train

There’s something intoxicating about long-distance train journeys. I think it has to do with the fact that, these days, it’s non-standard. It feels detached from the cattle-like experience of air travel: passengers enjoy a luxurious amount of legroom, there are private rooms with bunk beds, closing doors, some coaches even have exclusive toilets and showers.

But it’s impossible to deny that it’s also an aging mode of travel. Trains are no longer the fastest way to traverse great distances, and can seem wasteful or frivolous when compared to the speed of flight. Fewer people every year choose to take the longer rail routes, reducing the money spent on the service by Amtrak and the US government. Surfaces are beginning to show this decline through wear and tear—hinges creak and things made to fold-out or extend can only sag limply.

Opulence fades, which is a shame, and yet when you’re sat in an observation car looking out the broad windows at the passing countryside, surrounded by the laughter and busy-sounding voices of a group of people doing something truly silly, it’s easy to get swept up in the romance of it all.

Colorado

///

I removed the Oculus Rift and returned to reality, suddenly very aware of how ridiculous I must have looked moments before. I was helping test a virtual reality game that was experimenting with extrapolating the physical movements of the train. The idea was to exaggerate the rickety to-and-fro of the carriage as you run across its roofs toward some unknown end. My brain was supposed to merge what was being shown in the VR headset with the physical motion felt through my body. When the real train shook and rattled it was meant to help me believe in the existence of the virtual one projected in front of my eyes. Throughout the demo, I was crouching to duck under tunnel arches, leaning left and right to avoid giraffes for some reason, and jumping over the gaps between cars.

///

Train Jam is an annual game jam that occurs on the Amtrak train from Chicago to San Francisco in time for the Game Developer’s Conference (GDC) every March. More than 200 game developers, designers, artists, writers, audio engineers, and people with other game-adjacent skillsets come together from all around the world. United, they make small videogames to the backdrop of innumerable corn and wheat fields, snow-capped mountains, and endless deserts.

This is Train Jam’s third year and organizer Adriel Wallick is in full swing, walking the length of the train’s nine cars, handing out portable 3G hotspots, explaining to non-participating passengers what all the laptops and VR headsets are for. She stops rarely, but does so to drink in the atmosphere of the event she has created, painstakingly, from the ground-up.

It’s easy to get swept up in the romance of it all

“It means a lot to me, but it’s hard to put it into words,” Wallick tells me during one of the quieter moments. “There are times where I’ll look back at photos, or videos people have [made] about Train Jam, and my eyes just start watering. I just feel so many emotions!” Wallick is heavily invested in Train Jam, both emotionally and financially. She sinks a huge amount of time into creating the event, locking down sponsorships, managing ticketing, and trying to teach an aging organization like Amtrak just what the heck she’s trying to achieve. It’s this effort that makes her “misty-eyed” when thinking about it, especially when seeing people carry on the relationships they establish in the carriages on social media, or anywhere else. “It makes my little heart swell,” she says before laughing. “I’m not going to cry. You’re not going to trick me into crying.”

If nothing else, Train Jam could be said to be about making connections. The physical journey itself connects two sides of America; the endured proximity inside the carriages connects people; the games created connect the whole experience to people outside of it. Wallick stands at the center of all this, and yet she still takes the time during the event to speak with the other passengers and staff on the train. She explains to them what a game jam is, why it’s important. “The way I normally explain a jam to people outside of the technical field is that it’s very similar to a band jam—where a bunch of musicians will get together just to play music and explore their creativity,” Adriel told me. “For Train Jam, specifically, we take it one step further and put ourselves in a particularly creative environment that tends to be a bit out of everyone’s comfort zones.”

As people come around to the idea, she offers them a “Fun Meter,” a badge worn by all Train Jam attendees that has a moveable dial to show how much fun is being had at any given moment. Fun Meters become a lovely expression of inclusion and acceptance of Train Jam as a concept. They identify the wearer as being one of only 200 among the 26,000 con-goers at GDC. They also become a person of authority at the Train Jam booth where jammers can exhibit their creations at the largest professional gathering of videogame creators in the world.

