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   <title>InVerse</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/" />
   <link rel="self" type="application/atom+xml" href="http://inverse.verse-studios.com/atom.xml" />
   <id>tag:inverse.verse-studios.com,2008://2</id>
   <updated>2008-02-19T05:12:27Z</updated>
   <subtitle>Verse Studios developers blog</subtitle>
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.34</generator>

<entry>
   <title>Surviving Perdition</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2008/02/surviving_perdition.html" />
   <id>tag:inverse.verse-studios.com,2008://2.100</id>
   
   <published>2008-02-19T05:02:49Z</published>
   <updated>2008-02-19T05:12:27Z</updated>
   
   <summary>It has been a long couple months since the middle of December. A lot has happened for our company, good and bad. The challenges to health and wellness have finally started to sort themselves out. Marcus is now happily married,...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Biz Dev" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>It has been a long couple months since the middle of December. A lot has happened for our company, good and bad. The challenges to health and wellness have finally started to sort themselves out. Marcus is now happily married, Nathan has a young one on the way, and everyone is getting into better shape and a better mental space after a lot of hard decisions.</p>

<p>Over the last three months we have had to shift our company focus a lot, snapping up contract work in web applications and web design. We have a major project coming on stream in the next month or so, a social job posting type deal. Once it launches we'll post some more info. It's been a fun project even with all the challenges we've faced lately, and the clients are fantastic. More importantly, it's brought us in some much needed capital.</p>

<p>A bunch of smaller contracts have helped us out as well, and given us some forward momentum again. It feels great to get something done and out the door, even if it isn't one of the games and gamesque sites we would rather be doing.</p>

<p>I hope all our friends at GDC are missing the heck out of us, we wish we could be there. Next year, honest!! </p>]]>
      
   </content>
</entry>
<entry>
   <title>Verse: Tactics Stall</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/12/verse_tactics_stall.html" />
   <id>tag:inverse.verse-studios.com,2007://2.99</id>
   
   <published>2007-12-13T16:42:37Z</published>
   <updated>2007-12-13T16:48:55Z</updated>
   
   <summary>At the end of August our company ran into some financial troubles. Investment money did not pan out the way we expected, projects we had on the go such as http://www.wompum.com were running long, and a series of personal and...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Development Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="57" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="111" label="verse: tactics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="50" label="video games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>At the end of August our company ran into some financial troubles. Investment money did not pan out the way we expected, projects we had on the go such as <a href="http://www.wompum.com">http://www.wompum.com</a> were running long, and a series of personal and health problems devastated our team.</p>

<p>We were hoping to pull out of this troubled period by now, but it looks like things are still going to be choppy for the near future. Because of that I am sad to announce that we have halted production on Verse: Tactics until such time as we have the resources to properly dedicate to the project.</p>

<p>Thank you to all the people who have expressed interest in Verse: Tactics, rest assured that if there is a way we will find it, and bring this game to your computers as soon as we can.</p>

<p>Marcus Riedner<br />
CCO, Verse Studios</p>]]>
      
   </content>
</entry>
<entry>
   <title>Warbook and the YouTube Link Fiasco</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/11/warbook_and_the_youtube_link_f.html" />
   <id>tag:inverse.verse-studios.com,2007://2.98</id>
   
   <published>2007-11-11T22:45:49Z</published>
   <updated>2007-11-13T03:50:09Z</updated>
   
   <summary>I&apos;m going to assume you all know what Warbook is. So this is the story of a game played by hundreds of thousands of people every day. A game of simplicity, elegance, and addiction that has a typical activity rate...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="167" label="community management" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="165" label="Facebook" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="163" label="Warbook" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>I'm going to assume you all know what <a href="http://www.facebook.com/apps/application.php?api_key=53d9b259e62b914d6341bb59b9c4d22d">Warbook</a> is.</p>

<p>So this is the story of a game played by hundreds of thousands of people every day. A game of simplicity, elegance, and addiction that has a typical activity rate that ranges from 20% to 35% on any given day. Numbers to die for.</p>

<p>As with any good piece of software, it is constantly iterating on itself, growing and changing over time. New features added, old features tweaked. Bugs resolved and checked off the list.</p>

<p>But this weekend someone found a clever loop-hole in the Facebook/Warbook interface. Someone figured out how to take the link from the 'reset your kingdom' page and stick it into a 'tinyurl', letting you reset your kingdom just by clicking the link.</p>

