{"id":54,"date":"2008-12-17T03:34:13","date_gmt":"2008-12-17T07:34:13","guid":{"rendered":"https:\/\/iandallas.com\/?p=54"},"modified":"2008-12-17T03:34:13","modified_gmt":"2008-12-17T07:34:13","slug":"on-meeting-the-ceo-of-ea-and-the-creator-of-love","status":"publish","type":"post","link":"https:\/\/iandallas.com\/blog\/main\/2008\/12\/on-meeting-the-ceo-of-ea-and-the-creator-of-love\/","title":{"rendered":"On meeting the CEO of EA and the creator of Love"},"content":{"rendered":"<p>I&#8217;ve had a pretty mixed experience with the classes at <a href=\"http:\/\/interactive.usc.edu\">USC<\/a> but the wide range of notable folks who pass through in a given week makes up for a lot. This past week more so than most.<\/p>\n<p>As part of an event celebrating Tracy Fullerton being <a href=\"http:\/\/cinema.usc.edu\/about\/news\/usc-school-of.htm\">awarded an endowed chair<\/a> I was asked to setup a public demo of The Unfinished Swan. The first player? John Riccitiello, CEO of Electronic Arts.<\/p>\n<p>He seemed really into it. We had a chance to talk for several minutes and he had some very interesting suggestions. Of course this is the same man who wanted Mirror&#8217;s Edge to <a href=\"http:\/\/www.gamasutra.com\/php-bin\/news_index.php?story=20652\">switch to a third-person perspective<\/a>, though he&#8217;s big enough to admit that might not have been a good idea in hindsight.<\/p>\n<p>This week I also had a chance to meet <a href=\"http:\/\/www.quelsolaar.com\/\">Eskil Steenberg<\/a>, who stopped by to demo his game <a href=\"http:\/\/www.quelsolaar.com\/love\/index.html\">Love<\/a>. It&#8217;s an MMO being developed by a single man (Eskil Steenberg). It&#8217;s astonishingly beautiful as you can see from the <a href=\"http:\/\/www.quelsolaar.com\/love\/screen_shots.html\">screenshots<\/a> and teaser <a href=\"http:\/\/www.youtube.com\/watch?v=rMX69Priad8\">video<\/a>.<\/p>\n<figure id=\"attachment_66\" aria-labelledby=\"figcaption_attachment_66\" class=\"wp-caption alignnone\" style=\"width: 410px\"><a href=\"https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/eskil-steenberg-and-me-2008-12-10.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-66\" title=\"Eskil Steenberg and me\" src=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/me-with-eskil-steenberg-2008-12-10.jpg\" alt=\"\" width=\"400\" height=\"300\" srcset=\"https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/me-with-eskil-steenberg-2008-12-10.jpg 400w, https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/me-with-eskil-steenberg-2008-12-10-300x225.jpg 300w\" sizes=\"auto, (max-width: 400px) 100vw, 400px\" \/><\/a><figcaption id=\"figcaption_attachment_66\" class=\"wp-caption-text\">Eskil Steenberg and me (I&#39;m the nerd on the left)<\/figcaption><\/figure>\n<p>Since I have a tendency to work in isolation myself I can totally appreciate Eskil&#8217;s one-man-band approach to game development. Although I&#8217;m personally trying to force myself to work more collaboratively, the principles of working on an ambitious game in a small team are pretty similar to working at it alone. In order of importance, I think it comes down to: (a) knowing what to cut, (b) knowing the tools, and (c) knowing when the existing tools aren&#8217;t good enough and you&#8217;ve got to roll your own. Eskil is even more obsessed with tools than I am. A lot more.<\/p>\n<p>For starters he wrote his own 3d modeler, <a href=\"http:\/\/www.quelsolaar.com\/verse\/index.html\">Loq airou<\/a>. And it&#8217;s gorgeous. The application starts up with two soft blue point lights gently rotating around each other in a black void. For comparison here it is next to the ghastly startup screen for Maya, the industry standard 3d modeler:<\/p>\n<p><a href=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/loqairou-startup.jpg\"> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-71\" title=\"Loq airou startup screen\" src=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/loqairou-startup-300x235.jpg\" alt=\"\" width=\"300\" height=\"235\" srcset=\"https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/loqairou-startup-300x235.jpg 300w, https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/loqairou-startup.jpg 720w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><a href=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/loqairou-startup.jpg\"> <\/a><a href=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/maya-startup.