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Yep, this week we tackle . Not The most important thing for developers In response to “’You’re Wrong’” literally, you understand; that would be to remember --the place where I from The Escapist Forum: This may be much like a fly ramming into an 18- disagree with this article altogether-- is the way in PC game land, but in every Here at The Escapist, we’ve done several wheel transport truck, speeding down that official message boards are a waste company I’ve worked for making console issues profiling large companies. These the highway. But, we do take a high look of time altogether. games have had focus groups. companies were chosen because they at the inner-workings of Microsoft, their have left an indelible mark on the world Game Studios, their Xboxes and their They’re an ineffective, error-prone, and We put an advert in numerous sources, of gaming. Most of these companies features, and even their “Perception expensive method of official some aimed at the “hardcore” - signs in started with the intention of making Engineers.” Find these topics and more communication. All the benefits of EB for example - and others not so games, grew into large companies in this week’s issue of The Escapist. message boards can be easily gleaned hardcore - we ask our friends and relatives. making great games and continue to Enjoy! by reading the community boards. All dominate their respective “specialties” the benefits of official communication This is a much better process for giving within games. And these companies have Cheers, can be had by actually publishing feedback - we have casual gamers as found the thing at which they excel and information. Official boards are a waste well as hardcore gamers. so, have stuck to that, continuing to of time and resources. refine and improve. Anyway, more of the stupid decisions get - roc ingersol made by execs hired by companies This week’s subject is not quite the same. This week’s subject accounts for the Operating System on 85 percent of the computers in this office, accounts for the very program in which this letter is composed, accounts for an amount of In response to “’You’re Wrong’” revenue similar to the GDP of any from The Escapist Forum: The number of small countries, and also has hardcore may not always be wrong, but a program or two for accounting. And they (we) are always safely ignored. now they account for a large percentage of “stuff” in the game market, whether The hardcore complain about everything; in the form of their proprietary console so we can’t just point to one or two or their Game Studios’ creations, or cases where their complaints were perhaps even recent forays into the justified as some sort of proof that they world of games press. (we) have any credibility. because they’re (supposedly) good In response to “Starforce Must Die” about their product: “Imagine this - your managers or marketers, but who really from The Escapist Forum: It always car breaks down, and instead of taking it have little knowledge of the games and irritates me when people attack the to the mechanic to be fixed, you go the games industry, than by hardcore publishers’ (or whoever’s) decision- online and start complaining. Such gamers. making on our part, and then proceed to behavior cannot make anything better.” make the decision that we are all being And they urge everyone to contact their - FunkyJ “kicked in the teeth” or “sucking it down” support if there are any problems. One for us. It’s really quite demeaning, minor problem with this recommendation In response to “’You’re Wrong’” offensive even, to those of us who don’t is Starforce’s complete denial that their from The Escapist Forum: The work ourselves into rages about can ever cause any problems. problem with message boards is that anonymous anti-cheat data collection With this belief, how can they fix many people use them to express, and that’s never even glanced at by a anything? gain recognition, with regards to their human, or who are really not that thoughts on whatever the subject may bothered by the minuscule chance that A better example would be this. I buy a be. If you type “I didn’t like a weapon in SF might possibly maybe do permanent new car, and I pay for some gas to go in this game” on a board you’re not going damage to our computers. the tank. As it’s being put in, I notice the to get any recognition, whereas if you attendant is under the car, working on say “They have totally destroyed this I also find it amusing that both the my brakes, without even asking me or game by designing the crappiest pea author and several unrelated others I’ve telling me what he does. Is it any shooter weapons ever seen in a video come across lately during my interblag wonder that when my brakes fail, I’m game - congratulations you all suck!” travels are describing , GameTap not inclined to return to the gas station you may get more responses (and and their peers as the ‘alternative’ to attendant to have them fixed? recognition) as its more emotive, but DRM - when in fact they are textbook you’re thoughts are no longer realistic. definitions, far more so than SF in fact. - milieu Just goes to show: it’s not the idea that’s Therefore it would be ridiculous to use a to blame. In response to “Gears of War: I message board for improvements - or as Wouldn’t Buy It” from The Escapist a place to provide feedback to you’re -Tom Edwards Lounge: Well, I almost entirely disagree beloved game developer. They are just a with this review, but that’s the beauty of marketing tool. In response to “Starforce Must Die” opinion! from The Escapist Forum: I love the - Nobodies15 analogy given by the Starforce guys Something I found interesting: You are inevitable transition from optical media holding the franchise up as the gold to will play out for standard in this review. Both Halo games brick and mortar retailers. There will still suffered from some significant design be people who want something tangible flaws in the single player campaign but when they buy a game. Will they be able offered staying power through excellent to go to a kiosk at EBGameStop, choose multiplayer. Gears undeniably has flaws, a game, and have the kiosk burn it to a but if the single player campaign doesn’t disc? hold your attention the online multiplayer is really beautifully done. Yet, you don’t - Ajar mention it, even as you point to Chromehounds, a game with a cursory single player component at best, as a good example of a game with lots of content for your $60. Try co-op or vs. multiplayer before you dismiss the game.

- Ian Dorsch

In response to “Gears of War: I Wouldn’t Buy It” from The Escapist Lounge: I don’t think I could disagree with a review as much as I am with this one.

