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Game Developer - March 2007
MARCH 2007
THE LEADING GAME INDUSTRY MAGAZINE
>> STATE OF THE INDUSTRY
HOW DIGITAL DISTRIBUTION
IS CHANGING THE MARKET
>> THE INNER PRODUCT
SIMULATING FLUIDS
>> SECURITY MATTERS
PROTECT YOUR
PLAYER BASE
POSTMORTEM:
EPISODIC GAMING:
SAM & MAX
DISSECTING
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[
CONTENTS
]
MARCH 2007
VOLUME 14, NUMBER 3
FEATURES
11 STATE OF THE INDUSTRY:
DIGITAL DISTRIBUTION
Are video games retreating from store shelves
en masse to fully join their digitally exclusive
brethren, to create a game version of the
iTunes Music Store? With digital distribution,
developers and publishers—even of console
games—are not only cutting out the
middleman, but also enhancing their products.
And they need more than just a lower price
point to make it work.
11
By Paul Hyman
19 INSECURE PLAYERS: HOW SLOPPY
CODE LEAVES GAMERS EXPOSED
When game developers talk about player
protection, they're usually referring to cheating.
However, some developers are coming to see
that there's more at stake in matters of
security. Microsoft security experts Dave
Weinstein and Michael Howard consider how
the machines of online game players might be
left exposed to virtual perpetrators.
19
26
POSTMORTEM
26 SAM & MAX: A JOURNEY THROUGH EPISODIC GAMING
Do the words “episode one” still make you groan from the 12 times you
watched all the Star Wars movies in one session? To developers, they
signify a new day. Telltale Games, working with Sam & Max creator Steve
Purcell, embarked on a months-long journey to create a game series that
would be episodic in both content and distribution cycle. A handful of
company insiders share how the plan came to fruition and what
measures they took to adapt to the new schedule.
By Kevin Bruner, Dan Connors, Steve Purcell, et al.
By Dave Weinstein and Michael Howard
35 INTERVIEW: GAMELAB’S PETER LEE
GameLab: Add one part casual game
developer, one part nonprofit educator, and
one part funding innovator—mix and serve.
By Brandon Sheffield
35
38 INTERVIEW: RALPH BAER
The father of video games speaks about the
early days and how without a little trickery,
we might not even be working in this industry.
By Benj Edwards
38
DEPARTMENTS
COLUMNS
3 GAME PLAN By Simon Carless
Serving Duty
43 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Practical Fluid Dynamics: Part I
4 HEADS UP DISPLAY
Mobile game developers respond to Apple’s new iPhone, Doug Lowenstein’s
run of the mouth, a preview of the next Game Developer , and more.
48 PIXEL PUSHER By Steve Theodore
[ ART ]
The Black Art of Pivot Animation
52 GAME SHUI By Noah Falstein
[ DESIGN ]
7 SKUNK WORKS By Ronnie Ashlock
Skymatter’s Mudbox 1.0
Casual Starters
54 BUSINESS LEVEL By Jon Goldman
[ BUSINESS ]
96 A THOUSAND WORDS
Atari's B ULLET W ITCH
Keep Your Employees
56 AURAL FIXATION By Jesse Harlin
[ SOUND ]
The Great Conjunction
COVER ART: STEVE PURCELL
1
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Idea:
Assemble the ultimate team to create a John Woo sequel that you can play.
Realized:
The line between video game and fi lm is offi cially blurred. When faced
with the challenge of creating a video game sequel worthy of John Woo’s
movie “Hard Boiled,” the team at Midway chose to use Autodesk ® 3ds Max ® ,
Autodesk Maya ® and Autodesk MotionBuilder™. Using this 3D arsenal,
artists are able to create graphically stunning characters, backgrounds
and animations with amazing production effi ciency. Get the full story on
this next-generation masterpiece at autodesk.com/stranglehold
Stranglehold © 2006 Midway Amusement Games, LLC. All rights reserved. Stranglehold, MIDWAY, and the Midway logos are trademarks or registered trademarks of Midway Amusement Games, LLC. Autodesk, 3ds Max,
Maya and MotionBuilder are registered trademarks or trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk re-
serves the right to alter product offerings and specifi cations at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2006 Autodesk, Inc. All rights reserved.