<p>Then, like any good internet prankster, they promptly posted the link on the Warbook forum with the caption "YouTube Warbook Infinite Gold Cheat". Naturally, thousands have clicked the link, and thousands have found themselves without their kingdoms. The url has spread like the viral plague, not exposing a flaw in the game mechanic but exposing a flaw in certain methodologies used by the developer.</p>

<p>The community, thankfully, largely self moderates and every time the killer link pops up it is taken down pretty fast. Most people are not terribly upset, though a lot of people have been seriously burned. Compensation has yet to be discussed, solutions are still on the table, and the developer is... largely silent at the moment.</p>

<p>It being the weekend.</p>

<p>Now, I like Warbook, so I'm having a hard time being critical of their team. They do a pretty good job for a few guys building a Facebook application as a marketing vehicle for another company. I see amazing ways to monetize the application that are being missed, but that is a whole separate issue. What I am going to be really critical about is the very poor response time the developers are showing.</p>

<p>If anything, this event should be a panic button push. You have a situation where someone has, from the users perspective, created a hack that has deleted their account. You have a community up in arms, and divisions forming. You have the innocent newbies getting burned and grumpy. You have the dedicated who were simply curious now toasted. You have the clickers forming up on one side, and the non-clickers tossing insults and jokes on the other.</p>

<p>You have, in short, a very volatile community that is not seeing any guidance or explanation from the developer. You have rumor city and anger, and I'm unhappy, but not surprised, that the developers of Warbook are miss handling their community.</p>

<p>Will this be as bad as the Eve:Online scandals? Hardly. Does this point out that game developers need to hire community managers that know how to handle these sorts of nightmare events? You bet.</p>

<p><br />
UPDATE:</p>

<p>You can now buy the T-Shirt: <a href="http://www.cafepress.com/themarcusshop">http://www.cafepress.com/themarcusshop</a><br />
</p>]]>
      
   </content>
</entry>
<entry>
   <title>What ever doesn&apos;t kill us... hurts.</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/09/what_ever_doesnt_kill_us_hurts.html" />
   <id>tag:inverse.verse-studios.com,2007://2.97</id>
   
   <published>2007-09-10T21:51:55Z</published>
   <updated>2007-09-10T22:07:11Z</updated>
   
   <summary>Everybody on the planet knows that starting a business is hard. You put huge chunks of your life on hold, or at serious risk. You go around trying to convince people that you are not insane, and not only are...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Zany Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>Everybody on the planet knows that starting a business is hard. You put huge chunks of your life on hold, or at serious risk. You go around trying to convince people that you are not insane, and not only are you not insane, they should give you some money. You have to go through hiring and training employees ( though if you are lucky like we have been you get employees who train you. )</p>

<p>And you plan. There is a ton of planning when you try to start a business, sometimes too much, sometimes too little. In the end though, luck plays as big a role as planning ever can.</p>

<p>Verse Studios has had a very difficult month. Pretty much everyone in our company has had some personal emergency, from family trauma and drama to trips to the ER to non-fatal motorcycle based accidents. Add into that the stress of pushing towards a product release, challenges with investment money ( both refraining and obtaining ), and a period of comedic bug fixes that generated new errors in a sequence that would fit in a Monty Python skit. </p>

<p>If it could go wrong, it has. All in the last 4 weeks.</p>

<p>The last four weeks have seen us making some of the hardest business decisions we have had to make yet. Make no mistake, right now Verse Studios is a wounded animal. But we adhere to the advice printed on every copy of the Hitchhikers Guide to the Galaxy: Don't Panic.</p>

<p>We are taking a moment to regroup, do a bit of deep thinking, and execute on a new strategy. We have a couple projects on the go, one just about ready to launch, and we are determined to see it pushed into the market. Life changes, stuff happens, and what ever doesn't kill us... hurts. For now anyway.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Should We Care?</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/08/should_we_care.html" />
   <id>tag:inverse.verse-studios.com,2007://2.92</id>
   
   <published>2007-08-18T22:19:58Z</published>
   <updated>2007-08-18T23:03:28Z</updated>
   
   <summary>This month&apos;s &apos;Blogs of the Round Table&apos; asks us to examine the silly line in the sand between Casual and Hardcore gamers and games. Bare with me while I head down what may turn into more than a bit of...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>This month's 'Blogs of the Round Table' asks us to examine the silly line in the sand between <i>Casual</i> and <i>Hardcore</i> gamers and games. Bare with me while I head down what may turn into more than a bit of a rant.</p>

