IGDA Advocacy Training at GDC, Part 2

First of all, yesterday I wrote that one thing all advocates should do is celebrate their successes, so here we go:

Yesterday the Georgia House Ways and Means Committee voted unanimously to extend the video game tax credit which has done so much to empower our industry here. While we still have much to do before this extension is signed into law, yesterday’s vote is the result of a number of advocates working to ensure that many people see the value of what we do. This is just one example of what developer-advocates can do when they put their minds to it.

Now onto reactive advocacy. This is what most of us think of when the term “game advocacy” comes to mind, in particular the response to the numerous baseless charges that games cause violence. The very assertion was offensive for many reasons, not least because a) there was no evidence of such and b) the assertions became a distraction for addressing the issues we DO know are causes of violence. I always found it amusing that some of the same attackers who made these charges were also the ones who used to scream that rap music caused violence, until the clear racism and unfounded nature of their arguments became unsupportable. It didn’t hurt that Frank Zappa made them laughingstocks in Congressional hearings.

It is not just assertions about violence to which developer-advocates have had to react. IP and online trolls, addiction worries, DRM, bandwidth throttling and more have all required intelligent responses. While each controversy has its unique characteristics, dealing with them often follows the same format:

  1. Identify the primary detractors and their core motives. Yes, it is easy to dismiss many of them as self-serving publicity hounds, trying to gain fame by criticizing others’ work, but this is not always the case. Putting them all in the same box risks complacency.
  2. Determine who your primary audience should be – customers, legislators, media, other game devs, etc. Don’t expect reason to change your opponent’s mind. Focus on those people impacted by the issue but who do not have their minds already made up.
  3. Utilize a variety of communication tools. While it may seem easiest to just do a single press interview, it is often best to supplement that with letters and web sites where you can control what is said.
  4. Promote supportable evidence demonstrating the flaws of the issue. For instance, when bandwidth throttling became a concern, developers noted the very real impact that could have on their endeavors.
  5. Use the attention to demonstrate the value in what we do. The Grandtheft Childhood study became a surprisingly strong part of the fight against the “games-cause-violence” lie.
  6. Identify allies and enlist their aid.
  7. Have a core message, i.e. the notion that games cause violence is not supported by evidence, but understand that even your allies and supporters may have their own messages.
  8. Recognize successes and defeats, but do not wallow in either. Most of the time these issues should never have come up, so it is better to promote how they are being dealt with, rather than
  9. Remain vigilant. All of these issues can crop up again, so always remember Jefferson’s quote that “Eternal vigilance is the price of liberty.”

Please note that not all reactive advocacy is inherently combative. For instance, the many in the industry have recognized the validity of complaints that female representation is lacking, both in games and in the ranks of developers. In this case, advocacy has played its greatest role in encouraging change within the industry. This has had multiple benefits, increasing both the number of people making and playing games.

In any case, this just scratches the surface. For more definite strategies and tactics, join us Wednesday in room 111 of the Moscone North Hall.

IGDA Advocacy Training at GDC, Part 1

A week from today I have the privilege of running the IGDA Advocacy session at GDC. Officially titled “IGDA Anti-Censorship & Social Issues Committee Presents Advocacy Training: The Spotlight is On!”, this is part roundtable, part workshop. In the decades I have been part of the game industry, I have seen innumerable needless controversies pop up – and sometimes been part of them. However, this session is not just about reacting to other peoples’ complaints. It also focuses on how we present ourselves and what we do in the most realistic way, without having to go through the traditional “Games are bad, m’kay?” filter. We are all advocate-developers, whether we want to be or not.

Our industry has numerous reasons and opportunities to present itself as the beneficial part of society that it is. We have a great impact on the national economy (not to mention the balance of trade), get young people interested in studying subjects like coding and art, play roles in health and education, and are on the cutting edge of some of the most interesting tech developments out there.

In the past year I have spoken about games and game development to groups as diverse as the CDC, legislators, elementary school students, teachers, business leaders and more. All of them are very receptive to what our industry offers, but all have also heard many of the same unsubstantiated and unverifiable negatives about games that you have. It benefits all of us to address all these issues, highlighting the positive and refuting the false.

Right now the plan for the GDC session is to focus both on reactive and proactive advocacy.  The reactive side deals with such concerns as games being a cause of violence, harassment of game developers, and the like. The proactive side focuses on highlighting our strengths and benefits, to individuals and society. Some examples of the proactive side are promoting good studies demonstrating the value of gaming, working with public officials in improving education related to game development, and even making sure to celebrate the lives and accomplishments of our peers (BLATANT PLUG FOR THE TONY TSENG MEMORIAL).

