<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Seg On Media &#187; The Games Industry is Broken</title>
	<atom:link href="http://segonmedia.com/category/the-games-industry-is-broken/feed/" rel="self" type="application/rss+xml" />
	<link>http://segonmedia.com</link>
	<description>Yet Another Media Criticism Blog</description>
	<lastBuildDate>Mon, 02 Apr 2012 04:35:28 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Double Fine Increases Kickstarter Pledges</title>
		<link>http://segonmedia.com/2012/03/29/double-fine-increases-kickstarter-pledges/</link>
		<comments>http://segonmedia.com/2012/03/29/double-fine-increases-kickstarter-pledges/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 17:34:27 +0000</pubDate>
		<dc:creator>Seg</dc:creator>
				<category><![CDATA[The Games Industry is Broken]]></category>
		<category><![CDATA[double fine]]></category>
		<category><![CDATA[kickstarter]]></category>

		<guid isPermaLink="false">http://segonmedia.com/?p=362</guid>
		<description><![CDATA[GamesIndustry.biz released an artcile showing that Kickstarter pledges increased by a lot when the Double Fine project started, excluding Double Fine pledges. When this first started, a few people I know had concerns that a &#8216;big&#8217; company was doing the Kickstarter thing. The fear that it would drain from smaller efforts. But it seems Double [...]]]></description>
			<content:encoded><![CDATA[<p>GamesIndustry.biz released an artcile showing that <a href="http://www.gamesindustry.biz/articles/2012-03-29-kickstarter-sees-massive-uptick-in-pledges-following-double-fines-success" target="_blank">Kickstarter pledges increased by a lot when the Double Fine project started</a>, <em>excluding</em> Double Fine pledges.</p>
<p>When this first started, a few people I know had concerns that a &#8216;big&#8217; company was doing the Kickstarter thing. The fear that it would drain from smaller efforts. But it seems Double Fine shed light to the investment model to a wider audiences, and now they&#8217;re more comfortable with a Kickstarter project.</p>
<p>With a group of people who grew up on the concept of pre-orders, Kickstarters aren&#8217;t much of a stretch to gamers. Add in more value to the investment than GameStop, and not actually paying GameStop, it&#8217;s a win-win for everyone!</p>
]]></content:encoded>
			<wfw:commentRss>http://segonmedia.com/2012/03/29/double-fine-increases-kickstarter-pledges/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>&#8220;Mass Effect 3 Ending&#8221; or &#8220;What is a unit of art?&#8221;</title>
		<link>http://segonmedia.com/2012/03/25/mass-effect-3-ending-or-what-is-a-unit-of-art/</link>
		<comments>http://segonmedia.com/2012/03/25/mass-effect-3-ending-or-what-is-a-unit-of-art/#comments</comments>
		<pubDate>Sun, 25 Mar 2012 23:01:53 +0000</pubDate>
		<dc:creator>Seg</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[The Games Industry is Broken]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[mass effect 3]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[unit of art]]></category>
		<category><![CDATA[what is art]]></category>

		<guid isPermaLink="false">http://segonmedia.com/?p=349</guid>
		<description><![CDATA[Seg talks about the Mass Effect 3 ending and finds himself questioning what a 'unit' of art is.]]></description>
			<content:encoded><![CDATA[<p>Mass Effect is a game that I see as research for me. While it&#8217;s an RPG of sorts, I&#8217;m there for the story as it&#8217;s <a href="http://www.telltalegames.com/company/ourteam/johnseggerson">relevant to my interests</a>. I work in interactive narrative, and while Mass Effect is a different genre, it&#8217;s focus and attention on character interaction and narrative makes this a very key piece of text to study. When Mass Effect 3 was coming out, I put this sign up above my desk in order to keep as fresh as possible.</p>
<div id="attachment_351" class="wp-caption aligncenter" style="width: 310px"><a href="http://segonmedia.com/wp-content/uploads/2012/03/notalkme3.jpeg"><img class="size-medium wp-image-351" title="Do not talk about Mass Effect 3" src="http://segonmedia.com/wp-content/uploads/2012/03/notalkme3-300x224.jpg" alt="" width="300" height="224" /></a><p class="wp-caption-text">Posted above my desk at work.</p></div>
