A Game Job: Not for Everyone

game-jobDo You Want a Job in the Game Industry?

Game jobs aren’t easy to land, and we get pretty regular inquiries about how to do just that for game writer, game designer, and other game industry jobs. The game industry is small, insular, and fiercely competitive. There are a lot of very smart people who would give their eyeteeth for a game job. Are you one of them?

One of the first questions I ask people is, “Why do you want a game job?” Many young idealistic game-job seekers have only a fuzzy idea of what the day-to-day grind is like in the inner sanctums of the game industry.

Game Job Upsides

You’re probably familiar with the glory. It’s a huge emotional jolt to see your creative work packaged up in a glossy box, discussed in magazines, and enjoyed by thousands of people around the world. One of the games I worked on was followed slavishly by fans, blogged about, anticipated, and on release, quickly analyzed and reverse-engineered so that fans could extend the game and create their own levels. Just being able to make such work is enormously satisfying, even without the public angle. Creative people love to share their efforts. We’re no different.

Game Job Downsides

  1. The work itself can be gruelling. Unlike almost any other kind of software development, game designers and even game writers often find themselves facing problems that have never been solved before, using tools that are not designed for that purpose or are barely functional due to a shortage of programmer resources. Most everyone enjoys the challenge of writing a grand epic storyline. But would you enjoy spending months writing background chatter for the interstellar highways – the space equivalent of CB radio hogwash? How about creating a detailed map of dialog choices that shows exactly how a 10-minute conversation could go, depending on player choices and hundreds of possible player characters? What if there’s a bug in your level, and you have to play the same 30 seconds of the game over and over, varying your approach slightly, monitoring CPU cycles and polygon counts, hoping the game will crash? If you want to annoy a game veteran, just say, “I’d love to have a game job and do nothing but play games all day.” Riiight.
  2. The hours. After months of working on tedious tasks, using buggy tools, under ambiguous guidance, even game industry veterans find their patience depleted and their sanity tested. The hours required by a game job are just as heinous, and well-known for destroying families and marriages. Game job quality-of-life is an ongoing issue and worthy of a blog of its own. For now, I’ll just point you to the infamous “EA spouse” blog, where a frustrated wife of an EA employee railed against the life-sucking game job routine. (Mandatory seven-day work weeks? Minimum 12-hour days? Yes, been there, done that.) “EA spouse” and her husband went on to found Gamewatch.org, which also has a lot of useful information. If you’re thinking of working for a game company, you might want to search for them at this site before you take the offer.
  3. The pay. Game jobs don’t pay that well, on the average. Sure, some ace game designers and programmers make bank, but they’re usually at the top of their fields. Game writers usually have demanding designer responsibilities as well, or they work on a contract basis – their tasks get completed and then they are out looking for new jobs. Huge hit games rarely have profit-sharing agreements for employees. And most importantly, see #2. Even if you have a decent salary, does it justify the hours you’re investing? If you’re well-paid, but you’re working 110 hours per week, you might want to divide your salary by your hours. You might find that you’d be earning more money – and getting more sleep – working for Roto Rooter.
  4. The competition. There’s no room for mediocrity in a game job. Budgets are tight and schedules are tighter. If you’re not a top producer, you’ll be found out quickly. There are some exceptions to this rule, as in any industry, but the dead wood doesn’t float much when the standards and the competition are so intense. For every game job, there are 20 or 50 hungry, intelligent, hard-working candidates dying to have that spot. It’s like Hollywood, where the security guards all have theatre backgrounds and scripts they want to sneak to a star actor or director. If you didn’t do really well in college, or are drifting through your current job, chances are that things will be the same if you get a game job, and it’ll be very difficult to get that opportunity. Sorry to be brusque, but that’s the honest truth.
  5. The temporary nature of game jobs. The average game company never gets to age 5. Many never get two games out the door. Many never see their product on store shelves. Games are like movies; the winners win big, and everyone else is a loser. They’re also incredibly hard to execute successfully, so most companies must gamble on one or two games a year, without the resources to even out the odds. When business is a gamble, the losers quickly find themselves on the street again, looking for a new game job. This means it’s very difficult to build a track record or traditional career. Instead, you find yourself moving to a new town every two or three years, doing the same thing you did on the last game, hoping to latch on to a game job that doesn’t evaporate after one dev cycle. The industry is small, and good people look after good people, but the work does move from place to place. In the real world, meanwhile, your friends are buying houses, working a reasonable schedule, pursuing hobbies, starting businesses, building families, and getting promoted. They’re living life, and often… you’re NOT.

