone&#8217; of the protagonist appear, who is never explained and completely  destroys story continuity, such as in Halo: ODST (<em>where the hell did  that guy come from?? symptom)</em>. The slightly better scenario is  illustrated in &#8216;Gears of War&#8217; or &#8216;Army of 2&#8221; where each player is a  unique character. However, now we have new issues &#8211; because we don&#8217;t  want to <em>force</em> players to play co-operatively, sometimes the  second player has to be controlled by an AI&#8230;who acts completely  differently than a real human player. Can you imagine trying to watch a  movie where the actor is replaced with a robot stand in for half of the  film? Unless you&#8217;re watching a movie about robot body stealers, it&#8217;s  going to make for a very disconcerting experience.</p>
<h4>3. It&#8217;s a whole new ballgame</h4>
<p>The second issue is that co-operative mechanics are fundamentally  different than single player mechanics. I remember the first time I  played &#8216;Command and Conquer&#8217; online. I was playing the game just like I  would in single player &#8211; spread out base, conventionally placed  static  defenses, a perfect balance between defense, units and teching. My  opponent fast teched to helicopters and commandos and blew up my MCV in  the first 5 minutes, while I was still playing Sim Base. Same units,  same game mechanics, totally different game.</p>
<p>I mention this because it illustrates how a lot of game designers  approach co-op; it&#8217;s the same game with an extra player. Except it&#8217;s  not; even with the same mechanics, you&#8217;re dealing with a totally new  scenario. What was fun in single player doesn&#8217;t necessarily translate  into multiplayer. For example, dealing with health and ammo in co-op  creates a feast and famine paradox. If you keep the same amount  (famine), you may end up with both players low on ammo, or one player  will all the bullets and one who has to always use his  knife/shovel/fist. If you&#8217;ve balanced your game properly for single  player, this generally sucks. What if you double the amount? Suddenly  you&#8217;ve got two rampaging killing machines instead of one &#8211; forget  balance, now it&#8217;s a contest to see who can get the higher killcount.  Whats <em>interesting </em>about this exercise is that the two scenarios  described can actually make a fun co-op game, but only if the designer  adjusts the gameplay accordingly.</p>
<p><em>Is there any way to handle the attack of the clones? Can we ever  make co-op as fun and balanced as single player? You can judge my theory  in part 2 as I present my plan to put co-operation back in co-op  gaming.</em></p>
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		<title>Rap and Marketing, David vs. Goliath</title>
		<link>http://www.iterativegames.com/reiterated/?p=65</link>
		<comments>http://www.iterativegames.com/reiterated/?p=65#comments</comments>
		<pubDate>Fri, 19 Mar 2010 22:23:15 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[CounterIntuition]]></category>

		<guid isPermaLink="false">http://www.iterativegames.com/reiterated/?p=65</guid>
		<description><![CDATA[A few insights I&#8217;d like to share about an interesting Stanford E-corner podcast with QD3 and Chamillionaire. My first thought: Successful rap-artists are much smarter and business savvy than the public gives them credit for. It&#8217;s no accident these guys make millions of dollars. Second thought: these guys really get how to market &#38; sell [...]]]></description>
			<content:encoded><![CDATA[<p>A few insights I&#8217;d like to share about an interesting Stanford E-corner podcast with <a href="http://ecorner.stanford.edu/authorMaterialInfo.html?mid=2278">QD3 and Chamillionaire</a>. My first thought: Successful rap-artists are much smarter and business savvy than the public gives them credit for. It&#8217;s no accident these guys make millions of dollars. Second thought: these guys really get how to market &amp; sell their products.</p>
<p>Chamillionaire was great. First thing I noticed  &#8211; he connected with the audience right away. It wasn&#8217;t him trying to prove he was &#8216;in&#8217; with the Stanford crowd; it was just him acting naturally, like he would act at a concert.  And everyone became more engaged, myself included. I have listened to a few of these talks from CEOs of successful startups, and none of them &#8216;hooked&#8217; me like as Chamillionaire. It fit right into what he was saying &#8211; your product needs to be authentic. Your audience can&#8217;t connect with you otherwise. It doesn&#8217;t matter if you are selling rap records or insurance policies.</p>
<p><em>I was at a Jay-Z concert last night; after listening to this talk,  I noticed that Jay-Z took a lot of time during his set to connect with the audience. Unlike some other performance art, good rappers take the time to be intimate with their fans. </em></p>
