Video games vs. movies
This sound bite jumped out at me from Wil Wheaton’s blog (can sound bites jump?)
Narrative video games aren’t going to replace television and movies any more than television and movies replaced books, but as technology continues to advance, and games become even more cinematic and interactive, the battle won’t be only for the consumer; it will also be for the creator. People who went to school 20 years ago to learn how to make movies are now going to school to learn how to use the same narrative storytelling techniques to make video games.
20 years ago, I was trying to get away from making Prince of Persia (video game) so I could go to film school to learn how to make movies. Guess I did everything backwards as usual.
It’s a book!
Just had to share the excitement I felt on opening the package from my publisher and seeing an advance copy of Solomon’s Thieves, my first original graphic novel.
The book won’t hit stores until May, but you can read about it here, or even (blatant self-promotion alert) pre-order it from Amazon. (return to subtle self-promotion)
Knowing when to stop
Had fun yesterday at Dr. Sketchy’s New Year figure drawing marathon. I dropped in for five hours (out of 26). My respect to anyone who went the whole distance.
Here are some ten-minute poses. I like that pace, because it forces me to draw fast and quit before I ruin it. If I’m given too much time, I’m liable to overwork it (come to think of it, that applies to other endeavors too). It’s amazing how fast the ten minutes go by, though.
And yeah, I know, the drawings show through the paper. When this sketchbook is full I may switch back to the Moleskines.
Tips for game designers
Thanks to Jeremie Biron for finding and posting these “Tips for Game Designers” I gave in 2004, on the release of Prince of Persia: The Sands of Time.
- Prototype and test key game elements as early as possible.
- Build the game in incremental steps – Don’t make big design documents.
- As you go, continue to strengthen what’s strong, and cut what’s weak.
- Be open to the unexpected – Make the most of emergent properties.
- Be prepared to sell your project at every stage along the way.
- It’s harder to sell an original idea than a sequel.
- Bigger teams and budgets mean bigger pressure to stay on schedule.
- Don’t invest in an overly grandiose development system.
- Make sure the player always has a goal (and knows what it is).
- Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
- The story should support the game play, not overwhelm it.
- The moment when the game first becomes playable is the moment of truth. Don’t be surprised if isn’t as much fun as you expected.
- Sometimes a cheap trick is better than an expensive one.
- Listen to the voice of criticism – It’s always right (you just have to figure out in what way).
- Your original vision is not sacred. It’s just a rough draft.
- Don’t be afraid to consider BIG changes.
- When you discover what the heart of the game is, protect it to the death.
- However much you cut, it still won’t be enough.
- Put your ego aside.
- Nobody knows what will succeed.









