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"The life which is unexamined is not worth
living..."
- Plato
Although my dealings with the outside world are
drawing to a close, I did enjoy a brief reign as one of the most well-publicized
independent game developers on the scene. The surest way to get talked about is
to break the mould, and I was giving the world a triple threat of unusual
methods, unusual results, and unusual views! My single-handed approach to a
team-based sport had mere mortals scratching their heads, while my
genre-bending concepts ensured that each game was worth talking about. And to
top it all off, the minute anybody put a microphone near me I was causing
controversy by berating the very industry that I seemed to belong to! Not an
awful lot has changed since then, but those era-defining press cuttings are
sealed forever in this time capsule...

PC
Format Magazine
~
February 2001
Within 2
months of setting up my own website, there was talk of appearing in PC Format - one of the UK's leading PC
magazines. A series of WWF-inspired games had captured the imaginations
of wrestling fans everywhere, and their journalists just happened to be among
them! By the following February, a favourable article ensued as MDickie.com
was crowned "Reader Site Of The Month" and enjoyed a whole page of coverage.
It was the perfect start to my career as a webmaster, as an audience of
hundreds ballooned into thousands within a matter of weeks. I even managed to
score some brownie points by name-checking the university I was attending at
the time, but I would later regret endorsing a course that was more of a
hindrance than a help! The recognition made me the "poster boy" of student game
development, as hundreds of wannabe's clamoured to universities all over the
country hoping to follow in my footsteps. The only problem being that the
course of study wasn't responsible for my progress! I was going through the
motions at university while teaching myself at the same time - a dichotomy
that
would confuse my protégés until the day I left...

Digitiser
(Teletext)
~ July
2001
Although not
strictly a "magazine", Digitiser was perhaps the most well-read
gaming commentary of the late 90's. Distributed through the magic of
television, it boasted a readymade audience of millions. It certainly caught
my attention, so I jumped at the chance to flex my journalistic muscles by
submitting an article for consideration. I penned a piece about my recent
experiences, reporting that "there had never been a better time to start
making games". The turn of the 21st century had everyone believing that games
had become some impenetrable science worthy of Stephen Hawking, but I
confidently stated that the opposite was true - that advances in technology
and software were actually lowering the entrance level. Although it was good
exposure, the publication's caustic editor had a field-day with the name "Dickie"
- and my claims of "one day making a living from the independent scene"
attracted yet more acrimony. Just one year later, however, Digitiser
was defunct and I was negotiating publishing deals. Karma is a wonderful
thing!

PC Utilities
~ May
2002
Although I had become something of a "wrestling
specialist" in the eyes of my fans, it was actually the non-wrestling concepts
that were keeping
MDickie.com afloat as we headed into 2002. While Federation Online
and Big BumpZ were being overlooked, Sure Shot was touring the
world as a piece of freeware on magazine coverdiscs! The retro arcade concept
resonated with nostalgic journalists everywhere - none more so than
Martyn
Carroll of PC Utilities, who described the game as a "gem" and
"extremely playable". Elsewhere in the magazine, the articles on my website
were hailed as "excellent" - and my work in general was charged with making
independent game development "something to get excited about again". Having
spent the first years of my career being defined by the games, it was
refreshing to be acknowledged as a multi-faceted force of nature in the games
industry - and once opened, that door would never close...

Student
Direct
~
March 2003
2002 was the
year that a hobby turned professional, as the first two projects I ever made
in the Blitz programming language were snapped up in my first
publishing deal! Within 24 hours of releasing a humble 3D boxing game, the
offer came to publish it as a budget-priced boxed product - and I jumped at
the chance to get on the ladder. It would soon be followed by my latest and
greatest 2D wrestling simulator, so I had two published releases in my hands
as we headed into a 2003 full of possibilities. Although the venture was a
failure in practise, it still looked (and felt) good on paper. Single-handedly
making games was interesting enough, but to then market them in this day and
age was practically unheard of. It was a double-bill of achievements, and it
resonated with any journalist that would listen. Particularly those at my
local student paper, who once again wheeled me out as an example of their fine
course of study! At my insistence, we downplayed the role of the university in
my progress and instead focused on the trials and tribulations of my solitary
work ethic. Although it was a humble piece of exposure, it marked the first
time that my work was taken seriously - as I stood on the brink of a
professional era, threatening to make a living from something that everybody
(including myself) had dismissed as a pastime...

