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	<title>Shut Up and Read This &#187; Games Industry</title>
	<atom:link href="http://feltham.ca/tag/games-industry/feed/" rel="self" type="application/rss+xml" />
	<link>http://feltham.ca</link>
	<description>Writing, Photography and Video Games.</description>
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		<title>10 things I learned as a Parent that I can Apply as a Game Developer</title>
		<link>http://feltham.ca/10-things-i-learned-as-a-parent-that-i-can-apply-as-a-game-developer/</link>
		<comments>http://feltham.ca/10-things-i-learned-as-a-parent-that-i-can-apply-as-a-game-developer/#comments</comments>
		<pubDate>Sat, 22 Jan 2011 18:21:26 +0000</pubDate>
		<dc:creator>Dave Feltham</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Boring Shit]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[me]]></category>

		<guid isPermaLink="false">http://feltham.ca/?p=912</guid>
		<description><![CDATA[Publicize Do not Disturb Times The bathroom isn&#8217;t always for business, it is also for quiet time. Be firm but friendly to get your point across. A raised eyebrow for...]]></description>
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<ol>
<li>Publicize <strong>Do not Disturb</strong> Times</li>
<li>The <strong>bathroom </strong>isn&#8217;t always for business, it is also for quiet time.</li>
<li>Be <strong>firm but friendly</strong> to get your point across. A raised eyebrow for emphasis.</li>
<li><strong>Never pick up</strong> after other people or they will never learn.</li>
<li>You will <strong><em>always </em></strong>become your parents.</li>
<li>Whenever you have a <strong>craving</strong>, the food in question is almost always taken by someone else.</li>
<li>Your <strong>attention </strong>is always wanted. Close your eyes and breathe before snapping. And also wear short sleeves.</li>
<li>Discuss <strong>grown-up things</strong> in a separate closed room.</li>
<li>You will never get <strong>nap </strong>time.</li>
<li>There is always time for random <strong>goofing off.</strong></li>
</ol>
</div>
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		<item>
		<title>Why a Car Chase in Lair of the Shadow Broker?</title>
		<link>http://feltham.ca/why-a-car-chase-in-lair-of-the-shadow-broker/</link>
		<comments>http://feltham.ca/why-a-car-chase-in-lair-of-the-shadow-broker/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 15:28:40 +0000</pubDate>
		<dc:creator>Dave Feltham</dc:creator>
				<category><![CDATA[BioWare]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mass Effect 2]]></category>
		<category><![CDATA[Designer]]></category>
		<category><![CDATA[Games Industry]]></category>

		<guid isPermaLink="false">http://feltham.ca/?p=801</guid>
		<description><![CDATA[Why did we put in a car chase in Lair of the Shadow Broker? Well besides Patrick Weekes and I thinking that it would be necessary for pacing, that it...]]></description>
			<content:encoded><![CDATA[<p>Why did we put in a car chase in <em>Lair of the Shadow Broker?</em> Well besides <a href="http://twitter.com/patsquinade" target="_blank">Patrick Weekes</a> and I thinking that it would be necessary for pacing, that it would really jump the intensity to actually chase down <em>[redacted for spoilers]</em>. But the main reason for fighting to keep this divergence from typical ME2 gameplay was that we knew from our experience, in our gut, what the player reaction would be. And <a href="http://youtube.wikia.com/wiki/Darksydephil" target="_blank">Darksydephil</a> is a prime example of it.</p>
<p><object style="height: 344px; width: 425px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100" height="100" 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/O5HAFLdEZJ0?version=3" /><param name="allowfullscreen" value="true" /><embed style="height: 344px; width: 425px;" type="application/x-shockwave-flash" width="100" height="100" src="http://www.youtube.com/v/O5HAFLdEZJ0?version=3" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		</item>
		<item>
		<title>What does a Game Designer Do?</title>
		<link>http://feltham.ca/what-does-a-game-designer-do/</link>
		<comments>http://feltham.ca/what-does-a-game-designer-do/#comments</comments>
		<pubDate>Sun, 27 Jun 2010 19:23:09 +0000</pubDate>
		<dc:creator>Dave Feltham</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Designer]]></category>
		<category><![CDATA[Games Industry]]></category>

		<guid isPermaLink="false">http://feltham.ca/?p=786</guid>
		<description><![CDATA[Jameson Durall, Senior Designer at Volition Games, explains what a Game Designer does.]]></description>
			<content:encoded><![CDATA[<p>Felt the need to post this as I&#8217;m always asked this question from people not in the industry. Luckily I don&#8217;t have to write a thing because my good friend Jameson Durall from Volition Games took time away from his busy schedule working on Red Faction: Armageddon to explain it.</p>
<p>Thanks Jameson!</p>
<p><a href="http://jamesondurall.blogspot.com/2010/06/what-does-game-designer-actually-do.html" target="_blank">http://jamesondurall.blogspot.com/2010/06/what-does-game-designer-actually-do.html</a></p>
]]></content:encoded>
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		<item>
		<title>Will There Ever be a True Horror Game?</title>
		<link>http://feltham.ca/will-there-ever-be-a-true-horror-game/</link>
		<comments>http://feltham.ca/will-there-ever-be-a-true-horror-game/#comments</comments>
		<pubDate>Mon, 10 May 2010 18:00:39 +0000</pubDate>
		<dc:creator>Dave Feltham</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Designer]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Xbox360]]></category>

