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Time for rest: Flurry Friday Episode 13- January 27th 2012

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Posted 1 week ago at 6:33 pm.

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Keys To Your Calling

Chris SkaggsThis Saturday I had the great honor of being the commencement speaker for the mid-year graduation at George Fox University (my alma mater BTW). It was very uncharacteristic of me but I wound up writing the whole thing out whee I always just go on outline notes. For some reason this one didn’t come out that way. Anyway, the text of what I wrote is below and we’ll post the video as soon as its available. (though you’ll see i drift from my own notes quite a bit…)

The Keys To Your Calling
For GFU commencement Dec 17, 2011

I remember this moment very clearly though I’m not certain how old I was – probably about ten.

I was lying on my stomach on the living room floor and the family was watching CHiPs.
At some point a commercial came on and I saw something that totally captured me – a computer generated 3D model of a corporate logo spinning in nothingness. It was as if I was a space ship grazing a massive chrome artifact in deep space – and I was so hooked. I made up my mind right there that I wanted to be a computer graphics animator. I told my folks, then and there, what I would be doing with my life and they smiled politely…but not exactly enthusiastically.

Through school plenty of interests flared up and receded, always fascinating in their time, but by graduation time I was still fixed on CG as a career. So I started junior college with that field in mind and I was very excited. One day I sat down for lunch and struck up a conversation with the guy next to me…”what’s your major?” he asked.
“I want to be a computer animator!” I beamed.
He looked me straight in the eye and said “why would you want to do that? That must be the most boring, tedious job I can imagine?”

…I was crushed.
I’d been going so far on pure enthusiasm. I really didn’t know anything about the actual work of CG. For all I knew he was right. And for lack of knowledge I believed him.
..and my spirit died. Or at least went off for a long winter’s nap.

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Posted 1 month, 2 weeks ago at 7:08 pm.

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Flurry Friday Episode 7- Dec 2nd WUR Submit & Christmas Game

So we did it. Wind Up Robots is submitted first to Apple and as of yesterday The Barnes and Nobles Store for the Nook and the Amazon Store for the Kindle Fire and the Intel AppUp store for PC’s. It will also be available for the the Android Marketplace soon. The game should be available very soon.

On another note our sister company Code-Monkeys has launched a new game that will be coming out Christmas week. The whole shop loves what Limbic Studios did with Zombie Gunship. In a tribute to them we are publishing our ode to thier mighty craft in a game called Santa’s Gift Ship. Now let your imagination go wild there for a minute and you will basically fall on what our team has come up with. We know you are going to love it.

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Posted 2 months ago at 8:34 pm.

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God Games Never Sell – NOT!

Journey of MosesThe last session of CGDC this year was a roundtable discussion that opened with Mark Soderwall’s observation that where faith-laden works had made real headway in movies and books, when it came to games Christian content had scored a “big Goose Egg.” Now to be fair, Mark’s assertion was not accepted by all the members as accurate but I certainly agree that from the purely ‘sales=success’ metric used in basically any other conversation on a game’s success then we ought to be candid in saying that even the best-selling Christian games have come far, far short of  secular games we’d call hits…but perhaps that’s a’changing.

Hexify recently released their hit Facebook game Journey of Moses as the first Bible-based game on the platform – and its success has been self-evident. A whole raft of articles have been written in both religious outlets like the Christian Post but also secular sites including CNN, Inside Social Games, and One News Now. But press coverage is one thing – what’s really impressive is the game’s track record. On October 4th Hexify released some ground breaking news:

Journey of Moses had surpassed 1 million users in just 8 weeks!

I had the chance to have an informal interview with Brent Dusing* of Hexify to discuss some of the less-publicized aspects of the game. His insights should be of interest to anyone thinking about adding religious content to their video games but it should be of particular interest to the folks who want to add God to the game and ALSO make a profit.

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Posted 3 months ago at 11:15 am.

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They Don’t Call Him The “Creator” For Nothing

The premier entertainment electronics show in the world is going on as I write this and one of the feelings coming out of this year’s E3 is that it’s decidedly underwhelming. Dig this quote from a Wired article:

“As the E3 Expo, the videogame industry’s annual bombastic show of force, begins anew Tuesday, it’s getting harder and harder to tell one game from another. This is not simply because of the unceasing epileptic blasts of light and deafening cacophony of sound that fill the darkened halls of the Los Angeles Convention Center all week — although those help. It’s because as gamemakers come to grips with the ever-riskier business of building big-budget entertainment, more and more of them are playing it safe just to survive, feeding in the same narrowing pool of game genres.