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-70\" title=\"Maya startup screen\" src=\"http:\/\/www.iandallas.dreamhosters.com\/blog\/main\/wp-content\/uploads\/2008\/12\/maya-startup-300x245.png\" alt=\"\" width=\"300\" height=\"245\" srcset=\"https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/maya-startup-300x245.png 300w, https:\/\/iandallas.com\/blog\/main\/wp-content\/uploads\/2008\/12\/maya-startup.png 621w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>It&#8217;s impossible for me to be objective anymore about Maya&#8217;s interface. I&#8217;ve spent hundreds of hours using it so it&#8217;s become more-or-less intuitive for me now. After 5 minutes of Loq airou I&#8217;m still completely baffled by it. As far as I can tell there&#8217;s no keyboard input &#8212; everything is driven by a sequence of mouse clicks and drags that seem cryptic to me but no doubt make perfect sense to Eskil. To be fair, my first experience with Maya was somewhat similar.<\/p>\n<p>And even though I can&#8217;t say how much usability was sacrificed for its elegance, Loq airou does have some wonderful touches. Like when you delete a line and it bursts into a zillion particles that scatter across the screen. Or when you click a node and there&#8217;s a dazzling flash as if you&#8217;d fired some sort of, I don&#8217;t know, tachyon cannon or something. For a 3d modeler it feels quite game-like, in a nice way. It reminds me of a developer (maybe <a href=\"http:\/\/www.gamasutra.com\/features\/20051026\/gabler_01.shtml\">Kyle Gabler<\/a>) who said games should be as &#8220;squishy&#8221; as possible, meaning that every input from the player should produce some gigantic and pleasing output, even if semantically it&#8217;s just a banal acknowledgment that a button&#8217;s been clicked on.<\/p>\n<p>Jonathan Mak gave a fantastic talk on visual outputs at GDC last year. I can&#8217;t find any video from his talk, just <a href=\"http:\/\/www.gamasutra.com\/gdc2008\/index.php?id=17444\">text<\/a> and <a href=\"http:\/\/store.cmpgame.com\/product.php?id=1891&amp;cat=59\">audio<\/a>, but the gist is that even bare bones prototypes benefit from a bit of polish. As I remember it, Jonathan had a plain circle jumping and then a (much more interesting) circle with a beanie hat on which added <a href=\"http:\/\/en.wikipedia.org\/wiki\/Secondary_animation\">secondary animation<\/a>.<\/p>\n<p>Anyway, Eskil and I had a great chat about tools and indie game development. Which of course included a discussion of Introversion&#8217;s fantastic <a href=\"http:\/\/forums.introversion.co.uk\/introversion\/viewtopic.php?t=586\">procedural city generation<\/a> work. We&#8217;re both in agreement that good tools should help you iterate quickly on problems. No surprises there. And then Eskil mentioned that Love is written entirely in C. Which seems a little crazy to me.<\/p>\n<p>Because conventional wisdom has it that C is the least malleable mainstream language out there. Even people who grumble about the quirks of C++ will toss in a &#8220;but at least it&#8217;s not C.&#8221; But what do I know, I spend most of my time way off in <a href=\"http:\/\/creators.xna.com\/\">managed-code<\/a> land. I guess the fastest tool is whatever works for you.<\/p>\n<p>And judging from the current state of Love, whatever Eskil&#8217;s doing seems to be working just fine.<\/p>\n<p>Although I couldn&#8217;t help noticing one significant ommission in the current build: there&#8217;s no sound. No music, no sound effects, nothing. And this is a game that&#8217;s been in development for around two years now, though Eskil said he plans on adding sound soon. Clearly he&#8217;s a very visually-focused guy &#8212; and he&#8217;s got the screenshots to prove it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve had a pretty mixed experience with the classes at USC but the wide range of notable folks who pass through in a given week makes up for a lot. This past week more so than most. As part of &hellip; <a href=\"https:\/\/iandallas.com\/blog\/main\/2008\/12\/on-meeting-the-ceo-of-ea-and-the-creator-of-love\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-54","post","type-post","status-publish","format-standard","hentry","category-general"],"_links":{"self":[{"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/posts\/54","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/comments?post=54"}],"version-history":[{"count":18,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/posts\/54\/revisions"}],"predecessor-version":[{"id":76,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/posts\/54\/revisions\/76"}],"wp:attachment":[{"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/media?parent=54"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/categories?post=54"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/iandallas.com\/blog\/main\/wp-json\/wp\/v2\/tags?post=54"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}