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<entry>
    <title>GDC 08: Interview With Morten Iversen</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_interview_with_morten_i.html" />
    <id>tag:gaygamer.net,2008://1.14786</id>

    <published>2008-02-23T01:34:15Z</published>
    <updated>2008-02-23T01:47:03Z</updated>

    <summary> Morten Iversen, the man surrounded by some of the most gorgeous promotional outfits I&apos;ve ever seen, is the guy behind Recoil Retrograde one of the most exciting games I got to check out at GDC. Iversen and I sat down for a few minutes to discuss his upcoming game after I got to play through the demo, and he provided some great tidbits about the title....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<div style="text-align: center;"><img src="http://gaygamer.net/images/DSC_0017.jpg" width="572" height="382" style="float:none" alt="DSC_0017.jpg" title="morten" /></div>

<p>Morten Iversen, the man surrounded by some of the most gorgeous promotional outfits I've ever seen, is the guy behind <strong> Recoil Retrograde</strong> one of the most exciting games I got to check out at GDC.  Iversen and I sat down for a few minutes to discuss his upcoming game after I got to play through the demo, and he provided some great tidbits about the title.</p>]]>
        <![CDATA[<p><strong>Boy of Tomorrow:</strong> OK, would you mind introducing yourself and explaining what you do?</p>

<p><strong>Morten Iversen</strong>: My name is Morten Iversen.  I am the writer behind the <strong>Hitman</strong> games and <strong>Freedom Fighters</strong> and a couple more that haven’t been released yet at IO Interactive.  Currently I’m working as a boss at my own outfit, a rogue team of game developers in Copenhagen, Denmark; we’re called Zeitguys Game Developers and we have a project called Recoil Retrograde, for which the tagline is “It’s never too late to change history.”</p>

<p><strong>BOT:</strong> Yes!  I sat through the demo movie and I also got to play the demo a bit as well… and I’ve gotta say this is the purest steampunk game I’ve ever seen.  What’re some of the problems with marketing a steampunk game, especially since there’ve only been two others (that I know of) in the industry: <strong>Arcanum</strong> and <strong>Bioshock</strong>.  Now, don’t get me wrong: Arcanum had a very loyal following, but it didn’t sell all that well, and then Bioshock was the runaway hit, so there isn’t really a set marketing campaign for this genre yet.</p>

<p><strong>MI:</strong> Exactly.  Well, we encountered difficulties in the beginning, communicating this vision.  But we stuck to it, we stuck to our guns, because it’s not just a pretty setting for us.  The feature of the game is time travel: travel down through the history of the city and when you do return to the future, things change dynamically  before your eyes.  So the story ties in with the look of the universe.  The overarching story is that there’s this regime, a bunch of guys that call themselves Gloria Mundi, which have changed the history of the city.  Originally they did it to prevent catastrophes, like World War II and prevent the development of the Nuclear bomb or stuff like that.  But when you have powers like that, you become corrupt, and that’s what happened to these guys.  So you have a very dark, dystopic metropolis.  It’s a utopia that went bad.  </p>

<p>That’s why we stuck to it: we didn’t want to copy what everyone else was doing.  There are guys doing good sci-fi shooters and WWII games, but this is something new and unique and this freshness will shine through.  And we stuck to it even though publishers shied away from it.  But [chuckles] yeah, Bioshock has opened the sluices for this.  We’re getting approached by publishers on a daily basis saying “we need a steampunk game” because this is something that’s going mainstream… this is new and fresh  and exciting, and this is what gamers want.  They don’t care about genres: they want a unique experience that keeps them on their toes.</p>

<p><strong>BOT:</strong> At the event of the demo, you change an event in the past by saving one or two brothers.  And your decision alters your present and how the city develops.  Now, I was really impressed with how everything liquefies and changes, but are the changes in the past cumulative as you progress through the game?  Are there going to be a combination of these varying changes throughout the game?</p>

<p><strong>MI:</strong> There are cumulative changes to the city, depending on your choices in the past.  There’s a sort of recipe to it.  The way this organization, Gloria Mundi, has done it is they’ve gone into the past and killed several birds with one stone.  As you saw in the demo, there’s a doctor and a scientist trapped in a burning house.  They tried to kill them both so they could control the doctor’s medicines and the scientist’s inventions.  So that’s what you find out as a player: you can’t save them both.  So we want to encourage the player to go back again and try saving the other one. And, of course, during the game, the challenges will be more subtle. Maybe you will be forced to kill someone to save a couple of others.  Maybe you will have to burn down a building to undo the nefarious work of Gloria Mundi.  Of course, we want to challenge the players and increase the replay value of the game.  What we suggest, as the science behind it if you like, is that not all the things you do in the past have an effect.  Killing a few cows won’t really have an effect.  Killing a peasant?  Well, it might not do anything, but we want to encourage players to explore the limits and find out what effect they’ll have.  </p>

<p>What we want to do as well, is to do something that just happens because you went back into the past, is the butterfly effect…. We want to encourage players to talk about it and figure out what happened.  It would be good if we had some randomly-generated stuff that could happen as well.</p>

<p><strong>BOT:</strong> Well, yeah, I would imagine when the game comes out, people will start posting different combinations of choices and the results they’ll get from that.</p>

<p><strong>MI:</strong>  Exactly.  Yes.  </p>

<p><strong>BOT:</strong> I remember the similar thing was, in Arcanum, how people would post guides to creating custom inventions and all that.</p>

<p><strong>MI:</strong>  Right, exactly!</p>

<p><strong>BOT:</strong> So, what’re some of the inspirations you used?  I saw some elements from Jules Verne in there…</p>

<p><strong>MI:</strong>  That’s always a hard thing to pin down.  I’ve written several game manuscripts and several stories, and I’ve always been fascinated by the conspiracy aspect of things.  The idea that we aren’t told the truth.  What we experience in the real world is that we have common truths that we agree upon.  And common lies that we agree upon, if you like.</p>

<p><strong>BOT:</strong> Right… so, history being dictated by the winners?</p>

<p><strong>MI:</strong>  Exactly.  So, there’s always an alternative version of what happened.  And another fascinating thing is that every historical event has a minute turning point; some little thing that determines the outcome.  It could go one way, or it could go radically in another way.  Take the battle of Gettysburg: the North states captured the South states’ dispatch… even though they were the underdog because they were outgunned, outmanned, and tired, they caught a dispatch with the troop deployments for the next day.  So, they <em>knew</em> were their enemies were going to be and were able to surprise the South with their own troops.  So, that little thing, that they captured this rider, that turned the world around.  Imagine if the South states had won?  We might still have slavery here.  </p>

<p>So these little things were fascinating, and  I wanted to incorporate them into the recipe that could sink down well with the players.  But we knew we couldn’t suggest that we were changing world history.  Well, maybe we could suggest it, but aside from going back in time and killing Hitler’s mom, what could we make everybody relate to?  So, of course, it’s our story and our history in this city.  You can’t leave the city, but you go down through the history of it.  Of course, we’ve used actual historical events for the game…</p>

<p><strong>BOT:</strong> Like what historical events?</p>

<p><strong>MI:</strong>  Well, one of the missions you encounter, in the demo, is inspired by the English bombardment of Copenhagen.  The English bombarded us because we were silly enough to root for Bonaparte during the Napoleonic wars.  So, that’s the reason England came and beat the crap out of us.  We thought, “hey, that’s good inspiration!  A foreign army invades the city and bombards it with firebombs and so forth.”  We have another one, that we’re setting up, where you have to go back and find yourself in a foggy area.  A harbor area.  And a shadowy figure is going around and attacking women, slashing them up.  Now, a couple of these women are very important for the future’s history.  The rest of them, though, are just fillers to create a panic.  That way, everyone just thinks it’s some crazy mass murderer, but there’s really a purpose to it.  So we’re ringing a familiar bell with this.  </p>

<p>We want to do things which make people go, “oh, I remember what this is about.”  That way we don’t have to introduce scenarios that are difficult to relate to.  Stuff like that, but we’ve got lots of ideas.  </p>

<p><strong>BOT:</strong> What’re  you most excited about with Recoil?</p>

<p><strong>MI:</strong>  Well, we’re pretty excited with the attention we’re getting from publishers, at long last.  I mean, holy cow, this is the third year we’ve been working on this.  I started this with the royalties I had from Hitman and Freedom Fighters and we closed two rounds of external investments and we’re looking at closing the third round of external investments.  But it’s expensive keeping an outfit like this running.  We’re very excited that we’re finally -<em>finally</em>- getting the attention that we, in all modesty, that we deserve.  Because we’ve worked hard on this, and we have an original product.  And we think we’re going to set a very big fingerprint on the steampunk game genre.  That’s we’re excited about.</p>

<p><strong>BOT:</strong> Thanks very much.<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: What&apos;s Next For God Games</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_whats_next_for_god_game.html" />
    <id>tag:gaygamer.net,2008://1.14778</id>

    <published>2008-02-22T20:23:56Z</published>
    <updated>2008-02-22T20:28:19Z</updated>

    <summary> From the minute I walked in, I knew this was going to be a great lecture: a Calvin &amp; Hobbes comic was projected on two screens and classic rock music was blasting over the speakers. And then Earnest Adams took the podium and I fell in love with the man: he was wearing a fedora. Apparently he used to wear top hats, but he forgot it in England. This lecture was different from the usual track Adams normally follows in his speeches, as he normally lectures on interactive storytelling. This time around, the focus was on examining some of the aspects of god games and to throw some ideas out into the public domain so that developers might be able to take something away if they’re working on such a title....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/23.jpg" width="572" height="382" alt="23.jpg" title="earnest adams" /></p>

<p>From the minute I walked in, I knew this was going to be a great lecture: a <strong>Calvin & Hobbes</strong> comic was projected on two screens and classic rock music was blasting over the speakers.  And then Earnest Adams took the podium and I fell in love with the man: he was wearing a fedora.  Apparently he used to wear top hats, but he forgot it in England.</p>

