1 00:00:05,905 --> 00:00:11,027 Mailbag #4 2 00:00:11,077 --> 00:00:13,500 As promised, here is that follow up Mailbag Episode. 3 00:00:13,550 --> 00:00:15,779 And wouldn't you know it, our good friend Erin Siegel is back 4 00:00:15,829 --> 00:00:17,313 to help us out with some more awesome drawings, 5 00:00:17,363 --> 00:00:18,693 while Allison catches a breather. 6 00:00:18,743 --> 00:00:21,410 We still got a lot left to squeeze in, so let's get right to it. 7 00:00:21,460 --> 00:00:23,962 Are you ever gonna do that episode you mentioned about Voice Acting, 8 00:00:24,012 --> 00:00:27,164 putting Role play back in RPGs or Genres or any of those other ones? 9 00:00:27,214 --> 00:00:29,619 We will ... probably get to all the episodes we´ve 10 00:00:29,669 --> 00:00:31,945 put in the "Future Topic" category at some point. 11 00:00:31,995 --> 00:00:34,683 Because James spends most of his Time runnig a consulting company 12 00:00:34,733 --> 00:00:35,882 and holding a full professorship. 13 00:00:35,932 --> 00:00:38,426 Extra Credits episodes tend to get written as they overlap 14 00:00:38,476 --> 00:00:40,306 with problems, he is thinking about in his work life. 15 00:00:40,356 --> 00:00:43,423 But like I said all these things will probably come up sooner or later. 16 00:00:43,473 --> 00:00:45,740 I don't actually need help with the research project itself, 17 00:00:45,790 --> 00:00:48,568 but my topic is similiar to what you guys covered in an episode once. 18 00:00:48,618 --> 00:00:50,531 Where do you guys find your research sources ? 19 00:00:50,581 --> 00:00:51,929 Hmm... that's tough. 20 00:00:51,979 --> 00:00:54,273 We don't acutally keep a list of footnotes for the episodes, 21 00:00:54,323 --> 00:00:56,944 and some of the Information can't really be shared anyway, because 22 00:00:56,994 --> 00:00:59,175 James gathered it from industry people he works with. 23 00:00:59,225 --> 00:01:02,074 Other than that though, all the information we use is publicly avaiable on 24 00:01:02,124 --> 00:01:04,277 the Internet or through the US library system. 25 00:01:04,327 --> 00:01:07,659 We try very hard to keep things that are speculative in a speculative voice, 26 00:01:07,709 --> 00:01:10,140 like the possibilities of tangential learning, for example. 27 00:01:10,190 --> 00:01:13,588 We also try to always call out when we are making a logical leap in an episode, 28 00:01:13,638 --> 00:01:15,458 and suggest other valid possibilities. 29 00:01:15,508 --> 00:01:17,309 But we're gonna miss this one sometimes, so 30 00:01:17,359 --> 00:01:19,315 fact check us and dig deeper wherever you can. 31 00:01:19,365 --> 00:01:21,695 That's actually something I'd love to see come out of this show. 32 00:01:21,745 --> 00:01:23,264 I got so many cool game ideas. 33 00:01:23,314 --> 00:01:25,217 Is there any way i could pitch them to a Studio? 34 00:01:25,267 --> 00:01:26,328 Well here is the thing. 35 00:01:26,378 --> 00:01:27,591 Everybody has got Ideas 36 00:01:27,641 --> 00:01:30,325 In fact, people in game studios usually have a lot more ideas, 37 00:01:30,375 --> 00:01:32,499 they want to work on, than they'll ever be able to ptoduce. 38 00:01:32,549 --> 00:01:34,581 Unfortunatly this means, nobody is really gonna be 39 00:01:34,631 --> 00:01:36,107 interested in your game ideas. 40 00:01:36,157 --> 00:01:38,165 However, prototypes are a different matter. 41 00:01:38,215 --> 00:01:39,456 If you could put together a prototype, 42 00:01:39,506 --> 00:01:41,288 that really shows off what you're trying to deliver. 