- Albedo777

In response to “Team Humidor on Used Games” from The Escapist Lounge: The next question is how the Before Halo, Gears of War, Games for began calling Microsoft “The Borg” after Windows Magazine and even , the Star Trek villains who wiped the Microsoft was a software company which galaxy clean of all opponents by literally had made its billions by doing the one “assimilating” them. To many, Microsoft’s thing it did best: buying other companies slash-and-buy business practices and, to quote Star Trek, assimilating appeared little more than a modern their technological and biological monopoly on all things having to do with distinctiveness into its own. computers, and one has to wonder if the Congress and Supreme Court of that era What we now know as the Windows were as pseudo tech savvy as they seem operating system had its humble to be today, Microsoft would have beginnings in a place called The Palo Alto escaped the 20th Century with only a Research Center (PARC), which at the single anti-trust suit to their name. time was operated by Xerox. PARC invented the world’s first graphical user After 30 years, has seen his interface (GUI) which was appropriated dream come very close to reality; today, by Apple and then from Apple by there are computers in almost every Microsoft. In 1995, Microsoft did it again, home, on almost every desk, and around liberating a version of Marc Andreessen’s 90 percent of them run Microsoft revolutionary Mosaic code from Spyglass Windows. Microsoft does not enter Software and transforming it into what markets, it dominates them. we now know as . FFor this article, The Escapist spoke with The company’s history is heavy with two men behind the two companies key such acquisitions. From networking to Microsoft’s dominance of the game technology to ad services to media industry, Bruce Shelly of Ensemble players, Microsoft has made one thing Studios and Weisman of FASA quite clear over the years: If they can’t Interactive. Both men and their beat you, they will buy you. companies were assimilated by Microsoft. Together, they laid the foundations for In the late ‘80s, free-thinking and Microsoft’s emergence as possibly the independent technology enthusiasts single most successful game publisher in the industry, and, in the end, not a bad creating a great first game and surviving so we were [essentially] the first internal - more than competence, we were one of place to work. long enough to get that opportunity. Only team. Everyone else was external around the best of breed groups for doing 3-D after the success of Age of Empires, when them. And they had specifically reached games. And, so … the license was coming “We Wish To Improve Ourselves” our short term survival was assured, did out to quality development houses.” up. … We approached Activision and said “When we were looking for a publisher in we begin thinking more strategically. we’d like to change the relationship, such 1995, Microsoft was by far the most Microsoft acquired FASA in 1999. that we’ll actually develop the product, as proactive about making a deal work,” says “[Microsoft] had been our only publisher well, and you guys distribute it.” Activision Bruce Shelly, a manager and designer at at the time of the acquisition. We had to “MechWarrior 2 had been in development, declined, so Weisman took his proposal Ensemble Studios, the creators of Age of make some changes on the HR side, and with us trying to help [Activision] with elsewhere, initially signing a distribution Empires. “We were predisposed to work we took on more direct responsibility for development for several years,” says deal with MicroProse. with them for several reasons. First, they production, but otherwise, the transition Weisman. “And due to the development of had lots of resources; publisher went smoothly. I joke that the benefits … the location-based entertainment A few years later (after MechWarrior 2 bankruptcy was not going to be an issue. were better but the network worse centers that we had built, we had “went crazy, and doubled the size of Second, they could command shelf space. (security is tight).” developed the knowledge and competence Activision overnight”), the phone rang - it If we developed a quality game, it would get a fair chance to succeed in the “To Facilitate Our Introduction …” marketplace. And third, they were Near the turn of the century, with relatively new in games and looking for Microsoft’s Xbox project nearing the final product. If we created a hit, it could be the development stages, the company foundation of a franchise for them.” turned its eye again toward expansion of the Game Studio. This time, however, And it was. Age of Empires was an instant the eye turned inward. success, spawning two sequels and a spin-off franchise. Shelly characterizes “The games being produced [internally] the relationship as mainly a good one, were not really good games,” says stopping just short of crediting the , founder of FASA merger for Ensemble’s survival. Interactive, creators of the BattleTech universe. “The majority of developments “Getting acquired was not part of any were external. The only internal team plan I was aware of in 1994-1995,” says when we joined was [Flight Simulator], Shelly. “We were totally focused on which is more of a hobby than a game, sponsored by was Microsoft. “Talking to the guys at different. The timing cycles are different. Microsoft and seeing kind of what their It’s a very different model. So it was a objectives were, the growth they wanted to real challenge. It put a lot of strain on go through, and the resources that were the organization, as you can imagine.” there, that was pretty seductive. And so, … we left and moved to Washington. “Your Culture Will Adapt” “Once we reached an agreement, we “Xbox was a challenge. It was a real integrated very well on the production challenge, because when Xbox came side,” says Ensemble’s Bruce Shelly, along, Microsoft Games had gone from describing Ensemble’s assimilation into being a laughingstock to being the number Microsoft. “I think, together, we learned two or number three publisher of PC more about what was a realistic games in just a few years. It had become expectation for costs and time when a significant player in the PC market, and creating A-title games. We learned more well-respected and, frankly, that got put about the value of extensive testing. We seriously at risk by the mandate that we were committed to the ‘design by go out and pursue Xbox. playing’ process, and they recognized that it did work for our games. “We went from 300 people to 1,500 people in about 24 months. And that’s a “I don’t know how it works for other studios, huge amount of growth. Obviously, that but we work to a multi-year product was a totally different field, a totally new schedule for our studio that is reviewed and field, a much more mass-market field. adjusted at least once per year, both The original premise of the Xbox was internally and with MGS. We have usually sold to senior management that our PC [have] one major game in production and at game designers could port over the least one prototype underway. videogame concepts. It was wrong. They’re totally different game design “We have to demonstrate to them a philosophies; the living room versus the business case for what we want to do den. The interaction models are and the technical ability to do the work. Any proposed product has to fit within that as people contribute to it, you’re wanted from us was our development the strategic plans and portfolio for all of able to encompass that and unify that culture, because we’d worked very hard to MGS. There is plenty of room within and keep it with the larger vision.” have this collaborative, effective team, and those restraints to make great games they wanted to kind of build those kinds of that we are passionate about. “I don’t recall a single concept that came teams and kind of capture that. In reality, down to us from MGS,” says Bruce … the machine of Microsoft, unintentionally, “It makes sense to me that they want Shelley, regarding Microsoft’s reputation I believe, and inadvertently, ripped that early warnings of issues rather than big for being control-oriented. “I can recall apart. Rather than model itself around what unpleasant surprises way down the road. how they suggested in a few cases we we had done, our [culture] got forced into If we are slipping, they try to find ways change the topic for a concept. Even in their model. ... We lost that special sauce to help us get back on track. I want to that case, it was our decision to change that we had built. emphasize that these are positive or not. They left the creative process relationships. We all have the same largely to us. I remember they asked us “What Microsoft wanted was a culture, and goals. We