The article goes on to make some observations about why gaming finds itself in a creative rut and the most persuasive idea seems to revolve around simple economics. Gaming has become a riskier and riskier industry (the AAA space anyway – more to that point in a moment) and studios thinking about investing $50M tend to play it safe. I can understand that.

But this observation of E3 makes me think about something else that has been scratching at the back of my mind for years, something that’s been hard to put words to but it comes to something like this. As Christians we claim to be in contact with, indeed to be individually lead by, the Creator of Creation. How is it that the state of Christian art has suffered so much diminution that with precious few exceptions Christian creativity has become almost entirely an enterprise of copying secular art and then pasting a fish over the top?

The majority of Christian history has included a strong impulse to truly and universally excellent artwork in every discipline. Paint, architecture, music, playwriting, literature. I’d bet that a majority of the truly great western artists of the last 2000 years were either Christians themselves or they were largely creating Christian art. But somewhere, perhaps around the time of the Reformation, that vein started to run dry in the church. There’s probably a great and fruitful conversation about why that happened but it’s beside the point for me today.

In “On Moral Fiction” John Gardner states that all true art is moral. That its function in a civilization is to beat back the trolls of chaos and darkness and futility that constantly threaten to unravel society. He also suggests that in the relatively recent past we, as a culture, have forgotten what art is for and therefore resort to portraying the simply entertaining or the plainly trivial. To build on Gardner’s thesis I say that art can be, at its best, one of the Truest and most Spiritual things we can do as human beings.

By virtue of our identity in Christ, Christians ought to be the most creative, innovative people in the world.
To be less is to live beneath our station.

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Posted 8 months ago at 6:00 pm.

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Hunger and the Video Game Cheeseburger

by Ryan GreenThe Goat InThe Room

“So, what is it that you do with computers?”

“I make video games.”

“Oh! … cool!”

“Yeah, I think so…”

This is why I got into computer programming.  To make games.  Any nerd worth their salt in high school wants to make video games.  It’s nerd currency.  You make games for a living, and while the life of the indie game developer may consist of working for mana during the day, we spend nights, weekends, and 3 am working sessions at Perkins crafting our vision for the glory of nerd riches, that is, players spending quality time with our creation.  We want them to love it, spend time with it, discovering the jewels we lay into it.  We want them to have fun.  We want it to have meaning.  We want the badge; “Achievement Unlocked: Game Developer.”
Skill +5
Strength +50
Cred +100
Level Up.

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Posted 10 months, 2 weeks ago at 4:36 pm.

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Which Way Gaming

Reality Is BrokenI’m sitting here reading Jane McGonigal’s new book “Reality is Broken” and right in the front she says something like “…[a year after her 2008 GDC rant] everywhere I turned I saw evidence this movement to harness the power of games for good was already happening.”

Right next to her book I’m looking at some of the reviews for Bulletstorm plus our own recent rant about the advertising for Dead Space 2 and I find myself wondering…

Which way gaming?

Will the next 10 years bring gaming up into something more relevant, more mature, and more important that feeds our souls and inspires us to live well or will better technology only drive gaming ever deeper down into our id with hyperrealistic gore – always feeding our basest nature?
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Posted 11 months, 2 weeks ago at 12:17 pm.

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CGDC 2010 – A Pleasure As Always

It’s midnight on Saturday and we’ve spent the last three days at the 2010 Christian Game Developer’s Conference in Portland, OR. Once again I come home with a lot of things in my head that really span the gamut of available emotions.

In many ways, Soma Games was born at the 2005 CGDC. And I’ve grown to have a tremendous amount of loyalty to that group, people I’ve come to know over the years simply because we keep going to this conference each year. And once again I’m struck by the disconnect between the actual size of the conference (about 30 or so people this year) to the disproportionately large shadow it casts out in the world. It’s purely anecdotal but I have this strong impression that folks outside the conference wishing they were there or waiting to hear what comes out of it is far bigger than a few dozen folks in PDX would suggest. I guess that shouldn’t surprise me though. There is such an obvious (and well documented) gap in the video game market for faith-friendly games, perhaps it only makes sense that this underserved market niche is somehow always watching to see what will come of each year’s conference. I also know that there is a large but mostly hidden block of Christians working in the secular game industry. We’ve had several contact  us at Soma and several more attend CGDC over the years – I know many of them are anxious to see one or more companies bust out with genuine commercial success so they might work on a project that doesn’t rub against their values in uncomfortable ways.

Once again the best part was the people. Seeing folks again that I’ve really come to respect and admire, also meeting new ones like this one first-timer who winds up speaking on a topic on her first trip to CGDC. Certainly a very interesting topic, but I was really struck by how much wind was on her! For someone relatively new to walking in the Spirit, she had Jesus Culture coming off her like heat off a Death Valley roadbed – can’t wait to see what happens in her story next.

