“So… you just play games all day?”

10 09 2010

My family doesn’t understand exactly what it is that I do, and even those that do understand are a little baffled by it all. It can make for some awkward conversation.

At a funeral we all recently attended, my uncle decided to make with the small talk, and then probably wished he hadn’t.

“So you write computer games now, eh?” he started.

This is a common opener from family and acquaintances. I studied Computer Science at university, so the obvious next step is to go into programming of some sort. Hence, when someone who doesn’t know my life all that well hears that I’m doing something to do with ‘games’ and ‘writing’, the connection there is clear. I must be writing games.

“Well… no, not exactly” I begin to explain. During my explanation, my uncle’s face moves in ways which suggest he’s now a lot more confused than he was at the start of the conversation.

“So… you play games all day and write about them then?” he inquires, with a look of ‘that’s not a real job’ about him.

Again, a common question. The way I answer this question depends on who I’m speaking to – if it’s a friend, I’ll fire back “Yeah I do. See how crap your job seems now?”, while if it’s someone I don’t know as well, I’ll sheepishly reply “Well, not all day…”

Trying to convince people that games journalism is indeed a ‘real job’ is far more effort than it’s worth, and sometimes it’s easier to simply go along with the ‘Yeah, it’s proper cushy’ angle. Of course, any games journalist knows that it’s far more work than anyone will ever give us credit for, but pretending to outsiders that all you do all day is ‘have fun’ is actually rather entertaining.





My First Writing Gig

6 09 2010

I wrote a piece today for Strategy Informer, in which I talked about in-game voice chat and whether there’s any point. As part of the discussion, I threw in some relevant details regarding how I began my writing career. Would you believe it all started over a game of Counter Strike Source:

“To cut a long story short, after a couple of months the Dutch owners of the server asked me if I’d be interested in writing for their gaming website, as they liked my demeanour and thought I’d work well with them. I then spent the next 18 months writing for them – and all thanks to my trusty microphone.”

Who would have thought that shooting people in the face would eventually earn me some cash, eh? For those interested, the site in question is Steamfriends. I still play online with the SF guys, although they’re in the process of changing to the name GameConnect.

So there you go, now you know.





August Happenings, Capeesh?

1 09 2010

Been getting my hands dirty with more editorials and AAA reviews this month, along with my regular interviews and casual/indie stuff. I’m also working on something new and very exciting, which I can’t wait to talk about. For now, you’ll have to be content with what August brought my way:

That’s your lot for now. I am, of course, still constantly posting the latest indie news on IndieGames.com, so feel free to check that out.





Stuff I Gone Done in July: Interviews, Beta Rooms and Walkthroughs

4 08 2010

As mentioned previously, July was the month I started writing about games full-time. Since that decision, quite a considerable amount of fortune has come my way. I’m now freelancing for the likes of Play.tm, Strategy Informer and Resolution Magazine, in addition to all the sites I was already smithing words for.  I also received an email from Justin McElroy at Joystiq regarding my word-to-site services, but then nothing more. Which was a bit odd. Maybe my being British put him off.

Anyway, here’s some interesting stuff I did this month.

  • I visited the Playstation Beta Rooms press event, played some games, drank free booze and chatted with some Playstation employees who were alarmingly – and refreshingly – open about what they thought of the games on show. Upon pointing out to one of them that upcoming PSN title Dead Nation was pretty much Left 4 Dead + Alien Swarm, he paused for a moment before replying “Yeeeeah… it’s kinda come at a bad time, hasn’t it?” Anyway, I’ve done a series of previews from the show, two of which are already online – LittleBigPlanet 2 and Killzone 3.
  • Written a couple of reviews for Resolution Magazine, both of quite disappointing games – Commander: Conquest of the Americas and Castlevania: Harmony of Despair.
  • I spent 8 hours writing a full walkthrough for the excellent Limbo. 8 hours! It was totally worth it, though, helping DIYGamer smash their monthly hit target.
  • I’ve started doing a series of interviews for Gamasutra and GameSetWatch with well-known indie developers., including the likes of Alex Vostrov, Dejobaan Games and Nitrome.

I’ve also done lots more, but I don’t want to appear (too) boring, so I’m going to stop there. Expect more interviews, reviews and job-gets in August.





Hello, My Name is Mike, and I Write About Games… Full-Time!

19 07 2010

The plunge has been taken, and I am gloriously wet. Sorry, what I mean is… let me try that again.

I now refer to myself as a freelance games journalist. When people ask me ‘What do you do for a living?’, no longer do I say ‘oh well, I write about games a bit, but I have another job as well because I don’t earn much from it’. Now I look them straight in the eyes and shout ‘I. WRITE. ABOUT. GAAAMES!’. It doesn’t earn me many friends, but hell, it earns me plenty of video games.

