Four game studios in one day

On Wednesday last week I spent a very busy day battling through hordes of world youth day pilgrims as I ran around Melbourne visiting four Australian game developers: Firemint, Redtribe, Tantalus and Transmission. I was interviewing CEOs and senior management of these companies as part of an early career researcher grant.

I didn’t really know what to expect as I’d had little contact with the industry in Australia. A few years ago I did visit iD Software in Texas to chat about Urban Terror (which I had been pretty heavily involved with). While that was a great experience and iD was very generous in subsidising my accommodation and travel, I didn’t really feel a warm glow from the US industry. It’s pretty cutthroat over there, and I don’t believe that being followed by hordes of fanboys would improve a person’s overall temperament. My friend Neil Boyd at AIE Canberra did a great job of getting my foot in the door with the local industry, and he had indicated that they were all pretty decent companies with good management.

once I’ve done some more interviews with Australian developers I’ll get the work transcribed and start doing some analysis. While I can already see some interesting themes emerging, the detail is something I’m keeping confidential for now.

I’m hoping that the next interviews will be with 2K Australia (the Bioshock people), because these guys are in Canberra, and so they’re relatively easy for me to contact. After that, Sydney’s likely to be the next, and then later I’ll head over to Brisbane for the last interviews with companies like Krome, Halfbrick and Creative Assembly.

Games: mobility, haptics and physical space

I’ve been prompted to think a bit about games and space because of an upcoming workshop at RMIT in July. The workshop is being organised by Larissa Hjorth and Ingrid Richardson and focuses on mobile technologies, gaming cultures and the haptic. Nice topic for me, because it bring together interests I have in games, society and technology and augmented reality. It also fits in nicely with my Australian games industry research project, because I have to go and interview some people in Melbourne sometime in July. Why not wrap the two together?

I was chatting with someone the other day about casual games and the idea of soccer mums as gamers. This idea - soccer mums as gamers - came from a chat I had recently with Neil Boyd at the AIE Canberra. The point here is that new markets for games are apparently appearing in spaces where people have time to kill and in this way, casual games have the potential to open new markets for gamers. Some people have scoffed at the idea of the average soccer mother sitting passively in a four wheel drive (instead, they’re on the sidelines, encoraging children to engage in acts of extreme violence against the opposition and sometimes, the referee).

Someone I mentioned it to made a really great point: these “downtimes” - waiting while the kids play weekend sports, commuting, sitting in airports, waiting in queues, etc. - are about the only spaces in modern sub/urban life where gaming does not need to compete with other media for attention, and as games move into mobile devices (anyone have a mobile without a game?), the chances become high that you may have a game in your pocket at just the right time.

Two interesting questions occur to me here. First, what happens to us as our few spare moments away from media are absorbed? Is there anything special about downtime, spaces where we have nothing to do but be quiet and inside ourselves? Now that I am time poor, I value any time I get to think. Some of the best and most valuable thinking time for me is when I’m in the shower or washing the dishes. Yes, there’s something meditative about washing the dishes!

Second, what happens to games when they move into this space, a space as much characterised by physical difference (the supermarket versus the home office) as it is by a difference in levels of attention? A game that is played in snippets while waiting in a queue at Woolies is going to need to be designed differently to a game that you focus on entirely when you’re in front of a computer screen. Would Bioshock work on a mobile platform? Can it even be adapted?

Internet histories: Perth

I’ve just got back from Perth where Gerard Goggin and Mark McLelland ran the second Internet Histories Workshop. I presented a paper on the role that AARNet played in the development of the internet in Australia. My main point: that internet history cannot and should not be represented by a single monolithic narrative, but that instead, we need to document and record what I call local histories. Local histories are the points at which people come into contact with the technology. Local histories can be individual’s recollections, or histories of the way groups of people used the internet (for example, Gerard’s work on the Pegasus ISP and the use of the Internet in the Northern Rivers region of New South Wales). The role of AARNet here is to function as a local history, but also to link other local histories, which until 1995 had to be connected via AARNet since there was no other tier 1 ISP in Australia. I’ll publish a link to the paper once I check with Mark and Gerard about where we’re going with an edited collection.

