0:00:05.905,0:00:11.027 Mailbag #4 0:00:11.077,0:00:13.500 As promised, here is that follow up[br]Mailbag Episode. 0:00:13.550,0:00:15.779 And wouldn't you know it, our good[br]friend Erin Siegel is back 0:00:15.829,0:00:17.313 to help us out with some more[br]awesome drawings, 0:00:17.363,0:00:18.693 while Allison catches a breather. 0:00:18.743,0:00:21.410 We still got a lot left to squeeze[br]in, so let's get right to it. 0:00:21.460,0:00:23.962 Are you ever gonna do that episode you[br]mentioned about Voice Acting, 0:00:24.012,0:00:27.164 putting Role play back in RPGs[br]or Genres or any of those other ones? 0:00:27.214,0:00:29.619 We will ... probably get[br]to all the episodes we´ve 0:00:29.669,0:00:31.945 put in the "Future Topic" category[br]at some point. 0:00:31.995,0:00:34.683 Because James spends most of his[br]Time runnig a consulting company 0:00:34.733,0:00:35.882 and holding a full professorship. 0:00:35.932,0:00:38.426 Extra Credits episodes tend to get[br]written as they overlap 0:00:38.476,0:00:40.306 with problems, he is thinking[br]about in his work life. 0:00:40.356,0:00:43.423 But like I said all these things will[br]probably come up sooner or later. 0:00:43.473,0:00:45.740 I don't actually need help with the[br]research project itself, 0:00:45.790,0:00:48.568 but my topic is similiar to what you[br]guys covered in an episode once. 0:00:48.618,0:00:50.531 Where do you guys find your[br]research sources ? 0:00:50.581,0:00:51.929 Hmm... that's tough. 0:00:51.979,0:00:54.273 We don't acutally keep a list of[br]footnotes for the episodes, 0:00:54.323,0:00:56.944 and some of the Information can't[br]really be shared anyway, because 0:00:56.994,0:00:59.175 James gathered it from industry[br]people he works with. 0:00:59.225,0:01:02.074 Other than that though, all the information[br]we use is publicly avaiable on 0:01:02.124,0:01:04.277 the Internet or through the[br]US library system. 0:01:04.327,0:01:07.659 We try very hard to keep things that[br]are speculative in a speculative voice, 0:01:07.709,0:01:10.140 like the possibilities of tangential learning,[br]for example. 0:01:10.190,0:01:13.588 We also try to always call out when we are[br]making a logical leap in an episode, 0:01:13.638,0:01:15.458 and suggest other valid possibilities. 0:01:15.508,0:01:17.309 But we're gonna miss this one[br]sometimes, so 0:01:17.359,0:01:19.315 fact check us and dig deeper[br]wherever you can. 0:01:19.365,0:01:21.695 That's actually something I'd love[br]to see come out of this show. 0:01:21.745,0:01:23.264 I got so many cool game ideas. 0:01:23.314,0:01:25.217 Is there any way i could pitch[br]them to a Studio? 0:01:25.267,0:01:26.328 Well here is the thing. 0:01:26.378,0:01:27.591 Everybody has got Ideas 0:01:27.641,0:01:30.325 In fact, people in game studios[br]usually have a lot more ideas, 0:01:30.375,0:01:32.499 they want to work on, than[br]they'll ever be able to ptoduce. 0:01:32.549,0:01:34.581 Unfortunatly this means, nobody is[br]really gonna be 0:01:34.631,0:01:36.107 interested in your game ideas. 0:01:36.157,0:01:38.165 However, prototypes are a different matter. 0:01:38.215,0:01:39.456 If you could put together a[br]prototype, 0:01:39.506,0:01:41.288 that really shows off what you're[br]trying to deliver. 0:01:41.338,0:01:43.381 That is something that publishers[br]will potentially look at. 0:01:43.431,0:01:45.071 There are thousands of ways[br]to make connections 0:01:45.121,0:01:46.504 and get people to notice your prototype. 0:01:46.554,0:01:48.553 But conventions are usually a good[br]place to start. 0:01:48.603,0:01:49.588 Next question. 0:01:49.638,0:01:52.313 Is there any place i could apply my[br]Psychology or Economics 0:01:52.363,0:01:54.344 or whatever degree in the game industry? 0:01:54.394,0:01:57.261 Most designers and producers i know,[br]came from disparate backgrounds. 0:01:57.311,0:01:59.530 James, for example, took his[br]undergrad in classics. 0:01:59.580,0:02:00.851 But if you are looking for an[br]industry job 0:02:00.901,0:02:02.750 more directly relevant to your field. 0:02:02.800,0:02:04.430 That may be a pretty tough sell. 0:02:04.480,0:02:06.386 Only giant companies like Microsoft 0:02:06.436,0:02:08.647 devote ressources to[br]dedicated psychologists. 