43 00:01:41,338 --> 00:01:43,381 That is something that publishers will potentially look at. 44 00:01:43,431 --> 00:01:45,071 There are thousands of ways to make connections 45 00:01:45,121 --> 00:01:46,504 and get people to notice your prototype. 46 00:01:46,554 --> 00:01:48,553 But conventions are usually a good place to start. 47 00:01:48,603 --> 00:01:49,588 Next question. 48 00:01:49,638 --> 00:01:52,313 Is there any place i could apply my Psychology or Economics 49 00:01:52,363 --> 00:01:54,344 or whatever degree in the game industry? 50 00:01:54,394 --> 00:01:57,261 Most designers and producers i know, came from disparate backgrounds. 51 00:01:57,311 --> 00:01:59,530 James, for example, took his undergrad in classics. 52 00:01:59,580 --> 00:02:00,851 But if you are looking for an industry job 53 00:02:00,901 --> 00:02:02,750 more directly relevant to your field. 54 00:02:02,800 --> 00:02:04,430 That may be a pretty tough sell. 55 00:02:04,480 --> 00:02:06,386 Only giant companies like Microsoft 56 00:02:06,436 --> 00:02:08,647 devote ressources to dedicated psychologists. 57 00:02:08,697 --> 00:02:10,327 And only companies, who build their entire game 58 00:02:10,377 --> 00:02:12,159 around some non-game related discipline, 59 00:02:12,209 --> 00:02:13,840 like Economics in EVE online, 60 00:02:13,890 --> 00:02:15,535 hire those fields specifically. 61 00:02:15,585 --> 00:02:17,462 It could happen, but it is a long shot. 62 00:02:17,512 --> 00:02:19,389 How do you get into game localization? 63 00:02:19,439 --> 00:02:20,671 There is a small number of companies 64 00:02:20,721 --> 00:02:23,303 that handle a lot of the localization work for the game industry. 65 00:02:23,353 --> 00:02:26,138 Just google "game localization" and you'll find most of them. 66 00:02:26,188 --> 00:02:27,914 See if they have any openings, or even just 67 00:02:27,964 --> 00:02:29,417 send them a resume with your skills. 68 00:02:29,467 --> 00:02:30,160 Just be prepared. 69 00:02:30,210 --> 00:02:31,841 You'll have to have a strong grasp of the langugage, 70 00:02:31,891 --> 00:02:34,187 you are translating from, and an impaccable command 71 00:02:34,237 --> 00:02:37,035 of the grammar and idioms of the language your are translating into 72 00:02:37,085 --> 00:02:39,152 Are there any game design books you would recommend? 73 00:02:39,202 --> 00:02:42,330 First and foremost James recommends Jesse Schell's "Book of Lenses" 74 00:02:42,380 --> 00:02:43,678 After that he also suggests 75 00:02:43,728 --> 00:02:44,668 "Rules of Play" 76 00:02:44,718 --> 00:02:46,080 "Designing Virtual Worlds" 77 00:02:46,130 --> 00:02:46,991 and another book called 78 00:02:47,041 --> 00:02:48,108 "On Game Design" 79 00:02:48,158 --> 00:02:50,674 If you are already a professional Designer and have those already. 80 00:02:50,724 --> 00:02:52,373 you might also check out "Game Feel" 81 00:02:52,423 --> 00:02:55,202 It's got a interesting and different take on the art of game desgin. 82 00:02:55,252 --> 00:02:57,300 But other Books like "The Design of Everyday Things" 83 00:02:57,350 --> 00:02:58,290 "Understanding Comics" 84 00:02:58,340 --> 00:02:59,068 and "Flow" 85 00:02:59,118 --> 00:03:01,456 Are also an essential part of the game designer's library. 86 00:03:01,506 --> 00:03:04,617 Don't strictly limit yourself to books, specifically about game design, 87 00:03:04,667 --> 00:03:06,491 to learn how to be a better game designer. 88 00:03:06,541 --> 00:03:09,520 Is there a reason you haven't done a "Video Games & Violence" episode? 