<p>Once upon a time there was pong. You hooked up this plastic and fake wood veneer device to your television, and you and a friend twiddled a big round dial to make a bar of white light move up and down, bouncing a block of white light about your TV. Thus was born the gamer, in the soft glow of the cathode ray tube.</p>

<p>Then came Atari, the arcade, the Apple IIe, Zork, Oregon Trail...Mario. I think Mario is when everything really started to go wrong. This was the point where people started drawing a line in the sand, to define themselves as a 'gamer'. Up until Mario, people did not really seem to care if they were hard core or soft core or no core. They just thought these video games were silly, and they were. After Mario things changed. Nintendo Power magazines giving tips and tricks, and we all of a sudden have elites. People who knew the tricks, and people who found them.</p>

<p>We had hardcore gamers, and then everyone else. I blame you Mario, and your high scores and times and horrible maze-like last levels that still confound me to this day!</p>

<p>Over the last few years clever business people and marketers have realized that the audience they so loved to take money from are now in jobs where they do not have time to sit around for hours a day, let alone a week, playing video games. I can honestly say that I, someone in a company that makes games, spend less time these days playing them then I ever have before. Thus is born the casual game, and the casual gamer. More lines, more sand.</p>

<p>Now that the industry has drawn all these lines in the sand, their are those who want to smudge them out again. Their are those who want to turn those lines into World War I style trenches where technoliterate 13 year olds ( and the 30 year olds who haven't grown up yet ) hurl vulgarity at each other. The whole thing smacks of a pointless semiotic and semantic debate to me.</p>

<p>Of all the problems and concerns in the video game industry ( and there are a hell of a lot of problems ) the debate between Casual and Hardcore products, customers, play styles, and development practices reeks of dancing shadows on a cave wall to me. </p>

<p>Should we even care? Does it matter if people are using a product for 15 minutes every day? Does it matter that 'Casual' gamers are statistically shown to put in way more time playing games than expected? Or that they play for longer periods than expected?</p>

<p>Should we care that hardcore gamers are getting fewer and further between? That the hardcore gamer, once the bread and butter, is shrinking into a niche as the video game industry expands it's scope?</p>

<p>I think the whole debate is a bit of a red herring. I think blurring the lines between hardcore and casual is a pointless task because the lines themselves are not important. </p>

<p>The real problem is not that people are playing for a certain amount of time, or play in a certain manner, but rather they are looking for something <b>FUN</b> to do. We are in the <b>ENTERTAINMENT</b> industry, yet when I look at the top tier products flying off the shelves, I really do not see a lot that is entertaining.</p>

<p>Big budgets, yes. Beautiful graphics, yes. The occasional novel theme, yes. Fun? Not very often. If developers are spending their time looking for the ultimate casual game, the ultimate hardcore game, or the ultimate game that grabs everyone and gets better numbers than Halo, Habbo Hotel, Secondlife, and WoW combined they are wasting their time.</p>

<p>They should be looking to entertain and to make things that are fun. If it is entertaining, and fun, it doesn't really matter whether it is hardcore or casual. People will play it, and that is really all that matters at the end of the day. Leave the market demographics and MBAisms to the venture capital firms and business plans and get down to brass tacks, making something people want and like to play.</p>

<p><br />
<p style="text-align: center;"> <iframe frameborder="0" height="64" width="256" marginheight="8" marginwidth="8" scrolling="no" title="Round Table" src="http://blog.pjsattic.com/roundtable.php?rtMON=0807&amp;bgcolor=C4C7CC">Please visit the Round Table's <a title="Round Table Main Hall" href="http://blog.pjsattic.com/corvus/round-table/">Main Hall</a> for links to all entries.</iframe></p></p>]]>
      
   </content>
</entry>
<entry>
   <title>Up for the Game?</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/08/up_for_the_game.html" />
   <id>tag:inverse.verse-studios.com,2007://2.89</id>
   
   <published>2007-08-07T17:14:49Z</published>
   <updated>2007-08-07T17:39:58Z</updated>
   
   <summary>Making a game is a lot like giving birth while cooking dinner for 20,000. You gotta keep a ton of processes working in both synchronicity and harmony with the intent of reaching an audience of 20,000 people in a very...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
         <category term="Development Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="161" label="game publishing" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>Making a game is a lot like giving birth while cooking dinner for 20,000.</p>