Don’t get me wrong. I’ve had a blast working as a game writer and game designer, and I love the work. If I know that I’m working with good people, I continue to work on games. But there are caveats now. I’m aware of what I sacrificed to take game jobs, and it’s not inconsequential.

I remember when I got my first game job. I was working as a computer lab manager at the business school of a top California university. I mentioned the change to a coworker, our ace programmer and a guy with a mind like a finely-honed blade. He congratulated me and said, “I have some friends who worked in games. They all enjoyed it for awhile.”

The caution was clearly there, but I wasn’t exactly sure what the causes were for that warning. Now I am.

The Avatar Movie

Game Writer Thoughts on Cameron’s Avatar Movie

The Avatar movie is all the rage right now, and with good reason. Here are my quick, spoiler-free thoughts.

  • Gorgeous. The Avatar movie is simply gorgeous. It feels real, although it does have a heavy Halo texture to it too. To be fair, Cameron’s already trod this territory very well before in Alien, and much of the hardware here echoes that ouvre as well. But a lot of the alien flora and fauna packs a palette punch rich in neons and hard primaries, which Halo did too. But I’m not complaining, and Halo didn’t have anywhere near the same detail and richness. If you haven’t seen the movie yet, you’ll fall in love with the world too, and soon stop wondering where the scenes were shot, accepting the constructed reality of a world far from our own.
  • Blue is beautiful. Actually, it’s too beautiful. Avatar proposes a new body beautiful, and it’s even more heroin-chic than Kate Moss. Now the ladies have got to be 60% leg, 150 pounds… and ten feet tall. Where are the broad-hipped Earth mother aliens? Not on Planet Pandora, apparently.
  • The Avatar movie has soul, but not much of a conscience. I’m as eco-friendly as the next guy, and I genuinely enjoyed the lush, vibrant world that the Avatar creators laid before me. But I felt like our hero in Avatar didn’t really struggle much with his decisions. Without spoiling any movie twists, let’s just say he’s not necessarily the master battle strategist I’d want leading me into war.
  • The other interesting body proposition is still tripping my mind up. It’s the idea that your mind can continue to serve long after your body has failed. No, not in the fictional world, my friend! The new ageless, genderless, bodiless era of movie-making has arrived. Want Clint Eastwood to play a preteen kickboxer? No problem. Want Angelina Jolie to play a 300-pound 70-year-old man? Sure. Like Sigourney Weaver in the Avatar movie, actors soon will be able to lend their skills and voices to parts irrespective of the actual limitations of body and voice. Sure, there’s still an uncanny valley, but it’s closing fast.

Best Halloween Costume Ever

Credit for spotting this goes to one of my friends on Facebook. I can’t remember who but you’re welcome to identify yourself.

1105980_pumpkin_treeI grew up in a college town, and one Halloween our doorbell rang and we opened the door expecting to see trickortreater—but what was in front of our open door—was another door! Like, a full-on wooden door, that had a sign that said “Please knock.” So we did, and the door swung open to reveal a bunch of college dudes dressed as really old grandmothers, curlers in their hair, etc, who proceeded to coo over our “costumes” and tell us we were “such cute trick or treaters!” One even pinched my cheek. Then THEY gave US candy, closed their door, picked it up and walked to the next house.

Game Designer Hopefuls, Read This

Game Design Competition at SWSW 2010

Game designer wannabes, this is your opportunity, but you’ve only got a few more hours.

The Screenburn at SXSW Game Design Competition deadline is today.  This is a two-phase game design contest in which you file an entry first, and then a followup presentation if you’re picked as a semi-finalist. Nice of the contest designers to construct the elimination process to avoid torturing the entire group of wannabe videogame brainstormers. All semi-finalists get a free 2010 SXSW Interactive badge — not a bad deal.

Effectively, this game design contest will proctor you through the process of creating a game concept document and pitch. The eight finalists will pitch their game concepts to a panel of professional game designers at South by Southwest.