<p>Another thing that I noticed was the relative meritocracy of the rap world. I can&#8217;t say how widespread it is, but it seems there is less focus on pedigree and more evaluation based on quality. These guys get grass-roots distribution and marketing; nobody told them they needed an ad agency, so they talked to people they knew to spread buzz. They didn&#8217;t have the budget for print or TV, so they embraced the internet early. They are still quick to embrace new media as well &#8211; Twitter, iPhone, whatever. They don&#8217;t need to see a case study first &#8211; if it interests them, they try it.</p>
<p>Last thing &#8211; the effort they put into their work is phenomenal. As small artists working against big labels, it&#8217;s a David vs. Goliath situation, and they understand that. They understand they need to be more agile, defy social convention and work harder. When we listen to the final product it seems effortless, but it is equal parts work and brilliance that create a great album.</p>
<p><em>QD3 stated that last year, only indie labels made a profit. If indie gamemakers hope to survive against Goliaths like EA and Activision, we need to understand the lessons of the indie rapper.</em></p>
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		<title>Firing from the hip &#8211; RPS Podcast 39</title>
		<link>http://www.iterativegames.com/reiterated/?p=63</link>
		<comments>http://www.iterativegames.com/reiterated/?p=63#comments</comments>
		<pubDate>Wed, 03 Mar 2010 22:02:25 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[FiringFromTheHip]]></category>

		<guid isPermaLink="false">http://www.iterativegames.com/reiterated/?p=63</guid>
		<description><![CDATA[in which the editors debate the possibilities for Bio-Shock 3.
My favorite idea was the concept being the leader of an strike team sent from the &#8217;surface&#8217; to capture? assassinate? subvert? Rapture. As the leader, over the course of the game can influence your team to &#8217;splice up&#8217; or not, watching in horror/shock/glee they become increasingly [...]]]></description>
			<content:encoded><![CDATA[<p><em>in which the editors debate the possibilities for Bio-Shock 3.</em></p>
<p>My favorite idea was the concept being the leader of an strike team sent from the &#8217;surface&#8217; to capture? assassinate? subvert? Rapture. As the leader, over the course of the game can influence your team to &#8217;splice up&#8217; or not, watching in horror/shock/glee they become increasingly more inhuman.</p>
<p>I think this is a fantaastic idea. The concept of being able to genetically build a team of super-soldiers while slowly sacrificing their humanity strikes me as a classic game dilemma (it would require some trade-offs &#8211; perhaps the genetically engineered brutes would become impossible to control, or having more &#8216;human&#8217; troops allows you more sympathy/control with the locals).</p>
<p>I think it would be very interesting to build a team from the various plasmids/tonics available in Rapture &#8211; <em>I&#8217;ll make this guy my chameleon spider sniper, my other man will become my brutish drill-arm booze hound (complete with Big Daddy suit!) and this one I&#8217;ll make my half electronic hack master&#8230;</em></p>
<p>And can we say perfect vehicle for 4 player co-op? Wouldn&#8217;t Rapture be a great place to test out the video game moralities in your group of online buddies? Would you allow someone on your team to harvest a little sister, or would you fight to save her? The potential for human drama here is <em>potent.</em></p>
<p><em>If I had about a year of spare time, all the bio-shock assets and access to some world-class voice talent, this would be my next mod project. </em></p>
<p><em>Fun sidenote &#8211; this concept is so &#8216;</em><em>Apocalypse Now</em><em>&#8216;, which was the <a href="http://irrationalgames.com/insider/what-might-have-been/#more-2966">original premise of System Shock 2</a>.  This allegory fits perfectly &#8211; your squads mission is to assassinate Andrew Ryan, and as you journey on through Rapture everything becomes more and more insane&#8230;<br />
</em></p>
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		<title>Firing From the Hip &#8211; Halo Legends</title>
		<link>http://www.iterativegames.com/reiterated/?p=60</link>
		<comments>http://www.iterativegames.com/reiterated/?p=60#comments</comments>
		<pubDate>Mon, 01 Mar 2010 21:37:23 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[FiringFromTheHip]]></category>

		<guid isPermaLink="false">http://iterate.iterativegames.com/?p=60</guid>
		<description><![CDATA[Halo Legends is a collection of seven animated short films  set in the Halo science-fiction universe. Financed by  Halo franchise overseer 343 Industries, the stories were created  by five Japanese production houses. Shinji Aramaki serves as the  project&#8217;s creative director.