<p>You gotta keep a ton of processes working in both synchronicity and harmony with the intent of reaching an audience of 20,000 people in a very intimate and personal manner.</p>

<p>All the while you're sweating and straining, pushing and breathing, literally suffering through the pain of trying to get this creation, which long before it's birth has taken on a life and agenda all it's own, out the damn door... kicking, screaming, covered in sharp edges, and dragging a loose tail of bubble wrap from one foot.</p>

<p>Even with the simplest of concepts and the most minimal execution your team can possibly get away with, it's still a life changing experience: One that leaves you in awe and wonder, having both learned a series of valuable lessons, and having caught a glimpse of just how much longer you have to go.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Artifficial Intelligence</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/08/artifficial_intelligence.html" />
   <id>tag:inverse.verse-studios.com,2007://2.87</id>
   
   <published>2007-08-01T17:51:37Z</published>
   <updated>2007-08-01T19:57:57Z</updated>
   
   <summary>Our buddy Corvus asks for this month&apos;s Blogs of the Round Table: &quot;AI: Beauty or Beast? This month’s topic is artificial intelligence. What does it mean to current games? What should it mean? How far have we come? How far...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
   
   <category term="159" label="AI" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>Our buddy Corvus asks for this month's Blogs of the Round Table: "AI: Beauty or Beast? This month’s topic is artificial intelligence. What does it mean to current games? What should it mean? How far have we come? How far do we have to go? Does what we call AI in games bear any resemblance to AI as understood by other industries? Should it? Are we currently using AI to its fullest advantage? Are we using it for the right things? No matter your approach, whether technical, historical, tragical, comical, artisical, musical, tragi-comical, or techno-tragi-comi-arti-musical, use this month’s topic (artificial intelligence if you’ve forgotten already) to grab AI by the lapels and shake until you just can’t shake anymore."</p>

<p>And I thought about it. </p>

<p>I thought about it in terms of my experience with Machine Learning, pattern recognition, neural networks and liquid state machines, cognitive sciences, behavioral conditions and test, perfect checkers games and games of chess I'll never win against a computer.</p>

<p>I thought about NPC's that ducked behind crates in first person shooters (does it have to be a crate?), and the first time I gave the goons in my Shadowrun games families and friends, and how they started ducking behind dumpsters in firefights too when I did that.</p>

<p>I thought about it so much I even forced myself to watch Stephen Spielberg's movie of the same name (I had forgotten how truly awful it was). I downloaded Facade, and did everything in my power to keep Grace and Trip together (although I failed each time). I kept thinking about it and thinking about it, and wanting to write something intelligent to say about the proper application and the unexplored frontiers of Artificial Intelligence in games.</p>

<p>Last night I was thinking about it again in an empty blog post window at around 1 in the morning when I fell asleep and had a dream.</p>

<p>In the dream I was in a room with mechas from Stephen Spielberg's movie: Mechanized humans which when you look at them are completely indistinguishable from the real thing. I remember being excited at the chance to test their limits, and see what these things are really capable of. So I went up to the first male mecha, a smartly dressed English looking chap in a suit with an emblem on it classifying him as the smartest mecha alive, not entirely unlike A.I.'s Dr. Who, so I asked him what would be required to travel backwards in time (I figure we got forward figured out pretty well), and we embark on a rollicking journey though the annuls of relatively and special relatively and tachyons and extra dimensions and string theory and M-theory and so on and so fourth.</p>

<p>After a bit I tired of the depth of the topic, and with a wave of my hand I dismissed it, flowing effortlessly to, "What is the reason for life?" upon which he instantly started down the whole carbon cycle only to have me interrupt him, and say, "Let me rephrase that, why is the reason for life?" to which is had a rather surprising answer, one I could only really describe as a mixture of religion, science, and philosophy as distilled from all the great theologians, scientists, and philosophers in existence.</p>

<p>I was bored.</p>

<p>So I left.</p>

<p>I walked away from the mecha, and over to a door that had a sign on it that said, "You can't ever go back." (another line from A.I. I believe, Jude Law said it to the girl before he boinked her), and after pausing to read it I pushed through the door, which slammed shut behind me with a muffled slam. </p>

<p>I found myself in a new room where my fiancé stood. I looked into her beautiful eyes, and she smiled that genuine smile at me...</p>

<p>I woke up. And that's when it dawned on me what I had to write about with regards to this topic.</p>