want very much to succeed, to include Asian civilizations in [Age of what it ended up with was 40 very talented and they want us to also.” Empires] because they thought there people, which are two different things.” was a good market there. “Microsoft is an engineering organization.” “Resistance is Futile” says Jordan Weisman. “It’s not an “It seems the more successful a studio’s Today, it’s hard to consider the story of entertainment organization. And they games, … the better the transition looks. Microsoft Game Studios as anything other were … applying all the same standard When things are going well, there is less than a sterling success. The studio’s engineering techniques that they’d used desire to fix anything. [Although] being a banner flies high over both the PC game for Office and operating systems to first-party developer within Microsoft space and Microsoft’s own Xbox console, entertainment. And it doesn’t work. [does preclude] us from developing and now claims ownership of some of the games for the PlayStation.” industry’s most innovative developers, “Entertainment is about a central vision. including (Goldeneye 007, Perfect And everything has to be built to focus Jordan Weisman, however, still has regrets. Dark Zero), (Black & on that vision and make that vision come “At the time we joined the Games group,” White, Fable) and (Halo). to life. … And the vision has to be, we he says, “it was about 300 people. And we call it ‘big ego and little ego.’ You have represented about 10 percent of it. ... I Yet for Jordan Weisman, the process of to have a big enough ego to put that think everybody was a little scared and turning a successful business software vision out there and keep it alive, but excited. In retrospect, the integration did company into a successful entertainment you have to have a small enough ego not go well. … Let’s say, part of what they software company took its toll. “When I joined the organization,” he says, “the the leaders on a team at least be very were going to go through with this game design was something the passionate about it. acquisition, the best case was to leave producer, or what they call the program [Bungie] in Chicago. If that fails, we manager, [would] be doing at night. It “We then put together two prototype have to create an isolated situation: wasn’t a discipline unto itself. And the teams containing some of our best They’re not a part of Microsoft HR; same was kind of true at art. The people and told them to create their they’re not in the way of that part of the organization didn’t really have an art dream games. A third prototype is now org chart; they’re in a totally separate, ladder or a design ladder. And so … it in development. We are hoping that isolated room. There’s that locked box was a lot of education on their part. these will all turn into great new that you leave them in. Because products, all very different from Age of otherwise the same thing will happen to “It was really frustrating. The Empires. Many of our people really want their team that happened to mine. MechWarrior team had at least a year to do something different. delay to reconstitute ourselves and bring “While I couldn’t convince them to keep that together.” “If everything takes off, we will have to it in Chicago, I did convince them to give grow our studios substantially and our them a private office and leave them Bruce Shelley’s Ensemble, however, culture will have to adjust. MGS has totally alone, which is why I think the found their culture to be a more perfect strongly encouraged this new thinking. Bungie team survived in a much better fit, and is still making innovative strategy They would love to have a first-party state and was able to keep a lot of its titles for Microsoft, most of which bear studio launch some great new products own development culture rather than get the “Age of” label (although the that might become franchises. It is an absorbed into the Borg.” company’s latest, which is still in exciting but daunting challenge, but at this development, is set in the land of Halo). point I don’t think our studio has ever had Russ Pitts is an Associate Editor for The I asked him what it was like being known better morale or more excitement.” Escapist. He has written and produced as the “House of Age.” “A year ago,” says for television, theatre and film, has been Shelley, “Tony Goodman, our studio For Weisman, the personal victories writing on the web since it was invented head, had an epiphany about our come in smaller sizes. Such as helping and claims to have played every console development plans. We had a second colleagues avoid the same fate as his ever made. project underway. The team said it would FASA. “It was fascinating to me [in be a really good game, but it was not 2001],” he says, “when we were involved their dream game. After thinking about in the Bungie acquisition. … It was kind that for awhile, he decided to stop that of eye-opening. We spent a bunch of project because he felt it was critical that time talking about how, if indeed we When Gears of War debuted Nov. 12 to brilliant. After all, it was an accident, critical acclaim and frenetic fandom, it because Microsoft had no clue about was the culmination of a years-long when Epic Games would really finish the strategy for Microsoft to gain credibility game. Cliff “CliffyB” Blezinski, the lead in the videogame industry. And it was designer at Epic Games, proposed his just in the nick of time to make the Xbox concept for Gears of War in 2002. It 360 look good, as Sony and Nintendo turned into four years of effort, $10 launched their consoles. It was proof million in development costs and a that Microsoft could live up to its promise marquee title. of launching second-generation 360 games, just as the rivals launched their And when Microsoft launched the 360 first-generation titles. last fall, its executive team really didn’t know that they would beat Sony’s One game isn’t going to win the console PlayStation 3 by a year. Now, as war, but Microsoft’s newest hit will keep Microsoft enters its second holiday its console in the limelight at a critical season, it has more than 160 games time when gamers are deciding where to available, while Sony will struggle to get invest their hard-earned dollars. Gears of 22 out by year’s end, and Nintendo War arrives just as Microsoft has plenty shoots for 32 games on the Wii. of consoles available in the market, while Microsoft has a permanent advantage at least one of its competitors is supply- over Sony in this generation. constrained. As such, the game is one more piece of evidence that Microsoft is “In the last generation, we were late and executing according to its plans. It our box was more expensive to build,” remains to be seen if gamers will anoint said Bill Gates, former chairman of Microsoft the console king, or if the 360 is Microsoft, on a recent visit to the doomed to fall behind, now that it is no TechNet conference in Silicon Valley. “We longer the freshest lettuce on the shelf. said this generation we we’re not going to repeat that. We traded positions with The string of on-time results with the Sony. We came out a year before them. 360 makes Microsoft seem accidentally We have lower costs and a sleek box.” Sony’s $600 version of the PS3 is indeed Robbie Bach, president of the E&D Sony’s executives say they’re just more expensive to produce, with an division, says Microsoft has no intention getting started. estimated manufacturing cost of $840, of just bleeding Sony to death. His goal according to a “tear down” analysis by is to make the division profitable through “If you look at our launch titles, our market research firm iSuppli. The same smart thinking, not brute force. He says lineup looks very good compared to what company estimates that the 360 now the division is on target to hit Microsoft has,” said Phil Harrison, head only costs $323 to manufacture. The profitability by June 30, 2008. In the last of Sony’s worldwide game studios. cost difference is important, because generation, Microsoft lost an Microsoft is in a position to introduce unimaginable $168 per box, or about But Sony has plenty to worry about. At price cuts that could drive Sony deeper $3.7 billion altogether. It burdened every the very least, industry executives and into the red. In its most recent quarter, machine with a $40 to $50 hard disk ended Sept. 30, Sony’s earnings fell 94 drive, making the hardware too percent to $14.4 million because of costs expensive to ever break even. This time, related to its laptop battery recall. It also Microsoft balanced its system better, reported a $369 million operating loss in toning down the technology in the name its videogame business due to PS3 start- of shaving costs. up costs. Sony has $4.7 billion in cash and $3 billion in short- and