		<guid isPermaLink="false">http://feltham.ca/?p=738</guid>
		<description><![CDATA[Now I&#8217;m the first to admit: I&#8217;m a horror snob. I don&#8217;t like slasher films, and I don&#8217;t like the overthetop Blood for no reason Fangoria films either. I like...]]></description>
			<content:encoded><![CDATA[<p>Now I&#8217;m the first to admit: I&#8217;m a horror snob. I don&#8217;t like slasher films, and I don&#8217;t like the overthetop Blood for no reason Fangoria films either. I like plot and character development, and I like horror movies that make us feel unsafe.<br />
And I like monsters.</p>
<p>With the arrival of Alan Wake this week, a game that claims to be deep in the horror genre,  &#8217;Horror Games&#8217; are once again on the tips of every gamers tongue. And while this game has yet to reach my hands, and I&#8217;ve yet to make a judgement, I&#8217;ve been thinking about, and investigating, the types of Horror Games that have been released over the last 2 decades. And while taking an in depth look at each of these games is beyond the scope of this article, a cursory glance and criticism of some of the more popular horror games begs to be written.</p>
<p><a href="http://feltham.ca/wp-content/uploads/Subject_Zero-copy.jpg"><img class="alignleft size-full wp-image-754" title="Subject_Zero copy" src="http://feltham.ca/wp-content/uploads/Subject_Zero-copy.jpg" alt="" width="390" height="330" /></a>Take <strong>Dead Space</strong>. On paper it should be the type of game made for me: mutated creatures, space, death by dismemberment. Silent Hill too. But these games fall to the same problems that so many horror films fall victim to: because they don&#8217;t know what horror should be, they try to recreate the elements of what current pop-culture tells us what a horror movie (and game) should be. They don&#8217;t understand or know how to shock the psyche of the gamer, and because they are trapped by the very definitions of what a modern game is, they contrast their frightening jumps with a lack of anything happening at all.</p>
<p>In <em>Dead Space </em>you are alone, trapped on a space-ship infested by aliens that were once human. The ship is quiet, but occasionally monsters jump out at you. That&#8217;s the premise, but here&#8217;s the problem: what is horrific about humans turning into monsters, if you&#8217;ve never met these humans before. What&#8217;s terrifying about a quiet spaceship if you&#8217;ve never seen it bustling with activity? What is at the core of good horror is context: the Dog Monster at the beginning of The Thing is terrifying not only because it is grotesque, bloody and just strange to the crew of Outpost #31, it is because it used to be the dog that we were introduced to at the beginning of the film. The Norris monster is absolutely terrifying because shit man, that was Norris not 3 minutes ago! In Dead Space there is nobody in the ship that I can connect with: every human I connect with is done through glass, or through communications and video recordings. Nobody is left in the ship and I have no context as to what this strange place was like before. Ridley Scott&#8217;s <strong><em>Alien</em></strong> introduces us to the Nostromo as a ship that is fully functional and we see it running in its day to day. So when an alien infiltrates the crew what was safe is now unsafe: it is the predatory grounds for something to which we the audience have never seen before: and it&#8217;s in the area that the characters deemed safe.</p>
<p><a href="http://feltham.ca/wp-content/uploads/horrorsims-copy.jpg"><img class="alignright size-full wp-image-753" title="horrorsims copy" src="http://feltham.ca/wp-content/uploads/horrorsims-copy.jpg" alt="" width="480" height="359" /></a>But it&#8217;s not just about giving context. <em>Alien</em>, <strong><em>Jaws </em></strong>and<strong><em> The Thing</em></strong> and any<strong><em> H.P. Lovecraft</em></strong> story all have a deep-rooted theme that the situation is exploiting. <em>Alien</em> is the fear of the unknown; <em>The Thing</em> asks what would you do if you couldn&#8217;t trust the  people you were trapped with; Jaws looks at our fear of sharks. What theme is <em>Dead Space</em> or <strong><em>Condemned</em></strong> trying to explore? Most of these games seem to be trying to mimic what was succesful about successful horror movies.</p>
<p><em>Dead Space</em> and games like it also fall prey to what they think will heighten the fear of a game. In a movie you always fear for the survival of the main character &#8211; in Alien it&#8217;s Ripley. In a game the point is to survive, so the player knows that there is never a danger of the main character permanently dying. Instead Visceral Games and developers like them relying on ammo and save point mechanics to heighten the fear: you will always be afraid of not having ammo and you&#8217;ll have the fear of having to redo an entire section of a game because you cannot save your game except where the developer tells you to. Unfortunately this goes against the root of all sound game design: never frustrate the player. And really it doesn&#8217;t make any logical sense: if the player is conserving ammo, doesn&#8217;t that defeat the purpose of having the player kill all creatures with the weapons you provided? And why on earth would you punish a player by having them repeat, sometimes over and over, a long section of gameplay that really, you only intended them to play once?</p>
<p>While a poor game in implementation, I think Alone in the Dark had the idea right when it comes to weapons: if you have the player create the weapons themselves then you elevate the fear not by running out of ammo with which to kill your enemies, you limit the player in what they can build by what parts are available to the player. Sorry, looks like you can only attack this creature with a can of spray and a lighter. Pretty brilliant when you think of it. And Dead Rising had the same idea: the entire mall is full of weapons you can utilize, so the fear doesn&#8217;t come from will you have enough ammo to get rid of these monsters that you <em>must</em> kill, it&#8217;s will this item I just picked up be enough to take out the zombies that are attacking me. Unfortunately Dead Rising&#8217;s mechanic and enjoyment was completely exorcised by it&#8217;s horrible savepoint system; a system in which you must run to the bathroom to save over your only save point. For many it drove players away because the mechanic was taxing and drove you out of the gameplay.</p>
<p><a href="http://feltham.ca/wp-content/uploads/gtaahhhhhh-copy.jpg"><img class="size-large wp-image-755 alignleft" title="gtaahhhhhh copy" src="http://feltham.ca/wp-content/uploads/gtaahhhhhh-copy-1024x576.jpg" alt="" width="491" height="277" /></a>We&#8217;ve seen many attempts at getting horror right. And some fans of <em>Silent Hill </em>or <strong><em>Resident Evil</em> </strong>might argue that I just don&#8217;t get Survival horror. My counter-argument is that Survival horror, based on Japanese minimalist and psychological horror, doesn&#8217;t have a place in games, especially in the current market where action reigns the dollar. The point of a game is to entertain, and you can&#8217;t entertain if you don&#8217;t have anything happen. And by no means do I think that the solution is to go with the current fad of slasher horror: Rockstar&#8217;s Manhunt showed that the gaming community had no interest in that. Instead we need to look where a player feels the safest and jump them there; we need to look at building up relationships with other digital actors, and literally rip them apart. We need to take those situations and make important thematic messages about environmental degradation, a collapsing economy, war, universal health care and poverty because the best horror movies &#8212; Night of the Living Dead, 28 Days Later, Jaws, Nightmare of Elm Street &#8212;  do just that. Right now our industry is trying to find it&#8217;s footing and discover what is a money maker and what is not, and until they do there won&#8217;t be many publishers and developers willing to risk the money the way that George Romero, FW Murnau and John Carpenter did.</p>
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		<title>Shut Up and Play This: Uncharted 2 and the Weeny Move</title>
		<link>http://feltham.ca/shut-up-and-play-this-uncharted-2-and-the-weeny-move/</link>
		<comments>http://feltham.ca/shut-up-and-play-this-uncharted-2-and-the-weeny-move/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 03:46:16 +0000</pubDate>
		<dc:creator>Dave Feltham</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Shut  Up and Play This]]></category>