89 00:03:09,570 --> 00:03:10,889 We've toyed with this one a lot. 90 00:03:10,939 --> 00:03:12,355 The problem is that there is just not enough 91 00:03:12,405 --> 00:03:14,087 good data regarding the real effect 92 00:03:14,137 --> 00:03:15,518 for us to say anything definitive. 93 00:03:15,568 --> 00:03:16,874 You've heard us complain a few times 94 00:03:16,924 --> 00:03:19,006 about the fact, that most of the studies done in this regard 95 00:03:19,056 --> 00:03:22,449 are funded by groups with highly biased political agendas regarding games. 96 00:03:22,499 --> 00:03:24,061 And that goes for both sides of the debate. 97 00:03:24,111 --> 00:03:26,081 From within the industry as well as from without. 98 00:03:26,131 --> 00:03:27,130 We touched on it a little 99 00:03:27,180 --> 00:03:28,824 in the "non-combat gaming" episode. 100 00:03:28,874 --> 00:03:29,962 But we could do an episode 101 00:03:30,012 --> 00:03:32,392 on why violence is such a common theme in videogames, 102 00:03:32,442 --> 00:03:33,513 from a design perspective. 103 00:03:33,563 --> 00:03:34,786 If that sounds interesting to any of you. 104 00:03:34,836 --> 00:03:37,072 just email, tweet or facebook us and say so. 105 00:03:37,122 --> 00:03:38,359 We'll add it to the stack. 106 00:03:38,409 --> 00:03:39,114 Next. 107 00:03:39,164 --> 00:03:41,947 What do you think about EA's Origin service thus far? 108 00:03:41,997 --> 00:03:43,713 Well the E.U.L.A. bugged James enough 109 00:03:43,763 --> 00:03:45,649 to not buy Battlefield 3 on the PC. 110 00:03:45,699 --> 00:03:47,548 And I can think of plenty of things we don´t like about Origin. 111 00:03:47,598 --> 00:03:49,672 But lots of other people have already made those complaints 112 00:03:49,722 --> 00:03:51,973 and we seem to do a lot of EA bashing on this show. 113 00:03:52,023 --> 00:03:54,893 So instead I'm gonna list off some of the things we do like about it. 114 00:03:54,943 --> 00:03:57,478 Most importantly it's a sign that EA realises that 115 00:03:57,528 --> 00:04:00,349 physical product sales won´t carry them through the next decade. 116 00:04:00,399 --> 00:04:01,632 Which is a positive change. 117 00:04:01,682 --> 00:04:03,441 EA is a big player in this industry 118 00:04:03,491 --> 00:04:05,502 And it would do a lot of damage if they were to collapse. 119 00:04:05,552 --> 00:04:08,056 If you look at all their studio acquisitions over the last decade. 120 00:04:08,106 --> 00:04:10,760 And how quickly they shut down many of the companies they have acquired. 121 00:04:10,810 --> 00:04:12,595 You'll see that they have been groping for some answer 122 00:04:12,645 --> 00:04:15,428 as to why they simply are no longer profitable the way they used to be. 123 00:04:15,478 --> 00:04:18,489 Origin may be the first step towards a real answer to that question. 124 00:04:18,539 --> 00:04:20,649 And a sincere acknowledgment that the market is changing. 125 00:04:20,699 --> 00:04:23,480 Besides, even thoguh Steam has been a fantastic digital platform. 126 00:04:23,530 --> 00:04:26,364 A little competiton can only mean good things for digital distribution. 127 00:04:26,414 --> 00:04:27,437 But all of that said. 128 00:04:27,487 --> 00:04:29,458 They need to fix their dumbass E.U.L.A. 129 00:04:29,508 --> 00:04:31,999 Do you see a way for Latin America or Africa 130 00:04:32,049 --> 00:04:35,188 or other, seemingly absent markets, to become more relevant in the realm of games? 