I’m now writing for several gaming sites, including Gamasutra, Gamezebo, GameSetWatch, DIYGamer, IndieGames, and some other sites too which probably have the word Game in them. I’m having an almighty blast.

I’ve also got a sort-of portfolio now i.e. a page onto which I’ve chucked tons of links to stuff I’ve written. Check it out if you’re, you know, bored.

Of course, if you have any freelance work – reviews, previews, interviews, features, etc – I am your man. Email me at michaelrose86@gmail.com.

[Image sourced from the Writers Cabal Blog]





Nintendo still doesn’t understand social gaming

7 06 2010

[This opinion piece was originally posted on Pocket Gamer.]

WarioWare DIY has been nuzzled firmly in my Nintendo DS since release; its combination of mini-game madness and development tools drawing me back time and time again.

Yet while this is another successful WarioWare release for Nintendo, it further drives home the point that the company seems to have no idea how to cater to the new generation of social gamers.

Online chaos

The online sharing features in WarioWare DIY sound so promising – I had hoped for a mini-game version of the PlayStation 3′s LittleBigPlanet.

Unfortunately, Nintendo has stayed true to past form by severely limiting player-to-player capabilities.

Whereas in LittleBigPlanet players can download any uploaded level available and share their own levels with rest of the world, WarioWare features a much more controlled system.

To download your friends’ games, players must first add the other person’s friend code to their database. The friend then has to do the same for your code.

While this isn’t a huge problem for sharing with actual friends (outside of being overly tedious, of course), it does mean that sharing your creations with the rest of the world is next to impossible.

This system makes it difficult to share games with anyone you don’t know. Even if another player leaves their code on a forum or comments thread, plugging their code into your game isn’t enough.

You’ll need to add your code to the same thread and hope that person checks back again and adds your code too.

It’s like the dual trigger system used to stop nuclear weapons being accidentally launched.

Think of the children

Of course, there is a method to the madness – or so Nintendo would argue, anyway.

Online features in Nintendo games have always been limited, in an attempt to keep the atmosphere child-friendly.

The majority of online Nintendo games do not support chat, with some instead including set phrases which players can say to competitors (see: Smash Bros Brawl, Clubhouse Games).

But most DS and Wii online games have no social method of interacting with other players at all. Take Mario Kart for example – other than driving, there is no chat or interaction features to speak of (literally).

In fact, if players didn’t have names floating above their heads, you could quite easily mistake it for an offline race.

Unlock the door

Nintendo needs to step up its game and start offering players a proper online experience.

Both the Wii and DS have parental controls built into them, so there’s no reason why Nintendo can’t offer full online facilities to gamers who want them, and cut-down features for younger players.

In the case of WarioWare DIY, if it was possible to connect and download any uploaded mini-game, this would make the game massively more playable. And massively more successful too.

Instead, we’re given a handful of officially selected games each week. Thanks uncle Nintendo.

All the company’s competitors – including Apple, which Nintendo recently stated is a handheld threat – are firmly rooted in the online gaming world.

Nintendo must leave behind the perception that its gamers need protecting from the big, bad world. If it doesn’t, it could even end up being a case of self presentation, because if it doesn’t change, Nintendo will end up losing its audience, not protecting it.





My ‘Sleep is Death’ Session With Jason Rohrer

6 04 2010

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[This preview of Jason Rohrer's Sleep is Death was originally posted on IndieGames and Gamasutra.]

I’m a little girl. A moment before, I made a bet with a boy (that I’ve kinda got the hots for) that I could pull a fish from a pond with my bare hands. The boy sounded a little taken aback by my absurb wager, but egged me on regardless.

True to my word I dived in, grabbed the nearest fish, and returned to the boy’s side, prize in hand. Then we got naked and jumped in an open grave to talk about marriage.

An excerpt from my recent playthrough of Sleep Is Death (Geisterfahrer) with creator Jason Rohrer at the reins. You can view the entire story we produced in flipbook form here.

Before I continue, a quick recap on what Sleep Is Death is about: Essentially, it’s a storybook weaver in which two players develop stories together. Here’s the catch – one player is telling the story, while the other player is IN the story.

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Remember those old Looney Tunes episodes when the artist would start erasing the world around Daffy and Bugs, and they’d try furiously to stay in control? Perhaps they’d do something completely out of the ordinary to catch the artist off guard, or just play along with him to see where it led.

This pretty much encapsulates how I felt as ‘the player’, although I had a hunch this may simply have been to do with who my master was. This is Jason’s baby, after all, and over time he’s tuned his game so that he can keep his victim wrapped around his finger.

