Tags: work

me2

At World Fantasy Tomorrow through Sunday

...what it says on the label, basically. In a truly shocking development, I expect to be spending most of my time chatting with people in small groups rather than at panels.

I also dodged a particularly thankless production task by being Out Of Office Thursday and Friday, so yay for that. (I am still moderately traumatized that we were asked to do it at all...)
me2

Battlefield Promotions and Summary Judgments

News-ish thing first, then everything else: It looks like I'm going to be the lead designer on my project, come Monday. In retrospect, I ought to have seen what was going on, but we all tend to see things through the filter of our own preconceptions and preoccupations.

Our client's marketing people should be announcing our initial release in the next week or two. At which point I'll actually be able to talk about at least some of what I've been doing, and y'all will get to bust out the jokes about [brand name redacted].

Anyway! The short stories thing I was talking about in my last post.

Collapse )

This is all fine as far as it goes, but having an inchoate dislike for most short stuff doesn't strike me as a sustainable approach for someone who's actively trying to publish in the field. At a minimum, I feel like I should be able to express why I don't like certain structures or techniques or threads of discourse more clearly and cogently than I can at the moment.

As a result, I'm setting out to read more short fiction. New, old, purported classics, personal favorites - whatever. There's a bit of this has already shown up in my previous posts, and I'm probably only going to mention specific stories if I really liked them, or else if they're old and if the author in question is famous (and/or dead) enough that one random game designer's take on their story is likely to be a matter of complete indifference. If I talk about things I don't like, I'm more likely to talk about trends and patterns observed than call stories out by name (I don't want people to think this is personal - it's not, and silence isn't implicit condemnation either, because by virtue of not having read much short fiction lately... well. I think y'all can figure that one out.)

In concrete terms, I'm probably going to be listing more short story collections as partial re-reads in my book posts, and every once in a while I will mention stories I especially liked and invite conversation. I will probably also make the occasional tendentious post about patterns and techniques that don't work for me, if I ever manage to formulate ways of expressing them that are sufficiently specific. (I'm not in love with the stories I've seen which use prose drenched in gratuitously complex/obscure/exotic language, for instance.)
me2

Hooray for DSL

So I have working home internet again via AT&T DSL. Reliably working, I mean. At the hours I am actually at home, which is to say, in the morning and at night, rather than during the work day, which does me absolutely no good at all.

Hopefully work will ease off enough sometime soon that I'll be able to post some of the ramblings I've been putting into my notebooks up here - I crunched all last weekend, engaged in presenteeism yesterday until the one meeting I was at work for finished up, and then took today off as a comp day. Hopefully nothing has caught on fire (or worsened, for the things that were already on fire) in my absence.

I'm really looking forward to next weekend. Which will hopefully actually be a weekend, instead of not. (My sympathy for my ex-roommate Sean is growing - his job as a QA supervisor at 2K meant he was constantly having his weekends eaten up, and man, does that shit suck when you don't live 10 minutes from work.)
me2

Back from C3 Retreat

My old research group just flew me out to Boston for three nights so I could attend our annual partner retreat, and I'm really glad that I went. I think I've said this before, but being in the trenches as a technical designer can really give you tunnel vision, especially when you've been fiddling with .xml and documentation for almost two years without an imminent ship date. Apart from allowing me to reconnect with a bunch of people from CMS (who I should really be talking to more often), I think the conclusion (okay, one of them) that I've drawn from the experience is that I 100% have to go to GDC next year, even if EA's not paying for it. Also, I need to try to branch out a little more at work, and maybe get involved with our internal education program or something, so my media studies background doesn't go to waste.

Also: Man, it seems like everyone I know is getting married or having kids.
me2

Sharper than a Serpent's Tooth

The AI that I'm working on beat me today. And I totally wasn't trying to let it win, either.

Now, I'm pretty far from the best RTS player in the universe, so this isn't exactly an amazing achievement, and there's still a mountain of work that still has to be done. But still. Something I helped make kicked my ass fair and square.

I think that counts as progress.
me2

Law of Unintended Consequences: Game Design Edition

Hey, everyone. Let's talk about complex systems.

Modern strategy games are deeply economic in nature. Simpler games, like Tic-Tac-Toe, lend themselves to naive optimization, which is why a game between two competent players will always end in a draw. My undergraduate thesis was written on the strategic analysis of the children's game dots & boxes, which while definitely not as trivial as Tic-Tac-Toe, had a single optimal strategy to control the endgame.