Robin-Baumgarten

///

I’m writing this piece while sitting in my cabin, watching Middle America pass by my window. Iowa gives way to empty Nebraskan corn fields, expanses of loam and dead stalks awaiting seeding. I can see for miles in every direction, the mountainous horizon only interrupted by grain stores, barns, and farm equipment sitting idle. Despite their desolation, these views hold a captivating beauty to someone from a hilly region with very few opportunities for such open vistas.

///

Train Jam presents a dichotomy between the typical pressures of a game jam—deadlines, collaborating with new people, hacking out creativity—and the soothing rhythm of train travel. Most of the jammers work together in one of the two observation cars available on the train, their attention divided equally between their work and the views outside. Built into the very structure of Train Jam is the expectation that people may not complete their games. The journey is as much about enjoyment and creating relationships as it is about making games. Tied into this ethos is the fact that Train Jam is also about ensuring its attendees feel safe—no matter who you are, where you’re from, or your level of experience with making games. It employs a rigorous and enforced safe space policy, which is important because Train Jam attracts a very diverse crowd. A set of tickets reserved for underrepresented genders, and a broadly international attendance means that the games being made on the train come from a much wider set of worldviews than at most game jam gatherings. During the trip I’ve met attendees from Zambia, the Netherlands, the UK, Pakistan, Australia, the US, Sweden, and elsewhere. Some have come before, for others it’s their first time. All agree that Train Jam is a uniquely inspiring trip.

“It’s a very different environment to a normal game jam”

“It feels very cliché to say ‘oh it’s so inspiring to see the mountains and the fields,’ but it really is!” says Wallick as she looks out the window, gesturing to a lifeless wheat field. “We haven’t even gotten to the really pretty parts yet, we’re in the midwest right now, but soon we’re going to hit the Rocky Mountains with all the snow, and it’s beautiful. There are animals, eagles, moose—it’s just really inspiring and different and beautiful.” We sit, rocking from side-to-side with the movements of the train, one of us trying to conduct an interview and type up notes, the other awkwardly speaking into a voice recorder. “It’s a very different environment to a normal game jam, and that makes a lot of really good ideas pop out of the little hidden parts of your brain.”

///

Walking through the train affords many opportunities to see creativity in action. Some people are busily tapping away at their laptops, a few wear VR headsets, a good many sit idly by the windows enjoying American culinary atrocities. One is wringing music from the bones of old Game Boys.

///

After nightfall, the numbers in the observation cars thin out. A few of the teams have opted to work in shifts, some plan to pull all-nighters, others choose precious sleep. One team has set up camp in my cabin with a bottle of whiskey and a disregard for my neighbours. I attend what they refer to as “The Nightlight Lounge,” which I’m told started as a legitimate planning meeting, but soon devolved into frivolity and shenanigans. Some cabins on the train have a night light, a blue light that’s designed to not wake your cabin mate should you need to get up during the night. Awash in its blue glow with jazz playing loudly from a portable Bluetooth speaker, we drink and share together, becoming fast friends. We were soon joined by Campo Santo’s Sean Vanaman, who seemingly has a tracker’s nose for whiskey fumes.

Sierra-Nevadas

Train Jam’s connection with GDC makes it unique in that, not only does it attract game makers from all over the world, it attracts all levels of experience. Vanaman teamed up with fellow Campo Santo programmer Ben Burbank and a pair of students during Train Jam to create an adventure game in the style of the much lauded Firewatch. “We’ve been working really hard, but it doesn’t feel like hard work, y’know?” one of the students tells me. It showed. Theirs was one of the most accomplished games to come from Train Jam 2016, but that isn’t really the point. Sure, they get to put a game on their portfolio that shares credits with two members of Campo Santo, but they also got something more. “It’s all about making new friends. It’s been so great to share this experience with such wonderful people.” Separated from the larger world by sparse internet access, swaying to the beat of the rails, you can’t help but smile at your fellow passengers turning from computer screen to nature scene. Oh, and Wallick was right, the Rocky Mountains are beautiful.

Body photos credit: Izzy Gramp

Lead photo: California Zephyr by Cleapreso

Republished from Kill Screen.