131 00:04:35,238 --> 00:04:36,690 Latin America certainly will. 132 00:04:36,740 --> 00:04:37,336 And soon. 133 00:04:37,386 --> 00:04:38,627 James does a lot of work there. 134 00:04:38,677 --> 00:04:39,853 In fact if you google the words 135 00:04:39,903 --> 00:04:41,372 "video games brazil" 136 00:04:41,422 --> 00:04:43,385 or "cnn argentina video games". 137 00:04:43,435 --> 00:04:45,420 His work will probably be the first thing that comes up. 138 00:04:45,470 --> 00:04:47,463 Latin America might even be a future topic down the road. 139 00:04:47,513 --> 00:04:48,142 We'll see. 140 00:04:48,192 --> 00:04:49,453 As far as other regions go. 141 00:04:49,503 --> 00:04:50,942 We have less experience there 142 00:04:50,992 --> 00:04:53,354 India is probably gonna be viable within the next decade. 143 00:04:53,404 --> 00:04:55,687 Turkey already has a pretty good MMO market going, 144 00:04:55,737 --> 00:04:57,914 but these things really go on a case by case basis 145 00:04:57,964 --> 00:04:59,774 We'd like to use the Big-Mac-Index, 146 00:04:59,824 --> 00:05:00,979 look it up it's a thing, 147 00:05:01,029 --> 00:05:02,858 as an off the cuff indicator of wether or not 148 00:05:02,908 --> 00:05:05,814 a country will be a reasonable market for video gams in the next decade. 149 00:05:05,864 --> 00:05:07,590 If it takes the average person in a country 150 00:05:07,640 --> 00:05:08,686 more than an hour of work 151 00:05:08,736 --> 00:05:09,637 to afford a Big Mac. 152 00:05:09,687 --> 00:05:11,768 Then there's probably a lot of other things that need to be done 153 00:05:11,818 --> 00:05:14,602 before they are really ready to be a thriving video game scene. 154 00:05:14,652 --> 00:05:17,416 Is there a way we could get the show close-captioned or translated? 155 00:05:17,466 --> 00:05:19,593 We're all pretty slammed beneath our current workload 156 00:05:19,643 --> 00:05:21,993 But we would love to see the show be accessible to more people 157 00:05:22,043 --> 00:05:23,887 I'm not a 100% sure what would need doing 158 00:05:23,937 --> 00:05:25,244 through blip or PA TV 159 00:05:25,294 --> 00:05:26,951 But if anybody out there is willing to volunteer. 160 00:05:27,001 --> 00:05:29,189 We'd be happy to look into a closed caption edition. 161 00:05:29,239 --> 00:05:30,439 As far as translation goes 162 00:05:30,489 --> 00:05:31,637 It's something we're working on, 163 00:05:31,687 --> 00:05:32,797 but could use some help with. 164 00:05:32,847 --> 00:05:35,663 We'd like to put the show up on major gaming sites in other countries 165 00:05:35,713 --> 00:05:36,768 So more people can find it, 166 00:05:36,818 --> 00:05:38,338 but our progress has been pretty slow. 167 00:05:38,388 --> 00:05:40,651 If any of you happen to work for that kind of major site 168 00:05:40,701 --> 00:05:41,803 or simply want to tell us 169 00:05:41,853 --> 00:05:44,120 who's the best source for gaming infromation in your country. 170 00:05:44,170 --> 00:05:44,841 Please email us. 171 00:05:44,891 --> 00:05:45,790 That would be amazing. 172 00:05:45,840 --> 00:05:47,453 And that is all we got time for. 173 00:05:47,503 --> 00:05:50,464 I'll plan on scheduling these Mailbag Episodes a little more often from now on 174 00:05:50,514 --> 00:05:53,068 and we're gonna try to organize occasionall live stream Q&As 175 00:05:53,118 --> 00:05:54,733 so we can answer more of you guys questions. 176 00:05:54,783 --> 00:05:56,439 But for now thanks again for all the questions. 177 00:05:56,489 --> 00:05:58,213 Thank you Erin for helping us out once again. 178 00:05:58,263 --> 00:05:59,249 We'll see you next week