<p>When the ending of the game started to get some traction, I was in a deeper focus to finish the game. Not just research at my own pace, but the contribute to the discussion about the ending. At first I was going to stick to just the narrative analysis. Then I got introduced to a different take which I agree with, and lead me to ponder what a &#8216;unit&#8217; of art is.</p>
<p><strong>Needless to say, behind the cut is the way to Spoiler-town.</strong></p>
<p><span id="more-349"></span></p>
<p>I had written up some thoughts on the ending. The analogy I was going for is the ending of <a href="http://www.imdb.com/title/tt0118884/" target="_blank">Contact (1997)</a> in which the alien race is her father personified. Then leaves the player with a choice of what color the beam-o-destruction is. This tosses away the 121 hours as unimportant to the fate of the universe. There were other things that were just <em>odd</em>. The reversal of red and blue colors at the end where blue is usually on the right side.</p>
<p>As I was looking around for videos of the other endings, I stumbled upon this theory (via <a href="http://www.forbes.com/sites/insertcoin/2012/03/21/did-the-real-mass-effect-3-ending-go-over-everyones-heads/2/" target="_blank">Paul Tassi</a> of Forbes) which it&#8217;s main thesis I agree with. It&#8217;s long, so you can either watch it or skip to my tl;dr.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/ythY_GkEBck?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><strong>tl;dr:</strong> Shepard is in process of indoctrination in Mass Effect 3. Subtle at first, then ramp&#8217;ed up during the final scenes of the game. Once Shepard is hit with the Reaper beam running to the Citadel entry, the narrative takes place inside Shepard&#8217;s head. The conversation between Anderson and Illusive Man are Shepard&#8217;s will and indoctrination respectively. The ending &#8216;decide-an-ending&#8217; machine a choice to either give in to Reaper control or not.</p>
<p>The film analogy I&#8217;d go for here is <a href="http://www.imdb.com/title/tt0137523/" target="_blank">Fight Club (1999)</a>, but stopping the movie just before the Tyler Durden reveal. Then releasing the rest of the movie via the Internet at a later date. This poses a very peculiar situation that rases questions. What defines a unit of art? Is the self-contained unit at initial offering? Does DLC count under the orignal unit, or must it be treated differently?</p>
<p>Since I&#8217;m making up a new term, let me share what I propose as known &#8216;units&#8217; of art. A film is a unit. The other stuff on a DVD, be it deleted scenes or interviews, live outside of the unit of the film. For Television, each episode is a unit and a season is a collection of units. For art, it&#8217;s the piece presented on (or around) the canvas or space the art occupies. For performance art, the time between the start and finish of the piece. Obviously there&#8217;s cases that challenge this which is the whole point of art.</p>
<p>For video games, there&#8217;s some cases where a unit is clearly defined. <a href="http://www.mobygames.com/game/windows/dear-esther" target="_blank">Dear Esther (2012)</a> is a unit. <a href="http://www.mobygames.com/game/centipede_" target="_blank">Centipede (1983)</a> is a unit. Even with episodic games, each episode is the unit with the season being a number of units. Where things aren&#8217;t so defined is when DLC is introduced. For <a href="http://www.mobygames.com/game/xbox360/alan-wake" target="_blank">Alan Wake (2010)</a>, the main game was a complete unit, and DLC continued the story as different units. Then there are not so clear cut examples of DLC as a unit. Do the DLC items in <a href="http://www.mobygames.com/game/team-fortress-2" target="_blank">Team Fortress 2 (2007)</a> change the unit? <a href="http://www.mobygames.com/game/la-noire" target="_blank">LA Noir (2011)</a> posed the more questions by altering the main narrative structure with DLC. You can complete the game without DLC and get the same results, but the DLC  altered experience if played from the beginning. With or without the DLC, you only missed content in the middle, not altered the ending.</p>
