Game.Developer.2008.09.pdf

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Game Developer - September 2008
SEPTEMBER 2008
THE LEADING GAME INDUSTRY MAGAZINE
>> LET'S GET PHYSICAL
RAGDOLL CODE ON
>> STATE OF THE INDUSTRY
GAME OUTSOURCING
PERSPECTIVES
>> MATSUURA'S MANIFESTO
PARAPPA'S CREATOR
CHANGES THE BEAT
METANET'S
THE DS
POSTMORTEM:
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Visit us at booth #434
“A perfect fit for us.”
Dietmar Meschede, Head of Programming at UBISOFT® Studio BlueByte
Images courtesy by Spellbound/Dreamcatcher and Firefly
VISION7 multiplatform support
Trinigy Inc., 701 Brazos Street, Suite 500, Austin, TX 78701, USA
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CONTENTS
]
SEPTEMBER 2008
VOLUME 15, NUMBER 8
FEATURES
7 STATE OF THE INDUSTRY:
OUTSOURCING
Outsourcing is no longer something game
companies are simply "looking into."
Outsourcing is now a reality of modern game
development, both on the large and small
scales. This state of the industry report talks
to both outsourcers and outsourcees, to
determine where this increasingly important
sector of game development is going in the
near future.
By Paul Hyman
7
20
13 RAGDOLL PHYSICS ON THE DS
They thought it couldn't be done, but
then did it anyway. This article takes you
through the steps necessary to implement
ragdoll physics on the DS, without eating
up your budgets.
By Eric Brown
13
POSTMORTEM
28 A SENSE OF FUN
P A R APPA THE R APPER creator Masaya
Matsuura feels that music games are
missing their full potential. Not only that, he
feels that games in general focus too much
on competition and negativity. In this op-
ed piece, he calls on developers to extend
themselves in new directions.
By Masaya Matsuura
20 METANET'S N+
N+ is the indie success story of the year thus far, with over 100,000
downloads on Xbox Live Arcade. Here, the developers chart their path
from the original N to its high definition iteration, contending with TCR
problems, networking issues, and cut features along the way.
By Raigan Burns and Mare Sheppard
28
DEPARTMENTS
COLUMNS
41 THE INNER PRODUCT By Noel Llopis
2 GAME PLAN By Brandon Sheffield
Cahiers du Jeux
[ PROGRAMMING ]
Managing Data Relationships
4 HEADS UP DISPLAY
45 PIXEL PUSHER By Steve Theodore
[ ART ]
Overheard at E3 and Comic-Con, Game Developer Research purchasing
survey, and more
Punch the Clock
48 DESIGN OF THE TIMES By Soren Johnson
[ DESIGN ]
37 TOOL BOX By Tom Carroll
NextEngine 3D Scanner
Game Economics
52 AURAL FIXATION By Jesse Harlin
[ SOUND ]
Breaking New Ground
64 ARRESTED DEVELOPMENT By Matthew Wasteland
[ HUMOR ]
Depress Releases
COVER ART: GIN GRAVETTE
[
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Ellen Guon Beeman Microsoft
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Mark DeLoura GreenScreen
DEVELOPERS AND GAME “JOURNALISTS” HAVE
a love-hate relationship. On the one hand, writers
for the enthusiast press can drum up interest in a
game among the hardcore. B IO S HOCK is a notable
example, wherein the dev team used an exclusive
GameSpot preview to drum up interest in the game,
which was as-yet unfunded. This was a response
to publishers thinking they didn’t need to spend
money on a successor to S YSTEM S HOCK 2, which was
not the greatest financial success. In this case, the
developer/journalist relationship worked quite well.
But then there are review scores. Developers
often feel that journalists harp too much on
one point or another, or that the score doesn’t
represent how they really feel, and myriad other
misunderstandings. At the same time, developers
seem to respect the journalists, insomuch as they
often will feel that Metacritic ratings are an actual
arbiter of quality, or even read reviews to influence
a purchase. Journalists, for their parts, often aspire
to be developers, and possess a certain idolatry for
anyone in a respected company, though they rarely
understand exactly what it takes to do the job.