<p>What place does Artificial Intelligence hold in games as far as Verse Studios is concerned?</p>

<p>None at all.</p>

<p>At least not in the way it's meant here. As far as we are concerned, there is no substitution for Genuine Intelligence, and trying to remove the human aspect, the human <i>condition</i> from the equation is a fallacy into and of itself. AI is another way of modeling the very thing that we ourselves bring to a game when we play it: The human condition. That fact that we are imperfect, that we play a game knowing full well that it will end in an unsatisfactory "Game Over", or that there's a wrong way to do something that will lead to failure or lack of success dictates that the human condition is actually a vital aspect of the experience. Humans create games for humans to experience them, and to date, that has not changed, and it's not looking likely to any time soon either. Trying to model a machine as "thinking" is still inappropriate, even in situations where deductive and inductive logic is applied, because in the absence of new stimulation, there's always a finite set of deductions to be made.</p>

<p>This is easily expressed in the linear-story game which you play once and put away, when compared to the ever evolving experience of a frequently updated and well modeled community/online based game. It's our strong belief that the social aspect... that human condition... is what makes online games in particular so much fun and keeps us coming back to them time after time after time.</p>

<p>It's not to say that AI isn't important (it is), or hasn't come a very long way (it has), it's just as far as I know it doesn't get any better than the real thing.</p>

<p style="text-align: center;"> <iframe frameborder="0" height="64" width="256" marginheight="8" marginwidth="8" scrolling="no" title="Round Table" src="http://blog.pjsattic.com/roundtable.php?rtMON=0707&amp;bgcolor=C4C7CC">Please visit the Round Table's <a title="Round Table Main Hall" href="http://blog.pjsattic.com/corvus/round-table/">Main Hall</a> for links to all entries.</iframe></p>
]]>
      
   </content>
</entry>
<entry>
   <title>Calgary Stampede!</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/07/calgary_stampede.html" />
   <id>tag:inverse.verse-studios.com,2007://2.84</id>
   
   <published>2007-07-12T06:10:23Z</published>
   <updated>2007-07-12T06:23:23Z</updated>
   
   <summary>I am about 1,000 kilometers from my office, and nothing is stopping me from being able to work except running around Alberta visiting my family, friends, and doing the occasional bit of wedding planning. You see, Verse Studios is a...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="157" label="Calgary Stampede" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="121" label="game design" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="155" label="remote collaboration" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="153" label="virtual office" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>I am about 1,000 kilometers from my office, and nothing is stopping me from being able to work except running around Alberta visiting my family, friends, and doing the occasional bit of wedding planning.</p>

<p>You see, Verse Studios is a 'virtual office', you could even go as far as to say we are a 'virtual corporation.' Everything we need to work we can pull down from our dev servers, google docs, or over Skype. I'm sitting here on my Mother-in-law-to-be's computer chatting and catching up on the status of production and the company with my fellow Versers, doing a bit of beta testing ( ie: breaking things ), and of course catching up on my way over-due blogging.</p>

<p>There are a lot of people who think that companies need to have an office. That everyone needs to be in the same location for the synergy to really get flying. I don't think that is true at all, I've been riding the superconscious through remote collaboration for years. Sometimes being in an office actually hinders my work, I get destracted, or I destract those around me.</p>

<p>When I was at GDC I overheard a conversation where two designers were cringing over the idea of programmers developing remote from each other. In a panel discussion at IGS panelists shuddered at the idea of programmers and artists working outside of the office.</p>

<p>I know it may not be for everyone, but man, a virtual office kicks serious but for us. More game developers should look into it, and avoid the 10,000 sq ft office with super-fly paint jobs and soft overhead lighting. No office can ever compair to the comfort of your own living room, or how great it feels to work on your patio in the sun. Happy employees work harder, I know I do, so why not let them work from where they are happiest?</p>

<p>Plus, office space, tres expensive. Why, I bet I could even work from the <a href="http://calgarystampede.com/">Calgary Stampede</a>...</p>]]>
      
   </content>
</entry>
<entry>
   <title>CCP hires an economist?</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/ccp_hires_an_economist.html" />
   <id>tag:inverse.verse-studios.com,2007://2.80</id>
   
   <published>2007-06-28T18:44:35Z</published>
   <updated>2007-06-28T18:54:46Z</updated>
   
