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vol17no4 APRIL2010
t h e L e A d I n g g A m e I n d u s t R y m A g A z I n e
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CONTENTS.0410
VOLUME 17 NUMBER 4
POSTMORTEM
DEPARTMENTS
20 SONY ONLINE ENTERTAINMENT'S F REE R EALMS
Despite years of experience building MMOs, SOE found itself in uncharted
territory when it decided to create a kid-friendly, casual virtual world. Old
assumptions had to be cast aside and new methodologies adopted to
create a game that young players would take to heart.
By Laralyn McWilliams
2 GAME PLAN By Brandon Sheffield
[ E D I TO R I A L ]
Ethical Choices
4 HEADS UP DISPLAY
[ N E W S ]
Indie Fund details, IGDA board elections, and 2600 M AGIC .
36 TOOL BOX By Michael Greenhut
[ R E V I E W ]
FEATURES
FlashDevelop 3.0.6
7 9TH ANNUAL GAME DEVELOPER SALARY SURVEY
How much is your job worth? For our annual survey we crunched the
numbers across discipline, experience, gender, and region, as well as
new stats for the independent developer sector.
By Brandon Sheffield and Jeffrey Fleming
38 THE INNER PRODUCT By Jari Komppa
[ P R O GR A MM I NG ]
Porting From DOS To Windows
42 PIXEL PUSHER By Steve Theodore
[ A R T ]
Going Solo
14 THE THREADS THAT BIND US
Current languages in use by game programmers were not created
with multithreaded concurrency in mind. Erlang, a language built
from the ground up for concurrency by the telecommunications
industry, may offer a solution.
By Nicholas Vining
44 DESIGN OF THE TIMES By Damion Schubert
[ D E S I GN ]
The Truth of Consequences
46 AURAL FIXATION By Vincent Diamante
[ S O U N D ]
Subversive Audio Design
48 GOOD JOB!
[ C A R E E R ]
28 INTERVIEW: DAVID CRANE
As one of the original Gang of Four who left Atari to form Activision,
David Crane helped lay the foundation for the game industry that we
know today. We caught up with the die-hard coder and found him at
work on iPhone development.
By Brandon Sheffield
Richard Garriott interview and new studios.
52 EDUCATED PLAY
[ E D U C A T I ON ]
Focus on UCF's G ALACTIC A RMS R ACE
56 ARRESTED DEVELOPMENT By Matthew Wasteland
[ H UMO R ]
The Genius Game Designer
33 LESSONS FROM D OOM
D OOM has an enduring legacy in the game industry. Here, B IO S HOCK 2's
Jean-Paul LeBreton looks at the venerable title to see what lessons it
can teach modern game designers.
By Jean-Paul LeBreton
COVER ART: GREGORY WRIGHT
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
ETHICAL CHOICES
MAKING DECISIONS MATTER IN "MORALITY"-ORIENTED GAMES
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
Steve Theodore
Daniel Nelson
Soren Johnson
Damion Schubert
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Independent
Carey Chico Pandemic Studios
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e : jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, RECRUITMENT
t: 415.947.6241
GLOBAL ACCOUNT MANAGER, EDUCATION
t: 415.947.6223
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Pete C. Scibilia e: peter.scibilia@ubm.com
t: 516-562-5134
REPRINTS
WRIGHT'S REPRINTS
t: 877.652.5295
THINK SERVICES
CEO UBM THINK SERVICES Philip Chapnick
GROUP DIRECTOR Kathy Schoback
CREATIVE DIRECTOR Cliff Scorso
CHIEF INFORMATION OFFICER Anthony Adams
AUDIENCE DEVELOPMENT
TYSON ASSOCIATES Elaine Tyson
LIST RENTAL Merit Direct LLC t: 914.368.1000
MARKETING
MARKETING SPECIALIST Mellisa Andrade
UBM TECHNOLOGY MANAGEMENT
CHIEF EXECUTIVE OFFICER David Levin
CHIEF OPERATING OFFICER Scott Mozarsky
CHIEF FINANCIAL OFFICER David Wein
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN. Pat Nohilly
SENIOR VP, MANUFACTURING Marie Myers
SOMETHING SOREN JOHNSON
wrote in his March design column
re-ignited a spark that’s been
smoldering in my brain for some
time now. Most ethical choices in
games are not much of a choice
at all.