<p>This lecture was different from the usual track Adams normally follows in his speeches, as he normally lectures on interactive storytelling.  This time around, the focus was on examining some of the aspects of god games and to throw some ideas out into the public domain so that developers might be able to take something away if they’re working on such a title.</p>]]>
        <![CDATA[<p><br />
Adams explained that he is not a really religious person, as evidenced when he said, “I agree with Robert Heinlein in that I believe the word ‘supernatural’ is a null word,” during his introduction.  Instead, he’s interested in the possibility creating a god game where concepts like faith, theology, and lasting consequences are all key factors in gameplay.</p>

<p>We were given a number of examples from the god game he’d been working on, <strong>Genesis</strong>, when he was over at Bullfrog before the studio was completely absorbed by EA.  The game itself was going to be billed as the first title to directly be about faith; the goal was for players, through a combination of war, evangelism, and godly powers, working to unite the people of the world beneath their banner.  Faith was set to be a vital resource in the game, there would be different mana types to derive power from, players would move about the world on a magic carpet-like perspective, altitude-dependent spell availability.</p>

<p>A number of the concepts Adams discussed from Genesis were things that were, at the time, completely revolutionary. Some of these  eventually appeared in Lionhead’s <strong>Black & White</strong> titles, but some of the more interesting things he mentioned have yet to appear.  I was particularly interested by the use of a class system and establishing how it would work in the different towns.  To me, the idea of making war a messy and problematic endeavor with lasting consequences was particularly interesting <em>(he cited Northern Ireland as an example, where constant war has drained the economy and then kept investors away)</em>.  The other interesting idea he presented was the possibility of using tolerance to exist alongside your fellow gods <em>(citing the examples of Medieval Spanish communities being populated by Christians, Jews, and Muslims without any major conflicts between them)</em>.  However, tolerance was actually set to be the riskiest venture because you’d leave your people open to the possibility of foreign influences.  Finally, I really liked the idea of establishing the fact that too much religious activity <em>(worship, holidays, etc)</em> would be detrimental to an economy, as historical cultures like Rome and the Aztecs started to fall apart under such settings.</p>

<p>The last portion of the speech focused on some ideas for developers to mull over when they’re working on the Next Big God Game, some of which are possible on current technology and some of which aren’t.  All of Adams’s ideas centered around making game worlds more alive, from making the people more autonomous to giving other gods more personality to creating a deeper psychological dimension for the effects of faith on NPCs <em>(such as making conversion a bigger deal and having a deeper impact on the converted)</em>.  Of course, these possibilities were merely food for thought, but Adams closed the lecture by wishing everyone in the audience working –or thinking of working- on a god game the best of luck and challenged everyone to push the limits of the genre.</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Developers In The Crosshairs (Day 2)</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_developers_in_the_cross.html" />
    <id>tag:gaygamer.net,2008://1.14760</id>

    <published>2008-02-22T02:20:15Z</published>
    <updated>2008-02-22T02:59:24Z</updated>

    <summary> The continuation of yesterday’s “Developers in the Crosshairs” was even more heavily attended today, which led to a lot of interesting discussions even though the suggestion of possible solutions to backlash and scandal were only briefly mentioned. This time around, there were a lot more developers on hand who were working on upcoming games and were curious about what they could do to dampen possible problems with their developing games (I noticed a number of folks from the team working on This Is Vegas)....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image"><img alt="crosshairs" src="http://gaygamer.net/images/crosshairs.jpg" width="300" height="226" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;"/></span></p>

<p>The continuation of yesterday’s “Developers in the Crosshairs”  was even more heavily attended today, which led to a lot of interesting discussions even though the suggestion of possible solutions to backlash and scandal were only briefly mentioned.  </p>

<p>This time around, there were a lot more developers on hand who were working on upcoming games and were curious about what they could do to dampen possible problems with their developing games  <em>(I noticed a number of folks from the team working on <strong>This Is Vegas</strong>)</em>.    </p>]]>
        <![CDATA[<p><br />
The first topic of discussion was actually the <strong>Mass Effect</strong> sex scene scandal created by that bastion of journalistic integrity, Fox News.  Since a couple of people from Bioware were in the room we were provided with some facts that weren’t really obvious during the events in question.  One of the first things that was explained was that Bioware didn’t directly respond because there’s the threat of legal ramifications if you do any sort of official response.  Not only that, though, but Bioware suspected that someone would have a problem with the scene, so they toned it down a lot before it the final version of the game was released; they kept the scene in, though, because they’re big believers in pushing the boundaries in terms of storytelling.  Besides, “everyone has that one Star Trek fantasy, right?”</p>

<p>After that, a lot of the time was actually spent discussing working with the ESRB, partially because some of the developers in the discussion today haven’t worked with the group before.  Based on the questions I heard, they were particularly focused on how Rockstar was so “shocked” when <strong>Manhunt 2</strong> was originally handed an AO rating.  The veteran designs in the group explained that that was most likely a publicity stunt because the ESRB is very good about providing feedback if you go to them with your games before  you actually submit them for an official rating <em>(I can’t say I disagree, either)</em>.</p>

<p>However, what I was surprised to hear about how picky the ESRB can be with the context of objectionable content.  A developer from THQ who was involved with both <strong>Saints Row</strong> titles and <strong>The Punisher</strong> had a rather entertaining comparison.  During a number of the interrogation sequences in The Punisher, the ESRB told the development team that they needed to change certain aspects in order to avoid an AO rating <em>(apparently torturing someone with a knife wasn’t OK, but pressing a button and just stabbing them to a table was)</em>.  Meanwhile, Saint’s Row had no problem getting an M-rating at its first go, even though it’s content was far more scandalous than anything Frank Castle did.</p>

<p>On a sidenote, I remember talking with one of the developers at E3 and being told that the ESRB said the amount of gore coming out of a woodchipper -after it’s used in to interrogate an enemy- was way too much for what a human body would’ve provided <em>(I immediately wanted to know what kind of research the ESRB had done to validate that claim, which is still a mystery I have yet to solve)</em>. </p>

<p>The final few moments of the roundtable were spent suggesting possible solutions, during which time Daniel Greenberg –the host of the talk- voiced something which I thought was totally brilliant.  In a manner of being proactive instead of reactive, Greenberg suggested the idea of having the IGDA providing its members with media training so they are better prepared to weather the storms of controversy if someone ends up coming after their product.</p>

<p>Based on the enthusiasm and attendance, I wouldn’t be surprised if this forum returns to GDC next year, especially since controversies surrounding games are becoming all the more commonplace.</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Future Of MMOs</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_future_of_mmos.html" />
    <id>tag:gaygamer.net,2008://1.14750</id>

    <published>2008-02-21T21:02:49Z</published>
    <updated>2008-02-21T21:42:54Z</updated>

    <summary> Holy crap, there are a lot of people who like MMOs. I kinda forgot about that until I slunk into &quot;The Future of MMOs&quot; panel discussion today and was shocked to find that there were not only no available chairs, but there was very little standing room, either. As opposed to the last panel discussion, though, this one was incredibly well-run and featured a number of people who I felt were actually justified to be talking to us. Jack Emmert, Jon Wood, Mark Jacobs, Min Kim, Ray Muzyka, and Rob Pardo, who are all pretty good authorities on the topic of MMOs, if their respective games are anything to go by, were all in front of the crowd and did a great job of answering questions without hijacking the conversation at any point....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/DSC_0001.jpg" width="572" height="382" alt="DSC_0001.jpg" title="mmo panel" /></p>

<p>Holy crap, there are a lot of people who like MMOs.  I kinda forgot about that until I slunk into "The Future of MMOs" panel discussion today and was shocked to find that there were not only no available chairs, but there was very little standing room, either.  </p>

<p>As opposed to the last panel discussion, though, this one was incredibly well-run and featured a number of people who I felt were actually justified to be talking to us.  Jack Emmert, Jon Wood, Mark Jacobs, Min Kim, Ray Muzyka, and Rob Pardo, who are all pretty good authorities on the topic of MMOs, if their respective games are anything to go by, were all in front of the crowd and did a great job of answering questions without hijacking the conversation at any point.</p>]]>
        <![CDATA[<p>When I walked in, the topic of dealing with intellectual property was already being discussed.  From what I heard, everyone seemed to agree that IPs are a bit of a double-edged sword.  While they're not always necessary, such as is the case when you have something like a racing-based MMO or something, they're definitely helpful to already have around because it can save developers a lot of time and money by giving them a story to already work with.  Rob Pardo cited the example of <strong>World of Warcraft</strong> as a perfect example of this: because his team already had the IP of Warcraft established through three prior games <em>(and a couple of expansions)</em>, they didn't have to invent a whole backstory to establish who the Orcs were, etc.</p>

<p>The next question dealt with whether or not MMOs were going to be headed to consoles more often in the future.  Everyone on the panel agreed that, yes, they definitely are, but no one's in a hurry to get there because PCs are still the largest open market available.  However, with groups like Sony and Microsoft making an increased effort to get their consoles into as many homes as possible by making the systems capable of more and more functions, there will be an increased presence of MMO games becoming available.  </p>

<p>After that, the rather large debate of microtransactions vs. subscription payments was discussed.  Jack, of course, had a hysterical diatribe against the concept of microtransactions that left a lot of us laughing for a while, and then the first and only debate of the session reared its head.  One one side there was Jack, who took the firm stance that almost no company should use microtransactions because they're too unreliable of a payment system.  Almost everyone else was in the middle, because they thought it could be a viable payment structure but that it hadn't really caught on that well in North America yet.  Min Kim was on the side of non-subscription payment plans because they actually work pretty well over in Asia and are starting to catch on here in the States, based on the success of <strong>MapleStory</strong>.  Ultimately, it sounded like the subject boiled down to an East vs. West mentality and that subscriptions were going to probably be the established payment plan here in the USA.</p>

