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