Sublime animation; you must see it to believe it.
&#8216;The Duel&#8217; - the [...]]]></description>
			<content:encoded><![CDATA[<p><em><em><strong>Halo Legends</strong></em> is a collection of seven animated short films  set in the Halo science-fiction universe. Financed by  <em>Halo</em> franchise overseer 343 Industries, the stories were created  by five Japanese production houses. Shinji Aramaki</em> <em>serves as the  project&#8217;s creative director.<br />
</em></p>
<h4 style="text-align: left;">Sublime animation; you must see it to believe it.</h4>
<p><strong>&#8216;The Duel&#8217; </strong>- the whole thing felt like an animated watercolor. Anyone who has used Photoshop will recognize some of the techniques used, but it&#8217;s still breathe-taking to watch in motion.</p>
<p><em>Loved the standoff scene &#8211; when the Arbiter goes into his combat stance,  I felt his war paint and body merged into one symbol of purpose.</em></p>
<p><strong>&#8216;Origins&#8217;</strong> &#8211; felt like watching one of my favorite illustrated history books coming to life.  Similar to &#8216;The Duel&#8217;, it feels like watching a painting in motion.</p>
<p><em>Interesting revelations about the Halo universe here; according to Wikipedia this is official universe canon, and is fascinating. The overall message felt heavy handed, but due to the amazing visuals, I&#8217;ll let it slide.<br />
</em></p>
<p><strong>&#8216;The Package&#8217; </strong>- Clearly the &#8216;eye candy&#8217; of the group. The CG and animation in this clip is simply outstanding, clearly built on the same technology that made the &#8216;Appleseed&#8217; movies visually excellent. Plotwise a little formulaic/shallow (but this is Halo, anyway) but provides the visual fan-service in leaps and bounds.</p>
<p><em>Escapes the uncanny valley by using &#8216;anime&#8217; style characters instead of</em> <em>more human forms (less of a  problem with the covenant, since they are alien to begin with). Story nitpick &#8211; Catherine Halsey was the mastermind of the Spartan program, and should be an older lady (40-50s), not someone who looks barely out of high school. Best moment here was definitely the three Spartans emerging from an explosion in a bubble shield and wreaking total havoc. </em></p>
<p><em><strong>The bubble shield </strong>seems to be one of the best cinematic devices invented by the Halo universe. Talk about the perfect vehicle for inserting a dramatic pause.</em></p>
<h4 style="text-align: left;">Blind Fire (Bonus Rambling)</h4>
<p><strong>&#8216;Odd one out&#8217; </strong>certainly feels like the odd one out, being the &#8216;for laffs&#8217; episode inserted at the end. After so much heavy, heavy drama, it feels very odd by itself. My recommendation would be to see it first or to skip it all together.</p>
<p><strong>Interesting interpretations on the strength of Spartans. </strong>Vary from god-like (In &#8216;The Package&#8217;, 3 spartans drop about 100 enemies in a couple minutes) to pretty human (One Brute takes down a Spartan in &#8216;The Babysitter&#8217;, one needler shot takes out a Spartan in &#8216;Homecoming&#8217;).</p>
<p><strong>A couple shorts painted the elites in a very &#8216;eastern culture&#8217; palette. </strong>Seemed like a good fit &#8211; wonder if Bungie had this in mind originally.</p>
<p><strong>I must have watched a lot of stuff done by Studio Bones</strong>, because I start recognizing familiar sound effects (Electricty sound before something blows up, the crackle after an explosion, the anime &#8216;metal shine&#8217; sound).</p>
<p><strong>I didn&#8217;t notice any new scoring, but the music was very effective</strong>. This being said, I&#8217;m a totally biased observer, due to the &#8216;Pavlovs Dog&#8217; effect that takes over whenever I hear the Halo themes. <em>Would you kindly go and buy Halo ODST?</em></p>