		<guid isPermaLink="false">http://feltham.ca/?p=564</guid>
		<description><![CDATA[Uncharted 2 is a perfect game and one of the top games Dave has played. But one simple moment left a blemish on an otherwise perfect game.]]></description>
			<content:encoded><![CDATA[<p>Uncharted 2 is near perfection beginning to end, with one tiny blemish: the ending boss fight. Unlike the satisfactory and gradual crescendo at the end of the first game, this ended up as humorous and annoying as an unbalanced Public School fight, with the little guy running around in circles. Still, the game is far beyond the quality level put out by many studios, especially considering three main factors:</p>
<ol>
<li>how dynamic the levels are (only an OH MY FUCKING GOD can describe this). The level of interactivity with living and breathing levels (moving train, falling building) is unprecedented and this game will be seen as the game that changed EVERYTHING when it came to environments.</li>
<li> There is absolutely nothing in the game that takes you out of the game experience. Texturing, Modeling, animation, lipsyncing: all is perfect and shows nothing that would tell you that this is a game.</li>
<li>The story and character development is perfect: you feel growth in the characters, you fear with Drake as he almost (doesn&#8217;t) make a jump. And the pacing of the action and story kept the adrenaline up, the heart racing, and you were waiting to see what would happen next.</li>
</ol>
<p>But one thing Naughty Dog: if your Boss Fight is going to be as annoying and difficult as what ended up in the game, then don&#8217;t fucking punish me for wanting to see what happens in the end and putting it on Very Easy just to get the pain over with. What punishment? That would be the Trophy I received for completing it on VERY EASY. I spent 11 of the 12 hours on Normal. And that, my friends, is what we call a Weeny Move.</p>
<p>If I gave a shit about PS3&#8242;s Xbox Achievements, I&#8217;d be more pissed off.</p>
<p><iframe src="http://gamercard.xbox.com/Mohss.card" scrolling="no" frameBorder="0" height="140" width="204">Mohss</iframe><br />
<a href="http://profiles.us.playstation.com/playstation/psn/visit/profiles/Mohss"><img src="http://fp.profiles.us.playstation.com/playstation/psn/pid/Mohss.png" width="230" height="155" border="0" /></a><br/></p>
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