There were a number of other papers presented, all great. The day went really fast given that it was filled with 30-minute papers and we never left the conference room in the WA State Library. The keynote, Professor Shin-Dong Kim from Hallym University in South Korea presented a fascinating paper about the uptake of the Internet in South Korea - a place renowned for its high penetration of high speed broadband. Kim linked the development of the Internet in South Korea to the importance of education in South Korean society, seeing this - more than just government policy - as a major social factor in the way South Koreans have embraced broadband.

One of the topics that came up was the need for some kind of national archive or place for the preservation and documentation of Australian internet history. The materials internet historians work with are quite ephemeral, worse than material stored on tape or disk - and much worse than even paper. FTP sites quoted in source documents often no longer exist, the data never backed up. Entire servers go missing, and a whole lot of stuff (like FTP sites) was never indexed by sites like the Wayback Machine (which only goes way back to 1996 anyway).
Harold Innis would no doubt have loved the way the Internet has so clearly demonstrated such a strong spatial bias, and such a weak temporal association. I think any archiving project will need to be aware of this, and do something about turning bits and bytes back into something more permanent and durable.

Blog has moved

I’ve just moved my blog from the Creative server at the uni to edublogs. There are a few reasons I decided to move. The main one is that I don’t want to keep updating the Wordpress software - it’s a pain, and if I don’t do it, then it leads to security problems. Someone else maintains this site so I don’t need to worry. Second, with all the talk of outsourcing IT at the University of Canberra, I’m a bit less confident that I’ll even have a server to play with. I’d hate to lose my posts, so I thought I should strike while the iron is hot.

Phoenix colour image

Just for fun I tried compositing three nearly identical sequential black and white images taken from the Phoenix lander on the hunch that they were taken using red, green and blue filters. The result is a colour image, below (click for a larger image).

False colour composite from Phoenix lander

Image constructed from raw images at the NASA Phoenix images page. Credit: NASA/JPL-Caltech/University of Arizona.

[update: NASA has published a more accurate version of the one I created. Compare and contrast!]

Games need a new classification system

Recently there has been renewed debate in Australia about the possibility of the Australian Office of Film and Literature Classification (OFLC) extending the computer game rating system to include an R18+ classification category (restricted the people over the age of 18). It’s an interesting issue from an academic perspective because it raises questions about the nature of game classification systems, and the status of games and the games industry in Australia. I’d argue that the current system for the classification of games is inconsistent and increasingly unable to effectively rate games. It’s not simply an R18+ classification category we need, but a complete reconsideration of how games are classified.

Background

A bit of background is useful here. Currently in Australia games cannot be given a classification higher than MA15+. This means that games that are deemed unfit for people younger than 15 are refused classification, which bans their sale or use in Australia. This doesn’t stop people from obtaining games that have been refused classification in this age of online shopping and digital delivery, of course, but it does curtail the marketing of certain titles, and increases the costs of developing games for the Australian market. In August 2005 the issue of an R18+ classification was brought up, but was scuttled by resistance from the South Australian Attorney General, Michael Atkinson. In Australia, changes to the OFLC guidelines need to be supported by all State and Territory governments.

So, what’s the problem? Advocates for the R rating classification argue that adults should be able to view whatever content they like - within reason. If I can hire or watch an R-rated DVD then it seems inconsistent if I can’t access R-rated games. One obvious concern here is what kind of game would be rated R - and do we want such games here? It’s easy to imagine a host of sinister titles lurking out there in the world that are currently banned in Australia. A move toward an R classification will open the floodgates to a deluge of violent and sexuallt explcit games that, because of their availability, will make it into the hands of children (this is essentially the argument presented by Atkinson).

