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  1. Docs
  2. ====
  3.  
  4. two pager, bible, review copy,
  5.  
  6. two pager
  7. review copy - investors, quick feedback
  8. one page minimum
  9. bible - everything (really)
  10. documentation - included in bible, general documents
  11.  
  12. At least your parents had a basement
  13. ====================================
  14.  
  15. consoles are generally a premium entertainment device
  16.  
  17. consoles getting further away from lowest 20%
  18.  
  19. android developers earn 7% of what iPHone devs do
  20.  
  21. f2p performing better on android than iphone
  22.  
  23. 80s: apple 2 $4575
  24. 90s: 1992 PC $3065
  25. now: student rec sys $4000 ( 18X hours )
  26.  
  27. $1trillion ($1e15) in student debt
  28. better for portfolios than sub prime were because of limited bankruptcy
  29. debt financed education direct money from the lower classes to the world
  30. of fincance, essentially taxing the poor
  31.  
  32. iterating games on what the top 10% like could be disastrous
  33.  
  34. your company won't last with a "luxury development focus"
  35.  
  36. something with zero tension can still be a game. some people have really
  37. stressful jobs and don't want tension in their games.
  38.  
  39. Indexical Storytelling
  40. ======================
  41.  
  42. What has happened? What was left behind?
  43.  
  44. Portal, the cake is a lie. Environmental storytelling.
  45.  
  46. TTD:: Test Site Arena. Car Parts embedded into environment.
  47.  
  48. Demonsouls. If you die, you leave a bloodstain for other players. If you step
  49. on it, you can see a ghost animating the last few seconds of their life.
  50.  
  51. Detective Work.
  52.  
  53. Signposts and Tutorials.
  54.  
  55. Player's trace: Persistence of the world
  56.  
  57. Stealth games. You don't want to leave evidence. Pull bodies to hiding place.
  58. Footsteps. Misleading Indices, thrown items.
  59.  
  60. ---
  61.  
  62. How can the player leave traces?
  63. Who can see those traces? Players, Nonplayers?
  64. How does leaving traces affect gameplay.
  65.  
  66. Aquamancy:: cargo manifests, travel logs, carried by.
  67.  
  68. Hidden Object Games.
  69.  
  70. people's history of the FPS
  71. ===========================
  72.  
  73. "Doom" happened.
  74.  
  75. Myst and Doom are both first person games. Two different views of games. Both
  76. were 1993 and disruptive. Myst pushed cd. They weren't though of competitive.
  77.  
  78. "Doom clone" used as descriptor for first three years after and replaced after
  79. by "FPS".
  80.  
  81. Doom Mods.
  82. Alien: Total Conversion
  83. Fist of Doom
  84. ChexQuest
  85.  
  86. The Ship (Total Conversion). Kill your target and take theirs. Lot of bots in
  87. the game, users would copy the mannerisms to appear like bots.
  88.  
  89. TF2 Achievement maps -> TF2 Achievement Troll Maps. Death Cats.
  90.  
  91. Trends. Team Cooperative mods. Art mods. Military vs Terrorist mods. Map mods.
  92.  
  93. Art Mods. Dear Esther. Radiator.
  94.  
  95. Mods meant: a way to "break in", cmmentary, a "default audience".
  96.  
  97. Minecraft Mod Community. Holy Mind-Fuck Big.
  98.  
  99. Indie FP Games
  100. At A Distance. Fotonica. Hockey. MirrorMoon. I Can't Find My Glasses. Unmanned. Perspective. Cities of Day and Night. Trauma. Trip. Kairo. Proteus. FRACT OSC. Dirac. Memories of a Broken Dimension.
  101.  
  102. "What happens if you take out the shooting?"
  103.  
  104. Mod scene had a proto-indie scene of engine tech argument.
  105.  
  106. the "mod" "died" because engines became cheap and able to sell end product.
  107.  
  108. indie fp game scene is HUGE and Advanaced.
  109.  
  110. Game Dev History? Tech/Engine? Distribution model? Geographic Location?
  111.  
  112. starting a videogame arts org
  113. =============================
  114.  
  115. The Hand Eye Society ( Toronto )
  116. - to help people create games
  117. - to connect gamemakers with each other and with an audience
  118. - to foster diversity in game creation and the public perception of games
  119.  
  120. - fighting the social stigma that games are only killing hookers and soldiers
  121.  
  122. - Programmed game culture events with the energy of a book launch, art gallery ...
  123.  
  124. Torontrons - classic arcade cabinets filled with Toronto games. F2P (literally)
  125.  
  126. TIFF (Toronto International Film Festival)
  127. Comics vs Games. Comic artists and game devs working together.
  128.  
  129. "videogame arts organization" together suprises people into conversation
  130.  
  131. Not a Indie v Corporate thing while Indie do have a greater chance to risk to make the art kind of thing.
  132.  
  133. Membership available to anyone contributeing 10 hours to a community vg project.
  134. pay after 10 hrs (25/hr, arts admin wage)
  135. give people small things to do, then biggr
  136.  
  137. Strong partnership with TIFF opened availability to present modern day indie
  138. games in arcade cabinets in the lobby of one of TIFF's building.
  139.  
  140. Funding. Indies funded each cabinet. $1000 each. Indies kept them. They are
  141. very heavy.
  142.  
  143. Incorporation:
  144. for TIFF Nexus funding, incorporated as a not-for-profit
  145. don't do it til there's money on the table as it's either costly or boring
  146. and stressful
  147.  
  148. look to see funding availability and change of receival before considering
  149. adds $3k/yr to pay for accountant/ins.
  150. we chose not-for-profit to distinguish from a business approach but this has
  151. additional onerous requirement
  152. it does open up possible funding, but it's still not easy to get: they've
  153. never had operational
  154.  
  155. there is a lot of credibility you can get from just calling yourself an
  156. organization
  157.  
  158. Funding:
  159. never be dependent on a single funding stream
  160. never be an org that exists to continue existing
  161. slow growth (organic?)
  162.  
  163. Partnerships:
  164. find small ways to work together first
  165. with larger orgs: more money, more paperwork, cultural diff
  166. with smaller orgs: commit ot consenus ...
  167.  
  168. Difference Engine:
  169. teaching game making to women
  170.  
  171. conflicts: mostly where we made decisions without consulting participants
  172.  
  173. all-women/homogeneity? all under-repped group will be sensitive to power
  174. dynamics -- key thing for future DEI iterations
  175.  
  176. All-Powerful:
  177. have to appear as all-powerful to funding bodies
  178. increasing transparency: board members online, meeting minutes
  179.  
  180. first annual general meeting. setting by-laws, how can someone become a board
  181. member. deciding rules, (like games? huh)
  182.  
  183. permeable to people who haven't been there from the beginning
  184.  
  185. procedural generation: Easy Money
  186. =================================
  187.  
  188. verification is a very simple process
  189. guiding generation is way more complex
  190. 1/50 maze rejection
  191.  
  192. analytics
  193. - player story summed to the end
  194. - stored game story by event
  195.  
  196. controlling level tone and difficulty individually during progression
  197. alter the game to suit a player
  198. explorers will get bigger levels
  199. people dashing to the goal, generate smaller levels or generate a goal near
  200. the start, or throw in more mines
  201.  
  202. Easy Money started with 100 levels. Scaled back to 25 after seeing (through analytics) that players were quiting after 10 levels when there were 100 total.
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