He was discussing B IO S HOCK ,
and how you’re given the option
of harvesting the innocent(ish)
Little Sisters for their Adam, which
is used as currency in the game,
or saving them, for which you get
much less Adam. But after saving
a few Little Sisters, you get a huge
package of Adam, worth about
what you would’ve gotten if you’d
harvested them. Thus, your reward
is simply deferred, and the choice
ultimately isn’t an ethical one, it’s
“do I want to be a jerk.”
Many games that pose different
ethical choices have this problem.
One of the worst offenders for me
was I NFAMOUS . The story simply did
not support ethical choices being
made. The world of I NFAMOUS takes
place in a quarantined city. The first
choice you’re presented comes
when some food is airdropped
in—you can choose to harm the
other citizens and take all the food
for yourself, or only take what you
need, and share with them, risking
going hungry later.
The trouble is, food is not a
currency, it does not determine
health, and it has no bearing on the
actual world of play. In this case,
there is nothing to the question
but “do you want to be mean to
these people.” There’s no upside for
you, no tradeoff. The next ethics
scenario boils down to “I can help
these people get away from the
guards (who are bullying them
senselessly) or let them die.” In
I NFAMOUS , these “moral” choices are
simply a means to an end—they
break up the skill tree by only
allowing “good” players certain
skills, and “evil” players other
skills. It also changes the attitude
of the anonymous populace toward
you, and which NPCs you can
get missions from. It only affects
gameplay to the extent of choosing
one of two paths. Ultimately the
choices are hollow.
affecting your teammates’ opinions
of you, and if their opinion is low
enough, they will leave the party.
In M ASS E FFECT , while characters
may approve or disapprove, it has
much less in-game relevance.
Furthermore, D RAGON A GE ’s choices
are one-to-one. Your character
speaks exactly what you select.
In M ASS E FFECT , you choose a
summary of what your character
will say in dialog, choosing the
top option for “good,” middle for
“neutral,” and bottom for “evil.”
The simplistic approach is far less
interesting than the larger case of
party approval.
A third solution can be found
in F ALLOUT 3. There, the choices
you make in dialog certainly
change how characters react to
you, and it does fall into the trap
of “say something nice” versus
“be a jerk just because,” but the
more important choices are in
what you do, not what you say. You
have the option of blowing up the
first town you come to, Megaton,
by detonating a bomb there. A
suspicious fellow urges you to,
offering promises of riches and the
key to the elite Tenpenny Towers
if you do. The choice here is clear,
but not intimidating. If you choose
to blow up the town, most of the
quests and shops are still available
to you in a different form. If you
choose not to, you still get to visit
Tenpenny Towers later, albeit in an
antagonistic way. Shoot a resident
of a town and expect the rest to
turn on you. Steal from them, and
expect the same. It’s simple, but it
works as immediate feedback for a
clearly moral choice.
I think moral choices are
incredibly interesting territory for
games, but they really do need to
be integrated into the gameplay
and story both. You can’t just tell
a player these choices affect the
world, or that they’re important. You
have to show that as true, and you
have to make them believe it.
—Brandon Sheffield
I CHOO-CHOO-CHOOSE YOU
» I truly believe that if one is going
to present choices or issues in
games as ethical, those choices
have to matter in the game world.
But I get antsy when games
present me with choices that
clearly open one door while closing
another, as I want to see all of the
game’s content, since I’m unlikely
to go through it multiple times
(Damion Schubert talks about this
in his column on pag e 44) .
As an example, in D RAGON A GE
you have the option of siding with
the golems or a rogue blacksmith
in a particular scenario. Depending
on who you go with, you will either
get a squad of golems to command
in your final battle, or the one golem
in your party will leave forever
(which is a ballsy move, incidentally,
considering that character is DLC).
This kind of choice makes me very
uncomfortable, because I want to do
what’s going to be best for my one
playthrough, and weighing those
odds is very difficult, given that
there are unknown variables (not
having fought the final battle yet, I
didn’t know if I needed golems).
METHODS OF CHOICE
» D RAGON A GE and M ASS E FFECT
have similar but subtly different
ways of representing your moral
choices, but both do it directly with
numbers, which is controversial,
as there are no “renegade points”
in real life. In M ASS E FFECT , you get
points in one column or the other
for your actions being good or
evil, so to speak. In D RAGON A GE ,
members of your party will approve
or disapprove of your actions
depending on how the characters
are designed. They will also react to
your decision with dialog.
I far prefer the latter method.
D RAGON A GE poses your choices as
2
GAME DEVELOPER | APRIL 2010
WWW. U BM . C OM
HEADLINE
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