Daily Telegraph
~
November 2003
Once I had my first publishing deal, I assumed that
every game thereon would follow suit
- but the niche concepts of Big BumpZ and Federation Booker
failed to win the support of an office full of wrestling sceptics! Couple
those creative differences with the fact that my royalties were going missing,
and it wasn't long before my relationship with the publishing world buckled
completely. Out of pure desperation, I took the rather ambitious step of
publishing myself - which made me both more powerful and more newsworthy than
ever before. To single-handedly make sophisticated 3D games was impressive. To
then turn around and take responsibility for publishing the results was a
miraculous achievement - the likes of which no other game developer has
matched before or since. The gravity of the situation was not lost on the
Daily Telegraph, who (incorrectly) associated my one-man empire with the
promise of untold wealth. They conveniently overlooked my cult status, and
figured I was single-handedly earning the combined salaries of every human
being in the games industry! At the time, the implication was both flattering
and exciting - so I rolled with it in this article about my publishing
potential. Although the "millions" that I was a "mouse-click away from" have
since failed to materialize, I did find treasure in the blissful simplicity of
publishing myself. Churning out the boxed products has since grown to be a
natural part of my work, and it's with great fondness that I look back on a
tangible body of work...

Michael Jackson ~
March 2004
I resurfaced in the Telegraph just 6
months later, when a cocktail of celebrity conquests were giving me the kind
of publicity that most mainstream game developers can only dream of! In the
midst of Michael Jackson's risible court case, I put together a quick remake
of my 3D wrestling game that conveyed the ridiculousness of the situation.
As if the gesture wasn't newsworthy enough in itself, it reached the eyes of the
Michael Jackson camp where a representative described it as "fabulous" - and
paranormal friend of the stars, Uri Geller, jumped on the bandwagon wanting a
game of his own! Meanwhile, news of the game reached Eminem's camp via a radio
phone-in and I was soon talking about making similar projects for his rap
ensemble, D12. The said project never materialized due to bureaucratic
reasons, but the triple-bill of celebrity endorsements made me the talk of
independent game development. Between the newspaper article and the online
buzz amongst Michael Jackson fans, my audience practically doubled overnight -
making 2004 one of the most high profile years of my career. My miserable
peers even relented for a few weeks to celebrate it as an example of games as
"expression", and that was indeed the project's greatest strength. I proved to
myself and the world that my methods have unparalleled creative power, and
it's always there should I ever feel the need to tap into it...

Develop Magazine ~
April 2004
Having spent the past 2 years making the
headlines, my audience had long since forgotten that I was also capable of
writing them. Indeed, the most overlooked part of my work is that I spend as
much time talking about the games as I do making them! The website alone has
claimed hundreds of thousands of words over the years - establishing me as
perhaps the most articulate game designer to ever take up the cause. It's with
that brazen optimism that I sought to reclaim my voice in the printed press.
Contributions to the more childish mainstream magazines fell on deaf ears, but
the industry journal Develop was a snug fit for my revelatory views. In
their April 2004 issue, they ran with an article that I had written many
months earlier. It was the same old story of preaching the benefits of my
method, but it was the culmination of that message - bringing together every
belief I had ever had in one almighty mission statement. However, despite a
glowing introduction from the editor, it didn't go down too well with the
magazine's target audience! The last thing the established professionals
wanted to hear is that their days are numbered, but I've always stood by it as
a passionate call to arms for those that want to innovate. Whenever anybody
asks me what my work is about, that scan is the first place I send them to...

The Final Chapter
I'm often asked why my contributions to the
media came to an abrupt halt just as my work was getting interesting. The
simple answer is that neither party wants to play anymore! As the quality of
gaming visuals has improved with each passing year, a shallow media has grown
increasingly disinterested in the
efforts of a guy that champions substance over
spectacle. And given that the average journalist hasn't got a clue how his
beloved games are made, even my miraculous methods can no longer elicit a
favourable response. Meanwhile, I simply don't care enough to rectify the
situation! It's been 5 years since I last approached the games industry with
any degree of enthusiasm, and I'm no longer qualified to trade blows with its
insecure inhabitants. At the turn of this year, I filed for divorce in a bid
to focus on making MDickie.com an industry in its own right - and all
that requires is that I communicate with my own audience in my own words...

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