<p><strong>The directors did some great use of source material</strong>, I noticed little things from the games &amp; novella all over.</p>
<p><strong>Final Note </strong>- I jumped on the iTunes store to grab this and noticed several &#8216;one star&#8217; reviews. Turned out to be Halo fanboys upset that this wasn&#8217;t the Halo movie. Gah. Nevermind the utter stupidity of the statement (the ignorance required to actually confuse this with a Halo movie would be legendary), anyone who watches this and then whines about it is just a Philistine. It bothered me the entire time I was watching. Thanks morons, for reminding me that I share a hobby with some of the most bigoted, close-minded, teenage idiots alive. Just keep buying Halo games so I can enjoy the hard-fought artistic benefits from your imbecile dollars.</p>
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		<title>Firing From the Hip: The failure of self-selection</title>
		<link>http://www.iterativegames.com/reiterated/?p=37</link>
		<comments>http://www.iterativegames.com/reiterated/?p=37#comments</comments>
		<pubDate>Fri, 26 Feb 2010 20:50:55 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[CounterIntuition]]></category>
		<category><![CDATA[FiringFromTheHip]]></category>

		<guid isPermaLink="false">http://iterate.iterativegames.com/?p=37</guid>
		<description><![CDATA[&#8216;Culture of greatness&#8217;
Caught this portion of Jensen Huang&#8217;s (CEO NVidia) Standford E-Corner presentation, talking about motivating employees. To summarize &#8211; he believes NVidia&#8217;s engineering culture is excellent because they have their engineers &#8217;self-select&#8217; high quality peers, using a &#8216;rigorous interview process&#8217;. He also compares their engineering team to an elite football squad.
This may be a [...]]]></description>
			<content:encoded><![CDATA[<h4 style="text-align: left;">&#8216;Culture of greatness&#8217;</h4>
<p>Caught <a href="http://ecorner.stanford.edu/authorMaterialInfo.html?mid=1128">this portion</a> of Jensen Huang&#8217;s (CEO NVidia) Standford E-Corner presentation, talking about motivating employees. To summarize &#8211; he believes NVidia&#8217;s engineering culture is excellent because they have their engineers &#8217;self-select&#8217; high quality peers, using a &#8216;rigorous interview process&#8217;. He also compares their engineering team to an elite football squad.</p>
<p><em>This may be a standard &#8216;corporate policy&#8217;, but it doesn&#8217;t make sense to me.</em></p>
<h4 style="text-align: left;">Great engineers aren&#8217;t always good judges of character</h4>
<p>The qualities that you look for in an engineer (innovation, attention to detail, technical savvy, etc.) are not exactly &#8216;people skills&#8217; (as opposed to sales, where success in your position is almost directly related to people skills). I&#8217;ve seen bad engineers with good people skills emphatically convince the right people they are the right person for the job, and seen good engineers be turned down because of poor people skills (not saying people skills are not necessary for an engineer, but that&#8217;s for a different post).</p>
<p><em>When was the last time you heard about a football team selecting it&#8217;s own players? You have scouts and a GM for that. Players play football, scouts and coaches evaluate talent. Engineers should build and innovate; someone else should be evaluating your talent.</em></p>
<h4 style="text-align: left;">Counter-intuition: A rigorous interview doesn&#8217;t select good employees.</h4>
