Dev Links: Kinetic Energy

mocap

Topics in today’s Developer Links include games and selfishness, motion capturing and marketing spending.

Making Numbers Go Up, or Games and Selfishness (Jonas Kyratzes)
“I’ve heard the argument repeated a number of times that games are an essentially capitalist artform. This argument takes several shapes, and focuses particularly on the types of games that are all about “making numbers go up.””

GDC13 Summary: Animation Bootcamp Part 3/6 (Wolfire Games)
“How to Get the Most Out of Your Mocap. Simon Unger, Animation Director, Hitman: Absolution. Simon was animation director for the latest Hitman game, which won several prestigious animation awards. Before that role, he spent nine years animating various titles at Electronic Arts, including MVP Baseball 2005.”

aegis wing & survival (Auntie Pixelante)
“luna announced that she was planning a dating sim jam this weekend. SMART GIRL THAT SHE IS, she never defined what “dating sim” means, leaving it deliberately ambiguous. what she made was a game about her first date ever.”

IGDA head Kate Edwards: “Games are an art-form, pure and simple” (Games Industry)
“GDC 2013 was an intensely emotional conference. It was the year that several thorny issues were tackled head-on, on-stage, rather than in the corridors of, and bars surrounding, the Moscone Centre. Whilst the show may have suffered in terms of headline news thanks to the looming presence of what undoubtedly be an E3 full of fireworks and spectacle, it meant that there was far more airtime to discuss some of the issues which don’t find the limelight quite as often.”

On the topic of marketing spending (Positech Games)
“I know where I am with advertising. I can spend $X and get Y clicks. That works, in a sense, very simply. It’s true that working out if clicks translate to sales is incredibly complex and vague, but there is at least some vague connection there.”

My Long History with Soul Hackers (Zeboyd Games)
“On April 16th, Atlus is releasing the 3DS version of Soul Hackers. But my history with Soul Hackers goes back to over 15 years ago.”

Starting a Trend (Made by Pixelate)
“During the weeks before our release of Spirits on the App Store in 2010, we looked how other successful indie titles had priced themselves. We decided to follow the same model as Osmos. We released a version called “Spirits” that would run on the iPhone and iPod touch, and a more expensive version called “Spirits for iPad” that would run on the iPad. While this model worked for us in terms of revenue, we missed a trend that was about to happen: Making games universal so they run on any iOS device without the need to repurchase. As a player today, I’d expect a game on the App Store to be universal.”

The Designer’s Notebook: Three Problems for Interactive Storytellers, Resolved (Gamasutra)
“In February, after nearly 18 years of thinking and writing about interactive storytelling (as well as a good many other topics), I received a Ph.D. in that subject from the University of Teesside in the UK. My thesis is called Resolutions to Some Problems in Interactive Storytelling, and it’s a retrospective and analysis of the papers and lectures I’ve given over the years. In this month’s column, I’m going to summarize a few of my conclusions.”