The current system in which reviewers exist is
partially at fault. It is completely broken. Reviewers
have to cover almost every game that comes out,
and most of these persons are male, ages 22–35.
As normal members of the human race, they like
certain kinds of things, and don’t like others. This
means they necessarily have to review games
within genres they have no interest in, or which
aren’t targeted toward them in any way. This
inevitability, plus the pressure of deadlines, plus
the lack of formal training, can lead to exasperated
reviewers, and less thorough and so-called
“inaccurate” review scores.
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GROUP DIRECTOR Kathy Schoback
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DIRECTOR Mary Griffin e: mkgriffin@cmp.com
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PRESIDENT AND CEO Steve Weitzner
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VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
A NEW HOPE
Now that you’ve got the extremely truncated
infodump of what’s wrong with game journalism (I
have much more to say!), here are my proposed
solutions. First, reviewers should not be aiming
for objectivity. If you can get certain reviewers
to be known entities, and you understand their
opinions, then you have something valuable. An
example would be Jerry “Tycho” Holkins from Penny
Arcade. Millions of people read Penny Arcade, and
understand Holkins’ opinions, likes, and dislikes.
So when he has an opinion on something, you
understand where he’s coming from. Same goes for
Ebert with movies. If you understand the journalists,
you can measure their opinions against yours. But
they need to be given the structure and vehicle
through which to express this.
Legitimate, understandable criticism is an
incredibly important step toward video games
entering the mainstream entertainment sphere
in full force. It’s not that average people need to
read reviews, but like with film reviews, criticism
and analysis help bring to light industry terms,
concepts, and methodology, not to mention the
important creators. This is how knowledge of
auteur directors and words like cinematography,
or concepts like film editing trickled down into the
minds of the average moviegoer. If you’re a film
director, you don’t have to tell your family what
you do, they understand it. They may not know
what a grip is, but it’s a start. If you’re a game
designer, well, that’s a different story, isn’t it?
A scant few journalists do work in this direction,
highlighting important advancements in
development, getting developers' names known,
writing subjectively, attempting criticism, and
advancing the state of the art. If you give these
people your acknowledgement, support, and
information, we'll all be a whole lot better off.
—Brandon Sheffield
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WHO ARE THESE PEOPLE?
Here’s what most game developers don’t realize
about game journalists. First, the grand majority
have no training in criticism, English, or journalism.
You may not think this matters, but when you feel
that a reviewer has unfairly focused too much on
one element, such as lack of difficulty in a kids
game that wasn’t designed for them, the problems
start to come to the fore. Most game journalists
simply like games, and this is their “qualification”
for working in the industry. They are fans, first
and foremost, and they understand what they like
and don’t—but they may not understand why, or
how it’s done, or how to express it with concrete
examples. Journalists generally don’t understand
the development process, what’s simple to execute
and what is not, and what can and can’t be done.
And realistically, they often don’t have the time or
interest to find out.
A related problem is subjectivity versus objectivity.
I’ve seen many people—developers, and fans
alike—call for more objectivity in game reviews.
This is completely ridiculous. You don’t expect the
JRPG fan to like the new M ADDEN title. Games are
subjective experiences, and that’s part of what
makes them special. That’s what lends them the
pretense toward art. All art is subjective! You can’t
ask for objectivity in game reviewing or criticism—
it’s simply not realistic. When you have a M ADDEN fan
reviewing a N ARUTO game, you’re in serious trouble.
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Game Developer
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SEPTEMBER 2008 | GAME DEVELOPER
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CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
CMP Media, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
CMP Media, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
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San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
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FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
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Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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MANAGING EDITOR
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SENIOR EDITOR
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ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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ART DIRECTOR
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CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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INTERNATIONAL LICENSING INFORMATION
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CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA Tony Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
MEDIA ACCOUNT MANAGER
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ADVERTISING PRODUCTION
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PARS INTERNATIONAL
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MARKETING
MARKETING MANAGER
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CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
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SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. ACCOUNT MANAG ER, EAST COAST, EUROPE & EAST ERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
MEDIA ACCOUNT MANAGER
John Watson e: jmwatson@cmp.com t: 415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata t: 212.221.9595 e: reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker e: hmcvicker@cmp.com t: 415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
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