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Spanning September 12-13, 60 participants across 16 teams came together for Tasmania’s first-ever statewide game jam: Tasjam. The themes of the jam were “Voices,” and “Access,” which were designed to evoke discussions and thinking about diversity, and the importance of having a voice and being heard, no matter who you are or where you’re from.

Tasjam was organised as a joint venture between the Tasmanian Game Development Society, and Startup Tasmania, as part of the Startup Spring festival. With venues in both Hobart, Launceston, and a satellite venue in Burnie, the event was truly statewide, and included participants of a wide variety of ages and skill levels. The event was featured in both the Mercury and Examiner print newspapers, and also on the ABC Drive program in both Northern Tasmania, and Hobart.

Tasjam was a huge success, honestly at this stage I’m still completely overwhelmed with just how well it went, how great our attendees all were, and the quality of the games that were produced! In fact, all of the Tasjam games are available to play over at the jam submission page hosted by itch.io.

Events in Hobart, Launceston, and Burnie went off without a hitch, which is pretty exciting for us, given that this is the first time that we’ve run a game jam. We had 60 participants across 16 teams, and a large number of observers dropping by in both Hobart and Launceston just to see what it was all about. This included Minister Michael Ferguson, who went on to speak of highly of the event, and the full Startup Spring festival, during standing parliament. Thanks for your support, Minister Ferguson!

Minister Michael Ferguson

I think my favourite thing about the event was the inclusion of the Hobart CoderDojo team, helmed by John Dalton and Ruth Howard. Ruth and John project managed a team of 8-12 year olds to produce Quest for the Lost Voices, a game about a world held together by music, which has since fractured. The player is tasked with gathering musical notes and finding the last recorded music in existence, and using them to return power to the machine that can make the world whole again.

054

The CoderDojo kids, Oliver Dalton, Sebastian Dalton, Harry Howard, Gypsy Polacheck, and Leo Wang worked tirelessly throughout the weekend, and eventually produced a game using Scratch which included a cutscene, voice acting, and a beautiful hand-crafted aesthetic.

All of our attendees were amazing, and have produced some truly impressive games for a total of 32 hours of effort. It was fantastic to have Secret Lab in attendance, both for their experience, and the fact that they immediately disqualified themselves for choosing to spend the jam working on a game that not only didn’t meet the jam theme, but also had been in production in the days previous. It’s great that they decided to come along to soak up the atmosphere, and provide help over the weekend. Thanks Paris and Jon!

The Giant Margarita team were on site, and despite having their game idea crippled by a technical problem, forged ahead and produced a game that found a new angle on the theme.

I’m really in love with the concept behind Josh Bush‘s submission, Voices of the Past. The idea of concentrating on an elderly person’s fragmented memories, and the fact that often the elderly feel that their voices aren’t really heard in the wider community is a beautiful treatment of the themes of the jam.

Many lessons were learned, and even teams that didn’t reach their self-directed goals have said that they felt really positive about what they were able to achieve, and the new relationships they’ve formed with people of a similar mindset. It’s late and I’m tired, so I won’t continue to go through the submissions from our other teams. Suffice it to say, though, I’m ever thankful for the efforts and attendance of all of our participants for helping to make the inaugural Tasjam such a massive success.

We’ve had numerous people asking when the next Tasjam will happen, and all I can say at this stage is that this thing was far too excellent to leave idle for long. Stay tuned!

I would like to thank our amazing judges and mentors, Kamina Vincent (Tin Man Games), Katie Gall, and Lauren Clinnick (Both from Lumi Consulting) for making the trip down to Hobart from Melbourne to be with us. I believe their attendance and the role they filled is something that makes Tasjam unique, with many teams praising them for their constructive input on design and mechanic choice.

mentors

I would also like to thank our volunteers, and my co-organisers Eloise Macdonald-Meyer and James Riggall for their efforts to bring Tasjam to fruition. Their endless wells of enthusiasm and energy are an inspiration, and I very much look forward to working with them on future projects in Tasmania and more broadly!

Tasjam wouldn’t have been possible without the support of our generous sponsors!