<p>The last question presented by the moderator was whether or not big-budget MMOs were the way to go anymore.  Everyone agreed that, right now, big budget games in the genre are a bit of an unrealistic thing because publishers are generally terrified of competing with World of Warcraft.  Instead, they all emphasized that having a small group of talented people working on innovative gameplay, and encouraged everyone who was working in the MMO community to keep on striving for excellence.</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: The Future Of Storytelling In Games</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_the_future_of_storytell.html" />
    <id>tag:gaygamer.net,2008://1.14741</id>

    <published>2008-02-21T19:12:10Z</published>
    <updated>2008-02-21T19:20:57Z</updated>

    <summary><![CDATA[ There are times, rarely, where I wish that I’d been put in charge of a meeting I’m attending. It’s rare, mainly because I despise responsibility in any shape or form, but sometimes the meeting is managed in such a way that I want to commit acts of unspeakable cruelty in order (like give Uwe Boll more funding) in order to vent my frustration. As I sat through this year’s “Future of Storytelling in Games” panel discussion, I found myself desperately wishing to instruct the speakers (and the moderator in particular) the lessons from “Robert’s Rules of Order”. The panel of speakers was comprised of Matthew Karch and Michael Hall (who both worked on Timeshift), Dennis Dyack (of Silicon Knights), Mary DeMarle (who’s written a number of game stories, including Myst 3 & 4), Matt Costello (who wrote The 7th Guest’s story) and Tim Willis (creative director of ID). At first glance, this sounded like it was going to be an excellent talk, particularly because of the representation of game developers who are on opposite sides of the “story vs. technology” debate, but a lot of the arguments ended up occurring between Karch and Dyack in ways that were more irritating than enlightening; meanwhile, moderator Deborah Todd did a poor job of keeping the discussion on track....]]></summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/DSC_0008.jpg" width="572" height="382" alt="DSC_0008.jpg" title="panelists" /></p>

<p>There are times, rarely, where I wish that I’d been put in charge of a meeting I’m attending.  It’s rare, mainly because I despise responsibility in any shape or form, but sometimes the meeting is managed in such a way that I want to commit acts of unspeakable cruelty in order <em>(like give Uwe Boll more funding)</em> in order to vent my frustration.  As I sat through this year’s “Future of Storytelling in Games” panel discussion, I found myself desperately wishing to instruct the speakers <em>(and the moderator in particular)</em> the lessons from “Robert’s Rules of Order”.</p>

<p>The panel of speakers was comprised of Matthew Karch and Michael Hall <em>(who both worked on <strong>Timeshift)</strong>, Dennis Dyack <em>(of Silicon Knights)</em>, Mary DeMarle <em>(who’s written a number of game stories, including<strong> Myst 3 & 4</strong>)</em>, Matt Costello (who wrote <strong>The 7th Guest</strong>’s story)</em> and Tim Willis <em>(creative director of ID)</em>.  At first glance, this sounded like it was going to be an excellent talk, particularly because of the representation of game developers who are on opposite sides of the “story vs. technology” debate, but a lot of the arguments ended up occurring between Karch and Dyack in ways that were more irritating than enlightening; meanwhile, moderator Deborah Todd did a poor job of keeping the discussion on track.</p>]]>
        <![CDATA[<p>There are times, rarely, where I wish that I’d been put in charge of a meeting I’m attending.  It’s rare, mainly because I despise responsibility in any shape or form, but sometimes the meeting is managed in such a way that I want to commit acts of unspeakable cruelty in order <em>(like give Uwe Boll more funding)</em> in order to vent my frustration.  As I sat through this year’s “Future of Storytelling in Games” panel discussion, I found myself desperately wishing to instruct the speakers <em>(and the moderator in particular)</em> the lessons from “Robert’s Rules of Order”.</p>

<p>The panel of speakers was comprised of Matthew Karch and Michael Hall <em>(who both worked on <strong>Timeshift)</strong>, Dennis Dyack <em>(of Silicon Knights)</em>, Mary DeMarle <em>(who’s written a number of game stories, including<strong> Myst 3 & 4</strong>)</em>, Matt Costello (who wrote <strong>The 7th Guest</strong>’s story)</em> and Tim Willis <em>(creative director of ID)</em>.  At first glance, this sounded like it was going to be an excellent talk, particularly because of the representation of game developers who are on opposite sides of the “story vs. technology” debate, but a lot of the arguments ended up occurring between Karch and Dyack in ways that were more irritating than enlightening; meanwhile, moderator Deborah Todd did a poor job of keeping the discussion on track.</p>

<p>Things started out well enough, we were introduced to everyone and they gave their backgrounds in the gaming industry, so things sounded promising.  The main topic of discussion <em>(for a while, at least)</em> followed the question about where writers can and should fit in during the development process.  Dyack, of course, said they should be a part of the team from the getgo.  He emphasized his company’s focus on storytelling and stressed that games are “the eighth artform… with the eighth art form, the glue is interactivity and gameplay.  That layer is something that makes our industry very unique, however it does not stand alone.”  Not only that, but he explained that Silicon Knights actually has an entire writing department which comes up with the conceptual universe which ends up tying all the different elements of the game together.  Most of the panelists agreed with him, including Costello who added, “anyone who talks to young people knows the passion they bring for their stories,” and continued on stating that one doesn’t have to sacrifice storytelling for the sake of gameplay.  </p>

<p>And this is where things took a definite turn.  Karch jumped into the discussion at this point and, after admitting that storytelling hadn’t been a huge focus  with Timeshift <em>(no, really?)</em>, he also pointed out that storytelling isn’t always necessary to have a popular game… though, to give the man credit, he did go on to say that with most games having a set story process is necessary to create something of quality.  </p>

<p>Before things completely veered off topic between Dyack and Karch regarding the pros and cons of outsourcing in game development, Costello, Willis and DeMarle made some great contributions to the discussion while Hall generally sat quietly at the table and looked a little harangued.  Willis in particular came off as someone who had a good grasp on the necessary meeting point between creativity and technology in order to create a successful title.  “People forget that we actually invented the shooter genre,” he quipped at one point, and then went on to state that genres in the future would hopefully fade away in general: “We should just make our games stand for what they are… you shouldn’t have to call it a shooter, an adventure game, or whatever.  You should call it a great game.”</p>

<p>I would have liked to have listened to Costello, Willis, and Hall just chat about their general ideas regarding storytelling and where they think the field is going to progress.  Unfortunately, the talk kept on getting hijacked by Karch and Dyack to squabble about their opinions regarding unrelated topics until the panel was over and I left the room with a bad taste in my mouth.<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Hal Harpin Interview</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_hal_harpin_interview.html" />
    <id>tag:gaygamer.net,2008://1.14732</id>

    <published>2008-02-21T04:59:32Z</published>
    <updated>2008-02-21T20:59:48Z</updated>

    <summary> The ECA is an organization which I think just about every gamer on the planet should join. Why, you ask? What do they stand for, you inquire? I have no clue, I just like them because they continuously pimp my artwork on their official T-shirt. Man am I glad I found Hal Harpin today in Moscone North so I could finally find out what it is his organization actually does... Hit the jump for the interview....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<div style="text-align: center;"><img src="http://gaygamer.net/images/DSC_0010.jpg" width="382" height="572" style="float:none" alt="DSC_0010.jpg" title="Hal has good tastes in clothes" />

</div>

<p><em>The ECA is an organization which I think just about every gamer on the planet should join.  Why, you ask?  What do they stand for, you inquire? I have no clue, I just like them because they continuously pimp my artwork on their official T-shirt.  Man am I glad I found Hal Harpin today in Moscone North so I could finally find out what it is his organization actually does...</p>

<p>Hit the jump for the interview.</em><br />
</p>]]>
        <![CDATA[<p><strong>Boy of Tomorrow:</strong> A lot of people don’t know what the ECA is.  Can you give us a brief explanation of  who you are and what you do?<br />
<strong><br />
Hal Harpin:</strong> Sure!  The Entertainment Consumers Association is a 501(c)(4) non-profit membership association, so we’re similar in that regard to a AAA or an AARP where members join, they pay an annual due, and then we give them a bunch of infinity benefits like discounts on game magazine subscriptions, rentals…</p>

<p><strong>BOT:</strong> Don’t you help out with scholarships, too?</p>

<p><strong>HH: </strong>Yup.  We’re working on a really broad swath of things.  The thing we’re probably best known for in our one year of existence is advocacy in the state and the federal level.  But, yeah, we’re working on credit cards, life/health/car insurance, scholarships, we’re building out a whole network of chapters around the country… so, yeah, we’ve got our hands around a lot of things and we’re trying to do them all at once.  We’re also rolling out modules that are all web-based so all these new things will pop onto the website as you long on and they become available.<br />
<strong><br />
BOT: </strong>So what made you decide to set up this organization?  It seemed to sort of pop up out of nowhere, but I know its origins are tied to a retail organization you were involved with.</p>

<p><strong>HH:</strong>  Yeah, our management team at the ECA also ran the IMA –because we love our acronyms in this business- which was better known as the Interactive Entertainment Merchant’s Association.  It was a (c)(6) non-profit like the IGDA or the CSA; it was a trade organization.  We represented the retailers for nine years like Wal-Mart, Target, Best Buy, and CompUSA and all those guys who sold games.  We did, essentially, a lot of the same things we do for consumers, just from the retail perspective.  And then it was one day during a board meeting, with a lot of those retailers present, that we discussed a lot of those issues that were related to consumers.  So, following that meeting, I realized there was a real opportunity for the one group that hadn’t been given a voice to be given one.  Where the publishers, the retailers, and the developers are really well represented, the most important constituents of all –the consumers- had no voice.<br />
<strong><br />
BOT: </strong>How’s the response been, in your year of existence?</p>

<p><strong>HH:  </strong>It’s been good.  It’s been really good.  So far we haven’t had any really bad feedback from anyone.   In fact, this morning we just dropped a press release that has another host of non-profit and government-related affiliations that we have now as well as a second release detailing our business and media partners as well.  So the association’s coming along well… if anything, I think our biggest challenge is getting our hands around the scope of what the association could be.  Again, being similar to AAA or an AARP means there’s an awful lot to tackle, whereas the IMA only had a few issues to tackle while at the ECA it’s much broader than that.</p>