   <summary>So, I come in to work this morning to find an article on games.internode about CCP bringing on an economist. Not a big surprise, it&apos;s not the first time I&apos;ve heard them having an economist floating around the offices. Each...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="81" label="economics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="2" label="EVE: Online" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="50" label="video games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>So, I come in to work this morning to find an article on <a href="http://games.internode.on.net/content.php?mode=news&id=1449">games.internode</a> about CCP bringing on an economist. Not a big surprise, it's not the first time I've heard them having an economist floating around the offices. Each month that goes by the writing on the wall is getting bigger and in snazzier colours. People in the industry seem to be waking up to the fact that there is something powerful in 'game economies'.</p>

<p>I for one am glad to see it. I'll leave this discussion at that, least I become pedantic on game economics.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Under The Radar</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/under_the_radar.html" />
   <id>tag:inverse.verse-studios.com,2007://2.79</id>
   
   <published>2007-06-28T00:39:53Z</published>
   <updated>2007-06-28T00:42:24Z</updated>
   
   <summary>I&apos;m headed off to Under the Radar tomorrow. Just reading through the list of attendees it looks like I&apos;ll have more than a few friends there. I&apos;m hoping to make some more money contacts in the southern California area, so...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="20" label="conference" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="151" label="Under The Radar" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>I'm headed off to <a href="http://undertheradarblog.com/">Under the Radar</a> tomorrow. Just reading through the list of attendees it looks like I'll have more than a few friends there.</p>

<p>I'm hoping to make some more money contacts in the southern California area, so we'll see how the Gods of Funding shine on me.</p>

<p>Looking forward to seeing everyone there!</p>]]>
      
   </content>
</entry>
<entry>
   <title>Newtonian LOLCATS</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/newtonian_lolcats.html" />
   <id>tag:inverse.verse-studios.com,2007://2.77</id>
   
   <published>2007-06-22T16:02:34Z</published>
   <updated>2007-06-23T07:45:11Z</updated>
   
   <summary>As a follow up to my adventures in physics, I did get everything that I was trying to do working... but not without my fair share of mishaps along the way. I have some advice for people who are hitting...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
         <category term="Development Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="149" label="lolcats" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>As a follow up to my adventures in physics, I did get everything that I was trying to do working... but not without my fair share of mishaps along the way.</p>

<p>I have some advice for people who are hitting their heads against a physics engine and why it's not working the way you're expecting it to:<br />
<img src="http://photos-786.ak.facebook.com/ip002/generic2/36/99/00AgAAXgBheEoAAAAAjPs0nA::.jpg" /></p>

<p>No, seriously... did you divide by your timestep?</p>]]>
      
   </content>
</entry>
<entry>
   <title>Stories in Games ala Marcus</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/stories_in_games_ala_marcus.html" />
   <id>tag:inverse.verse-studios.com,2007://2.74</id>
   
   <published>2007-06-14T20:53:28Z</published>
   <updated>2007-06-14T21:49:40Z</updated>
   
   <summary>So, the question posed by Corvus for the BotRT this month is How important are stories to video games. They aren&apos;t. At the highest level definition of a video game, they are absolutely unimportant. You can have a fantastic game...</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Game Design" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="123" label="Blogs of the Round Table" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="146" label="storytelling" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="50" label="video games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>So, the question posed by Corvus for the BotRT this month is <i>How important are stories to video games</i>.</p>

<p>They aren't. At the highest level definition of a video game, they are absolutely unimportant. </p>

<p>You can have a fantastic game without a lick of story. ( Pong, Pac-Man, Everyday Shooter, Ant Buster... ) I am talking in a very broad sense here, certainly there are video games such as Myst in which story is critical to the success and functionality of the game, but video games in general can, and do, survive quite nicely with a total absence of story.</p>

<p>Story is important to... I want to use the term 'genre' here, but it in itself implies story, so I am going to use 'species' here. Story is important to the species of the game. It is a subset of what makes up games. Visualize it like a spectrum where one end has a complete absence of story, and the other is all story. Story helps define what species of game you are dealing with, but you still have a game without it, just like you have a mammal whether you are looking at a bat or an elephant.</p>

<p><br />
<p style="text-align: center;"> <iframe frameborder="0" height="64" width="256" marginheight="8" marginwidth="8" scrolling="no" title="Round Table" src="http://blog.pjsattic.com/roundtable.php?rtMON=0607&amp;bgcolor=C4C7CC">Please visit the Round Table's <a title="Round Table Main Hall" href="http://blog.pjsattic.com/corvus/round-table/">Main Hall</a> for links to all entries.</iframe></p></p>]]>
      