What’s being banned: two examples

If we’re worried about the kind of material that might be permitted under an R18+ classification, then it makes sense to ask what kind of games are already being banned. What’s interesting is that many games that hold an R or 17+ rating overseas do not get banned in Australia - most get let through with an MA15+ classification, often subject to minor modification of the game code to tone it down a bit.

Based on the OFLC’s guidelines and the games that have been refused classification, it’s pretty clear that it’s explicit drug use, sexual or violent content (more frequently violent, because sex and drugs in games is less common than violence) that leads to a game being refused classification. Since 2001 18 games have been refused classification and of these eight have been granted M15+ classifications after modification of the game content [article].

One example is Soldier of Fortune: Payback, which features a lone Rambo-style soldier engaging in gorey, revenge-driven combat against computer-controlled human opponents. One might think that the basic premise of the game is the problem - you get to play someone out for bloody revenge. Yet where SoF seems to have run foul of the OFLC is in its depiction of the combat. ‘Rag doll’ physics is used to simulate the way bodies move (adding to realism) and opponents can be dismembered, decapitated and generally killed in all manner of hyperviolent ways. Nothing that you wouldn’t see in a modern horror movie, and probably a lot less realistic, but it’s interactive, so rather than watching people doing this, we’re doing it being done to other people. You can have a look at a gameplay video on youtube for this game and get an idea about what it looks like in play (warning: over the top simulated blood and dismemberment herein).

That’s seems like the sort of thing many parents wouldn’t want their kids playing. But here we have a serious issue that undermines the entire classification system for games, because the OFLC did eventually grant SoF:Payback an MA15+ classification, after some modifications were made to remove the dismemberment and gore. The Australian version looks much more like the trailer for the game released by Activision . Unlike the other video, which was recorded by a player, the official trailer has the violence settings turned down (you can dial-up the level of gore in the game, assumedly as part of some kind of trivial parental lockout system). This second version is very much like the view you’d see if you were playing the modified MA15+ version of the game in Australia. See, much better for kids - much more wholesome.

What’s even more problematic about the decision of the Office to refuse classification for this game is that the previous incarnations of the game (Soldier of Fortune 1 & 2) were passed unmodified with an MA15+ classification. The previous versions had many of the same issues as the sequel (blood, dismemberment) - in fact, they were major features o the game. One bit I remember in particular from SoF 1 was the way you could shoot enemies in the groin, then while they were doubled over, execute them. I wonder what changed between 2000 and 2007? Not the quality of the graphics: while the rendering technology is improving fast, the realism has not changed appreciably between 2001 and now. Look for yourself:


(image from
http://www.itworld.com/shared/images/2003/10/lw-1218-tengames_fig2.jpg)


(image from http://www.fpsteam.it/img2006/sof2/soldier_of_fortune_2-02.jpg)


(image from http://www.videogames.net.au/images/blood-in-sof-payback1.JPG)

For another example, take Rockstar’s controversial title Grand Theft Auto IV. It’s a ’sandbox’ style game which allows you to follow a linear plot, play sub-games or just wander armed around an urban landscape. In its previous incarnations it has been a controversial title. The previous version Grand Theft Auto: San Andreas was especially controversial in Australia because after initially being classified as MA15+ and released onto the market, a third-party ‘mod’ unlocked gameplay that involved simulation of sex that led to the OFLC reversing its decision and refusing classification some months after the game had been on shelves (you can find videos of the offending content on youtube if you search for “hot coffee” and “san andreas”).

The latest version of the game, GTA IV, was not refused classification. Instead, Rockstar submitted an already modified version of the game to the OFLC. The OFLC subsequently gave the game an MA15+ classification. To date we don’t know for certain what the modifications are, as Rockstar has not disclosed them. It’s pretty safe to say that the modifications required were minor as so far people playing GTA IV have not been able to find any major differences.

I have not played GTA IV, but I know that in GTA:San Andreas, even though it has an MA15+ classification, you could still drive your car onto the kerb and run over people, get out and repeatedly assault a wounded pedestrian with a golf club. You could still put bullet between the eyes of an unarmed pedestrian you confronted with a pistol - while they held their hands above their heads in surrender.