<p><strong>BOT:  </strong>So I have to ask this, just for ego’s sake, how has the response been to the “Contrary To Popular Opinion” marketing campaign as compared to the old one with the gun, needle, and controller images?</p>

<p><strong>HH: </strong> The T-shirt you designed was phenomenal.  We had three or four campaigns that ran last year, ad agencies did all of our print work.  But with the T-shirts, we had a design competition with GamePolitics which you won.  Handily, actually, and the reaction is always great.  When we come to shows like this, well, this isn’t really our target demographic so we don’t have high expectations for gaining a whole bunch of new members coming from a trade show… but we have a great relationship with the IGDA, and what we’ve found is that at the younger demographic level is that people are eager to join both groups for totally disparate reasons.  </p>

<p><strong>HH: </strong> We obviously don’t do anything to defend the artists’ rights as a day-to-day part of what we do, whereas the IGDA does.  And, also, we’re finding that a lot of people who join in college and have an interest in games may graduate and become IGDA members.  So there’s student chapters where we’re sharing assets, and one of the reasons we’re here is to just establish the organization more firmly, to get us more publicity, to make people more aware that we’re here, to have sort of a forward face on answering questions and just being accessible.  But consumer shows are definitely more our thing in terms of converting new members.<br />
<strong><br />
BOT: </strong> Are you going to be at E3 and E For All?</p>

<p><strong>HH: </strong> Yes.  This year… we’re at approximately 130 events in terms of presence.  Not all of those will have staff or booths, sometimes it’ll just be banners or giveaways, but I think PAX will have our largest presence in terms of both staff and booth space.  <br />
<strong><br />
BOT:</strong>  OK, now, at a discussion I was at earlier, the ECA was mentioned in the same sentence as the ESA in terms of defending the industry, so I was wondering what kind of role you guys take in that… I don’t really see you rolling out the lawyers to take on legislation.</p>

<p><strong>HH: </strong> Probably a very similar one to when we ran the retail trade association.  The lead dog in the fight is almost always going to be the publishers because it’s them that are going to be attacked directly.  I see the ECA as being relatively paradigm-shifting because if we can get the consumers, who are these legislators’ constituents, into the discussion early on, then I think it’s going to be a lot harder to push legislation up through the committee to the point where it becomes a real serious threat.  <br />
<strong><br />
BOT:</strong>  All right, well thank you for your time!</p>

<p><strong>HH:</strong>  Thank you.</p>

<p><em>For more information on the ECA, check out <a href=http://www.theeca.com>TheECA.com</a></em>.<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Hail To The Chimp Preview</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_hail_to_the_chimp_previ.html" />
    <id>tag:gaygamer.net,2008://1.14731</id>

    <published>2008-02-21T04:30:28Z</published>
    <updated>2008-02-21T04:56:58Z</updated>

    <summary> Oh my God. Oh my God. I can&apos;t breathe. I&apos;m still laughing whenever I think about this game. No, really, Hail to the Chimp is really that freaking funny. The game, developed by Wideload Games, is a party game which follows the basic plot involving a political race to take over a newly formed animal republic. You see, the king (a lion) has been dethroned, and the kingdom decides to make itself into a democratic republic. And so, players assume the roles of political candidates who, in turn, beat seven kinds of snot out of each other in an effort to make their way to the presidential office. Gameplay-wise, things are pretty simple, but in a deceptive sort of way. The actual controls are a bit limited in terms of variety, but things are quickly spiced up by a number of different gameplay modes and levels, not to mention all the various unlockables one can snag during playtime (trust me, the outfits and movies are so funny they&apos;re worth it). It turns out there are 16 different play modes which can occur in any of 10 different levels, so things will probably stay interesting for long after you&apos;ve bought the game. I got to play through three full rounds as a badass octopus who generally got his butt kicked by a platypus. After playing through a certain number of rounds (anywhere from one to nine), the player who&apos;s accrued the most points (clams) is declared the winner and the new president of the republic. The entire journey to political power is narrated by GRR, which is the animal version of Fox News right down to its mean-spirited commentary. Actually, come to think of it, I&apos;m pretty sure we could replace Fox News with GRR and people would respect it more. All of the cutscenes seemed to be really well-animated and voiced, were all incredibly funny (I was particularly entertained by the parody of Oprah entitled &quot;Orcah&quot;), and it turns out that there&apos;s going to be over 90 minutes of unlockable footage on the game. Hail to the Chimp is due out for PS3 and Xbox 360 sometime in May and will retail for $39.99. Personally, I think this would make a splendid addition to the Pink Castle&apos;s gaming library....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/hailtothechimp.jpg" width="300" height="169" alt="hailtothechimp.jpg" title="hail, baby" /></p>

<p>Oh my God.  Oh my God.  I can't breathe.  I'm still laughing whenever I think about this game.  No, really, <strong>Hail to the Chimp</strong> is really that freaking funny.  The game, developed by Wideload Games, is a party game which follows the basic plot involving a political race to take over a newly formed animal republic.  You see, the king <em>(a lion)</em> has been dethroned, and the kingdom decides to make itself into a democratic republic.  And so, players assume the roles of political candidates who, in turn, beat seven kinds of snot out of each other in an effort to make their way to the presidential office.</p>

<p>Gameplay-wise, things are pretty simple, but in a deceptive sort of way.  The actual controls are a bit limited in terms of variety, but things are quickly spiced up by a number of different gameplay modes and levels, not to mention all the various unlockables one can snag during playtime <em>(trust me, the outfits and movies are so funny they're worth it)</em>.  It turns out there are 16 different play modes which can occur in any of 10 different levels, so things will probably stay interesting for long after you've bought the game.  I got to play through three full rounds as a badass octopus who generally got his butt kicked by a platypus.  </p>

<p>After playing through a certain number of rounds <em>(anywhere from one to nine)</em>, the player who's accrued the most points <em>(clams)</em> is declared the winner and the new president of the republic.  The entire journey to political power is narrated by GRR, which is the animal version of Fox News right down to its mean-spirited commentary.  Actually, come to think of it, I'm pretty sure we could replace Fox News with GRR and people would respect it more.  All of the cutscenes seemed to be really well-animated and voiced, were all incredibly funny <em>(I was particularly entertained by the parody of Oprah entitled "Orcah")</em>, and it turns out that there's going to be over 90 minutes of unlockable footage on the game.</p>

<p><strong>Hail to the Chimp</strong> is due out for PS3 and Xbox 360 sometime in May and will retail for $39.99.  Personally, I think this would make a splendid addition to the Pink Castle's gaming library.</p>]]>
        
    </content>
</entry>

<entry>
    <title>GDC 08: Insecticide Preview</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_insecticide_preview.html" />
    <id>tag:gaygamer.net,2008://1.14730</id>

    <published>2008-02-21T03:48:00Z</published>
    <updated>2008-02-21T04:27:27Z</updated>

    <summary> I got to spend some time checking out Insecticide this afternoon, and it was the first time I ever got actually see it in action. Hey, when you go on the road for six months, it&apos;s hard to game as much as you&apos;d like to. Anyway, I was given demos of both the PC and DS versions of the game by Michael Levine and Larry Ahern of Crackpot Entertainment, and I was pretty impressed by what I was shown. Both versions of the game will follow the same story, but the PC version is set to be digitally distributed in two episodic releases in order to keep the game&apos;s download size relatively small. Both versions will also tell the same story, but the PC rendition will naturally feature a lot more textures, details, full-motion videos, and larger environments. What really impressed me, though was the game&apos;s art style, which reminds me of a blend between the equally excellent Psychonauts and Beyond Good &amp; Evil. This is because the characters, even though they&apos;re anthropomorphic insects, have that cutely bizarre factor which Raz and his friends posessed. Meanwhile, the environments are reminiscent of the sci-fi/pulp/noir world in which Jade found herself wandering. When I was shown the DS version of the game, though, I was floored at how tight the controls seemed to be, especially since navigation can be controlled with either the letter buttons or the system stylus. The rationale was that it wasn&apos;t that hard to adapt the navigation modes to these methods because, if you look at it a certain way, it isn&apos;t that different from using the WASD keys and a mouse. I was shown a brief chase scene, in which Chrys Lizt clambers across rooftops after a spitbug (during which the stylus navigation) and then goes through an adventure game tutorial by going a number of puzzles in the police station she works in. It&apos;s no surprise that Crackpot knows what they&apos;re doing with this game, particularly because a number of ex-LucasArts people form the studio&apos;s population. Heck, even Dave Grossman was involved with the game for a bit! Based on everything I saw, this looks like it&apos;s not just going to be a solid game with some snazzy artwork, but it&apos;s going to be a fun experience overall for anyone that&apos;s a fan of either action/platforming or adventure games in general....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/Chrys---Gun.jpg" width="300" height="212" alt="Chrys---Gun.jpg" title="insecticide" /></p>

<p>I got to spend some time checking out <strong>Insecticide</strong> this afternoon, and it was the first time I ever got actually see it in action.  Hey, when you go on the road for six months, it's hard to game as much as you'd like to.</p>

<p>Anyway, I was given demos of both the PC and DS versions of the game by Michael Levine and Larry Ahern of Crackpot Entertainment, and I was pretty impressed by what I was shown.  Both versions of the game will follow the same story, but the PC version is set to be digitally distributed in two episodic releases in order to keep the game's download size relatively small.  Both versions will also tell the same story, but the PC rendition will naturally feature a lot more textures, details, full-motion videos, and larger environments.</p>

<p>What really impressed me, though was the game's art style, which reminds me of a blend between the equally excellent <strong>Psychonauts</strong> and <strong>Beyond Good & Evil</strong>.  This is because the characters, even though they're anthropomorphic insects, have that cutely bizarre factor which Raz and his friends posessed.  Meanwhile, the environments are reminiscent of the sci-fi/pulp/noir world in which Jade found herself wandering.  </p>