   </content>
</entry>
<entry>
   <title>Stories in Games</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/stories_in_games.html" />
   <id>tag:inverse.verse-studios.com,2007://2.73</id>
   
   <published>2007-06-13T18:34:30Z</published>
   <updated>2007-06-14T20:39:09Z</updated>
   
   <summary>Our buddy Corvus has asked, How important are stories to video games? Does your favorite game have an inherent story or not? Would it be better if it did have one or didn’t have one? Do you prefer games which...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
         <category term="Game Design" scheme="http://www.sixapart.com/ns/types#category" />
         <category term="Industry Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="123" label="Blogs of the Round Table" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="146" label="storytelling" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="50" label="video games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>Our buddy <a href="http://blog.pjsattic.com/corvus/round-table/">Corvus</a> has asked,</p>

<p><i>How important are stories to video games? Does your favorite game have an inherent story or not? Would it be better if it did have one or didn’t have one? Do you prefer games which allow you to tell your own story, or ones which provide a compelling story for you?</i></p>

<p>In my mind the answer to this takes on a dichotomy of sorts, because a video game is either aimed at telling a story in one form or another, OR it's a toy. Both are very valid and have their place in my mind. </p>

<p>I LOVE toys. I can still remember playing Pong when it first came out. Beating each other virtually gave us infinite excuses to be together in the same room and focused on the same thing, sharing in our losses and successes, and it required no story what so ever to be the most compellingly fun video game I had ever played before. Pac Man required no storytelling at all to be mentally challenging on entirely new levels, and I didn't even remember that the Mario Bros. (the original, not Super), were in fact brothers, let alone plumbers probably until I witnessed the horrible and scaring live action show of a similar name, where they took an otherwise wonderful experience and tried to do some of the most embarrassingly bad storytelling I've witnessed since Small Wonder (the one about the little girl robot, wikipedia it). And speaking of the Super version, I doubt it would have been any less fun if there was no princess at the end, and just completing the game was your reward, if this can even be considered storytelling.</p>

<p>So arguably storytelling can be completely absent from video games, and they can very much stand on their own right. <a href="http://www.everydayshooter.com/">Jonathan Mak</a> (hey buddy!) said at GDC 2007 about his creation Everyday Shooter, (and I may be paraphrasing here, but I think he'll forgive me) "I made it this way because I like video games like this." and I think he's right on: If that's what you're feeling, go with it.</p>

<p>And on the far end of that spectrum, you have one of my personal favorite genres, the game designed to do nothing but tell a story, the poor downtrodden and mishandled Adventure Game genre, may <a href="http://sq7.org">Roger Wilco's</a> soul rest in peace (disclosure: I worked on the SQ7 project). I just heard Telltale got $6 million... fantastic job guys!</p>

<p>But back to the point: I LOVE games with storytelling. Storytelling adds depth in the same way game mechanics adds breadth. Great examples of this are places where storytelling has been integrated with a typical FPS to bring about a whole new genre: the Adventure FPS. Half Life 1 and 2, Prey, Doom 2 and 3... they all stuck with me for reasons much more significant than how many monsters I killed, or what nifty new weapons were available. I remember having to turn on the lights and go for a walk after playing Doom 3 alone at night... It may not be much for plot, but the story mechanics being used were nothing short of terrifying, and it had everything to do with my firm belief that I really was walking into the gates of hell, as made very clear to me repeatedly through the compelling character driven interactions. It was identical game mechanics to any other FPS, but it was completely life altering because of the mood it brought you into, forcing you to literally look over your shoulder in real life, because someone is yelling at you to in the game.</p>

<p>I purposefully picked a game with a real lack of what most would consider a strong plot to illustrate in my last example. Prey took it to a whole new level for that genre as far as telling a story goes.</p>

<p>I must pay homage to the text games, for it is their root. Zork could do nothing except provide a story for you to interact with, and it even did that poorly, but it's still considered groundbreaking. Infocom refined their art of semi-liner storytelling in games over the years before video killed the radio star. MUDs, MOOs, and MUSHes are often focused on nothing but, and often the case here is this wonderful mix of pre-determined storytelling and collaborative story-making seamlessly integrated into this model of semi-controlled and often moderated expression.</p>