There are two categories – casual game design and full game design. Last year, the two winners walked away with Xbox 360 Elites and other goodies, along with a fair bit of press and new-found cred. Wish I could enter!

If you’re interested, check out the design contest entry page. Even if you don’t think you can toss a quick entry form and game idea together in the next few hours, bookmark it and come back next winter.

A Game Hero Should Be Voiceless: Part Two

The Rude Game Hero

The voiceless game hero? He’s an ass.

Well, inadvertently. Have you ever noticed how a voiceless game hero fails to respond to mid-mission communications?

I recently finished Resistance on the PS3, and the game’s avatar, Nathan Hale, is a classic, cliche game hero with little to say and a lot to do. When he gets mid-mission updates, there’re always some stilted moments when the game writer has to wriggle around Hale’s inability to talk. “Hale, are you there? Anyhow, as I was saying….”

Needless to say, this isn’t a major objection to the voiceless game hero, but it is another missed opportunity for emotional connection in a medium (I shudder to say “art form”) that already sorely lacks connection.

Part of the problem is that in-game cinematics – the voiceless game hero’s lone venue to speak – have traditionally been expensive, pre-rendered cutscenes. They are almost always non-interactive, constrictive experiences that players hate to sit through. As games move to in-game cinematics rendered through the game’s own graphics engine, the costs can drop (although not always).

The Situational Chatterbox Game Hero

The Metal Gear series is an interesting special case to the silent game hero syndrome. Snake is quiet during the games, but truly epic quantities of backstory and narration take place in cutscenes and non-interactive radio communications. When Snake has some work to do, he’s as silent as night, but get him chatting to some cute support operative about cardboard boxes, crouched in a supply room in an enemy base, and the conversation goes about a thousand times as long as you’d ever expect. (Yes, cardboard boxes.)

Metal Gear games definitely tread that uneasy line between movie and game. The effect is well-documented: people either hate it or love it.

The Power of the Voice

It is a shame that the prototypical game hero has nothing to say. He can’t trace much of a character arc, and we don’t find out why he’s willing to risk it all over and over again. He’s just a shell of a person, really.

In that respect, movies once again have cultural primacy over games. We often don’t get to know the game hero, and that’d be a huge failure for a movie. Would you enjoy movies if 90% of them featured nearly mute protagonists? Can games be considered an art form if game developers can’t draw a decent portrait of a protagonist?

Again, game designers are dramatically losing the battle to rival the emotional punch wielded routinely by screenwriters. Your typical half-hour episode of “30 Rock” packs more resonance and character than the entire 20-hour slog through Gears of War or Resistance.

Does that sound like an exaggeration? Well, let’s try some trivia questions:

1) Why is Marcus Fenix in prison at the start of Gears of War?

2) Who gives the orders to Fenix and Delta Squad?

3) What’s Kenneth the Page’s hometown?

4) Who gives the orders at 30 Rock?

Yeah, I had to wikipedia all those Gears of War answers too.

Will Adventure Games Rival Adventure Movies?

It’s really the adventure video game genre that does the best at connecting players with a rewarding narrative journey. Games like The Longest Journey and Grim Fandango are well-known for their humor, characters, and plotlines.

On the other hand, the adventure genre has long been a niche gaming genre that left some of our twitchier game-playing brethren cold. Technology may yet come to the rescue, though. Newer action/adventure titles like God of War and Uncharted 2 are proving that an epic storyline can be paired successfully with addictive, responsive gameplay.

A Game Hero Should Be Voiceless: T or F?

Game Case Study: The Voiceless Hero

The typical game hero is mute. Have you noticed?

Especially in first-person shooters, your typical game hero is a stoic son of a mesh. He has an inhuman pain tolerance, miraculous healing powers, and can tote as much military hardware as a Sherman tank. But he can’t communicate. He’ll say a few words in the cutscenes, but he’s useless otherwise.

If you’ve served in the military, you know that the average soldier is a lot happier talking about combat than getting shot at. With good reason.

If you were big on symbolism you could delve into this for all sorts of pointless conversation about the status of the modern soldier, the devolution of the archetypal hero, the social skills of today’s kids, etc. etc.

And can you imagine what a Leno or Larry King interview with Master Chief or Samus would be like?