0:02:08.697,0:02:10.327 And only companies, who build[br]their entire game 0:02:10.377,0:02:12.159 around some non-game related discipline, 0:02:12.209,0:02:13.840 like Economics in EVE online, 0:02:13.890,0:02:15.535 hire those fields specifically. 0:02:15.585,0:02:17.462 It could happen, but it is a long shot. 0:02:17.512,0:02:19.389 How do you get into game localization? 0:02:19.439,0:02:20.671 There is a small number of companies 0:02:20.721,0:02:23.303 that handle a lot of the localization[br]work for the game industry. 0:02:23.353,0:02:26.138 Just google "game localization"[br]and you'll find most of them. 0:02:26.188,0:02:27.914 See if they have any openings,[br]or even just 0:02:27.964,0:02:29.417 send them a resume with your skills. 0:02:29.467,0:02:30.160 Just be prepared. 0:02:30.210,0:02:31.841 You'll have to have a strong[br]grasp of the langugage, 0:02:31.891,0:02:34.187 you are translating from, and an[br]impaccable command 0:02:34.237,0:02:37.035 of the grammar and idioms of the[br]language your are translating into 0:02:37.085,0:02:39.152 Are there any game design books[br]you would recommend? 0:02:39.202,0:02:42.330 First and foremost James recommends[br]Jesse Schell's "Book of Lenses" 0:02:42.380,0:02:43.678 After that he also suggests 0:02:43.728,0:02:44.668 "Rules of Play" 0:02:44.718,0:02:46.080 "Designing Virtual Worlds" 0:02:46.130,0:02:46.991 and another book called 0:02:47.041,0:02:48.108 "On Game Design" 0:02:48.158,0:02:50.674 If you are already a professional[br]Designer and have those already. 0:02:50.724,0:02:52.373 you might also check out "Game Feel" 0:02:52.423,0:02:55.202 It's got a interesting and different[br]take on the art of game desgin. 0:02:55.252,0:02:57.300 But other Books like[br]"The Design of Everyday Things" 0:02:57.350,0:02:58.290 "Understanding Comics" 0:02:58.340,0:02:59.068 and "Flow" 0:02:59.118,0:03:01.456 Are also an essential part of the[br]game designer's library. 0:03:01.506,0:03:04.617 Don't strictly limit yourself to books,[br]specifically about game design, 0:03:04.667,0:03:06.491 to learn how to be a better game designer. 0:03:06.541,0:03:09.520 Is there a reason you haven't done a[br]"Video Games & Violence" episode? 0:03:09.570,0:03:10.889 We've toyed with this one a lot. 0:03:10.939,0:03:12.355 The problem is that there is just not[br]enough 0:03:12.405,0:03:14.087 good data regarding the real effect 0:03:14.137,0:03:15.518 for us to say anything definitive. 0:03:15.568,0:03:16.874 You've heard us complain a few times 0:03:16.924,0:03:19.006 about the fact, that most of the[br]studies done in this regard 0:03:19.056,0:03:22.449 are funded by groups with highly biased[br]political agendas regarding games. 0:03:22.499,0:03:24.061 And that goes for both sides[br]of the debate. 0:03:24.111,0:03:26.081 From within the industry[br]as well as from without. 0:03:26.131,0:03:27.130 We touched on it a little 0:03:27.180,0:03:28.824 in the "non-combat gaming" episode. 0:03:28.874,0:03:29.962 But we could do an episode 0:03:30.012,0:03:32.392 on why violence is such a common[br]theme in videogames, 0:03:32.442,0:03:33.513 from a design perspective. 0:03:33.563,0:03:34.786 If that sounds interesting to any of you. 0:03:34.836,0:03:37.072 just email, tweet or facebook us and say so. 0:03:37.122,0:03:38.359 We'll add it to the stack. 0:03:38.409,0:03:39.114 Next. 0:03:39.164,0:03:41.947 What do you think about EA's[br]Origin service thus far? 0:03:41.997,0:03:43.713 Well the E.U.L.A. bugged James enough 0:03:43.763,0:03:45.649 to not buy Battlefield 3 on the PC. 0:03:45.699,0:03:47.548 And I can think of plenty of things[br]we don´t like about Origin. 0:03:47.598,0:03:49.672 But lots of other people have already[br]made those complaints 0:03:49.722,0:03:51.973 and we seem to do a lot of[br]EA bashing on this show. 0:03:52.023,0:03:54.893 So instead I'm gonna list off some of[br]the things we do like about it. 0:03:54.943,0:03:57.478 Most importantly it's a sign that[br]EA realises that 0:03:57.528,0:04:00.349 physical product sales won´t carry[br]them through the next decade. 0:04:00.399,0:04:01.632 Which is a positive change. 0:04:01.682,0:04:03.441 EA is a big player in this industry 0:04:03.491,0:04:05.502 And it would do a lot of damage[br]if they were to collapse. 