<p>When I was shown the DS version of the game, though, I was floored at how tight the controls seemed to be, especially since navigation can be controlled with either the letter buttons or the system stylus.  The rationale was that it wasn't that hard to adapt the navigation modes to these methods because, if you look at it a certain way, it isn't that different from using the WASD keys and a mouse.  I was shown a brief chase scene, in which Chrys Lizt clambers across rooftops after a spitbug <em>(during which the stylus navigation)</em>  and then goes through an adventure game tutorial by going a number of puzzles in the police station she works in.  </p>

<p>It's no surprise that Crackpot knows what they're doing with this game, particularly because a number of ex-LucasArts people form the studio's population.  Heck, even Dave Grossman was involved with the game for a bit!   Based on everything I saw, this looks like it's not just going to be a solid game with some snazzy artwork, but it's going to be a fun experience overall for anyone that's a fan of either action/platforming or adventure games in general.</p>]]>
        
    </content>
</entry>

<entry>
    <title>GDC 08: Interview With Lawrence Walters</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_interview_with_lawrence.html" />
    <id>tag:gaygamer.net,2008://1.14727</id>

    <published>2008-02-21T03:38:07Z</published>
    <updated>2008-02-21T04:00:53Z</updated>

    <summary> This morning, I got to sit down with First Amendment lawyer Lawrence Walters, who later on delivered a speech on censorship of the gaming industry. The man&apos;s a legal badass who has gone toe to toe with Bill O&apos;Reilly and is taking a long-distance view of legislation affecting video games. And, really, whenever you start talking about sex, violence, and censorship, you&apos;ve got me hooked. Read the full interview after the jump....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<div style="text-align: center;"><img src="http://gaygamer.net/images/DSC_0007.jpg" width="381" height="572" style="float:none;" alt="DSC_0007.jpg" title="Lawrence Walters" />

</div><em>This morning, I got to sit down with First Amendment lawyer Lawrence Walters, who later on delivered a speech on censorship of the gaming industry.  The man's a legal badass who has gone toe to toe with Bill O'Reilly and is taking a long-distance view of legislation affecting video games.  And, really, whenever you start talking about sex, violence, and censorship, you've got me hooked.

<p>Read the full interview after the jump</em>.</p>]]>
        <![CDATA[<p><strong>Boy of Tomorrow:</strong> We just actually came from the Developers In The Crosshairs discussion where a number of very recent topics were discussed.  I think I’m going to just jump right in and ask you for a reaction to Scalia’s very vocal opinion on video games and legislation affecting them… what do you think’s going to happen now?</p>

<p><strong>Lawrence Walters:</strong> Well, what we’re seeing is what many lawyers who do this work already knew, which is a supreme court justice who would readily uphold game censorship laws if given the chance.  The Supreme Court has not addressed any game cases yet: none of them have made it up to that point.  Some of them are headed that way; we’re likely to see the 9th Circuit Court of appeal rule on the California legislation soon, and that could very well go up to the Supreme Court because the Supreme Court <em>loves</em> to reverse 9th Circuit Court.  It’s the most reversed circuit of all of them, so I wouldn’t be surprised if in the next year or two we see one of these video game laws work their way up to the Supreme Court, and then we’re in real potential trouble. </p>

<p>It’ll be a close decision depending on what Justice Kennedy does, but I could see five supreme court justices determining that these laws are constitutional; that there’s sufficient evidence of harm caused by these video games –even though it’s largely anecdotal- and uphold a law which imposes significant restrictions on the sale or distribution of “harmful materials”, i.e. M-rated games, this is a significant concern because up til now the courts have said that games are protected speech.  All the evidence and the studies and all this nonsense that the sensors have brought to court have been inadmissible and don’t establish any real evidence of harm.  </p>

<p>If the Supreme Court gets ahold of one of these cases, I wouldn’t be surprised if they don’t do something similar to what they’ve done to the adult entertainment field.  This is when they say “it’s not our position to really look at the evidence or really determine what the facts are.  The city council or the state has determined, in its wisdom, that these things cause harm and we’re not going to second-guess them...”</p>

<p>The court is supposed to be a truth-finding body.  It’s primary objective is to uncover the truth, but more and more we’re seeing this result-oriented decision-making by the conservative judges where they will determine how they want the case to come out and then come up with the most tortured logic to get you there.  Even the Supreme Court is guilty of this, especially involving sex and violence.  I fear that’s what we’re potentially going to see in the video game legislation realm if one of these cases works its way to the Supreme Court.</p>

<p><strong>BOT:</strong> One of the big arguments is that video games aren’t protected under free speech, that they aren’t considered art.  Why do you think that argument’s being made?</p>

<p><strong>LW:</strong>  The argument has been made and rejected in case after case.  The courts have held that video games are  clearly within the realm of protective speech , that they are progressive, that they have character development and thematic elements to them like in some of the greatest literature of our time.  So there’s no reason to treat them differently than any other sort of media or literature.  The very first case to deal with this issue actually went the other way, in the city of St. Louis, Judge Limbaugh found that video games are not in the realm of protected speech.  Now, that was reversed, but there is certainly some precedent out there and I could see a conservative court –perhaps the US Supreme Court- seizing hold of that decision and… deciding that these games are merely interactive forms of media that don’t contain the typical thematic elements of other literature and therefore are not protected speech.</p>

<p>It would have to be a fairly tortured decision to get there because games are clearly within the realm of protected speech.  We’re now seeing so many decisions in that regard that I think it would be difficult for a court to accept that at this point, so they’d need to go in a different way.  If they’re going to uphold these pieces of legislation, they’re gonna go a different route and they’re likely going to change the test… they’re going to use what’s called the “substantial interest test” and determine if a city or state has any reasonable basis to believe that games cause harm.  That way, even though [games] are speech, [the courts] are going to uphold time, place, and manner restriction.  </p>

<p>That’s a dangerous road.  It’s one that’s been used in other types of media that the courts don’t like and it’s possible that could occur here.  The argument that games aren’t speech will ultimately fail.  It’s cute but it’s not going anywhere, but there are other things to worry about.</p>

<p><strong>BOT:</strong>  What other things do we need to worry about?</p>

<p><strong>LW:</strong>  Like the fact that the court could change the test and start upholding these things one after another if the city or council or state puts in any evidence whatsoever that would give a reasonable belief that there’s any kind of harm.</p>

<p>Right now the courts are holding the government to a very high standard, the Compelling Interest Standard, and they’re requiring actual evidence of harm that would be admissible in a court.  And that’s what you’re supposed to do: if someone’s going to impact fundamental constitutional rights, then you should at least have some kind of evidence that what you’re trying to regulate is causing harm.  It makes a lot of sense.</p>

<p>Well, the court could change that test and that would be devastating.  We’re also seeing some different tacts being taken.  On the approach to regulating video games, as I predicted last year, the censorship groups have been dealt a string of losses by the courts and they’re looking at other ways to approach this issue.  One of the things they’ve come up with is this taxation approach.  What they’re trying to do is introduce legislation which will impose a “sin tax” on types of media including video games and adult entertainment.</p>

<p><strong>BOT:</strong>  They’ve got one up for approval in New Mexico, right?</p>

<p><strong>LW:</strong>  New Mexico and Wisconsin are the two that are considering it right now.  That’s another tact that the courts haven’t addressed recently.  It’s been twenty to thirty years before these tax cases have been around, but all of them in the past that have focused on a type of First Amendment-protected expression have been thrown out.  There’s a real easy example, and I’m going to get into this in my speech later on: if you had a city council that didn’t like what a newspaper was saying about them, they could not decide to impose a 50% tax on that newspaper in town.  If it’s real intent is to censor, the courts have always struck these taxes down as an insidious form of censorship that masquerades as a valid restriction or tax.  The courts don’t like that, and if we’re seeing an attempt to restrict content of games based on a specific product, then it should be found unconstitutional.  It’s been decades since any of these cases have come about, basically the law had been established so it’s surprising they’re going down this road again against video games and adult entertainment.</p>

<p>There’s a parallel life between these two industries and family values groups are approaching regulation of content in both video games and adult entertainment in a very similar way.  So that’s the new tact they’re taking and it’s one we need to watch out for.  The industry is going to need to be prepared for it and gear up for the large battles, because they’re going to happen all over the place and I wouldn’t be surprised if we see these taxation efforts be imposed in addition to the attempts to regulation being fought throughout the country right now.</p>

<p><strong>BOT:</strong>  Do you see the industry gearing up at all for the battles?  I mean, we have bodies like the ESA and the ECA but they seem like they’re largely reactionary.</p>

<p><strong>LW:</strong>  I was just going to say, the problem with the industry is that it’s been historically reactive and not proactive.  It’s not surprising, many other industries behave the same way: until something is an emergency, nobody really pays attention to it.  It’s hard to get motivated to fight a fight that hasn’t happened yet, and that’s where we’re seeing some of the laziness and inattentiveness to the issues right now.  The fire has not started to burn out of control yet.  It’s smoldering and there are signs of problems on the horizons, but that’s the best time to gear up for the fight because you give yourself enough lead time.</p>

<p>When these cases emerge in the court system, they’re resolved in a very short period of time.  Unlike most federal cases that take a year or two, sometimes five years, these cases involving free speech are on an expedited schedule.  Usually there’s a temporary injunction hearing within a couple of weeks of the case being filed and the court expedites everything: everybody’s witnesses have to get there right away and they have to get the evidence together really quickly.  There’s no time to come up with studies or research or expert reports or the kinds of things that are going to be necessary to defeat these kinds of legislation.  The time to do it and have that evidence at our fingertips is now; not when there’s emergency, not when there’s a court hearing scheduled in two weeks.  Everyone’s going to scramble at that point and they’re not going to put in their best evidence.  They’re going to throw in stuff that’s been thrown together at the last minute.  </p>

