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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 week, 5 days ago at 1:02 am.

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Computex: The Buzz, The Bombs, and the Booth Babes

“I just flew in from Taipei and boy are my arms tired…”

I wrote that line a month ago when it was hoped to be at least slightly true…So the “just” has now become a distant memory and I’m only now getting to this blog, but better late than never right?

Taipei 101The whole point of this article is to give a report on what I saw at Computex which was in Taipei (as always) June 1-5. Now in the spirit of full disclosure I should say right off the bat that I was only in Taipei because I was invited to go by a large semi-conductor outfit you’ve no doubt heard of. And since I really never read those NDAs I sign I really don’t even know if I can mention then by name here…but you’ll read between the lines no doubt (where Google will not). Anyway, it’s worth saying that these folks were very generous to lil’ol’ Soma Games, took great care of me and didn’t EVER stop feeding me! I swear I ate 13 times a day over there…which was a good thing.  I stood atop the 2nd highest building in the world, the Taipei 101 and was shocked to see that a Starbucks in Proto-China looks exactly like a Starbucks in Seattle – I just couldn’t really read the menu. But who cares right? ’cause I just know where “Americano Maximus Quad Shot” is on the menu anyway and everybody understands a pointing finger. Continue Reading…

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Posted 3 weeks, 1 day ago at 12:06 pm.

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The Lament of a Flex Developer

or “Why Apple broke my heart and Adobe is holding the pieces”

by our very own Ryan Green

April 8, 2010 was the day the first salvo was fired, all out war declared, and the following day an Adobe employee named Lee Brimelow had his emotions get the better of him. His blog post told Apple collectively to… well… ahem. Apply screws to themselves.

See, the following Monday, was a day that I, as a Flex / Flash developer, loyal Apple fan-boy and AppStore developer had eagerly anticipated with bated breath. Monday, the 12th, was the day when the world would open up. When those, like me, whose livelihood depends largely on the Adobe Flash Platform would finally be allowed into the mobile space; unencumbered; invigorated; and empowered.

Continue Reading…

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Posted 1 month, 2 weeks ago at 11:34 am.

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Coming Down Off The Flash Fence

For the last several weeks (or has it been months now?) I’ve watched the Flash wars from a distance. Not for lack of interest but for lack of time. It’s been a busy season around here and for all the rhetoric I think I sensed that for all the headlines I really didn’t have the information I needed to make an informed decision. But I’ve had the chance to get more-or-less caught up and I think I’ve come to a place where I’m willing to come down off the fence.

I think Steve Jobs is right.
Continue Reading…

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Posted 1 month, 3 weeks ago at 6:06 pm.

20 comments

App Development and The Fuzzy-Wuzzy Fallacy

In wargaming there is a principle known as “The Fuzzy-Wuzzy Fallacy” and without going into excruciating mathematical detail it’s premise is that quantity relates to quality at a better ratio than you might think…specifically a unit with 2X firepower is not worth 2 opposing 1X units but rather the square root of two because the guy with the BFG9000 can still be pwnd by a single low-tech arrow. [see: Pippin's comment on Boromir].

How this applies to app development is simple:
App customers are absurdly cheap.

Ergo: multiple, inexpensive, interlocking projects stand a better  chance of making a profit than a single expensive project. Continue Reading…

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Posted 1 month, 4 weeks ago at 10:07 pm.

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Where the Intel App Store Fits In

Soma Games was in Las Vegas this last week to attend CES whereIntel announced the beta launch of their new app store aimed at netbooks. (Check it out here)

For Soma Games, this was a singular opportunity but I’m seeing a lot of ink out there this week by folks who don’t get it. The refrain I’ve heard from the party poopers is the laconic ‘another app store?’ whine as if the paradigm shift represented by app stores is somehow old news. These folks totally miss what the app store model represents and they will be eating their words as their myopia is exposed in the coming months, particularly in what the Intel store represents.

