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Music To My Ears  ~ 10th December 2006

Since they're so frighteningly similar to my own, I thought I'd let Wolfgang Amadeus Mozart share his thoughts on solo creativity this month: "When I am, as it were, completely myself, entirely alone, and of good cheer – say traveling in a carriage, or walking after a good meal, or during the night when I cannot sleep: it is on such occasions that my ideas flow best and most abundantly. Whence and how they come, I know not; nor can I force them. Those ideas that please me I keep in my memory, and am accustomed, as I have been told, to hum them to myself. If I continue in this way, it soon occurs to me how I may turn this or that morsel to account, so as to make a good dish of it.

All this inspires my soul, and provided I am not disturbed, my subject enlarges itself, becomes methodized and defined, and the whole, though it be long, stands almost complete and finished in my mind, so that I can survey it, like a fine picture or a beautiful statue, at a glance. Nor do I hear in my imagination the parts successively, but I hear them, as it were, all at once. What a delight this is I cannot tell! All this inventing, this producing takes place in a pleasing lively dream. Still the actual hearing of the tout ensemble is after all the best. What has been thus produced I do not easily forget, and this is perhaps the best gift I have my Divine Maker to thank for.

When I proceed to write down my ideas, I take out of the bag of my memory, if I may use that phrase, what has been previously collected into it in the way I have mentioned. For this reason the committing to paper is done quickly enough, for everything is, as I said before, already finished and rarely differs on paper from what it was in my imagination. At this occupation I can therefore suffer myself to be disturbed; for whatever may be going on around me, I write, and even talk, but only of fowls and geese, or of Gretel or Barbel, or some such matters. But what my productions take from my hand, that particular form and style that makes them Mozart’s, and different from the works of other composers, is probably owing to the same cause which renders my nose so large, aquiline, or in short makes it Mozart’s, and different from those of other people. For I don’t study or aim at any originality...”

Common Bond ~ 17th November 2006

Having suffered their slings and arrows myself, I'm always overjoyed when my positive brothers and sisters humiliate their negative detractors! I'm no Bond fanatic, but I've been quietly rooting for Daniel Craig ever since I heard an entire community had formed around protesting his appointment. It comes as no surprise to me that his version has gone on to become the most critically acclaimed and commercially successful yet, but it's welcome news nonetheless. It's up there with George Lucas laughing all the way to the bank with another billion dollars from the Star Wars prequels, while his geeky detractors fail to enjoy some of the best action movies of the decade. Ditto with Tom Cruise, who scored his most commercially successful film in 2005 with War Of The Worlds - despite an army of naysayers who have been praying for his star to decline for the past 20 years. And don't even get me started on those that complain The Simpsons "isn't as funny as it used to be"! For those incapable of achieving anything themselves, seeing somebody else fail is the only scrap of joy that their self-esteem can muster. And if it doesn't happen naturally, they'll engineer it. And if it still doesn't happen, they'll convince themselves that it has anyway. Anything to block out the light that illuminates their darkness! It's the deeply flawed philosophy of dragging people down instead of trying to overtake them - "intimidation versus inspiration", as I've often put it in my own writing. One philosophy creates, the other destroys. It shouldn't be that hard to figure out which is the winning team! Or as the Prophet Muhammad might say:

"Is he who creates the same as one who creates not? Will you not then take heed?"
- Koran (Surah Of The Bee, 17)