<p>Assuming the &#8220;Indoctrinated&#8221; theory is true in some form, then Bioware didn&#8217;t end the game called Mass Effect 3. The end of the game is DLC. I feel this is worse than a just a bad ending. It&#8217;s saying that a unit costing $40/$70 needs an add-on costing $0-25. I hate to reduce this to a cost, but there&#8217;s a valid argument that the agreed upon level of consumption of the media is a contact to have a complete experience. The complete experience of the unit at an additional cost. I feel this breaks the agreement between artist and audience to have a complete experience with the initial agreed upon offering.</p>
<p>I reserve judgement to weither the DLC would be free or paid. We don&#8217;t know what the plans EA / Bioware had before the fan movement occurred. I also don&#8217;t believe that the current response would be so calculated to anticipate the &#8220;Hold the Line&#8221; movement. It&#8217;s brilliant to be having this discussion of what defines the expectation of a complete core experience. On the other, the result would be milking money out of an audience. Is this then the artist statement: Resolutions can be charged as DLC?</p>
<p>The next few weeks will be interesting, that&#8217;s for sure.</p>
]]></content:encoded>
			<wfw:commentRss>http://segonmedia.com/2012/03/25/mass-effect-3-ending-or-what-is-a-unit-of-art/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Game Developers &amp; NPOs</title>
		<link>http://segonmedia.com/2011/02/13/game-developers-npos/</link>
		<comments>http://segonmedia.com/2011/02/13/game-developers-npos/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 00:54:19 +0000</pubDate>
		<dc:creator>Seg</dc:creator>
				<category><![CDATA[The Games Industry is Broken]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[Non profit]]></category>
		<category><![CDATA[npos]]></category>
		<category><![CDATA[rant]]></category>

		<guid isPermaLink="false">http://segonmedia.com/?p=277</guid>
		<description><![CDATA[Seg talks about the lack of NPO involvement from game developers at large.]]></description>
			<content:encoded><![CDATA[<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Times New Roman'} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Times New Roman'; min-height: 16.0px} -->I finally put thought and words to something nagging me for the past two years. With my work in founding and working on <a href="http://umloud.org" target="_blank">Ümloud!</a> and a new video game non-profit project (I’ll post later), I’ve worked with a number of people in different aspects of the video game industry. Lots of journalists, lots of PR personal, and lots of people not working in the biz. Yet in the two years I’ve worked in the game related non profit world, I find myself with very few contacts from actual game developers. Which leads me to state:</p>
<p style="text-align: center;"><strong>Very few game developers work with non-profit organizations (NPOs).</strong></p>
<p>As with any overly broad statement, there’s nuance here. I’m setting the bar to beyond monetary donation, but committed infrastructure involvement. I don’t have hard facts to prove or disprove this statement; Believe me, I wish I had hard facts. There are some developers who do great NPO work out there, some even volunteer with Ümloud!, whom do count and are doing good things.</p>
<p>What is clear to me is an overall lack of willingness from developers to work on NPOs. I’m trying to figure out is why I’m the only developer involved with these projects. Of the <a href="http://www.childsplaycharity.org" target="_blank">Child&#8217;s Play</a> community organized events I know of, I can&#8217;t think of any developer that&#8217;s founded any (please tell me if I&#8217;m missing something). I see involvement on a corporation level, which is awesome, but I&#8217;m trying to find individuals acting on their own. I should not that I&#8217;m not limiting the argument to only Child&#8217;s Play, that&#8217;s just where I&#8217;ve done my research though the years.</p>