  • The Australian Computer Society
  • The Tasmanian State Government
  • Startup Tasmania
  • Surprise Attack
  • PAX Australia
  • Bitlink
  • Lumi Consulting
  • Tin Man Games
  • Mighty Games
  • Y’all
  • The Typewriter Factory
  • The Queen Victoria Museum & Art Gallery
  • TasICT

Tasjam_poster

Confidence

Generally speaking, self-confidence is fickle. We can sway from highly effective, confidence-fuelled motivation, to the depths of discouragement with little more than the passing word of a stranger. So much of our self-worth is affected by our reflection in the mirror of our peers, that many of us use ritualistic affirmations or mantras just to tread water, and some are forced to resort to a chemical bolster.

In my time as a freelance writer, the bulk of my work has been published online. This comes with a built-in feedback engine, but page comments are often little more than an echo chamber for assholes, so reading them can be tantamount to taking a bath in bad tidings. This depends on the quality of the community associated with any given website, of course, but Internet comments regularly present as an outlet for maladjusted monsters, hiding behind anonymity, with nothing better to do than shout at the world for its great many imagined slights.

When I first began releasing my work to the slavering maw of the anonymous Internet, every negative comment caused me physical pain. I felt every slight and correction to my core, and began to fear for the future of my newly formed career. Over time, I calloused myself to their stinging words, and like a fisherman in waders, eventually learned to stride through their murky waters without fear, dragging my prizes from the mud and silt.

By far the most effective method for shoring up one’s confidence is to seek feedback, but feedback is inherently risky. Publishing a creative work is an act of courage, like blindly setting forth on a path that is equally likely to be lined with barbs as moss. “Feedback is vital, I think,” said David Rayfield, my friend, and overlord of raygunbrown.com, in an email on the subject. “The obligatory ‘good article!’ tweet is fine but doesn’t really convey anything other than ‘I read this, and now I’m telling you,'” he continued. “One of the best pieces of feedback I had was for a live music review. It was for a Noel Gallagher show. Since it was for print, someone wrote an actual letter to expand on something I said I wasn’t sure about in the review. Not to criticise, but to say they enjoyed the review and help me with a bit of local history that they were experts about.” This experience really affected David, and gave him a serious boost in confidence, ” it shocked me someone would go to this effort (who the hell writes letters anymore?) but also that they liked what I wrote enough to help me out. It made me want to write more which is the ultimate result of good feedback.”

The feedback you receive could inspire your next great work, or send you forever into the slough of despond. The trick, of course, is to seek feedback that you are confident will encourage, whether praise or criticism, to pierce the blindfold and better help you to seek the mossy side of the path.

When I wrote my first article for a print publication back in 2013, I was not confident. My brief was vague, and this freedom soon began to feel like a noose. Had I overreached and strayed too far from my original point? On submitting my first draft, my editor’s response was “not bad,” and included an attached copy of another writer’s work as an example of what I should be aiming to produce. My heart sank. Confidence low. My initial instinct was to drop everything and disappear into a cave. Thankfully, common sense prevailed and I decided to sit down with both articles and take comparative notes. I realised that some of my fears had proven accurate. I was correct to worry that I had gone off-brief, so I rewrote my conclusion to better answer my introduction. Aside from that, and a few grammatical niggles, I decided that second draft was worth submitting. Confidence rising.

When that draft went to print, I was incredibly excited. I bought two copies from a local newsagent before my subscription copy could even make its way to my desk. I marvelled at my words, laid out for the first time in traditional print-format columns. I pointed out my byline to any passing colleague that would look, and drank in their congratulations like a refreshing draught. Confidence high.

Days passed. Had anyone even read my column? Why hadn’t I heard anything? Is it so bad that no-one wants to mention it, hoping that eventually I’ll get bored and go away? Negative feedback is one thing, but a dearth of feedback is a special kind of torture. The adulations of friends and family rang hollow in my ears, dulled by the social contract that requires them them to be encouraging. What I needed was feedback from an honest source, but how would I find it? If I had requested feedback, the response couldn’t be trusted; either the responder would deliver more hollow positivity, or they would feel compelled to pick holes in order to make themselves relevant. Frustrated, I gave up on my search. Confidence low.