And The Loser Is... ~ 9th November 2006

Ever since gaming found itself looming large over popular culture at the turn of the 21st century, the industry has been desperate to seal the deal with an award ceremony of Oscar proportions. Many have tried and failed - not least the truly dire "Game Stars" event, which forced its embarrassed host to peer out from behind a giant plastic gamepad (and then proceeded to reward the game characters themselves instead of the humans that made them?!). Following that risible attempt, BAFTA's back to basics approach would appear to be a step in the right direction. The glitterati of the industry suited and booted in a finely decorated hall ensured that the "credibility" box was ticked, and my hopes were high as I sat down to watch the televised broadcast. However, it wasn't long before the event regressed into yet another counterproductive spasm of insecurity. Opening quips about "gaming no longer being for geeks" struck the wrong note (if it were true, it would go without saying). Meanwhile, the seemingly endless parade of Z-list celebrities feigning interest in gaming was unforgivable. As if it wasn't obvious enough, one dizzy blonde openly admitted that she was just there for the cheque! It was the most regrettable example yet of what I've called the industry's "inferiority complex" - whereby we'll look up to ANY celebrity from ANY sphere of entertainment before we even think about crowning our own. Of course, the irony is that these "celebrities" were presiding over game designers that entertain more people and earn more money than they ever will! Speaking of which, the event's 3rd strike was that the recipients of practically every award had their acceptance speeches cut (few were even lucky enough to make it to the podium before the camera lost interest). We all know that game developers aren't the most charismatic people in the world, but why award them at all if their thoughts aren't worth airing? If we must have a ceremony, let's at least raise the profile of the men and women that have provided its backbone! But, of course, that's the problem - the games industry has no backbone. The victims of each disrespectful episode smiled bashfully at the celebrity assigned to forget the name of their game, and neglected to use the platform to say anything more stirring than "thanks". If only there was an independent category...

An Inconvenient Truth ~ 29th October 2006

You, my friends, are the most talked about fans in independent game development - and have been the cause of countless wars over the years! In my bio, it says that my work "intimidates and inspires in equal measure". If you've ever wondered what that refers to, the latest witch-hunt at the Blitz forums is a fine example. As one of the few independent game developers that has found an audience in the outside world, my work has always baffled those that I left behind. The games you and I play don't appeal to their elitist "retro" tastes, and yet they can't ignore the guy that's getting the most hits, shifting the most units, and taking up the most column inches. A gut-wrenching dichotomy ensues whereby one of us has to be right and the other has to be wrong, and they duly proceed to convince themselves that I'm the bad guy in the equation (for more about this trend see A Book By Its Cover and Perception Is Everything). Of the many lines of attack they could have chosen, the most bizarre one this time is the quality of my graphics?! As independents, we're all trying to make a little go a long way. Quite when they started making state-of-the-art games for next generation consoles, I can't be sure. Best not to read too much into it though - a negative mind seldom makes sense when squirming for survival. Speaking of which, one of the most disappointing charges is that I'm a nasty piece of work with a "bad attitude". Yes, the guy you know as the nicest to ever sit in front of computer is actually a "baddie" in their world! All because I've got the audacity to take pride in my work and carry myself with confidence (again, these are all negative qualities to an insecure mind). I say it's "disappointing" because my rather forceful attitude has always been on behalf of the whole independent scene. As I said in a recent interview, it's my ambition to establish independent game development as a viable option - and one which is open to everybody. Revolution doesn't come quietly, and I don't apologize for beckoning it on with bold language. As I say in my bio, "I'm breaking down the walls that secure some yet block others". No, I'm NOT like the average game developer - and that's always going to threaten those that prayed a normal guy would never infiltrate this profession. But perhaps a new breed of game developer is just what the industry needs to push it forward? The future of an art form lies in people - not technology. They better get used to it because it's only a matter of time before we take over...