Not that I didn’t try, of course. After the first few minutes, and with a clearer understanding of my role, I decided I did NOT want to go exploring. I wanted to grab a rock and throw it at my dog. Quite why, I have no idea, but with a 30 second time limit to make your move, a variety of strange ideas go through your head, and as the timer reaches 10, you make a snap decision.

Ah yes, that time limit. Opinions are rife on the topic, and after release they will continue to be. Initially I found it difficult to read the situation presented to me, come up with a suitable follow-up, then present my scene all the space of 30 seconds.

Yet as the session progressed, I came to rather enjoy the frantic stop-start of it all. With only a short space of time to think, ideas get compressed and I found myself blurting out the most weird and, as I later discovered, most wonderful stuff. See, at the time I’d hammer a line in, then as the timer ran out, look at what I’d written and mind-slap myself for being so dumb, boring or tedious.

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The end product, however, was far from it. The overall story Jason presented me with had a serious tone to it, yet my anxious and awkward off-the-cuff comebacks added a silly, sometimes dark tone to it all, creating a wonderfully confused yet charming tale.

Some of my mistakes even gave the story a moment of accidental hilarity – for example, as the scene changed to a time in the past, I assumed I was still in the role of the little boy. However, my control had now passed to that of the mother when she was younger, and so the girl spoke the line which the boy was meant to have said. Seemingly unfazed by this, Jason pulled the dialogue into the main script flawlessly.

An interesting point to consider – since the controller always has the ‘first go’, it falls to the player to end each scene. Jason explained that whenever he comes to the end of a set piece and wants to move on to the next screen, he throws in some dialogue which he hopes to move the story on with.

However, since the player then has their turn, it can lead to some odd moments if the player doesn’t realise it’s time to move on. Two such moments happened during my playthrough, the second time the most poignant – Jason attempted to end the story on a light note, and I misread this and proceeded to have a conversation with my dog, which was cut short by THE END.

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What I’ve said up to now can be pretty much summed up as ‘I like game’. Flaws, then. After playing a few more games through with my brother, it quickly became apparent that the whole thing relies heavily on the controller’s imagination and quick-thinking. That’s not to say my dear sibling is devoid of such things – his tale started off strong, putting me in the role of a policeman interrogating a suspected murderer.

But after just 10 minutes of play, his envisioning had been played out, and he then proceeded to fill the screen with cops and naked women, each exclaiming ‘PARTIIIIE’. Like I said, the strangest stuff pops into your head when you’ve got that time limit hanging over you, but in this case the ‘stuff’ put quite a downer on a potentially interesting story.

What I’m saying is that the problem Sleep is Death has is the exact thing the entire experience is based around – imagination. I had a fantastic time playing against (was it against? I’m really not sure) Jason, but I reckon if it had been the other way around and he’d played out something from the mind of Michael Rose, it may not have gone down so well, simply because I don’t rate my story-telling abilities.

As previously mentioned, the entire storyboard for my session can be found here on Indiegames. After each playthrough, your story is saved as png files, along with the necessary php files so you can upload any story to your own personal site with ease. You’ll notice one of my flipbook pages is blank somewhere near the beginning – unfortunately, this was due to me minimizing the game. The dog gave me a puzzled look, in case you were wondering.

Enough about my role as the player – time to tinker with the inner workings of being the controller. I’m not going to explain in depth how every part of the scene editor works, as I don’t want to spoil your inevitable fun, but I’ll provide an overview and whether it’s actually any good.

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The action takes up a good portion of the screen,and the controller can select and drag any object anywhere on the playing grid. Objects can then be made to say something. One prop is different to all the rest, and that’s the one which the player controls, marked with a big pointy arrow.

Objects and scenes are selected from the panels on the right, and are word-searchable. Type ‘cop’ into the search box and behold, a whole bunch of rozzer-related material appears. Once a scene has been put together, it can be saved and then recalled at any point, making transitions from scene-to-scene in-game quick and simple.

There’s a whole bunch of other stuff you can do, too. Pretty much everything has its own special editor which can be pulled up at any time, ranging from drawing and editing objects on the fly to even editing and choosing music samples.

It’s a really nice system. Simple enough for casual players to dabble with, but with enough underlying features for master storytellers to have a field day with. After playing around with it for around half an hour, I was able to present a short story and keep it going relatively well. There’s definitely a sense that, with time and experience, some more patient souls will be able to do wonderful things with this equipment.

Sleep Is Death (Geisterfahrer) is now available for pre-order and will set you back $9.00 and give you access starting from April 9th. After this date, the game will then cost $14.00, with the main release happening on April 16th. Remember as well that one purchase equals two copies of the game delivered to your inbox – one for you, and one for your unsuspecting victim.

If any of the above rambling sounded like your kind of thing, head over to SleepIsDeath.net for more details.








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