To avoid these kinds of naive and trivial optimizations, then, non-random strategy games have tended to move in one of two directions: Combinatorial complexity which resists mathematical analysis (Go, and until the advent of Big Blue, Chess), or presenting players with a series of choices that involve both short and long-term trade-offs (most computer-based strategy games). The latter, of course, also tends to involve a certain amount of combinatorial complexity and rock-paper-scissors guesswork to prevent players from concluding that one course of action is optimal. It's also a lot easier to do, for certain values of "easy" - it's nearly impossible to make a game that's as strategically robust as Go, much less one that is actually accessible to new players (which Go and chess really aren't - learning the moves doesn't mean that you can achieve competency without tons of practice & study, and if you want your game to sell, you want your players to feel as if they know what they're doing, even if they don't).

Anyway, the point I'm driving at is that RTS design is all about presenting players with choices - preferably real choices, rather than false dichotomies where only one or a handful of options is viable if you want to prevail. The way RTS designers do this is by creating complex economic systems where players have to juggle time, in-game resources, how much attention they can pay to each of their units, and requiring players to make decisions about how they should spend these limited resources in light of their game's rock-paper-scissors combat chain. The drawback of this complexity (which exists to obscure the game's underlying logic so it's harder to subject to naive analysis, as well as to pique the player's interest, prompting them to analyze it) is that it often makes it hard to anticipate the results of making changes to said system. Sometimes a butterfly will flap its wings in the Amazon and the housing market will collapse.

Essentially, that's what happened on Friday at work. I made a single change to the core of the game's economic system, which was intended to achieve effect A. Effect A was achieved! However, as a result of effect A, the Care Bears (note: not actual care bears) became overpowered, because the fact that they had the Care Bear Stare meant that they didn't lose their units as often as the Flutter Ponies did, which meant they could amass more moonbeams and rainbows to charge up the Caring Meter, which meant they lost even fewer Care Bears, which meant they could charge up the Caring Meter even more, and basically the whole thing spiraled out of control.

As a result, I'm being forced to re-examine how much health and damage the basic Care Bear unit should start with - it's probable that they were always a little OP, but it just wasn't as obvious before. It's also possible that the solution to this problem isn't to completely retune the basic Care Bear unit, but to restrict access to the Care Bear Stare until the Caring Meter is already partially charged. Oh, and because I'm working with a complex system, whatever I try will need to be tested extensively, to make sure that I don't break something else in the process of solving this particular balance problem.

Did I mention that I love my job?
me2

On-the-Record stuff about the EALA RTS group

So, if you're at all curious about Red Alert 3 (which is looking like great fun and a worthy successor to Red Alert 2) or some specifics of what it's like to work at EALA, Giant Bomb has a RA3-specific podcast up where they talk to Greg Kasavin & Amer Ajami, two of our producers who used to work at Gamespot with Jeff Gerstmann (who, uh, runs Giant Bomb). This is pretty much the most candid discussion of some of our design & production processes that I'm aware of, and Giant Bomb's video of Jeff playing a co-op mission with Greg is the most in-depth coverage that's emerged from the whirlwind press tour that the two of them made to the Bay area recently to show off RA3 to the gaming press.

Highly recommended to anyone who likes RTS games or wants to know more about what working in the EALA RTS group is like. (Plus, y'know, Greg & Amer are good people.)
me2

State of the Alec

While my lead designer is in Austin for Austin GDC, I've spent most of the week teetering on the edge of illness and renaming files/assets (e.g. 'RainbowUnicorn.[file extension]' => 'MyLittlePonyQ.[file extension]'). It's a necessary task, but exactly as exciting as it sounds.

On the other hand, Joe Abercrombie's Last Argument of Kings is out, and just as good as the books that preceded it (The Blade Itself and Before They Are Hanged, for those who weren't paying attention). I'm 2/3rds of the way through it after staying up rather too late last night to read it.

Update: Um. Wow. I'm not sure really sure what to say about how Abercrombie ended Last Argument of Kings, aside from the obvious fact that it's in stark contrast to how most fantasy trilogies end. By the time Before They Are Hanged ended, I was wondering how Abercrombie was going to bring the series to a conventional conclusion, and I'm kind of torn about how he chose to wrap things up. It's structurally cohesive, don't get me wrong, but damn. It's a little like if Avatar: the Last Airbender had been built up to end with the Season 2 Finale.