<p>Examine Gladwell&#8217;s article on <a href="http://gladwell.com/2008/2008_12_15_a_teacher.html">&#8216;Most Likely  to Succeed&#8217;</a>. The NFL uses a series of <em>extremely </em>rigorous interviews (scouting, combine, etc.) with entire teams of people devoted to evaluating future player performance, yet there is almost no correlation between draft pick selection and future performance. Are tech companies all that much better at evaluating future engineering talent?</p>
<p><em>When you depend on rigorous interviews, you are putting the incentive and emphasis at being good at interviewing, not being good at your future job.</em></p>
<h4 style="text-align: left;">For the Indianapolis Colts, deciding between Ryan Leaf and Peyton Manning came down to one question.</h4>
<p>The question was, &#8216;What would you do the first day you were signed?&#8217; Manning said he would ask for the playbook; Leaf said he would celebrate in Vegas. In the end, it was something <em>completely unrelated</em> to football that would decide between a future hall of famer and epic draft bust. I don&#8217;t claim that I can tell you what&#8217;s the right way to select employees. What I do want to point out is: since you are making football analogies Mr. Huang, did you ever consider that your &#8216;rigorous self-selection process&#8217; may not be the best way to find good employees?</p>
<p><em>Some football players who failed the NFL&#8217;s  &#8216;rigorous interview&#8217;:</em></p>
<p><em>Tom Brady: Round: 6 <strong>/</strong> Pick: 199 (3 time super bowl champion, 2 time super bowl MVP)</em></p>
<p><em>Kurt Warner: Undrafted (4x pro bowler, 2x NFL MVP, super bowl champion)</em></p>
<p><em>Tony Romo: Undrafted (3x pro bowler)</em></p>
<p><em>Wes Welker: Undrafted (2 time pro bowler, 2 time NFL leader for receptions)</em></p>
<p><em>Miles Austin: Undrafted (Cowboys franchise record 250 receiving yards in single game, 2009 Pro-Bowler)</em></p>
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		<title>The &#039;old&#039; ritual</title>
		<link>http://www.iterativegames.com/reiterated/?p=16</link>
		<comments>http://www.iterativegames.com/reiterated/?p=16#comments</comments>
		<pubDate>Tue, 23 Feb 2010 00:05:04 +0000</pubDate>
		<dc:creator>Kee-Won Hong</dc:creator>
				<category><![CDATA[Housekeeping]]></category>

		<guid isPermaLink="false">http://iterate.iterativegames.com/?p=16</guid>
		<description><![CDATA[As every iteration of the site has been released, another iteration of the 'About' page inevitably accompanies it. It is, as usual, idealistic, high-handed and grossly narcissistic.]]></description>
			<content:encoded><![CDATA[<p>As every iteration of the site has been released, another iteration of the &#8216;About&#8217; page inevitably accompanies it. The new version is, as usual, idealistic, high-handed and grossly narcissistic. At least it&#8217;s more <a href="http://iterate.iterativegames.com/?page_id=2">concise</a>. I hope you have a minute to let me step on my soapbox, but if you don&#8217;t, I won&#8217;t take it personally.</p>
<p><em>At the bare minimum I&#8217;ve managed to add a couple more interesting quotes on the page; If I can&#8217;t be a brilliant writer, at least I can be a good thief. My sources of inspiration:</em></p>
<p>Malcolm Gladwell, <a href="http://gladwell.com/2009/2009_05_11_a_david.html">&#8216;How David Beats Goliath&#8217;</a></p>
<p>37 Signals, <a href="http://gettingreal.37signals.com/toc.php">&#8216;Getting Real&#8217;</a></p>
<p>Sid Meier, <a href="http://en.wikipedia.org/wiki/Covert_Action">&#8216;Covert Action&#8217; on Wikipedia</a></p>
<p>Not directly quoted, but an important part of the philosophy, Derek Sivers, <a href="http://sivers.org/kimo">&#8216;There&#8217;s no speed limit&#8217;</a></p>
<p><em><a href="http://37signals.com/about" target="_blank">Jason Fried</a> says your company should be about more than just making a product; I think the collection of messages in these articles sums up what I want to be doing here.</em></p>
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