Still Rivers Run Deep ~ 30th September 2006

Like a lot of gamers, I was unusually shy as a child. I still have my quiet moments to this day, but rather more by choice. Ever since I formed a perfect triangle between mind, body, and soul at the age of 21, I've forgotten what insecurity feels like! In case any of you have your anti-social moments, I thought I might offer some words of wisdom on the timeless war between extroverts and introverts. Lest we forget, the extrovert would have you believe that he's somehow "better" than you. You know the type. He bursts into a room with meaningless words spilling out of his manic face, before looking at you with despair - as if to say, "don't you wish you were as lively as me?". If you look at it scientifically, you certainly SHOULDN'T be wishing you were like him! It's thought that the extrovert mind is incapable of taking in stimuli from the outside world (they're literally "ignorant"!). In order to compensate, they have to turn the volume up on what little information they take in - and possibly even create dramas out thin air. Meanwhile, the introvert mind is clocking everything in the room like a 3.0gHz processor and may actually be overdosing on stimuli. In order to cope, they have to tone down the volume and withdraw from any more sources of drama. Neither extreme is particularly desirable, but you can take faith in the fact that quiet people are actually too intelligent for their own good! Indeed, some Native American cultures consider the quiet man to be the greatest of all men - because he judges himself infinitely and not once does he judge others. You can trust him because he never lies, and he's thought to be strong because he doesn't burden others with his problems. The Buddha offered similar sentiments about still rivers running deep, and rocks enduring the wind and rain with a steady stance. The next time you lock horns with a boisterous oppressor, strike a glass and hear the wisdom - the emptiest vessels make the most noise... 

X Marks The Spot ~ 29th August 2006

As anybody remotely familiar with independent game development will know, Microsoft are hoping to seduce the most creative scene in the world with an indy-friendly regime on their X-Box 360 console! Going by the name of XNA, this reasonably priced box of tricks promises to bring console game development to the bedroom coder. A lot of you have been asking whether or not my work falls into that category, so I thought I'd release my initial thoughts. The first thing to point out is that no matter how "simple" it purports to be, it'll still be a far cry from what I'm doing now (I.e. C++ instead of BASIC) and will take a substantially longer time to master. However, if the brains behind Blitz 3D and Dark BASIC join the list of contributors hoping to simplify the process, anything could be possible once the system has settled in next year. In the meantime, there are far more pressing matters to contend with. The inevitable Microsoft small-print has caused much confusion about what would happen to a game even it were successfully made. Initial restrictions seem to suggest that the games will only be playable amongst fellow developers, which cuts YOU out of the equation! And even if distribution did become more viable in the months that follow, Microsoft's hands would be all over it - imposing numerous creative and financial limitations. Cynics would be forgiven for asserting that Microsoft are solely intent on monopolizing what is quickly becoming the most exciting area of game development - making sure they have a stranglehold over it as it matures in their hands. Personally, I applaud them for so much as taking an interest and I'm inspired by the fact that they see a future in the scene. It means I've got one too! I'll be observing their efforts closely and if XNA blossoms into something I can work with, we might just be onto something. If they make the tools, I'll knock the walls down...

Thin Line Between Love And Hate ~ 24th August 2006

Following the good work at the MPire Mall, this post was supposed to herald a new era of unprecedented co-operation between myself and the fan community. Instead, I must once again reassess my position on outside forces. Upon embracing the benefits of high resolution textures in my own work on World War Alpha, I now stand accused of "stealing" the gimmick. While it's true that the mods inspired me to step up my game, it's downright laughable to imply anything more. Primarily because "putting more effort into your work" is plain common sense - not a copyrighted philosophy! And secondly, because many of the techniques had already been slowly evolving in my own work. I've always been aware of the benefits of high resolution textures, and the only reason I steered clear was because I didn't (and still don't) feel it was practical for a project that uses HUNDREDS of them! As a developer and a publisher, efficiency has to outrank spectacle in almost all of my decisions. If you must know, it's the high resolution scenery of Grass Roots that thawed me to the idea. As for alpha-mapped hair, grab the 2001 original of Big BumpZ to see how "revolutionary" that technique is! It's only workable today because of my improved programming skills and in-game resource management. I appreciate that the editors (and their followers) are very proud and protective of their efforts, but now is not the time to be biting the hand that feeds you. Yes, your artistic skills surpass my own. Congratulations, join the club! There are thousands of better artists than me. Thousands of better programmers and musicians too. As for those that combine all of the above (and then some) without breaking a sweat? There's only one. And he's not the "weakest link" in the Wrestling Encore project, he's the ONLY link! With that in mind, I'm now forced to reconsider my planned support for fan content. On one hand, I feel duty-bound to encourage those that squeeze the best out of my creation. On the other, why the hell would anybody promote something that rails against them?! Dozens of fansites have vanished into thin air for falling into the latter category. Calm down, take it as a compliment that you've inspired change in my work, and make sure you're part of the future instead of the past...