<p>That being said, the video game industry and the trade groups that represent it have done an impressive job of protecting free speech rights so far.  They’ve won all the cases, they’ve been there each and every time.  You can’t fault them for the job they’ve done so far.  My only point is that strategies are going to change, and the gaming industry’s strategies are going to have to change with them because we’re going to be potentially caught off guard.</p>

<p>We have a supreme court which is more conservative than any that has been around in the past twenty or thirty years, and it’s going to uphold legislation which no one would’ve expected it to uphold based on past precedent.  The Reagan/Bush administrations have packed the courts with conservative judges.  </p>

<p>I see this every day in my practice: conservative judges are rejecting precedent which has been established for years and years.  They’re even questioning fundamental rights like the right to Miranda warnings or the right to exclusionary rule in Fourth Amendment cases.  Cases that have been established for years and years have been all of a sudden being reconsidered… to rely on what’s happened in the past is, I believe, a mistake because we’re now faced with a very conservative judiciary, we’re faced with a Supreme Court that will uphold just about anything directed at the regulation of sex and violence, and we have to be prepared for that.</p>

<p>This battle will likely have to be one in the court of public opinion.  The PR battle is going to become exceedingly important.  While you might win case after case, or lose one here and there, the censors will keep coming at you; whether it’s with a new tax or a new approach to regulation of distribution, they’re going to keep coming after you because it’s a money-making device for them.  It’s donations from groups like the American Family Association, Morality In Media, it allows them to lobby and gain members.  They’re going to keep doing it.  </p>

<p>There’s never going to be a time in history where they go, “OK, we’ve done everything we can in regards to sex and violence so we can rest on our laurels.”  It’s going to keep happening.  So, we have to marginalize them.  Now we have to identify the extremists for what they are.  The industry needs to address what are legitimate concerns of parents with respect to ratings and information and reaction of the industry when issues occur.  But to rely solely on the courts is, at this point, a mistake because they’re becoming more and more conservative and less and less reliable.</p>

<p><strong>BOT:   </strong>The last thing I want to talk about in this interview is this: one of the options they had for dealing with the misrepresentation of games is the Elvis Approach.  Basically, the idea is that we can just weather this out and it’ll eventually stop being a scandal.  Personally, I don’t agree with it and I think it’s taking a big risk.  What do you think about it?</p>

<p><strong>LW:</strong>  I disagree with the approach.  I believe you have to be proactive, you have to throw your hat in the ring, you have to get your message out.  You can’t wait for things to happen because doing that will just mean the opposing party’s message gets out and yours doesn’t.  </p>

<p>You know, certainly, the longer things are around the more accepted that they get.  If you compare the current societal acceptance of violence in video games in 2008 with the perception in 2001, I think we’ve come a long way.  I think we’ve established that, less and less, games are for kids only.  I think we’ve largely overcome that, although there’s still some semblance of that remaining.  </p>

<p>So, yes: in time, the country will start to accept what what was previously cutting edge –like Elvis and the Beatles- but to get society there you have to give them the information to make that decision and to come to that conclusion.  You have to make them understand the free speech components, the artistic freedom, the important liberty interests at stake, the fact that we live in a free country and that we cannot dumb down entertainment and media to that which is acceptable to kids because we forfeit the rights of adults and we forfeit the rights of the children who will soon become adults.  </p>

<p>We have to be ever watchful of that, and we have to educate parents, decision-makers, and lawmakers on our position.  We can’t expect our opposition to do it –they won’t- and it’s not going to happen on it’s own.  The laissez fair approach is a mistake; you have to constantly have your message out there and present it eloquently.  You have to be careful of who you select as speakers.  Some of the mistakes have been that the industry has allowed itself to be represented in the media who  are just random individuals who have varying and inconsistent messages, sometimes not the most professional of messages.  You know, this is an emotional issue and people get worked up about them.  I understand why they say things that might sound unprofessional and reactionary when interviewed, but you have to make sure that your public spokespersons are educated and polished and media-savy and able to impact –positively- the public perception of video games.</p>

<p><strong>BOT:</strong> All right, well, I think that says it all, so thank you for sitting down to take the time with me.</p>

<p><strong>LW:</strong> Absolutely, take care.</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Interview With Phaedra Boinodiris</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_interview_with_phaedra.html" />
    <id>tag:gaygamer.net,2008://1.14725</id>

    <published>2008-02-21T02:42:42Z</published>
    <updated>2008-02-21T05:25:53Z</updated>

    <summary> Phaedra Boinodiris, better known to much of the gaming community as &quot;Circe&quot; of WomenGamers.com, took some time out of her busy schedule to sit down and chat with me regarding how the site&apos;s been doing, where she things in the industry are progressing towards, and what it&apos;s like being a gamer mom. OK, we might have been eating food at the same time, but it was still nice of her to keep me company. Oh, and she also filled me in on what Ladies Night Out is like in Seoul, Korea. Hit the jump to read the full interview....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<div style="text-align: center;"><img src="http://gaygamer.net/images/DSC_0004.jpg" width="382" height="572" style="float:none" alt="DSC_0004.jpg" title="circe" />

</div>

<p><em>Phaedra Boinodiris, better known to much of the gaming community as "Circe" of <a href="http://www.womengamers.com">WomenGamers.com</a>, took some time out of her busy schedule to sit down and chat with me regarding how the site's been doing, where she things in the industry are progressing towards, and what it's like being a gamer mom.  OK, we might have been eating food at the same time, but it was still nice of her to keep me company. Oh, and she also filled me in on what Ladies Night Out is like in Seoul, Korea.  Hit the jump to read the full interview.</em></p>]]>
        <![CDATA[<p><strong>Boy of Tomorrow:</strong> Thanks for sitting down with me today!  Would you mind introducing yourself and giving a quick summary of WG for those of our readers who aren’t familiar with your site?<br />
<strong><br />
Phaedra Boinodiris:</strong> WomenGamers.com is a site for all kinds of different people, but basically for women who play all kinds of games, work in the industry, men who are interested in reading reviews or articles in regards to all things gaming.  We’ve been around for the past eight years now; we launched the first scholarships in the U.S. for women to get degrees in game design and development and we’re still going strong.<br />
<strong><br />
BOT:</strong> You guys used to be pretty involved with the Guild Hall down at SMU, are you still going strong with them?</p>

<p><strong>PB: </strong>Yeah, yeah, we’re still working with them and pulling together scholarships for girls with them, Full Sail, and the National Computer Camp.<br />
<strong><br />
BOT:</strong> So, one of the biggest complaints about the gaming industry is that games haven’t been marketed towards women and have instead pandered to an intended audience of male teenagers.  Well, actually, that’s been a complaint of just about every group that doesn’t fit into that stereotypical gamer image… would you say this is still the case?  Has anything changed?  Has there been any progress?<br />
<strong><br />
PB: </strong> Most definitely!  I’ve seen a lot of change.  If you look at the way E3 has changed, or even GDC here… there’s actually a line for the women’s restroom. [laughs] If there were ever a sign of change in this industry, that’s a big one.  </p>

<p><strong>BOT:</strong>  One of the more memorable articles I remember reading on your site was “concerns of a gamer mom”, where your sister, Atari, wrote about how her perceptions as a gamer have changed with motherhood.  Have you found the same to be true now that you’ve got a munchkin running around?<br />
<strong><br />
PB: </strong> Yes… I get asked this question quite often.  I want to ensure that there’s not just balance in my life, but in her life as well.  That means getting adequate exercise, getting reading time, as well as getting game time.  We’ve got a bunch of educational titles, featuring things like Dora and Elmo, teaching her things like the alphabet and she really likes it.  I think that as long as you have balance in mind with any endeavor, that’s the way to go as a parent.</p>

<p><strong>BOT:</strong>  Ok, so going off of that point, a lot of people who’ve been responding to the “nannying” administration that’s been introduced over the past few years is that families need to either game together or parents need to have some involvement with what their kids are playing.  Do you think that’s happening more now that this generation is starting to have kids?<br />
<strong><br />
PB: </strong> Definitely, especially since the Wii came out.  That’s been a major emphasis… it’s funny, because this has gone completely full-circle.  I don’t know if you remember the original Atari commercials which featured families playing games together but a few years later they were only showing young boys playing.  But now we’re back to showing families playing together.  But, yeah, I think it’s coming back, and which is really good.</p>

<p><strong>BOT: </strong> Do you think that it’s going to stay like that?  Where anyone can be considered a gamer?</p>

<p><strong>PB: </strong> I hope so.  You know, this past spring, I was in Korea and Japan.  I went into the PC Buns in Seoul, Korea, and it was full of women playing <strong>Starcraft</strong>.  And, you know, they’re sitting there smoking and drinking, and I started interviewing them.  They said, “we get together twice a week and this is our Ladies Night Out.”</p>

<p><strong>BOT: </strong> So it’s like Bingo Night, only, you know…</p>

<p><strong>PB:</strong>  Except with video games, Starcraft, and smoking!  But there was no stigma there, and I think that stigma here is slowly eroding over time.</p>

<p><strong>BOT: </strong> OK, so, shifting directions a little: what are you here at GDC to see?<br />
<strong><br />
PB: </strong>  I’m here to get a feel for what’s changing in the world of gaming.  I’m here with Emergent Game Technologies as their community manager.  I’m also here to see the Serious Games Summit, and I’ve seen some amazing things the past couple of days.</p>

<p><strong>BOT: </strong> What were your favorites so far?</p>

<p><strong>PB:</strong>   OK, well, what I’ve seen at the Serious Games Summit is a marked push towards bringing games into the corporate environment.  Now that the Nintendo and Coleco Vision generation is, I don’t know, mid-level managers in these big corporations, they’re much more accepting of these kinds of media for corporate training and pushing brand reach.  I saw some really amazing virtual tools for collaboration that’re hooked into real time data on the back end, which would be used to share information and work in teams.  That was really interesting.<br />
<strong><br />
BOT:</strong> So, basically, using games as an educational tool, but in a slightly different direction than what we’re used to?</p>