An R rating won’t let a rash of new violent games in. They’re already on the shelves - just with a few mostly minor modifications and an MA15+ rating. What an R rating would do is twofold. First, it would provide adults with the ability to make their own choices about what games they want to play. This principle is absolutely in keeping with the National Classification Code principles, which state that “adults should be able to read, hear and see what they want“. Secondly it would allow games with content that is deemed unfit for minors to be properly rated, thus giving parents a more satisfactory idea of what a game rated MA15+ contains.

A New Ratings System for Games

You’d think from this that I’d support the introduction of an R18+ rating classification for games. I do, but I think we need to go further. What we need in Australia is not a debate about introducing an R18+ category for games, but a reform of the ratings system to treat games independently of film. We already do this for literature, so why not for games?

When game ratings were introduced in Australia in 1996 they were bolted on to the film classification system. This was a practical move (because it made it relatively easy to introduce a game rating system), and it reflected the development of interactive CD content around the time and games that used a lot of video material - like Night Trap. But I don’t think a move that was practical in 1996 is still valid more than a decade later.

Since 1996 games have changed - the industry and technology has developed and so has the study and analysis of games. Most games scholars would argue that games are no more like film than literature is, and while aspects of film theory can be brought through to the analysis and criticism of games (as can aspects of narrative theory), games cannot be equated with film.

There has been a well known debate in the game literature between those who feel games should be studied only as games, and those who feel the study of games should emerge from forms established in the analysis of other media and communication. However, the consensus seems to be that the proper study of games needs to strike a balance between adapting existing approaches while retaining a very clear understanding that games are a form in their own right. Here I tend to agree with Ian Bogost’s perspective (from his 2006 Unit Operations), that the study of games can (and should) be informed by a range of methods of analysis, some of which have evolved in literature and film. But that does not mean treating games like film. And in an application of theory as practical as classification, this difference becomes much more important.

The problems that the OFLC face in rating games within the current system are to some degree shown in the inconsistency with which games are rated, and the relative inadequacy of the system in properly classifying game content, as described above. New kinds of games not envisioned under the OFLC’s guidelines also create severe problems. If you’ve bought a copy of World of Warcaft in Australia, you may have noticed a lack of classification on the box. The reason is simple, if problematic: the OFLC cannot classify online games. They say they are inherently unclassifiable.

Unless you’ve been living in a remote cave in Myanmar without electricity (or alternatively, unless you have no interest in games at all), you’d know that World of Warcraft is an online massively mutliplayer game. In other words, there’s one world into which millions of people come together to play - hundreds of them simultaneously on a single server at any one moment - both against each other and cooperatively. Blizzard, the makers of World of Warcraft, claim over 8 million subscribers. Apart from this being big business, it’s also a major form of media entertainment. Odd then that it remains unrated by the OFLC.

The problem, of course, is that a game like World of Warcraft is far removed from film, and this makes classifying it under a system designed to classify film is problematic at best. Aside from quest chains and general background, there’s no linear narrative in World of Warcraft. There’s no real end in the game, no resolution. It’s open ended, finishing only when the player gets sick of the game. Because the player’s experience of the game is mediated to a certain degree by the actions of other players, the game exeprience can change. You can go online one day and have an adventure with a bunch of people on their way to slay some monsters. Another day you can go to do the same thing and find yourself repeatedly attacked and killed by hostile players. In the United States, the ESRB (the industry body that rates games - game classification is self-imposed by the industry in the States) notes that game experience in online play for games like World of Warcraft “may change during online play”.

This is not to say that a game like World of Warcraft can’t be rated, just that it cannot easily be rated under the current classification system. This again emphasises the limitations of the current classification system with respect to games, and strongly suggests the need for a new system that is specifically designed to classify games.