More time passed, until a tweet caught my eye. A conversation between two people that I follow made reference to my article. I clicked to view the entire conversation, only to find that it was started by someone that I didn’t follow, who had hoped to pitch an entry to the column I had written for, but had read mine and feared that it was too hard an act to follow. Wow! Confidence soaring.

I was struck at how much I was affected by this unsolicited feedback. Before I’d seen it, my confidence in the article was so low that I wouldn’t even bother to include it in my portfolio when pitching work to new publications. Now, it tops the list. Where once I would wince at every unnecessary adjective and overlong paragraph, I now see some solid work, with quirks from which to learn and improve. My entire perspective on the article was changed by fewer than 140 characters, written by someone I had never met. Feedback is important.

I was initially frustrated by how much of an effect this tweet had on my confidence in the article. I worried that the opposite could easily occur. I was annoyed that there was no objective method for assessing whether or not a piece of my own work was ‘good enough.’ As a response to this, I am putting together Feedback Loop, a community of writers that wish to both give and receive high quality feedback to those that seek it.

Members of Feedback Loop understand that good feedback is hard to find. For the most part the best feedback we get tends toward the negative, especially from time-pressured editors that just need to get content published. Truly helpful feedback needs to teach the author to evaluate themselves, to be able to positively and objectively assess their own work. Feedback shouldn’t conform to arbitrary rules that turn positive feedback into a cloak for negative feedback, rather it should be designed to edify the author. Seek to teach a writer to view their work through the lens of the audience and the editor.

In closing I charge you with a task: if you see a piece of creative work that you like, please find a way to let the author know that you like it, and why. If you see something that could be improved, find a way to constructively describe how. If you know the author, find a way to give them feedback without it seeming hollow or obligatory. Most of all, when you are providing feedback on a creative work, remember that the author has far more of themselves invested in that work than they may know. Your words are powerful, please use them wisely.

Header artwork by the incredible Cal Skuthorpe, aka @buzz_clik. Go tell him how great he is.

Confidence

High quality feedback is hard to find, no matter the creative endeavour. In my capacity as a freelance writer, I’ve been a part of many a frustrated conversation with my peers about the fact that no matter where we turn, the feedback we receive is either wholly negative, or cursory at best.

These conversations happen with such regularity that we began to dub them “Freelancer Support Group,” and it occurred to us that it would be valuable if we were to put together a community of like-minded creators seeking truly valuable feedback.

The trouble with the feedback that we usually receive is that it tends to take one of three forms:

  1. Online comments – for the most part, these are either vitriolic morsels of hate, or positive but perfunctory acknowledgements.
  2. Responses from editors – Generally the most positive feedback we receive from editors is simply that they publish our stories with few to no changes. Aside from that, it’s either short rejections, or sweeping changes. This isn’t their fault, it a fact of the compressed time that comes with the job, but it doesn’t do much to help a writer to improve themselves.
  3. Feedback from family and friends – “Good job,” and “great post,” are positive responses, but ultimately all they really tell us is that they read the post. Honest or not, family and friends have a social obligation to positively respond to your creative work, which makes it hard to view it as a source of edification.

Feedback Loop was built as a response to this, a collective of creatives that believe that our current social framework for feedback is broken, who wish to enter into an environment where feedback is open, honest, and focused on building people up, not breaking them down.

Members of Feedback Loop understand that positive feedback is a key part of responding to a piece of creative work. It isn’t a tool to help soften the blow of the the more ‘important,’ ‘valuable,’ or ‘necessary’ negative feedback, but rather it is key to helping people to improve. We hold fast to the truth that positive feedback directly leads to creatives being able to positively assess themselves and their own work, to know their strengths, and to learn how to cater to them.

The simple way to do this is to ensure that when you’re giving positive feedback, you don’t just tell the creator that you liked their work, but why. Tell them what exactly it is about their creation that you enjoy, what it made you feel, what it taught you, how it suits the form they’ve chosen. Anything that occurs to you.

Negative feedback will certainly continue to exist — it’s important that we also ensure that people are helped to identify their missteps, but it will not be the cornerstone of the collective.