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GAME PLAN
]
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EDITORIAL
EDITOR-IN-CHIEF
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Jill Duffy jduffy@gdmag.com
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Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scors o cscorso@gdmag.com
CONTRIBUTING EDITORS
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Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
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Ellen Guon Beeman Microsoft
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Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
WHAT’S THE WORST THING THAT SOMEONE CAN
say about the creative business that you’re a
part of? Probably that you don’t care. But this
was the exact specter that Doug Lowenstein
conjured up in his speech at D.I.C.E. in Las Vegas,
effectively his farewell to the game business
after an epic stint heading up E3 organizers and
anti-game law blockers the Entertainment
Software Association.
And what a farewell it was. Very specifically,
Lowenstein said, “It’s very easy on the keyboard
to type up a bunch of criticisms about how ESA
isn’t doing this or that right. Then you look and
where are these people? Are they getting in the
fight? Are they making political contributions? Are
they going to their senators? No, they’re sitting on
their hands. I’m sick and tired of people sitting on
their hands.”
their profits. There’s nothing wrong with this, of
course, but compare it to an organization like the
American Civil Liberties Union, which gets a
great deal of its income from individual
membership dues.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
IN SERVICE OF THE INDUSTRY
So the ESA has started the Video Game Voters
Network, and Lowenstein was also pretty
steamed that very few in the industry had even
stepped up to join that. In fact, I felt so bad that I
just now this evening went and signed up.
Having done so, I didn’t really understand, well,
what I could do next. But I do feel better that I did
it. Yet ... I didn’t give them any money, and I don’t
really understand how signing up can help to
make a difference, other than to be used for
citation purposes. There’s no forum to discuss
issues or other ways to interact with the Voters
Network community, though emails are sent out.
There’s also an alternative now, thanks to Hal
Halpin’s ECA, or Entertainment Consumers
Association. Membership costs a yearly fee,
but, with all respect to Halpin, the effort is still
rather nascent. You sign up, but where do your
membership fees go? Why can’t you interact
with the community here either? Can the now
ECA-affiliate d GamePolitics.com actually
include ECA-related calls to action in it, or does
that break its impartial point of view?
POLITICAL PUSH
Perhaps one of the problems for some Game
Developer readers has been that the ESA has felt
a little remote from the day-to-day realities of
game development—being publisher funded, and
heavy on the corporate membership, at least
from the impression I got from attending Nite 2
Unite and other ESA charity events. But with the
association awaiting a new head, as of press
time, and the downsizing of E3 radically changing
the way its lawsuits and lobbying are funded, this
seems like a good time to reflect on who we, from
the most junior tester to the most experienced
CEO, really do want to swoop in and save us from
those evil politicians.
Here’s where I think the issue is. If it weren’t for
the ESA, we’d all be screwed in the North America
game business. For one, there would be
practically arbitrary state-based laws, which
would mean video games were banned,
differently rated, or differently handled at retail in
any number of different parts of the U.S. For
another, we could see an influx of politicians who
might otherwise stay out of the debate, drafting
more games-as-porn bills due to their successes
in other states or floating the idea of pressing
criminal charges against clerks selling M-rated
games to underage buyers.
But, though the ESA and Lowenstein seem to
care deeply about games’ right to free speech
and to not be censored, the fact is that the
association is funded at the highest level by
corporate interests who essentially care about
A UNITED FRONT
We need unity. We need the publishers to keep
supporting the ESA. And we need more
grassroots organizations like the ECA to start
springing up.
But we need a bigger church to unite under,
one that could include the IGDA, the ECA, the ESA,
and beyond. Are there more clever ways to
protest these issues, via Flash games, or flash
mobs, or good old-fashioned signs outside
courthouses, or intelligent discourse in the court
of public opinion?
Most of all, Lowenstein is right. We need to care,
because if we don’t care about this now, we won’t
be allowed to develop the art form in the ways
that we should and could.
Simon Carless
Editor-in-Chief
Game Developer
is BPA approved
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Zgłoś jeśli naruszono regulamin