Still, for all the great experience I have at CGDC I can’t help but feel like there could be so much more. I feel like there is some huge kingdom-opportunity that is being missed here when the thing remains so small and unknown. Of course the reason that happens may be simple enough – time and manpower (or money which solves the other two). I know CGDC is put on by a bunch of volunteers, none of whom make the conference or the parent org a day-job priority. I’m not at all faulting those folks, the situation is what it is, but still I long to see the thing gel into something more than it is even if only to draw more people. I was very excited to work a little with Seth this year to organize a CGDC whitepaper project along the lines of Project Horseshoe. If nothing else, CGDC can provide some vocabulary and start to define terms in a space that really needs them. In fact, the first topic we scrummed out was “What is a Xian Game?” – you’d be surprised how difficult it is to define something like that. I won’t get ahead of myself here but I wound up pretty happy with the results of that discussion as well as the ‘Violence in Xian video games” topic.

Well, it’s bedtime but I did want to say thanks to everyone who came, supported or tweeted. Ws had a great group again and Soma was particularly happy to be able to come back again with the biggest presence we’ve ever had and win the Swing award. :)

——-

PS : Now with a little sleep I remembered there were a few things I wanted to mention.

There were two games at this year’s CGDC that were not newcomers but games I’d never had the chance to really see in action but finally did. The first was Vastar from Exodus Studios. I’ve been acquainted with Rebecca or years now and I think Vastar was released at least two years ago but I’d just never had the chance to see it – but it really well done. I’ll let her own site describe it to you but we were impressed. The other was Guitar Praise from Digital Praise. Some people have dogged this game because it is, in fact, a shameless copy of Guitar Hero. But it never claims to be anything so I can’t see the problem. But this is the first time I’ve actually played the game and I found it very cool and very fun. I like the songs, I like the already proven game mechanic, so I’m good. $90 feels pretty high these days when I can get Guitar Hero for ~$60 these days and the fact that it’s not on XBLA seems like an obviously oversight but the software and graphics are solid and I wish I’d purchased the game last year.

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Posted 1 year, 6 months ago at 1:02 am.

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Pride Comes Before A Fall

I just read an article in Bloomberg Businessweek called ‘Apple’s Endlessly Expanding (App) Universe‘ in which Steve Jobs is quoted as saying “We only shipped [the iPad] on Saturday, and on Sunday we rested.”

…Selah
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Posted 1 year, 8 months ago at 6:08 pm.

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Every Game Has A Worldview – Whether You Like It Or Not

No matter how much you may want video games to be plainly fun and devoid of any ethical or moral message (If I had a dollar for every person who said that to me…) it will never happen. The statement is nonsensical on the order of whether or not God can make a rock bigger than He can lift. There’s a season in our lives where that statement might seem profound and ‘paradoxical’ but at some point we grow to understand it’s nothing more than semantic nonsense masquerading as deep insight.

  • Every single video game includes a set of rules.
  • Every rule implies an underlying assumption or statement about the game’s vision of its self-contained reality.
  • Any collection of assumptions about reality is, by definition, a worldview.
  • Ergo: every game explicitly or implicitly preaches its worldview to you.

Take The Sims for instance. Any male or female character can more or less pursue a romantic relationship with any other character – those are rules. The implication is that the characters have no built in sexual identity but rather it’s all a matter of choice or environmental influences. That’s a part of a larger worldview of the Sims that all come to describe a world that rewards certain things while punishing others, it allows certain things while diasllowing others – it, like every game, is constantly enforcing a very specific worldview through every interaction the player makes in that context. (You know what’s ironic here? I strongly suspect the makers would tell me that homosexuals are born that way and can’t change. That for them it’s not a matter of ‘choice’ though their game mechanic clearly implies that it is…but I digress.)

Now admittedly, different games do this to a greater or lesser degree…mostly lesser. But even pong is built on assumptions about what constitutes fair play and whether or not it’s ethical to compete and keep score…assumptions a lot of people are coming to disagree with these days.

This is no trivial or academic point, especially for us at Soma Games. As gaming grows and matures into the primary cultural medium of our generation its important to know the power of what we’re working with. It’s a well known axiom that games are some of the best learning tools ever created. So let’s get rid of the puerile notion that “it’s just a silly game” and wrestle with larger implications. At first that’s simply to be more cognizant of what we’re being taught but for content creators it’s also to embrace the deeper power of this medium and be willing to build our worlds with full awareness of the message we’re sending.

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Posted 2 years, 1 month ago at 1:36 am.

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