Most importantly, Feedback Loop is a safe space for creatives to make themselves vulnerable to their peers. It’s a community in which feedback is delivered with the sole purpose of helping its members to better themselves.

If you would like to join Feedback Loop, please send an email to info@feedbackloop.in, and we’ll ensure that you’re added to the tool that we use to facilitate communication. Come join us, and help us make feedback something to celebrate, not to fear.

Header artwork by the incredible @buzz_clik. Go and give HIM some wonderful, life-giving feedback.

Gratification

February 13th, 2013 | Posted by Jason Imms in Uncategorized - (0 Comments)

After two unsuccessful attempts, today we were some of the lucky few to make it into Crumb Street Kitchen. I still don’t know how I feel about the implied need to queue up before the doors open, but the intensely delectable food on offer does take the edge off the frustration of being turned away twice previously.

On offer today was an eighteen hour slow roasted brisket, and pulled pork. At Crumb Street, you can order the meat du jour in 100g portions, and also have the choice of a few meals which make use of these meats, as well as a few sides. Between three adults and two children, we ordered 100g of each meat, two brisket and southern Carolina bbq sauce sandwiches, a pulled pork and home-made bbq sauce sandwhich, a pulled pork taco, and a few sides. This totalled a trifling $46.50.

What followed is now only a hazy memory of meat and happiness, but I can tell you that I will be back, and that the food I experienced today stands at the peak of my own charcoal grilling/roasting aspirations. I sincerely hope that Crumb Street Kitchen becomes successful enough to deal with the scarcity issue, and will become a permanent fixture in a city previously devoid of such necessary delicacies.

Aspiration

March 20th, 2012 | Posted by Jason Imms in Uncategorized - (0 Comments)

Regarding Christian Higley’s recent posts on Bitmob about giving up on his dream career in games journalism.

Christian, I don’t know whether you’ll ever read this, but I hope you do. I was very sorry to read your heartfelt post on the subject of the industry’s club-like nature, and I just wanted to say that I truly hope that you make it to a place that will see you try again.

In my very short time pursuing a career doing the same, I have been met with nothing but encouragement and support. I don’t know whether you were simply in contact with the wrong people, or just unlucky, but I do know that there are people out there that would be more than willing to help you get on your feet. No one is going to give just give you a job out of the kindness of their hearts, but I could name a number of people who are reasonably prominent in the industry that would be willing to read over your work, give you tips for pitching to particular editors, and generally help you on your way.

The best thing that any young writer could do is to just write. Write as much as you can, be it on a blog or a community site like Bitmob. Building up a portfolio of work is essential to any writing application and even if it’s left unpublished, you’ll at least be getting into the habit of writing regularly.

As Scott Nichols said in his response, freelance writing isn’t a career choice to make if you want to, y’know, earn money. It is tough work, full of rejection, derision, and self-doubt. You will be constantly trying to make contact with incredibly busy people whose only available contact points are an underused Twitter account and oversaturated email address. You’ll face critique from faceless Internet gremlins, and hateful responses from people upon whose products you’ve voiced a negative opinion. You will chase money for work that you completed weeks previously, and that which you do receive will be less than you hoped.

It’s hard work, but it can also be incredibly rewarding. It could take you places, and introduce you to people that you’ve only dreamed about. You’ll be writing about the things that you love, and being paid to tell people that they should love them too! Who knows? Perhaps one day it will lead you to editing a publication that has been with you throughout your childhood, giving you the opportunity to shape it in order to teach the youth of that day about the beauty of the entertainment medium that we love!

Please consider continuing your attempts, Christian. From what I’ve seen, you’ve certainly got skill enough that it would be a shame to set it aside.

Vexation

January 19th, 2012 | Posted by Jason Imms in Uncategorized - (0 Comments)

Dial tone.
Beep boop beep beep boop boop beep boop beep beep.
Ringing.
“Hello, thankyou for calling generic phone support line, your call is very important to us. Please hold for the next 47 years.”

“Hello, this is Heavily Accented David, how may I help you? Also this call is being recorded, but only if you don’t try and reference it in the future to get me into trouble for the fact that I am demonstrably terrible at my job.”
“Hi, I’m having trouble with a thing.”
“We have no reports of outages in your area.”
“I can’t be bothered arguing with you. Put me through to your supervisor.”
“One moment… Please hold for a further six months.”