current long- Bach says things are coming together. term debt. Xbox Live is years ahead of Sony, with more than 4 million active members, he Meanwhile, Microsoft has $31.8 billion in says. Microsoft has also launched its cash. The Entertainment and Devices $199 HD-DVD add-on accessory to division, which includes games, grew its compete with the PS3’s ability to play Blu- sales for the most recent quarter by 70 Ray high-definition movies. Microsoft has percent, to $1.03 billion. The division begun a service to allow 360 owners to lost $96 million, down from a loss of download movies and TV shows onto their $173 million. Even if all of its other consoles. And with a new update, the 360 businesses were just breaking even, can now display games in the same 1080P Microsoft could lose that much money for resolution the PS3 uses. “As far as 80 years before it ran out of money. technology goes, it’s a wash,” Bach says. analysts believe Microsoft will gain 2007. The dearth of first-party titles production problems are behind it, and market share in the newest generation of reflects the fact that Microsoft has the he estimates it could sell 10 million to 11 consoles. And if Sony and Nintendo fail smallest internal development team million consoles by the end of the year. to execute, Microsoft might have a among the console makers. It has about By comparison, he thinks Sony will be chance to take the lead. 1,200 game developers, while Sony has lucky to ship two million consoles, while 2,500, Nintendo has an estimated 1,500 Nintendo could move four million Wii “Sony could go from first to third,” said and Electronic Arts has more than 5,500. machines. Thanks to its long head start, David Cole, an analyst at DFC It will be hard for Microsoft to beat its McNealy said Microsoft will still be ahead Intelligence in San Diego, CA. “Clearly, it rivals if it doesn’t have enough soldiers of Sony by the end of 2007. will be a much closer race this time.” on the battlefield. Technological obsolescence is one of the But it’s too early to count anyone out. Microsoft has also failed to take greatest threats facing the 360. Sony’s Both Sony and Nintendo were able to advantage of its lead as much as it could Blu-Ray games are already using a lot delay their own launches of next- have. A big shortage of memory chips more capacity on a disk than Microsoft’s generation consoles because their profits hamstrung production in 2005, and poor games are. That means Sony’s games were being fueled by the launch of new quality on the initial units forced handhelds. In 2005, those handhelds Microsoft to make an embarrassing accounted for the bulk of the growth in admission 10 months after the launch: the market, allowing Sony and Nintendo Units made before 2006 were so poorly to hang on to a lot of the industry’s constructed, Microsoft promised to offer profit. In 2006, the has fueled free repairs to anyone who had problems a lot of growth in revenues, but Microsoft with an early console. And while hasn’t been able break into the black. Microsoft promised to hit 10 million units Meanwhile, Sony is enjoying a lot of before Sony sold one, the company only residual sales for games on the had sold six million units – shipped into PlayStation 2, which has been outselling the distribution system – as of Sept. 30. the Xbox 360. Clearly, there has been a lot of friction that has held back Microsoft from Some of the company’s big first-party cementing a huge early lead. titles, such as Crackdown, Too Human and Mass Effect, have slipped in P.J. McNealy, an analyst at American production, and won’t be released until Technology Research, says Microsoft’s could eventually surpass Microsoft’s in Nintendo is certain to offer many more 360, even as they ramp up support for depth. Even if that never comes to pass titles that appeal to non-gamers. While the other consoles. in the 360’s five-year lifespan, Sony is Microsoft seems obsessed with taking trying mightily to convince gamers that away gamers from Sony, Nintendo may “By being No. 2, we got the chance to the 360 is yesterday’s technology. Kaz have the more elevated plan of expanding play again,” said Gates. “Our credibility is Hirai, CEO of Sony Computer Entertainment the market for games. If that strategy strong with developers and publishers. America, contends that the PS3 is “future works, it may pull ahead of its rivals. Now with the Xbox 360, we’re playing proofed” for the next 10 years, thanks to with different rules based on what we’ve Blu-ray and the Cell processor. But Nintendo’s newfound learned.” competitiveness could also help Nintendo remains the biggest wild card. Microsoft. Moore has acknowledged the Dean Takahashi is the author of “The It has executed better on its launch than value of the “Wii60” psychology among Xbox 360 Uncloaked,” available at either Microsoft or Sony did. By focusing gamers who realize that they could buy www.spiderworks.com. Write him at on easily manufacturable low-end two consoles for the price of the PS3. [email protected]. technology, Nintendo was able to ensure a huge supply of Wiis for its first holiday In some sense, the battle for the next- season. Cole believes Nintendo will be generation consoles seems harder to call able to hit its target of four million units than ever. But looking at Microsoft’s worldwide by the end of 2006. And challenges in 2006 and comparing them Nintendo has a fighting chance to to the challenges of launching the Xbox expand the market to non-gamers, says in 2001, it’s clear the company has come Robin Kaminsky, head of North American a long way. There are still big elements publishing for Activision. of Microsoft’s strategy that have yet to play out. Halo 3 is expected to launch Shane Kim, head of Microsoft Game next year, and Microsoft will debut its Studios, says Microsoft is also trying to “Live Anywhere” communications system expand the market to non-gamers. That to leverage the PC, 360 and cell phones. was why Microsoft’s Rare studio worked With such prospects to come, neutral for years on Viva Pinata, a kid-oriented parties like Electronic Arts continue to game with cute piñata animals. However, throw considerable support behind the While Jordan Weisman guided Microsoft’s very eye-opening experience. It was this game division to respectability, worked complex, immersive entertainment on the cutting edge with Virtual World experience that really made you think, centers, started a cool miniature gaming that made you collaborate with your company and currently heads up a peers, socialize and problem solve. It bleeding edge ARG design firm, he was like nothing else I’d seen.” describes his background with a simple, “Let’s see. I was a college dropout who More importantly, “It also finally forced founded FASA.” Founded in 1980 by me to read, because there was no way to Weisman and a partner, FASA — short cheat through it. If I wanted to start for Freedonia Aeronautics and Space telling my own stories and running my Administration, after Groucho Marx’s own games, I needed to read those damn fictional country inDuck Soup — was a books. And I also needed to read Tolkien, tabletop gaming company known for so I understood what the hell an elf was, legendary franchises like and and Sauron, and orcs. ... It was part of a Battletech before becoming one of the big turning point for me.” He says he flagship developers in Microsoft’s efforts “really fell in love with the concept of to legitimize itself in gaming. creating that kind of immersive social entertainment. I did that through what Going back a little further, Weisman was left of high school and my abortive describes himself as “a severe dyslexic college career and then decided to go growing up, and [I] had bluffed my way pro, if you will, [by] starting FASA.” through school until about age 16. I succeeded in never actually reading a He describes the early days of FASA as book up to that age, as many dyslexics “very small. It was [started], literally, do. You become very good at cramming around my parents’ kitchen table when your way through that kind of stuff.” we were playing a game that I was Dungeons & Dragons changed all that. running. It was a system called “[When] I was a camp counselor up in Traveller, which was a system published Wisconsin, one of the other counselors by Game Designers’ Workshop. I said, discovered the game and brought it to ‘Hey, I’m going to start up a publishing camp and got me involved in it. It was a company, initially to publish accessories for Traveller. Anybody want to come in on “different strengths and weaknesses,” he Beast. “The Beast I was sort of doing it with me? I need 150 bucks.’ Ross says. “I get to be part of corporate totally off in left field.” Babcock, from across the table said, ‘Yea, America for a while, until I find my soul I’m in for $150.’ So we became partners, again and go back to the garage.” He While The Beast was not the first went down to the local quick print place picks his words carefully, saying, “For , it is a major and printed up stuff, and started hocking me, personally, I think [selling out to reason for the genre’s popularity today. it door to door to the different stores in Microsoft] was the right thing to do. It Not only was The Beast a highly the Chicago area.” At those stores, he gave me an opportunity to play, to have successful game on its own, the many says, “We asked them where they bought what is one of the dream jobs in any players it drew in - especially a dedicated their goods and developed a list of game designer’s world. … If you’re the group called the Cloudmakers - distributors and started sending stuff out Creative Director for a major launch contributed to many new up-and-coming to distributors. So it started with the two platform in the videogame world” - in ARGs and continue to breathe life into of us and my girlfriend and grew from this case, the Xbox - “that’s a pretty the genre. Microsoft’s contribution was, there.” Two or three years later, they darn cool position to be in.” Weisman says, almost entirely were “the second-largest company in that accidental. “Microsoft had acquired a very small industry, after the guys who I was curious about what led to his license to do games based on Spielberg’s published Dungeons & Dragons.” decision to leave. “Well, you know, I filmArtificial Intelligence, which is a tall started out in the paper games industry, order, because it was not a movie that FASA’s success in tabletop and electronic and after 13 years of working with anybody was going to walk out of saying gaming brought Microsoft knocking. The programmers, I think I needed a bit of a ‘Gosh, now we get to play the game.’ fate of the FASA team is covered more break,” he said, laughing. “But I also extensively in Russ Pitts’ “From Borg to think that, as cool as being on top of the “Whether you liked the movie or not, it’s Boss,” but his team experienced food chain for Xbox and Microsoft Games a very private, emotional story, not a considerable difficulty adapting to was, from a Creative Director’s classic game-setting type of story. But Microsoft’s development culture, and one standpoint, it also meant that I didn’t get the universe in which the movie was set is struck by the sense that Microsoft’s to work on my own projects. I was had some game potential. It was a by-the-book engineers didn’t quite know babysitting everyone else’s. And, dynamic universe with interesting what to do with a bunch of free-thinking ultimately, that’s what I left to do. So in technology and some interesting central creatives. On a personal level, Weisman that period of time, there were only two conflicts, which could be used as an calls it a “mixed bag. I learned an projects that were mine.” Those two interesting backdrop for games. enormous amount.” Each of the projects were and The Microsoft had a need to be able to companies he’s worked with has effectively bring the backdrop of the movie to the forefront and use it as a pottery. And if they find the shard, they content and don’t tell anybody it’s there? context to set our games against.” find more shards of pottery, and if they That’s not marketing! Marketing is about find enough, they can not just reconstruct telling people.’ And I was like, ‘Yeah, but As Creative Director, Weisman says, “I was the pot, but the entire society that left I think the rules are changing.’ And I looking at ways to do that, and we used that pot behind thousands of years ago. I think, now, the demographic we’re the platform to experiment with some of thought that would be an interesting way talking about, the bigger the neon sign, the storytelling techniques that I’d been to tell stories, what we call the the faster they run the other way. wanting to do on the web. [I was] looking deconstructed narrative. for a story format that’s dynamic for the “Luckily, Steven Spielberg and Kathleen web. Because in my mind, every “I thought about, given the communication Kennedy [A.I.’s producer] fell in love with communications technology eventually technologies and tools at our disposal. … the idea when we presented it to them. develops a narrative format that takes Would there be a way to form what we Steven loves storytelling, and the idea of advantage of that communications called The Hive Mind, and focus [the being part of an experiment in a new technology.” He uses examples, like the players] on the telling of the story … rather form of storytelling was very exciting to novel existing because of the printing than us telling the story to them?” them. With their support, Warner press, movies existing because of film, Brothers had no choice but to sign on.” and so on. The web, however, “didn’t have As he began to explore that idea, “it a storytelling format that was developed turned out that Warner Brothers was also Getting back to the reason he left specifically for the web.” looking for a way to raise exposure for Microsoft, Weisman tells me he left [AI].” This was largely because, he says, because “I’d started a company called At the time, the web “was used to “[Spielberg] was not giving them any film WizKids. It was initially just designed to transmit previously created formats of to work with. He likes to keep the story be kind of a relief from the bureaucracy linear and branching concepts. So I kind really close to his chest and not have the of Microsoft, a little hobby because of of stood back and said, ‘Well, what do we entire story revealed in the trailers, which this game idea I’d come up with. ... But do on the web every day?’ I really looked is something I [can] appreciate.” that little hobby took off at this through a ton of crap trying to relay incredible rate, and was growing really information in a way people would care The challenge came when he tried to fast, and I needed to leave Microsoft and about,” be it an article or photograph or explain to the marketing division the run it full-time. ... And that company whatever. He likens the way people look idea of building an elaborate game and grew very quickly, and we sold that to for information on the web to “an then not telling anybody about it. The in 2003.” Prior to the acquisition, archaeologist looking through a lot of reaction was, Weisman says, “’Wait a he’d started up another company called sand for a piece of pottery, for a shard of minute, we build a ton of expensive , which dealt in ARGs and other forms of new marketing. “After company was to try to tear down that the acquisition, I was able to devote wall.” Part of that process was more time to 42 as I was fulfilling my simplification, requiring “our game obligation to Topps, and [I] left Topps designers and our producers to be able earlier this year to be full-time with 42.” to ... sell their product in 50 words or less.” The reaction of product And then to bring it all full circle, 42 development was, predictably, “‘This is wound up working with Microsoft again, crazy! The game has so many levels of through Weisman’s prior ties there. I subtleties!’ And I’m like, ‘Look, if you asked him how he happened to leave a can’t do that now, why, $5 million and good enough impression on Microsoft’s two years later, is some schmuck in internal marketing teams to be hired on marketing going to be able to do it?’” as a third-party ARG developer. “There were a few groups that really got “In entertainment, marketing and product it, you know, so I built very good development have to be completely hand relationships with them over the course in glove, because the entertainment of this process.” Some of these groups experience starts at your first exposure were eager followers of what Weisman and goes through the final credits, and and his team did with The Beast, and your first exposure is usually via when one of these groups was building marketing,” he says. “So, in my mind, that the campaign structure for , 42 should all be one organic whole, right from was tapped to put together another ARG. the beginning, right to the very end.” “The goal for us was to take it from what it was already going to be, which was Microsoft, “like a lot of large companies, the largest videogame launch, and turn has this giant, spiked Berlin Wall it into a pop culture event.” between marketing and product development, and [there was] a huge The idea for what would become amount of animosity between the the ARG came from a very groups, which I thought was very classic source, he says. “The mainline counterproductive, and so one of the big marketing campaign for the product goes agendas I had when I joined the around the theme of War of the Worlds. That was their kind of inspiration point, Puppetmasters? “You always dream that logic could’ve resulted in that and what be out there and experimenting and you know? Because the Covenant was people are going to really appreciate it was done. I think there are some very discovering where the boundaries lie. going to attack Earth in the beginning of and get involved and love it, but at the interesting gameplay dynamics they’ve We’re enjoying it. We love doing that. the game. So our team sat down and same time, you’re never really prepared introduced into that game. Would a first- It’s all about, you know, screwing with thought, ‘So, in a War of the Worlds for when it really connects.” person shooter have been my first pick people’s minds. That’s what’s fun.” context, what’s the right sort of jumping for Shadowrun, personally? Probably not. off point for us?’ And we returned to the Since the Shadowrun debacle was still Do I think the first-person shooter that Orson Welles broadcast from the 1930s.” fresh on our minds, and we had one of they’ve developed is an interesting one? If you have a problem, if no one else can the guys behind Shadowrun’s initial Yeah, I think it is. I think some of the help, and if you can find him, maybe you The idea evolved into taking a “six-hour incarnation on the line, I felt I had to ask fictional faux pas are being addressed.” can hire Shannon Drake. radio drama and then breaking it into what he thought about FASA and one-minute pieces and sending [them] to Microsoft’s activities since he’d left. “I’m With a resume like his, Weisman could pay phones around the world.” Once the disappointed that they aren’t continuing, work anywhere. With that in mind, I basic concept was in place, he had to “sit or they don’t have an active MechWarrior asked him why ARGs, what the draw was down with a bunch of teams, who, luckily, project in development. I think there to him there? “I love telling stories. And I knew well. ... They let us play in their was, and continues to be, a big audience I love working with other storytellers. playground and create a story, which has and it continues to build well.” And I love trying to tell stories in new a great twist at the end of it, in that the and different ways. So, ARGs are just players, ultimately, inadvertently, are the Regarding Shadowrun, he picks his the latest in a series of new ways to tell ones who call the Covenant to Earth. So it words carefully, saying, “I know a lot of stories that I’ve been experimenting with had that sting at the end of it.” the development cycles that that went over the God knows how many years through and some of the challenges the I’ve been doing this now. And I don’t While pinning down the number of team has faced. I think, also, there are think we view what we did in The Beast players in an ARG is notoriously tricky some unfortunate things that they as … like, the early movies, you’ve seen business, I Love Bees was, at the very changed in the fiction and, frankly, in movies like The Great Train Robbery, least, an Internet culture phenomenon, they’re correcting. I think they’re we haven’t even gotten the basic with signs showing up in presidential reaching back out to the fans, and in a cinematic tools yet … . And I think every debates and one enterprising player way that I think the fans will respond year we’re moving that forward and driving into the heart of a raging positively to. You know, it’s hard, learning more and more about this art hurricane to answer a game-related because there’s a lot of issues that they form, and the stuff we have in phone call. Did it come as a surprise to can’t talk about externally, the fans only development now is sort of taking it to Weisman and his enterprising team of see the outside stuff and wonder what the next level. So it’s exciting to kind of The phenomenon of blogging has been how depressed it gets when you fail to going strong for the last five years, and, give it attention. in a fit a naval gazing, the phenomenon of reporting about blogging (or, God The Xbox Live service makes gamer forbid, blogging about blogging) has information public; their rankings, been going strong for about four of those reputation, what games they’ve played years. What are the roles of blogs? How and so on. This information is used not much power do they have in regard to only in Xbox Live, but several websites traditional media? How careful should that gamers use for everything from you be when blogging about your finding opponents to establishing personal or professional life? Blah blah. bragging rights. Microsoft emphasizes the ability to personalize your Currently Technorati is tracking 60 information in Xbox Live with a user million blogs. Some people have more icon, personal likes and dislikes, what than one blog, wanting to segregate zones you game in, and what games parts of their lives into personal, you’re playing. business, political, gardening, etc. Sixty million blogs, slightly less than 60 million IT developers and members of the Xbox bloggers. Community Developer Program, Trapper Markelz of Chicago, IL, and Steven Sopp Well, now there are more. Not bloggers, of Durham, NC, decided to take the though. Just blogs. Because your Xbox information and do something more than 360 can have a blog and give its opinion the typical community registration site. about you, your gaming progress and In early 2006, Markelz attended the O’Reilly Emerging Technology Conference and was introduced to the term “blogject.” Coined by technologist Dr. Julian Bleecker, it refers to an object that gathers data regarding its interaction with people or its environment - just like the Xbox stores information about the games it runs, how often it’s played, The blog posts usually include how player reputation, etc. excited the Xbox was to be played, the gamer score, the game and how many In discussions with Sopp, Markelz days in a row the gamer has played. realized how the term could relate to the Xbox 360, and they had an Xbox 360- Although thousands are registering their blogging prototype up in a couple of consoles, user response to this service is days. “The response from the prototype varied. Many gamers discuss the service was so huge that we immediately on their personal blogs, musing on what developed it into a full blown product their Xbox is saying about them, or just which became 360voice.com.” how they feel about their machine getting a voice. All the user needs to do is register his or her Xbox information at 360voice.com, “The Gears of Dennis Spin and Grind” and Sopp and Makelz will give the posts on his Myspace blog, “I decided to player’s Xbox a voice. And now, what we allow my Xbox360 to start its own blog.. have are well over 50,000 Xbox 360s check it out..Dennis’ Xbox360 Blog… This proudly blogging away. will show you just how sad and pathetic I am at times..plus it says just how much V1GILANC3’s Xbox - 10/29/2006 I play, haha. (Give it a few days..its V1GILANC3 really threw down takes time for it to get started).” yesterday. It was good to see! I wish you could have been there! Last time I Jame Healy has thought more about the checked, his gamer score is 6164. That concept: “Obviously this is a fairly is an improvement of 30 points over straight-forward concept… it analyzes last time! He made some progress on your gamer tag and scores, etc. and Splinter Cell D.A. finishing 1 applies some built-in comments (that are achievement, and after that powered actually quite humourous and/or me down without even saying good original)… When is my refrigerator going night. I mean what the hell? to comment on the amount of beer and milk (and lack of vegetables) in its blog…” And some comments are simply sophisticated computing advances, we straightforward. Matt posts on his might actually begin to see our consoles Myspace blog, “My XBOX360 is watching getting their own blogs and saying what me. This is weird.” they really think about us. You’d have to make sure you were buying a console The blog also takes a page from some system who liked your puzzle games so Nintendo games and employs guilt it wouldn’t talk smack about you on its tactics seen in Animal Crossing and Brain blog about not letting it play GRAW with Age. If you don’t log in for a while, it its friends. begins to whine, asking if anyone else saw you, mentioning how it cried One thing these blogs lack is the full (“manly tears”) and eventually getting community aspect of blogging: namely, angry and claiming that you are no allowing comments. Would Xboxes put gamer. comments on each others’ blogs? And what about if other machines began V1GILANC3’s Xbox - 11/10/2006 blogging, like our cars and refrigerators? Where is V1GILANC3 at? I want to I can see a flame war happening with disown him. I am putting myself up on the console system flaming the car when eBay ASAP. you drive away from home on vacation.