While the strategies and tactics for reactive and proactive advocacy are similar, there are some distinct differences. For proactive advocacy:

1. Identify specific (and achievable) results;

2. Ensure industry support;

3. Enlist allies;

4. Determine best platforms for advocacy;

5. Promote your core positions;

6. Recognize any opposition and reasons for such;

7. Attempt to assuage such opposition, or if not, then ensure that any opposition stemming from false beliefs about the industry is noted;

8. Celebrate any successes;

9. Identify next steps.

In my next blog post, I will give some examples of how the game industry has engaged in such advocacy. Any comments are welcome.

Link to the IGDA Anti-Censorship and Social Issues SIG

For more information about the GDC session, here is the official link. See you there!IGDAlogo

What You Should Know to Make Games, Part 2

Our last article discussed the basic skills you should develop. This week we discuss the more specific tasks game developers do on a regular basis. The earlier you try these, the better.

  • Playtest something. There are lots of open beta tests going on these days, and many companies provide special testing opportunities to fans who have proven themselves. Check out betawatcher.com for opportunities.
  • Post to forums – intelligently and politely. Companies read their forums and may respond to thoughtful, informed commentary. It’s never too early to start networking, and you can learn from others as well as share your own insights. Avoid the trolls and flamers and never become one of them yourself. That’s one of the easiest ways to ensure you won’t work in games.
  • Make a game. This does not have to be a commercial quality video game. After all, if you could do that, you can probably handle most of what the industry would throw at you. Create your own card game, board game, etc., and get some friends to play it. Nothing teaches game production like doing it. Construct2, RPGMaker and GameStudio all have free, easy to use tools. Unity is a bit harder, but allows you to do much more.

These last two require a higher level of commitment, but can be invaluable if you try them.

  • Code something. Even if you do not want to be a programmer, you should understand how software works. There are plenty of free programming tutorials on-line, books at the public library and so on. I don’t care if you program in C++, Java or FORTRAN (good luck with that last one), just give it a try and see what the computer does in response. Codeacademy, Coursera and even Harvard all offer free, on-line computer classes.
  • Make a mod. Lots of games offer ways to create mods, scenarios and the like. Do it. Pick a game you like that gives you access to its building tools and dive in. Not only will you have gained invaluable experience on making games, but I guarantee you will leave the experience with lots of ideas on what games should NOT do. The Unreal engine is one of the best ways to do this.

Finally, figure out what kind of college degree you want to get. No, not everyone in the game industry has a college degree, but if you look at the job postings in the industry, you’ll see that the vast majority ask for a degree. While programming positions often require a CS degree, other positions tend to be less specific. Game companies don’t just want you to have a degree to prove that you can drain a keg and still show up for 8 am classes.

Getting a degree is excellent proof that you can take a long-term project to completion – a critical skill in the industry that far too many people fail to develop. I don’t care if it’s a game design degree or a journalism degree. Go for the one that will keep you going to 8 am classes even after you finished that keg.

 

Cover of HDI's 'Lords & Priests' for Fading Suns RPG. Art by John Bridges.

Cover of HDI’s ‘Lords & Priests’ for the Fading Suns RPG. Art by John Bridges, www.redcrowstudio.net.

 

What You Should Know to Make Games, Part 1

It looks like all those college game degrees are starting to gain some respect from the industry. Students are now graduating from some of these programs and making immediate marks on the industry, with Portal being only the most obvious example.

With that many students in these programs, you need to stand out from the rest. The best way to do that is to enter college already knowing the basic skills. That way you can get the most out of college, honing your skills rather than learning them new. You can also start making games even before your classmates. The best students understand that they need to do far more than the basics, and they work like mad in their spare time perfecting their portfolios, making mods, meeting pros and more.

Having your teachers work on an existing foundation instead of having to build even that makes a dramatic difference. Students who begin with a decent skill set are not bored. Instead they get to dig deeper into the subject matter than do their peers. The following list shows some of the main skills and accomplishments students should have before they hit college. I recommend that you try your hands at all of these and focus on the ones that most click with you.

  • Build a web site. This is such a basic skill right now that I don’t think anyone should be allowed to graduate high school without having built a web site. Of course, in ten years it will probably be a completely outmoded skill only used by weirdoes and dinosaurs, but right now it is an integral part of society. Free software: CoffeeCup, PageBreeze, Bluefish.
  • Play a wide variety of games. Most of the students I met had a favorite game that served as the catalyst for them wanting to make their own. However, far too often that game, and ones quite like it, were the only ones they really knew. This really handicaps developers later, as they miss valuable lessons other types teach. Free game sources: Kongregate, ArmorGames, Portal.wecreatestuff.com
  • Learn teamwork. The lone coder working in the basement is much less common now than in the 1980s, and even most of those have someone else supplying art, testing and so on. Learning how to work with other people is one of the key skills good game developers have, and no time is too early to start. By the way, having tried both team sports and roleplaying games, I prefer D&D and Fading Suns (blatant plug) for developing my teamwork skills.
  • Put together a computer. Well, at least swap out a video card or something. I am still amazed at the number of students I saw who had never opened their computer and really had no idea how it functioned. Yes, I once set fire to a modem card this way, but it was a learning experience.