The exact nature of such a classification system is not something I nor any other single individual can define, because I don’t have all the necessary perspective
s on games. The development of new guidelines for games should be something that a select group of people develop in consultation with the community. And here, I would emphasise the importance of balancing that community. There has to be people representing industry on such a panel, and there needs to be people representing a diverse range of views - but it’s absolutely vital that such a panel understands games. A panel to develop game classification guidelines stacked with people who do not play games, and who persist in seeing games as something that are played by children, but who are otherwise leading authorities in some supposedly related area, is not going to develop sensible guidelines, and the process will be pointless.

So, yes, from a political and legislative standpoint, we need to get a little bit more mature in this country about games. The games market is developing and maturing all on its own and will continue to, with or without the government. But there is a clear gap forming between the legislation and political voices on the one hand, and the game playing public on the other hand. Currently we have otherwise law-abiding citizens importing restricted content (ie: unmodified games, or games that have been refused classification here) from overseas risking penalties of up to A$110,000. I don’t think an R18+ rating will entirely address this problem, although anything is better than the current broken system. What we need is some vision and a new classification system for games.

Juicy new Blender

Looks like the team at Blender.org are getting close to releasing the latest version of the Blender open source 3D app. The new version, 2.46, adds a whole host of new functions to Blender, some of which are very exciting to me. One of the more lovely ones is a complete rewrite of the Blender particle system, and through that the addition of new particle behaviours. In 2.46 we should be able to model hair/fur particles that can be easily modified, and we should also be able to implement simple AI behaviours in particle systems, opening the possibility of crowd and flock simulation. There’s a lot more info on the next release over at Blender.

Qantas Flights

Here’s a small applet I created in Processing which shows a visualisation of Qantas flights for a 24 hour period on the 11 March 2008. The data is scraped directly from the Qantas timetables on their web site and saved into a text file. The applet then loads to text file and interprets airport destinations and departures as cartesian coordinates that correspond with the relative position of the airports. These do not represent the actual flight paths of the aircraft (I don’t have that data) - instead it assumes a straight line of flight between airports. For this scale it’s probably close enough.

Only flights between major airports are plotted - there’s no data here for the myriad regional flights that happen every day, and there’s no international flights - it’s all domestic Qantas flights only. Some time in the future I’ll probably expand this to plot in real time over a map with more flight data.

Lectures and the utilitarian student

Recently the Australian higher education supplement published an article by Craig Deed about students walking out on lectures. In it he describes the sorry state of the university lecture, which are increasingly characterised by small attendances.

There are a number of perspectives on this observation, many of which essentially argue that students have changed, academics have not, and the problem is the manifestation of a growing generation gap. The solution: talk to ‘the kids’ in a language they understand - use technology. Seems obvious, doesn’t it? After all, they’re all members of the ‘netspeed’ generation, and ‘they’ all use computers for everything from listening to music to sex.

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Virtual terrorism

An article came out in the Australian newspaper about virtual terror. The article looked at th possibility of terror groups using virtual worlds (Second Life and World of Warcraft were mentioned), and received a typically skeptical response from the community over at Slashdot. And yes, there is much in that article to set off the hype detectors - not the least of which is the mere mention of Second Life, or the suggestion that the swords and sorcery fantasy World of World of Warcraft could be remotely useful in training terrorists. This isn’t the first time such a thing has been suggested - shortly after September 11 there was some speculation that Microsoft Flight Simulator could have been used as an aid for the terrorists who flew hijacked planes into the World Trade Center towers.

So, is this all just a hype-driven joke inspired by security commentators who are dazzled by this ‘new’ technology, or is there something to the idea that online environments might be training grounds of terrorists? Perhaps the United States Army might think so - at least it thinks there’s something gaming can offer to combat training. It has put at least $USD6-8 million directly into gaming, which Wikipedia claims is the cost of the development of America’s Army, a multiplayer combat game that was developed primarily as a recruitment tool for the US Army. In the game players act out the role of US soldiers, working in teams to carry out military-like operations - sometimes playing alongside active US servicemen and women.

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