“Hello, this is Slightly More Lightly Accented Shane. How may I help you?”
“Hi, I’m having trouble with a thing. Your subordinate couldn’t help me.”
“Allow me to look into it… We have no outages reported in your area.”
“Look, I’m very well qualified to tell you that the problem is with your system, not mine. Just put me through to someone that can actually help me, skip all people that are required to speak from a script.”

“Hi, this is Simon and I’m actually from your country. How may I help you?”
“I’m having trouble with a thing DON’T TELL ME THAT THERE ARE NO OUTAGES IN MY AREA.”
“There is an outage in your area, routing you to another exchange. The problem should be resolved.”
“AAAAAAAAARRRRRRRGGGGGGGHHHHHHHHHHH.”
“Are you alright sir?”
“I’m fine. That was merely forty seven and a half years of frustration being released. I can’t feel my legs.”
“Would you like me to put you through to the paramedic service?”
“Thank you, I would appreciate that.”
“Hello, your emergency is very important to us. Please hold as we are currently experiencing a high volume of human suffering.”

“Your emergency is still just as important to us as it was before. For priortisation purposes, please rate your discomfort from 1-9 using the keys on your phone.”
“#”
“I’m sorry, I don’t understand.”
“Neither to I, lady robot. Neither to I.”
Click.

Avidity

October 5th, 2011 | Posted by Jason Imms in Uncategorized - (0 Comments)

I put it to you that Day-1 purchasers are game developers’ most loyal supporters. Why then are they the ones punished by the release of unfinished products? This is especially true in the case of PC users.

Rage Cover Art

An apt name, for some.

Let’s take the RAGE release problems as an example. id Software are traditionally one of the premier PC game developers, and yet here we see PC gamers taking the brunt of the crippling defects. At the least, gamers are experiencing significant texture pop-in and screen tearing. At the worst crashes and hard locks. Gamers that chose to take a look at the Battlefield 3 beta were required to install a set of crazy-ass beta video drivers from their manufacturer of choice, which don’t play nicely with RAGE. In fact, they reportedly have a 100% crash rate. These gamers are subsequently required to roll-back to the latest stable release, then install an entirely new set of crazy-ass beta drivers. This all in order to play a game that they purchased on Day 1, such was the height of their excitement.

I’m not laying the blame at id’s feet, by the way. This situation is just a product of the current state of the gaming industry. Given the level of connectedness that publishers and developers have to consumers, pushing patches out is a relatively simple procedure. Massive defect remediation cycles have died in favour of hitting publisher-set release dates on time, whether the products are finished or not. It wasn’t so long ago that defects left undiscovered once a game goes gold, remained present for the life of the product. Therefore, it behoved developers to find and fix as many defects as they could before release, in order to defend their reputations. That said, perhaps the blame should rest with the gamers themselves? As Bice rightly points out, it is a sad fact that many gamers would rather take a buggy game two months earlier, than wait for the stable release.

Whatever the reason for the state of new release quality today, it is up to consumers to enact change. Raise your voices, change your purchasing habits, and make it clear that you won’t stand for sub-par quality in the very titles that should be standing as examples of gaming at its best for curious observers and dismissive decriers, both.

Obsolescence

November 29th, 2010 | Posted by Jason Imms in Uncategorized - (0 Comments)

I flip it closed for the last time, the light in its one visible eye slowly fading as the electrons from its time-worn battery slow to a stop. I lay it to rest in an all-too large casket and place it on a yet unlit pyre, a pile of long-expired electronics tiredly but patiently awaiting the possibility of some future application. The shiny new box stands at odds with the dusty tangle of old ribbon PATA cables, stereo-status-unknown headphone extension leads and dirty great orphaned power supplies (which could totally come in handy one day, dammit). The image on the front of the box, fresh in its youth and immeasurable potential belies the age of the time worn handset within. With a hand over my heart, I hurriedly say farewell to my old and faithful phone. It has finally been overtaken by a newer generation, a smarter generation. (more…)