In the broad sense, the app store model is a huge opportunity for everybody in the software chain. Developers like Soma Games can get our product out to our tribe for minimal cost, fans benefit from the long tail and…blah, blah, blah. You’ve already heard all that about Apple’s raging success. But don’t think of the iTunes store as a product where it’s critical to be first and unique. Instead it’s a new way of doing business, and that’s a much bigger thing. In fact, the Apple store is getting pretty fat and bloated these days, some genuine competition will be good for it. Another app store is a good thing in the same way a competitive shoe store is  a good thing.

As for the specific punch of Intel’s store, you need to remember the three rules of retail?

  1. Location
  2. Location
  3. Location

The App Up store is likely to get off to a fairly slow start because it isn’t really a new idea, people have seen these things before, and so the gee whiz factor is gone. But Intel is working with OEMs like Dell and Acer to get this thing pre-installed on netbooks that ship out all over the world. Pretty soon there will be a gigantic installed base that grows more of less by osmosis. The netbook users who are all about minimal fuss will be drown to its ease of use and one-stop-shop featueres and before you know it the app store will be the first (and often only) place they will look any time they think they need a new utility of time sink.

In other words, before long, being in that store will be like placing your business at the corner of 1st and Main where everybody goes to browse…because it’s right on their way to everywhere else.

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Posted 6 months, 2 weeks ago at 5:20 pm.

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Arkham Asylum Nearly Flawless

batman-arkham-asylum-1Batman: Arkham Asylum is far and away the best super-hero game I’ve ever played and one of the ten best games overall. This game is what I have always wanted a super hero game to be with a little Tomb Raider, a little Zelda, a little Splinter Cell – these folks did everything right.

I’ve really never seen anything quite like this game and at the same time it was constantly reminding me of several games I’ve loved in the past. And as a Batman fan, the game was chock full of the kind of insider tid-bits to keep me warm at night.

In the Persian Flaw column I will log the only thing that I thought was less than stellar – Ivy’s hair. I know, it’s a little thing, but in a game that otherwise does everything right, her awkward hair stands out as ‘less than’ everything else around it.

I need to ask Lisa Foiles why she objected to the ending

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Posted 8 months, 2 weeks ago at 12:10 am.

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Manifold Publishing

There is no way that any video game or series of video games can possibly tell the stories we want to tell at Soma Games.
Neither could a graphic novel,
…or a book,
…or a movie.

If ‘the medium is the message’ then we will only have told our stories properly when they are told across multiple media, each used in its proper place to express the proper part of a manifold expression of creativity that ought to transcend any single medium. Continue Reading…

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Posted 8 months, 4 weeks ago at 1:13 am.

9 comments

Keep Raising The Bar

Christian game developers have toiled in obscurity for all these years largely because we’re broke and making a video game is an expensive proposition. With little access to capital games have struggled with older technology that doesn’t compete with current expectations and anemic (…or totally absent…) marketing budgets. The two factors make the whole enterprise of building a Christian game a daunting task. The Catch-22 of course is that investors want to see some proven indication that a title has a reasonable chance of making a profit but it’s been next to impossible to prove the point when nobody can make a realistically funded effort. (Left Behind notwithstanding…ahem)

But two recent releases have me smiling about things to come. The first is Heaven The Game (which we reviewed here) and the other is Adam’s Venture. Neither game is what you would really call a AAA title and neither plays on a console which is where most of the gaming market is right now, but neither title could have been cheap to make, and that means somebody is starting invest some serious dollars into this niche I’ve been talking about for years. Continue Reading…

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Posted 8 months, 4 weeks ago at 12:43 am.

6 comments

Serialized Gaming Requires Rapid Distribution

When Soma was first looking at the video game business about four years ago the biggest barrier to entry was cost and distribution. That may look like a subject-verb-mismatch but the two things are so intricately related that they might as well be seen as a single issue. Indie games cost less to make but had no realistic way to get to the public; to get out there you needed a big distribution channel, to get distributed you needed a publisher and to interest a publisher you needed to spend $500k or more.

But as I was coming to grips with this problem something new was just appearing on the scene – digital distribution. Continue Reading…

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Posted 9 months, 1 week ago at 12:23 am.

3 comments