0:04:05.552,0:04:08.056 If you look at all their studio acquisitions[br]over the last decade. 0:04:08.106,0:04:10.760 And how quickly they shut down many[br]of the companies they have acquired. 0:04:10.810,0:04:12.595 You'll see that they have been groping[br]for some answer 0:04:12.645,0:04:15.428 as to why they simply are no longer[br]profitable the way they used to be. 0:04:15.478,0:04:18.489 Origin may be the first step towards[br]a real answer to that question. 0:04:18.539,0:04:20.649 And a sincere acknowledgment that[br]the market is changing. 0:04:20.699,0:04:23.480 Besides, even thoguh Steam has been[br]a fantastic digital platform. 0:04:23.530,0:04:26.364 A little competiton can only mean[br]good things for digital distribution. 0:04:26.414,0:04:27.437 But all of that said. 0:04:27.487,0:04:29.458 They need to fix their dumbass E.U.L.A. 0:04:29.508,0:04:31.999 Do you see a way for Latin America or Africa 0:04:32.049,0:04:35.188 or other, seemingly absent markets, to become[br]more relevant in the realm of games? 0:04:35.238,0:04:36.690 Latin America certainly will. 0:04:36.740,0:04:37.336 And soon. 0:04:37.386,0:04:38.627 James does a lot of work there. 0:04:38.677,0:04:39.853 In fact if you google the words 0:04:39.903,0:04:41.372 "video games brazil" 0:04:41.422,0:04:43.385 or "cnn argentina video games". 0:04:43.435,0:04:45.420 His work will probably be the first[br]thing that comes up. 0:04:45.470,0:04:47.463 Latin America might even be a future topic down the road. 0:04:47.513,0:04:48.142 We'll see. 0:04:48.192,0:04:49.453 As far as other regions go. 0:04:49.503,0:04:50.942 We have less experience there 0:04:50.992,0:04:53.354 India is probably gonna be viable[br]within the next decade. 0:04:53.404,0:04:55.687 Turkey already has a pretty good MMO market going, 0:04:55.737,0:04:57.914 but these things really go on a case by case basis 0:04:57.964,0:04:59.774 We'd like to use the Big-Mac-Index, 0:04:59.824,0:05:00.979 look it up it's a thing, 0:05:01.029,0:05:02.858 as an off the cuff indicator of wether[br]or not 0:05:02.908,0:05:05.814 a country will be a reasonable market[br]for video gams in the next decade. 0:05:05.864,0:05:07.590 If it takes the average person in[br]a country 0:05:07.640,0:05:08.686 more than an hour of work 0:05:08.736,0:05:09.637 to afford a Big Mac. 0:05:09.687,0:05:11.768 Then there's probably a lot of other[br]things that need to be done 0:05:11.818,0:05:14.602 before they are really ready to be a thriving video game scene. 0:05:14.652,0:05:17.416 Is there a way we could get the show[br]close-captioned or translated? 0:05:17.466,0:05:19.593 We're all pretty slammed beneath[br]our current workload 0:05:19.643,0:05:21.993 But we would love to see the show[br]be accessible to more people 0:05:22.043,0:05:23.887 I'm not a 100% sure what would[br]need doing 0:05:23.937,0:05:25.244 through blip or PA TV 0:05:25.294,0:05:26.951 But if anybody out there is[br]willing to volunteer. 0:05:27.001,0:05:29.189 We'd be happy to look into a closed[br]caption edition. 0:05:29.239,0:05:30.439 As far as translation goes 0:05:30.489,0:05:31.637 It's something we're working on, 0:05:31.687,0:05:32.797 but could use some help with. 0:05:32.847,0:05:35.663 We'd like to put the show up on major[br]gaming sites in other countries 0:05:35.713,0:05:36.768 So more people can find it, 0:05:36.818,0:05:38.338 but our progress has been pretty slow. 0:05:38.388,0:05:40.651 If any of you happen to work for[br]that kind of major site 0:05:40.701,0:05:41.803 or simply want to tell us 0:05:41.853,0:05:44.120 who's the best source for gaming[br]infromation in your country. 0:05:44.170,0:05:44.841 Please email us. 0:05:44.891,0:05:45.790 That would be amazing. 0:05:45.840,0:05:47.453 And that is all we got time for. 0:05:47.503,0:05:50.464 I'll plan on scheduling these Mailbag Episodes[br]a little more often from now on 0:05:50.514,0:05:53.068 and we're gonna try to organize[br]occasionall live stream Q&As 0:05:53.118,0:05:54.733 so we can answer more of you[br]guys questions. 0:05:54.783,0:05:56.439 But for now thanks again for all[br]the questions. 0:05:56.489,0:05:58.213 Thank you Erin for helping us out once again. 0:05:58.263,0:05:59.249 We'll see you next week