A Book By Its Cover ~ 31st July 2006

As the saying suggests, "judging a book by its cover" is supposed to be so laughably ignorant that nobody actually does it. However, I seem to have experienced nothing but for the past 6 months. Apparently, I'm a "Thatcherite" because I chose to educate myself about the government that presided over my childhood. I'm a "born again Christian" because I happen to be fascinated by a Jewish philosopher that existed 2'000 years ago (incidentally, I'm also a Buddhist, Muslim, Sikh, Hindu, Scientologist for similar reasons!). I'm supposedly "gay" because I happen to think Tom Cruise is a good role model and Michael Jackson is/was a creative genius. You can be sure that I'm a "geek" because I happen to use a computer to make a living, and yet I'm a "thug" because you can see muscle in my arms when the summer calls for a t-shirt. Lest we forget, I'm also a "pussy" because I donated the proceeds of Wrecked to animal welfare (the irony being that cruelty to defenceless animals is the height of cowardice!). These may sound like trivial misjudgements, but they're actually indicative of something more sinister - an undeclared war between the ignorant and the enlightened. If you're caught reading a book, you HAVE to be a victim of brainwashing - otherwise those that don't read will have to admit that they're not intelligent. If you seem to be fit, there HAS to be a unsavoury explanation for it - otherwise those that aren't will have to admit that they're weak. And if you're successful, there HAS to be foul play - otherwise those that aren't will have to acknowledge their mistakes. At all times, when a man criticizes others he's really criticizing himself...

Perception Is Everything ~ 24th July 2006

When I first got a Nintendo 64 is the mid-90's, I couldn't help imagining what would happen if that calibre of gaming was released in the mid-80's. What if a big, playable 3D epic like Super Mario 64 was suddenly sitting next to Pong and Space Invaders on your Atari 2600? Would players and journalists be united in proclaiming it the greatest game ever made, showering it with 100% and 10/10 reviews? Would it perhaps transcend gaming and be hailed by the whole world as an unbridled work of genius? Rather prophetically, I am now living out those thoughts in my own career a decade later. As an independent game developer, my work moves in the same circles as a plethora of more primitive games. Simply take a glance at the showcases of Blitz BASIC, Coder's Workshop, GameDev.net, or even Download.com, and you'll find mine listed alongside countless games that wouldn't have looked out of place in the 80's. That's not necessarily a bad thing, but it is a very real example of the Nintendo 64 analogy. So what's the answer? Do my sophisticated 3D exploits glide effortlessly to the top of the class and into the hearts of my peers? The answer is a resounding no. With the possible exception of Download.com, my contributions get fewer reads, fewer downloads, and fewer positive comments than the Asteroids clone next-door. Fortunately, the outside world disagrees - so let's not turn this into a sob story! But isn't it interesting how work of such superiority can be met with such apathy? In fact, therein lies the answer. There is such a thing as being over-qualified. The more you're expected to succeed, the more fun negative individuals can have by going against the grain! If Super Mario 64 was released 20 years ago, it would no doubt inspire an entire movement that was bent on its destruction. Never underestimate what a human being will do to preserve its self-esteem and dramatize its insecurities...

Introduction For The Interactive Generation ~ 24th July 2006

Hundreds of Features and Backstage articles have never seen the light of day because the points I wanted to make barely warranted more than a paragraph (or I didn't have time to write the rest even if they did!). To address the issue, I've decided to start a bite-size "Commentary" section which will serve as a dumping ground for random thoughts about the site and games. Quite what will end up in here over the following months even I can't be sure, but it should be an interesting read for those that want to find out even more about my work...

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