<p><strong>PB: </strong> Yeah… more for collaboration.  They were making the point that in some of these big corporations, there are these huge teams spread all over the world and wouldn’t it be cool if there was a tool where you could facilitate the interaction of these teams.  They showed this virtual world where things like their profiles, IM messages, status updates on code could all be accessible in this virtual world.</p>

<p><strong>BOT: </strong>Is this something that’s just possible, or do you think something could come out of it.</p>

<p><strong>PB:</strong>  Oh, I saw it.  It’s in production over at IBM, actually.<br />
<strong><br />
BOT:</strong>  Did you see anything else which stood out?</p>

<p><strong>PB:</strong>  Oh!  Yes!  There was a really cool DS game by the CEO of Human Nature.  It’s linking in DS games with Facebook… it’s this minigame which is targeting women.  It’s basically one of those “test your personality” games with these amazingly cute animations.  Once you’ve finished the test, it will tell you your personality and you can push it up to Facebook.  It’s really, really cool, and I think it’s going to be totally viral.<br />
<strong><br />
BOT: </strong>That’s really funny… is there anything our readers should know about stuff coming up on WomenGamers?</p>

<p><strong>PB: </strong> We just relaunched the site, so it’s a lot more interactive than it’s ever been before.  We’re announcing a new scholarship today for the National Computer Camps for girls.  Last night there was an announcement by SCEA that they’re launching a scholarship for women: $10,000 to attend the Art Institute here in SF.</p>

<p><strong>BOT:</strong>  OK, well that’s all I’ve got, so thanks for taking the time.</p>

<p><strong>PB: </strong> Thank you!<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Censorship Of Game Content</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_08_censorship_of_game_cont.html" />
    <id>tag:gaygamer.net,2008://1.14723</id>

    <published>2008-02-21T01:15:50Z</published>
    <updated>2008-02-21T01:16:38Z</updated>

    <summary> Last year at GDC, Larry Walters&apos; lecture &quot;Censorship of Game Content: A Report From The Trenches&quot; was rather sparsely attended, mainly due to the fact that it was being held at 9 AM on Friday morning. It was fascinating, but a little sad since there were only a couple of dozen people in the audience that day. This year, however, the large room in Moscone West was fairly crowded, and Larry not only avoided a sophomore slump (not that I expected him to go anywhere near one) but managed to deliver an even more interesting, humorous, and informative speech about censorship and video games than he did last time. The session began with Walters providing his audience with a bit of background on the history of attempted censorship of video games in the USA; also making sure to point out that while the courts have invalidated every attempt at censorship, this is a battle which is still being fought on local, state, federal, and international levels....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/DSC_0022.jpg" width="300" height="200" alt="DSC_0022.jpg" title="the trenches" /></p>

<p><a href="http://gaygamer.net/2007/03/on_video_game_censorship.html">Last year at GDC</a>, Larry Walters' lecture "Censorship of Game Content: A Report From The Trenches" was rather sparsely attended, mainly due to the fact that it was being held at 9 AM on Friday morning.  It was fascinating, but a little sad since there were only a couple of dozen people in the audience that day.  This year, however, the large room in Moscone West was fairly crowded, and Larry not only avoided a sophomore slump <em>(not that I expected him to go anywhere near one)</em> but managed to deliver an even more interesting, humorous, and informative speech about censorship and video games than he did last time.  </p>

<p>The session began with Walters providing his audience with a bit of background on the history of attempted censorship of video games in the USA; also making sure to point out that while the courts have invalidated every attempt at censorship, this is a battle which is still being fought on local, state, federal, and international levels.  </p>]]>
        <![CDATA[<p>The main reason that legislation against games keeps on failing is because of the following reason: video games fall under the protection of free speech.  In order to regulate speech the government must meet the following "strict scrutiny" test:</p>

<p>•there needs to be compelling state interest for their legislation<br />
•the legislation needs to make use of the least restrictive means<br />
•there can't be any censorial intent.</p>

<p>Needless to say, very little such legislation actually meets the test's requirements, if for no other reason than the government has yet to be able to prove the "harmful" nature of games on children.  Because of this lack of proof, the courts are starting to get sick and tired of dealing with these frivolous laws <em>(as was recently evidenced when a judge in Louisiana delivered a scathing criticism of one he struck down as unconstitutional)</em>. </p>

<p>This lack of hard evidence, of course, flies in the face of the junk science which is constantly being touted by religious groups who are constantly trying to "protect the children" by trying to censor anything they deem offensive.  It was that catchphrase which Walters pointed out, citing that if you claim something will protect children then at least a couple of politicians will get behind your cause in an attempt to garner some good PR.  </p>

<p>Since every legal attempt at censorship has failed, directly censoring legislation is on the decline <em>(Walters stated that 2005-2007 were the years where censoring games was a popular topic amongst lawmakers, but it's now waning in its appeal)</em>.  However, the latest attempt by the government to make gamers suffer is popping up in the form of "sin taxes" <em>(taxes on things people consider to be vices... you know, like those on alcohol and cigarettes)</em>, which <em>probably</em> will probably be defeated before they get passed into law -and subsequently killed in courts- due to the fact that tax increases are rarely popular.  </p>

<p>As was the case last year, much amusement was had by everyone when Walters recapped the antics of Jack Thompson, and then we all moved on.  But only after a lot of laughing.</p>

<p>Finally, the talk was wrapped up by what the industry needs to look out for in the future.  We were all warned that the history of defeat has yet to deter those who champion censorship, and it's only a matter of time before these proponents end up tweaking their legal strategies to come after the industry in a way none of us are expecting.  This is especially important as 2008 is an election year and sex and violence make attractive targets for those on the campaign trail.  As a result, the industry at large needs to be wary and not get swept up in a candidate's attack plan.  Not only that, but the winner of this year's election will determine the policy of the federal government's involvement with games.  As a result, Walters once again explained that the industry in general needs to build up a bulwark defense system, particularly in the form of extensive studies which they can use to debunk the "evidence" presented by their opponents when they show up in court.  So far, groups like the ESA have had success being reactive, he claimed; now they need to start being proactive in their strategies.</p>

<p>However, the future of games and censorship aren't just limited to the United States, as the recent legal battles involving the game industry in Germany, Australia, China, Brazil, and India were also highlighted.  The final point of today's speech pointed out that, while our country is not alone in its fight to preserve creative expression in video games, what works in other countries will not be tolerated here because our constitution provides us the greatest protection of artistic freedom.</p>]]>
    </content>
</entry>

<entry>
    <title>GDC 08: Developers In The Crosshairs (Day 1)</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/02/gdc_2008_developers_in_the_cro.html" />
    <id>tag:gaygamer.net,2008://1.14706</id>

    <published>2008-02-20T19:34:41Z</published>
    <updated>2008-02-20T20:10:11Z</updated>

    <summary> Censorship in the arts will always be a hot topic, one which everybody has an opinion on. So it makes sense that, at the first of two forum discussions entitled “Developers In The Crosshairs” held this morning, just about everyone showed up. Almost fifty people filled the room in Moscone’s North Hall, and they came from all walks of life: designers, artists, publishers, students, professors, lawyers, reporters, and even Brenda Brathwaite sat in and contributed. And, unsurprisingly, everyone had an opinion. The point of this forum was for developers to discuss –and this is a massive generalization of the various topics mentioned- the difficulties and backlashes involved with developing and marketing M-rated games. While a number of us are familiar with some of the difficulties developers face –mainly in the form of public outcry brought on by misrepresentation in the media- there were a number of stories shared regarding issues which don’t often make it out into the public....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src="http://gaygamer.net/images/crosshairs.jpg" width="300" height="226" alt="crosshairs.jpg" title="crosshairs" /></p>

<p>Censorship in the arts will always be a hot topic, one which everybody has an opinion on.  So it makes sense that, at the first of two forum discussions entitled “Developers In The Crosshairs” held this morning, just about everyone showed up.  Almost fifty people filled the room in Moscone’s North Hall, and they came from all walks of life: designers, artists, publishers, students, professors, lawyers, reporters, and even Brenda Brathwaite sat in and contributed.  And, unsurprisingly, everyone had an opinion.</p>

<p>The point of this forum was for developers to discuss –and this is a massive generalization of the various topics mentioned- the difficulties and backlashes involved with developing and marketing M-rated games.  While a number of us are familiar with some of the difficulties developers face –mainly in the form of public outcry brought on by misrepresentation in the media- there were a number of stories shared regarding issues which don’t often make it out into the public.  </p>]]>
        <![CDATA[<p>It turns out that marketing M-rated games is particularly difficult because, aside from the fact that you can only advertise on TV at certain hours, a lot of retailers are often less cooperative than they would be if one’s game was rated E or T.  This is surprising to hear, since it was also mentioned that M-rated games sell better and tend to have higher Metacritic scores than non-M games. Wal-Mart was the major example used, particularly with how they wouldn’t sell <strong>Grand Theft Auto</strong> originally but then quietly put it on their shelves when it started moving millions of copies. </p>

<p>Another of the major problems mentioned was the way in which most people (including retailers and mainstream media) continue to hold onto the opinion that games are, effectively, for kids.  As such, it’s immediately assumed by a lot of the general public that any M-rated titles are being marketed towards Little Bobby and Susie, which will in turn influence them to become sociopaths.</p>

<p>In regards to the recent Mass Effect scandal with Cooper Lawrence <em>(what, you didn’t see that getting brought up?)</em>, one of the more interesting points was asking at what point do developers get to sue for slander and/or libel.  The gamer community’s response to Cooper Lawrence, while admired, also proved that gamers don’t always take the most unified or mature route when defending their beloved medium; that, in turn, doesn’t exactly cast the industry at large in the best light.  It’s a vicious cycle, the media whips the public into a frenzy, which makes the politicians try to regulate the industry, whereupon the industry movers and shakers respond in quiet ways (usually challenging the legislation in court) while gamers at large freak out in public, thus leading back to the misconceptions about the industry.</p>