Posts like this makes one wonder about The blog script is, as Jame Healy said, the future of blogjects, wondering if this original and fun. One aspect of Xbox live could really happen. Are these Xbox is the reputation system, where if blogs just a slippery slope of allowing our someone is a bad sport or not fun to play machines to have a voice? with, they will be tagged as such. The Xbox is proud when your reputation goes Of course, the posts at 360voice.com are up. pre-coded responses repeated on many of the blogs, and real posts like this Princess Sushi’s Xbox - would take some pretty advanced 11/13/2006 artificial intelligence. But if the future of Princess Sushi decided to ride the these gaming consoles includes such gamer-train yesterday. I will admit it... I was happy. What is the gamer score? refreshing to see people using the 1499 is what it is! That is a profit of 60 blogosphere for just plain fun. points over last time! She rallied Viva Piñata adding 3 achievements, Gears of “What we are doing right now scratches War, and then I came out of my trance the surface of what is possible once you and realized it was all over. start caching all this gaming data,” says Markelz. He and Sopp keep a developers Did I mention that I like it when people blog at http://blog.360voice.com/, and like us? Princess Sushi’s gamer they are constantly looking to see what reputation increased yesterday proving else they can add to their service to that she is an all-around nice girl. build a community as well as an innovative and fun tool for Xbox Live When the media looks at blogging, they junkies. call it “citizen journalism” and wonder about the role of blogs in the future of Although, I must admit I’m not sure if media. But let’s face it, most people use what console junkies need is blogs as online diaries, listing what they encouragement to play more. did, whom they saw and how it made them feel. These blogjects fall heavily Fatty Chubs’ Xbox - 10/26/2006 into the second category, and a good Fatty Chubs... I beg you! Please don’t thing, too. I’m not sure how I’d feel if make me hurt another day... please? my console system began telling me its opinion on the latest elections (especially if it disagreed with me; that would be Mur Lafferty is a freelance writer and awkward). What these blogjects do, at podcast producer. She has dabbled in as present, anyway, is remind us that much gaming as possible while working blogging needn’t be the definitive next with Red Storm Entertainment and White step in journalism. With the scandals Wolf Publishing. Currently she writes surrounding blogging - people who don’t freelance for several gaming publications check sources, libel lawsuits and job and produces three podcasts. She lives losses over whistleblowing - it’s actually in Durham, NC. It’s no secret that every product on typically have very strong backgrounds every shelf in every store is subjected to in experimental design and statistics.” a wealth of market research and end- user evaluation, but a little digging around Despite being trained for such a in the Microsoft Game Studios earth multifarious profession, it seems a little uncovered an entire department of hard to figure how someone like Dan fits engineers and - what’s more unexpected – into the grand scheme of making psychologists, all dedicated to quantifying videogames fun and playable. His the appeal and fixing the flaws in the colleague, and another User Researcher human element of videogames. in the Group, Tim Nichols shed some light on an engineering psychologist’s Daniel Gunn is a User Researcher at role in game development. Microsoft’s Games User Research Group, who tells me about the underlying “Engineering psychologists are interested function of his profession. “I’m trained in in the capabilities and limitations of Human Factors Psychology,” he says. users and how best to design for those “When most people think of capabilities and limitations,” he begins. psychologists, they typically think of “Designers are always curious about how clinical psychologists who treat people’s gamers interpret the game. Do they phobias, personality disorders, solve the puzzle the way they’re depression and so on. supposed to, do they get lost in the city, do they use the right weapon against the “Human factors psychologists, on the boss, do they notice the box of unlit other hand, deal with how humans torches in the dark cave (looking in your interact with the environment, tools, direction, Oblivion tutorial!)?” laughs technology, information, etc. We strive to Tim, clearly someone who is not only an ensure that systems are safe, intuitive, integral member of the industry, but also productive and easy to use for the user; a dedicated gamer. He continues: we focus design on the human factor. Most human factors psychologists have “At Microsoft Game Studios, game extensive training in human cognition, designers can turn to the Games User memory and perception. In addition, we Research Group to help answer these since worn away her fingerprints on the the A.I. level of computer-controlled enemy controller. Not only that, but my house pilots. Although it was quite reasonably has since become populated with exactly assumed most people would be familiar the kind of people you wouldn’t expect with the term “A.I.” as an acronym for to be spending their time on “artificial intelligence,” an early study videogames; my father, my wife’s showed a combination of trifling factors friends, the nutcase kids from next door conspired to confuse the users. – none of them have ever been interested in this form of entertainment The main problem was with the term before. So why now? itself. Although the participants had been selected due to their gaming and flight I had to wonder how much of this sim experience, the term “A.I.” was unsolicited fascination was the result of a apparently not as well known as the psychological prowess infused into a development team had assumed. It may game’s early development. be common jargon for developers, but only two out of seven testers were Microsoft’s current console. I can A previous report from the User actually familiar with it. honestly say the Xbox 360, the Research Group highlights exactly how PlayStation 3 nor the new Nintendo Tim and Dan’s team deals with Had this minor problem not been machine (whose name we shall not apparently minor aspects of a game highlighted, there was a novice questions. Folks in my group have speak) held any interest for me. (such as the user interface) to ensure users would begin their first few games of extensive training in how people Eventually succumbing to a few test even new players don’t start off with a Combat Flight Simulator against an perceive, how they interpret what they games in a local videogame store negative impression. incredibly difficult enemy and scrap the perceive and how they make decisions prompted an unexpected entire game before getting to grips with it. based on these interpretations. Combine purchase, one I didn’t relish having to During tests of Combat Flight Simulator, that with our passion for gaming, and, explain to my accountant (who is also the Group flagged a usability problem Dan confirmed this preemptive basically, we’re very good at measuring my wife). that anyone other than a trained “tweaking” of a game (and its interface how gamers react to games.” psychologist might easily dismiss as system) is what the Group is all about. After a few hours of obligatory nothing more than a niggle. One of the “The idea behind the Games User Speaking to Dan and Tim has made me resentment, she reluctantly gave the selections within a setup menu was a Research Group is very simple: Collect wonder about my own introduction to new console half her attention and has choice of three radio buttons for adjusting unbiased data from real users during game development and use that data to would make them pretty unpopular with huge, free-roaming game), though it make improvements in the game before programmers, designers and artists, and turned out to only be fun if the users it’s released. Although the idea is a simple Dan can recall a time when the Games played as the designers intended. Which, one, the process is far from simple.” He User Research Group certainly had to of course, they didn’t. laughs, summarily making light of his prove its worth to the rest of Microsoft obvious hard graft. He continues: Game Studios. The Group’s solution to this problem deviated from normal error counts and “It’s not as easy as just bringing