But seriously, what does this mean to gamers and the game experience?

The Game Hero Immersion Theory

game-heroThe game hero vocalization quandry was bandied about a lot by the other game designers and me on two games in particular, the PS2 launch title Army Men: Green Rogue (blink and you missed it) and the PC space-sim Freelancer (top ten). Some game designers liked the strong silent hero because he was more intimidating that way. But the winning reason in both cases was that a talking game hero breaks the fourth wall and disturbs the illusion of verite.

(Insert jibe here about game developers who believe that “realism” is a quality to be preserved when your hero is melting animated plastic soldiers.)

The “broken illusion” argument is persuasive, although I don’t buy it. I hate to play Hollywood and dogmatically rely on previous games to support all my theories*, but I do have to point to Duke Nukem 3D, once a true rival to DOOM and a lighthearted triumph that featured a bombastic muscle-bound hero who’d spout endless and funny catchphrases like Arnold on steroids. I mean, more steroids.

Duke’s taunts and jokes were a big part of the game’s charm. He was a game hero whose verbosity added to the character and fun.

The Game Hero Clarity Issue

On Freelancer, the key question was twofold: how would the player know that the game hero was talking, and what would it add to gameplay?

During gameplay, the player was either conducting transactions baseside or flying/fighting in space. I was hoping our game hero, Trent, could talk while at the controls to break the monotony of long-haul travel and help us deal with some narrative deficits. (We had some sizeable plot holes that had to be stitched together.)

I said that Trent’s face could appear during “comms” just like the faces of other characters did when they spoke during flight. Additionally, our game hero could have sonically different comms that sounded like they were cleaner, louder, and even physically closer.

Trent was another hero who never got his gameplay voice. It’s not a huge regret for me – ask any Freelancer team member, and they’ll willingly admit that we’re all just thankful that we finished that game and got the sales we did – but I do wonder why game developers continue to pass on opportunities to enrich gameplay with the voice of the most important character in their games.

Ok, enough for one day. In my next post: The Rude Game Hero and The Situational Chatterbox Game Hero.

* One hit game does not prove a theory; it only carves a creative rut for imitators to wallow into in search of the almighty “oops I bought the wrong game for Junior!” dollar.

ET, Please Phone Home

If you’re a habitual This American Life radio listener like I am, you might have heard the story about a guy who has differences with his dad in the program entitled “Go Ask Your Father.”

Unlike most father-son conflicts, this one wasn’t about sports, report cards, or borrowing the car to make out with the girl next door. Noooo. Paul Tough (now an editor at The New York Times Magazine) didn’t understand why his dad, a university professor, has spent so much energy trying to get ET to phone home. Or rather, phone us.

In fact, I thought you might enjoy a peek at the webpage where Prof. Allen Tough is asking any and all interested extraterrestrials to contact his organization. I thought it might be a simple form, but apparently Prof. Tough has higher expectations than I do of ETs.

And here’s the list of questions compiled from suggestions from over 200 humans, in which we ask about how humanity is holding up against its intelligent peers, and how aliens get it on, among other things.

Top Five Photos #2

Here are the other five photos from the European extravaganza. Hope you’re keeping up with the disjointed narrative, such as it is!

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The Louvre from within.

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Millennium Bridge headed toward St. Paul’s Cathedral.

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Shoreline near Durdle Door, Dorset.

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London at night.

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The Princess Di-Dodi Al-Fayed memorial in London’s tony Harrod’s shopping emporium. I was amused by their wardrobe — Di is wearing a sheer shift and Dodi a collared shirt that’s unbuttoned and flapping in the sculptor’s imaginary breeze. It’s more Fabio than Royal Family, that’s for sure. I wonder if the Queen has seen it.

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A bonus sixth photo for you. Austin Powers’ roadster, near the British Museum. I had no idea carmakers made vehicles in robin’s egg blue.

Volunteer Vampire Hunters, Please Call

If you’re a talented vampire hunter, you’re willing to work for free, and you live in the Austin area, here’s your chance. There’s a Craig’s List ad for a vampire hunter or paranormal investigator who can investigate some bled-out animals and worker blackouts.

Hurry! Vampire hunter opportunities don’t come knocking every day. Serious inquiries only.

vampire-hunter