<p>So what were some of the suggested solutions for avoiding –or at least reducing- the backlash?  The immediate response was to work closely with the ESRB, because they’re apparently excellent about working with developers and letting them know where the lines are and which ones shouldn’t be crossed if one wants to avoid getting stuck with an AO rating.  One of the participants mentioned that a certain unnamed developer was full of it for claiming they were “shocked” when their game was recently slapped with an AO rating for violence, mainly because it’s impossible to not know you’re heading in that direction when you’re putting a title together.  The other interesting point was that in certain games, like <strong>Blitz: The League</strong> horrific violence can be deemed acceptable if it’s presented in an “appropriate setting”… and, since professional football is some of the most violent “family friendly” entertainment out there, depicting graphic injuries in the sport isn’t considered as controversial as, say, castrating a guy with a pair of pliers.  Go figure.</p>

<p>The suggested solution agreed on by a number of people to educate the public about game content and ratings.  Well, it’s either that, or just waiting for a generation and assuming that games will no longer be considered scandalous (Elvis was used as an example of this effect).  </p>

<p>Since this was the first of two such discussions, the event ended in what felt like an abrupt manner, but it sounded like tomorrow’s discussion  would address some of the ways in which the industry can actively defend itself from the problems mentioned today.  </p>]]>
    </content>
</entry>

<entry>
    <title>Reminder: GayGamer&apos;s Bad Movie Night</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/01/reminder_gaygamers_bad_movie_n.html" />
    <id>tag:gaygamer.net,2008://1.13653</id>

    <published>2008-01-12T01:00:48Z</published>
    <updated>2008-01-11T23:37:21Z</updated>

    <summary> Just a reminder, everyone, tonight we&apos;re going to be reviving Bad Movie Night here in the East Bay of San Francisco. That&apos;s right, folks, we&apos;re all going to gather together to be terrified by the latest cinematic &quot;vision&quot; of Herr DoktorUwe Boll. Besides, any movie with a title as ridiculous as &quot;In the Name of the King: A Dungeon Siege Tale&quot; almost deserves a crow of hecklers in the audience. It&apos;ll be great: we&apos;ll laugh, we&apos;ll probably cry a lot, too, and we&apos;ll have a great time. Showtime is at 9:40 over at the Emery Bay 10 theater in Emeryville. I&apos;ll be in front of the theater from 9:15 until a few minutes before the show starts, so feel free to come on down a little early and hang out for a little while....</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image"><img alt="dungeon siege poster" src="http://gaygamer.net/images/dungeonsiegemovie.jpg" width="300" height="386" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;"/></span></p>

<p>Just a reminder, everyone, tonight we're going to be reviving Bad Movie Night here in the East Bay of San Francisco.  That's right, folks, we're all going to gather together to be terrified by the latest cinematic "vision" of Herr DoktorUwe Boll.  Besides, any movie with a title as ridiculous as "In the Name of the King: A Dungeon Siege Tale" almost deserves a crow of hecklers in the audience.</p>

<p>It'll be great: we'll laugh, we'll probably cry a lot, too, and we'll have a great time.  Showtime is at 9:40 over at the <a href=http://www.fandango.com/uaemerybaystadium10_aafbe/theaterpage>Emery Bay 10</a> theater in Emeryville.  I'll be in front of the theater from 9:15 until a few minutes before the show starts, so feel free to come on down a little early and hang out for a little while.  </p>]]>
        
    </content>
</entry>

<entry>
    <title>Join Us For GayGamer Bad Movie Night!</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/01/join_us_for_gaygamer_bad_movie.html" />
    <id>tag:gaygamer.net,2008://1.13605</id>

    <published>2008-01-11T01:00:38Z</published>
    <updated>2008-01-10T21:56:25Z</updated>

    <summary> That&apos;s right, boys and girls, I&apos;m bringing Bad Movie Night to the Bay Area tomorrow night so we can enjoy the horror that is Uwe Boll&apos;s Dungeon Siege in a group setting, complete with jeering, snarky comments, and throwing popcorn at the screen. After carefully reviewing an updated list of showtimes, I have decreed that a good middleground location is at the UA Emery Bay 10 theater in Emeryville due to its location -in between the far East Bay (where I am) and San Francisco- and the fact that it has a showtime close to 9:30 PM. There are a number of places to eat at the shopping center surrounding the theater, both quick and/or upscale dining, and parking is insanely cheap. I&apos;ll be in front of the box office at 9:15 and will stay out until a few minutes before the movie begins, so I hope to see some of you there!...</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="badmovienight" label="bad movie night" scheme="http://www.sixapart.com/ns/types#tag" />
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        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image"><img alt="dungeon siege poster" src="http://gaygamer.net/images/dungeonsiegemovie.jpg" width="300" height="386" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;"/></span></p>

<p>That's right, boys and girls, I'm bringing Bad Movie Night to the Bay Area tomorrow night so we can enjoy the horror that is Uwe Boll's <strong>Dungeon Siege</strong> in a group setting, complete with jeering, snarky comments, and throwing popcorn at the screen.  After carefully reviewing an <a href="http://www.fandango.com/inthenameoftheking:adungeonsiegetale_102766/movietimes?location=San+Francisco%2c+CA&date=1/11/2008">updated list of showtimes</a>, I have decreed that a good middleground location is at the UA Emery Bay 10 theater in Emeryville due to its location -in between the far East Bay <em>(where I am)</em> and San Francisco- and the fact that it has a showtime close to 9:30 PM.  </p>

<p>There are a number of places to eat at the shopping center surrounding the theater, both quick and/or upscale dining, and parking is insanely cheap.  I'll be in front of the box office at 9:15 and will stay out until a few minutes before the movie begins, so I hope to see some of you there!</p>]]>
        
    </content>
</entry>

<entry>
    <title>McDonalds Blames Childhood Obesity On Video Games</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2008/01/mcdonalds_blames_childhood_obe.html" />
    <id>tag:gaygamer.net,2008://1.13581</id>

    <published>2008-01-10T01:00:59Z</published>
    <updated>2008-01-10T01:17:50Z</updated>

    <summary> A survival technique one eventually learns is that the easiest way to avoid someone&apos;s wrath is to redirect it at a more convenient scapegoat. Case in point: Steve Easterbrook, of McDonald&apos;s UK division, is willing to give a little ground by admitting that his chain&apos;s food quality isn&apos;t really doing much to help the ever-increasing problem of childhood obesity; he then follows this statement up by claiming that the real culprit is, of course, video games. “The issue of obesity is complex and is absolutely one our society is facing, there’s no denial about that,” said Easterbrook. “But if you break it down I think there’s an education piece: how can we better communicate to individuals the importance of a balanced diet and taking care of themselves? Then there’s a lifestyle element: there’s fewer green spaces and kids are sat home playing computer games on the TV when in the past they’d have been burning off energy outside.” I can almost see this smug bastard standing standing atop a teenaged lackey (or two, I kind of expect a McDonald&apos;s executive to be on the portly side) and pointing an accusatory finger at some hapless game developer whilst screaming, &quot;There&apos;s the real killer of your children! Get the little shit!&quot; While I&apos;m more than happy to admit that a general lack of physical activity, combined with an unhealthy diet (ahem), is definitely going to result in an unhealthy body, I think that blaming games for that inactivity is a bit baffling. You burn up less energy by reading a book, watching television, or sitting in a movie theater with a tub of popcorn in your lap, but I generally don&apos;t hear any of these activities vilified anymore now that games are getting blamed for anything. Personally, I think that the gaming industry should follow Easterbrook&apos;s example and go after abstinence-only education, since it could easily be argued that anyone who promotes that nonsense is discouraging some of the best cardiovascular exercise around. McDonald’s boss: ‘Games to blame for childhood obesity’ [MCV] [via GamePolitics]...</summary>
    <author>
        <name>Boy of Tomorrow</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
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        <![CDATA[<p><img src=http://gaygamer.net/images/slug.jpg></p>

<p>A survival technique one eventually learns is that the easiest way to avoid someone's wrath is to redirect it at a more convenient scapegoat.  Case in point: Steve Easterbrook, of McDonald's UK division, is willing to give a little ground by admitting that his chain's food quality isn't really doing much to help the ever-increasing problem of childhood obesity; he then follows this statement up by claiming that the real culprit is, of course, video games.</p>

<blockquote>“The issue of obesity is complex and is absolutely one our society is facing, there’s no denial about that,” said Easterbrook. “But if you break it down I think there’s an education piece: how can we better communicate to individuals the importance of a balanced diet and taking care of themselves?

<p>Then there’s a lifestyle element: there’s fewer green spaces and kids are sat home playing computer games on the TV when in the past they’d have been burning off energy outside.”</blockquote></p>

<p>I can almost see this smug bastard standing standing atop a teenaged lackey <em>(or two, I kind of expect a McDonald's executive to be on the portly side)</em> and pointing an accusatory finger at some hapless game developer whilst screaming, "There's the real killer of your children!  Get the little shit!"</p>

<p>While I'm more than happy to admit that a general lack of physical activity, combined with an unhealthy diet <em>(ahem)</em>, is definitely going to result in an unhealthy body, I think that blaming games for that inactivity is a bit baffling.  You burn up less energy by reading a book, watching television, or sitting in a movie theater with a tub of popcorn in your lap, but I generally don't hear any of these activities vilified anymore now that games are getting blamed for anything.</p>

<p>Personally, I think that the gaming industry should follow Easterbrook's example and go after abstinence-only education, since it could easily be argued that anyone who promotes that nonsense is discouraging some of the best cardiovascular exercise around.</p>

<p><a href=http://www.mcvuk.com/news/29268/McDonalds-boss-Games-to-blame-for-childhood-obesity>McDonald’s boss: ‘Games to blame for childhood obesity’</a> [MCV]<br />
[via <a href="http://gamepolitics.com/2008/01/09/mcdonalds-claims-that-video-games-super-size-kids/">GamePolitics</a>]</p>]]>
        
    </content>
</entry>

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