in the “Eight years ago, when the group was pass/fail criteria by bringing the actual target consumers and getting their first forming, many development teams game developers into the procedure to feedback. Careful control and expertise questioned the benefit of having simply observe the tactics employed by in psychological research methodologies psychologists conducting user research users. The game had been designed with must be leveraged in order to ensure the on their titles,” Dan remembers, “but our the assumption that players would be information we get from users is group has grown substantially over the combating enemies in close quarters, but unbiased. The nature of how the testing past few years, which speaks to the the shrewd users immediately discovered is set up, the interactions participants importance Microsoft places on the work the targeting system allowed them to have with the experimenter and other we do. remain at a distance and pick off the participants all have to be carefully enemies from long range. controlled in order to ensure the integrity “The most progress has been made in of the data we collect. how teams approach making games. Not only did this circumnavigate the User Research is now seen as a key deliberately designed “fun” aspects the “The reason our group consists of ingredient in game development, and the developers had worked so hard to individuals with a strong background in importance of our work is recognized by create, it also left the players bored and psychology is that we are specifically the development teams. Today, it’s frustrated as they never actually saw the trained to gather data from people in an actively sought after by the teams.” combat and felt their weapons were unbiased fashion, and we are well aware of all the potential areas for bias to creep This idea of a more collaborative effort in and work diligently to minimize that between the User Research Group and possibility.” the game designers proved invaluable during the development of Halo: Combat You’d think a team of psychologists Evolved. The development team worked searching and digging to find hard to make the game consistently fun fundamental flaws in a game’s design throughout (no small task in such a highly inaccurate from being used at targeting system was also adjusted to The “power up” is almost reachable if I such a long distance. have a range limitation, thereby can just balance on this minute piece of influencing users to discover the scenery long enough to do a double jump This time around, it was effectively the enjoyment of close-quarters combat. in exactly the right place ... damn it! developers who were undergoing evaluation as they observed an Spending their days examining the I’m happy to hold up my hand and admit unquestioned usability group. Their task workings of a gamer’s brain provides the I’ve jumped, double jumped and thrown became finding ways toencourage Group with a unique insight into the away life upon life trying to get that users to play as intended without forcing behavior and habits of those of us who damn power up, only to succeed in decisions upon them. This was achieved dabble in the electronic arts; most of attaining severe thumb cramps and a by adjusting enemy intelligence to dodge which we don’t even realize ourselves. bitter taste of defeat. shots taken from long range and by Tim provided me with an inside glance at advancing on the player to a position the psychologist’s perspective: “It’s The difference between a difficult, yet within the intended “fun zone.” The always interesting to observe gamers deliberate puzzle and an unsolvable perseverate on a usability problem in a discontinuity in gameplay is not game build. So often, gamers will bang something I have ever really considered, their heads against a wall repeatedly, but the process of trying to ensure our trying to figure something out. This may perceptions are guided in the right be different from non-entertainment direction is an art form in itself, one best software, because gamers have an suited not to a game tester or a expectation (learned over time spent programmer, but someone trained to playing many games) that difficult tasks understand the volatile inconsistencies of in a game environment are part of the human nature, just as Tim explains: game, that these tasks have findable “When the difficult task is intentionally solutions and it will be fun to finally implemented by the game designer, this uncover that solution.” is the case: There is a challenge, and it’s fun to overcome the challenge. (For And who among us can say they’ve example, think of the time when it finally never actually found themselves in all clicked in your head that one exactly this kind of scenario? particular weapon used in one particular way would make a boss fight much easier.) Unfortunately, when there is an unintentional difficulty in the game (a really what their bosses at Microsoft are enchantment, but it’s certainly a ‘usability’ problem), there may not be a looking for. testament to the hard work of the people ‘eureka moment’; the problem might at the Games User Research Group the just be really, really hard to solve. In “I have friends with similar educational way they wait on my doorstep and these cases, users sometimes continue backgrounds who are testing how users huddle around my TV. to bang their head against the wall, interact with copiers or microwaves. trying to ‘solve’ a usability problem. The Now, I have nothing against microwaves Fun, it seems, is a serious business, and end result is that the user will eventually (Hot Pockets are a nutritional part of any it’s reassuring (especially for those of us look up from their bleeding fingers and meal), but I get to do the same work, who stretched our bank account to its mangled controller, realize that the game only with space marines and RPG skill elastic limits in order to join the next is not fun and stop playing – even if trees and awesome graphics and generation community) to know there they managed to solve the problem. technology. This field is justfun to work are people like Tim Nichols and Dan in!” he says. “And inevitably, when I walk Gunn at the User Research Group “We want to avoid these experiences at a usability participant to the exit, I’ll be working hard to realize our wild and all costs. Psychology is a behavioral asked about job opportunities. I don’t varied perceptions of great videogames. science, and while there’s a certain blame them; I’d want to do my job, too.” degree of peering into the black box, it’s definitely not a crapshoot when trying to Dan has an equal passion for his job: Special thanks to Randy Pagulayan, Tim figure out why people behave the way Nichols and Daniel Gunn for their help they do.” “If I wasn’t working in the Games User and enthusiasm. Research Group,” he told me, “I’d be Although they work this closely with dreaming about having this job! I’d be Spanner has written articles for several designers and development teams, both doing something that involved helping to publications, including Retro Gamer. He Tim and Dan spend a lot of time with make some sort of technology or device is a self-proclaimed horror junkie, with a individuals outside of Microsoft’s user more user friendly, but it definitely deep appreciation for all things Romero. research program. Inevitably, these wouldn’t be as cool as games!” testers are also people keen to get involved in the dynamic area of I may not get to use my Xbox 360 as engineering psychology and the gaming much as I’d like (or at all) due to the delights it brings. But, as Tim explains, a long line of “the recently converted” long history of videogame playing isn’t sampling their first taste of videogame EDITORIAL PRODUCTION BUSINESS Executive Editor Producer Publisher Julianne Greer Jonathan Hayter Alexander Macris

Content Editor Layout Artist Associate Publishers Joseph Blancato Jessica Fielhauer Jerry Godwin Russ Pitts Jason Haile Gregory Lincoln

Contributing Editor Lead Web Developer Director of Advertising JR Sutich Whitney Butts Susan Briglia

Research Manager Web Developer Chairman of Themis Group Nova Barlow Erik Jacobson Thomas S. Kurz Tim Turner Contributors Shannon Drake IT Director Mur Lafferty Jason Smith Spanner Dean Takahashi

Issue 73, © 2006. The Escapist is published weekly by Themis Group, Inc. Produced in the of America. To contact the editors please email [email protected]. For a free subscription to The Escapist in PDF format please view www.escapistmagazine.com