<p><span id="more-277"></span>One could say that development life is too demanding. To that I say bullocks. The first Ümloud! event was done in 8 weeks for both event and organizational setup while I was build engineer at Telltale Games. A crunch mode in the NPO and perpetual crunch mode as my game dev job. This earns me the right to say this argument doesn&#8217;t hold weight. If there’s a cause you believe in, I can’t buy the argument that you’re too busy for it. Nor does that argument hold with others who also have jobs and lives to live and still work for NPOs.</p>
<p>I don’t know why I’m the only game developer I know that works on NPOs. I don’t want to be the only person. Seriously, it&#8217;s bloody lonely doing this work. It’s frustrating when I try to get the game community together to work on these projects, the community that gathers contains very few game developers. I&#8217;m trying to demand better for my fellow artists in the game industry. I want this to change, but I don’t know what do so differently. The only thing I can think of doing differently is saying:</p>
<p style="text-align: center;"><strong>Get involved with something!</strong></p>
]]></content:encoded>
			<wfw:commentRss>http://segonmedia.com/2011/02/13/game-developers-npos/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Xbox Live: Wasteful Physical Products</title>
		<link>http://segonmedia.com/2010/03/01/xbox-live-wasteful-physical-products/</link>
		<comments>http://segonmedia.com/2010/03/01/xbox-live-wasteful-physical-products/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 14:00:25 +0000</pubDate>
		<dc:creator>Seg</dc:creator>
				<category><![CDATA[The Games Industry is Broken]]></category>
		<category><![CDATA[amazon]]></category>
		<category><![CDATA[green gaming]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[retail]]></category>
		<category><![CDATA[xbox live]]></category>

		<guid isPermaLink="false">http://segonmedia.com/?p=216</guid>
		<description><![CDATA[Seg points out wasteful use of energy with Xbox LIVE subscription cards.]]></description>
			<content:encoded><![CDATA[<div id="attachment_217" class="wp-caption alignright" style="width: 160px"><img class="size-thumbnail wp-image-217 " title="Xbox LIVE Gold Subscription" src="http://segonmedia.com/wp-content/uploads/2010/02/51+EeU0+z1L._AA280_-150x150.jpg" alt="" width="150" height="150" /><p class="wp-caption-text">Not pictured: Plastic casing; Shipping</p></div>
<p>For Xbox360, any online communications beyond buying/downloading digital products requires a subscription to Xbox LIVE. I don&#8217;t find this a problem outright (subject for another post). What I do find is the mixed signals in the costs of the subscription. Buying a physical object for the service ends up cheaper than renewing a subscription.</p>
<p>Here&#8217;s the costs of a the same product: An Xbox LIVE subscription for 12 months.</p>
<ul>
<li>Buying via Xbox.com:
<ul>
<li>$49.95 (automatically applied)</li>
</ul>
</li>
<li>Buying via Amazon.com:
<ul>
<li><a href="http://www.amazon.com/gp/product/B002VBWIP6/" target="_blank">$49.95</a> (No physical thing; E-mailed code)</li>
<li><a href="http://www.amazon.com/Xbox-360-Month-Live-Gold-Card/dp/B0029LJIFG/" target="_blank">$39.96</a> (Physical thing; Free Shipping)</li>
</ul>
</li>
</ul>
<p>For $10 less, a physical object is being manufactured and shipped to you. Even at Amazon.com having the option to e-mail you the code, <strong>it costs more to e-mail a set of numbers and letters</strong>.</p>
<p>I don&#8217;t expect an abolishment of the physical cards. I don&#8217;t expect online retailers not to carry them. What shocks me is that even when Amazon.com offers a non-physical and immediate delivery option, it&#8217;s the most expensive option. Can Microsoft, Amazon, and other online retailers work on a less wasteful way of selling this service?</p>
<p><strong>Update (1/26/2012):</strong> As reported by Destructoid, <a href="http://www.destructoid.com/a-year-of-xbox-live-gold-for-36-on-amazon-220403.phtml" target="_blank">it&#8217;s still happening</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://segonmedia.com/2010/03/01/xbox-live-wasteful-physical-products/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