<p>A game with good storytelling is like a life partner: They're fun, sexy in their own unique way, challenging and mentally stimulating, you learn from them, they make you smile, they make you cry, and you're life wouldn't be the same without them. They lift you up and change how you see things, they draw you into their world, and when you leave your never quite the same.</p>

<p>And a toy video game is like a friend: It's there when you need it, and it's not when you don't. It'll challenge you, but not in a committal way that makes you rethink your own perspective. It'll make you smile, but not in a dreamy sort of way. It'll change your life, but only very subtly.</p>

<p>I couldn't imagine video games just telling a story, or just allowing you to tell one, and I definitely don't have a strong preference for one over the other. Rather I see a strong need for both, and all shapes and flavors in between.</p>

<p style="text-align: center;"> <iframe frameborder="0" height="64" width="256" marginheight="8" marginwidth="8" scrolling="no" title="Round Table" src="http://blog.pjsattic.com/roundtable.php?rtMON=0607&amp;bgcolor=C4C7CC">Please visit the Round Table's <a title="Round Table Main Hall" href="http://blog.pjsattic.com/corvus/round-table/">Main Hall</a> for links to all entries.</iframe></p>
]]>
      
   </content>
</entry>
<entry>
   <title>Works with Vista... But which one?!</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/works_with_vista_but_which_one.html" />
   <id>tag:inverse.verse-studios.com,2007://2.72</id>
   
   <published>2007-06-12T22:47:19Z</published>
   <updated>2007-06-12T22:49:37Z</updated>
   
   <summary>My sketchbook now works with Windows Vista! But which version is the real question... I do so love stickers......</summary>
   <author>
      <name>Marcus Riedner</name>
      <uri>http://www.verse-studios.com</uri>
   </author>
         <category term="Zany Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="145" label="windows vista" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>My sketchbook now works with Windows Vista!</p>

<p>But which version is the real question...</p>

<p><img src="/images/photo_26.jpg" alt="Marcus and his sketchbook" /></p>

<p>I do so love stickers...</p>]]>
      
   </content>
</entry>
<entry>
   <title>Let&apos;s get physical!</title>
   <link rel="alternate" type="text/html" href="http://inverse.verse-studios.com/2007/06/lets_get_physical.html" />
   <id>tag:inverse.verse-studios.com,2007://2.68</id>
   
   <published>2007-06-06T04:20:40Z</published>
   <updated>2007-06-06T04:52:41Z</updated>
   
   <summary>We&apos;ve integrated Newton Game Dynamics into Ogre3d for our physics solution, and it&apos;s been a real learning experience to say the least. I was lucky enough to have snagged a complete printed copy of the GDC 2007 Tutorial on Game...</summary>
   <author>
      <name>Travis Savo</name>
      
   </author>
         <category term="Development Discussion" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="141" label="gaming physics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="139" label="newton game dynamics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="143" label="newtonian physics" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://inverse.verse-studios.com/">
      <![CDATA[<p>We've integrated <a href="http://www.newtondynamics.com/">Newton Game Dynamics</a> into Ogre3d for our physics solution, and it's been a real learning experience to say the least. I was lucky enough to have snagged a complete printed copy of the GDC 2007 Tutorial on Game Physics Development handout, as far as I'm concerned a one of a kind collection of knowledge for how to implement physics in games. It's a collection of slideshows presented by a bunch of very smart people, all of which are listed <a href="https://www.cmpevents.com/GD07/a.asp?option=G&V=3&id=475756">here</a>.  The material for the tutorial is all <a href="http://www.essentialmath.com/tutorial.htm">here</a>.</p>

<p>Anyway, it's been invaluable to have this wonderful reference available as I try and write code for things like limiting thrust as you reach your top speed, Auto-Guidance systems which need to know when to start slowing down before they overshoot their destination, and how we're going to deal with things like shells traveling through space at high rates of speed, which is, as it turns out, a form of rocket science. Fortunately these guys are heroes on the topic.</p>

<p>We are going to open source our engine (sooner rather than later, watch this space for more), so as part of that effort we'll be releasing our collective findings on what you need to know to do it yourself, but really it's nothing <a href="emailto:jimvv@redstorm.com">Jim Van Verth</a> doesn't <a href="http://www.essentialmath.com">cover much better in his tutorials.</a></p>

<p>Thanks Jim. Next time we're in the same place at the same time, look me up and I'll buy you a pint.</p>]]>
      
   </content>
</entry>

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