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Unionize the World

I have been thinking a lot about unions recently. My wife and I recently joined a union in Japan to support us in a fight against our company who has refused to apply for “child-care” benefits for us. The union has had our backs while in talks with our company and it has been very helpful for us especially since we should be focusing on raising our child and working our jobs instead of trying to get benefits from the government that are rightfully guaranteed to us.

We need to work together for each other

I come from a union family. Both my mother and father fought for the unionization of the their respective univerisities and they have both reaped the benefits of those fights.

Unions have been demonized in America for too long. We all know management hates the idea of unions because the organization of workers, weilding power to pressure them to fulfill the demands of the workers doesn’t usually fall in line with fulfilling the demands of the shareholders. Some workers also don’t like unions because they view them as taking hard earned money from their pockets. Others take advantage of unions by reaping the rewards of having a unions but not paying their dues to the the people who have done all the work for better pay and benefits that they and their families enjoy.

In games, since the beginning of the industry we have heard stories of developers working insane hours for the love of their job. In the days of Atari, we have documented a lot of first hand accounts of people who toiled away, empowered by cocaine and coffee to be able to finish projects for some arbitrary date assigned by their higher-ups.

Stories of Sega developers who slept at work for weeks or months to push out games were common place during the 8, 16, and 32 bit eras of gaming. While things have gotten somewhat better, Japan is still struggling with it’s overworking problem.

眠いよー

In Japan, just as in America, unions have lost a lot of power and because of that workers have been taken advantage of because of the loss of their power.

We have exponentially increasing inequality between the rich and the poor which is a product of the demonization of unions in the 80’s and 90‘s and an increased focus on shareholder profits above all else that helped bring down the US economy earlier this century. The middle-class is shrinking and video-game developers would very much qualify as middle-class.

Japan once had powerful teachers unions but, in Japanese culture, public workers are very much supposed to work for the public welfare. Things like strikes and fighting for more pay and better benefits (which would be paid for by taxpayers) goes against the directive to work for the public’s welfare. So, recently Japanese teachers have seen some of the worst pay-decreases and benefit cuts ever. They are expected to work long hours on weekends, unable to spend time with their own families, because they are spending time with the future generations of Japanese who will continue to kick this can down the road without change because that is the Japanese way.

I agree with Patrick Kelpek in his Waypoint article. The only way to stop this is to unionize the planet. Across the world, workers should stand up, forgo work, and fight for the hours, pay, and benefits that they think they are worth. Through a shared cause they should empower their brothers while forcing their employers to rethink shareholder focused business strategies. Workers need to demand a larger piece of the profit pie. They should sit down with their employers and try to find a place where their demands and the companies bottom line can meet to make everyone happy.

People need to be more selfish and more generous at the same time. They need to think about themselves and their families, while also thinking about their fellow workers and their familes.

In brotherhood we can do anything.

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Telltale’s Engine Was a Telltale Joke and a Liability

For years, Telltale Games has been doing god’s work by making fun and engaging episodic stories for video game consoles, computers, cell phones, and any thing else that could run their proprietary engine. At times it seemed as though Telltale games were being ported to nearly as many devices as Doom. It says a lot that a proprietary engine would end up being malleable enough to make so many leaps to so many different consoles and across generations. But, that same engine has become a liability for the company as we saw recently when Telltale laid off a quarter of its workforce.

I have been playing Telltale games since the Sam & Max games were announced. Telltale Games preached to the masses that they were going to bring about the long desired model of episodic gaming and many were excited about the prospect of a video game that could be played like TV is consumed; in small compact bites. Episodic gaming is an idea that had been a glint in the eyes of the video game industry for years but had never really been done in a way that worked (see Half-Life and SiN Episodes).

Sam & Max finally made that dream come true for one developer. Telltale become the one company that you could count on to actually finish their episodic stories and, for those of us who had been burnt by other developers on our episodic dreams, it was a welcome form of storytelling.

Back to the Future was the first Telltale game that I played to completion near to its actual release. (I am not a person who plays games day-and-date.) I enjoyed the game immensely but I did see some issues with the engine during my play though on the PS3 at the time. While BttF had some issues, it didn’t stop me from seeing the good points of the episodic way of storytelling in games.

Back to the Future and Jurassic Park were two games that showed us how dated the Telltale engine had become and these games came out before Telltale’s massively popular The Walking Dead was berthed into the gaming conscience.

The Walking Dead came out at a perfect time for Telltale. The comic and the TV series had both become cultural touchstones and the game’s focus on player choice and accessibility made the game easy for almost any fan of the series to get into.

It was around this time that Telltale had become the darling of licensed video games within the industry. They obtained licenses for many beloved franchises; they were chosen as “the” studio to put out a cheap, assessable games for nearly any premier property. It’s almost as if Telltale games had taken over for the cheap licensed game…game of the late 90’s and early 2000’s. But, many reviewers and fans alike had started to see the cracks in the engine.

Patrick Klepek, for me one of the ultimate Telltale reviewers, has bemoaned the Telltale engine for quite a while now while still enjoying parts of nearly all of their games. He wrote an article on Waypoint back in April concerning the issues he saw with the engine while he was playing through Guardians of the Galaxy.

Telltale’s history of hobbled tech goes back a ways, too. A source told me that even as the company was riding the success of The Walking Dead, their engine didn’t have a physics system. (Telltale has their own proprietary technology, it doesn’t use Unity, Unreal, or something else off the shelf.) If a designer came up with a scene requiring a ball to roll across the floor, or a book to fall off a shelf, it had to done by hand, an enormous time and resource commitment.

 

It’s my understanding that little has changed since, but Telltale didn’t respond to my request for comment.

Patrick was one of the early reviewers of The Walking Dead that was excited for the series and the innovative style of storytelling that Telltale was implementing with The Walking Dead series and how it has changed the way their games tell a story.

Telltale itself announced that Batman: The Telltale Series would feature a heavily updated version of its engine but even this doesn’t seem to have solved the issues for Telltale because as the Gamasutra article that announced the layoff informed,

Additionally, the company says the restructuring will be used as a way to shift the technology it uses for its own internal projects, saying that it aims to move over “to more proven technologies that will fast-track innovation in its core products.”

It is good that the company is moving on to new and “more proven technologies” but it is always sad when so many people lose their jobs. If Telltale had implemented these changes earlier could they have saved some of these jobs? Will these changes make for better more easily produced games? Who knows.

I’m glad Telltale Games is finally moving on from their old engine which provided some pretty good licensed titles and even some interesting original content. Hopefully they can get back to putting out quality stories without the technology getting in the way.

You can watch my play through of The Walking Dead: Season One Episode Three and Four here:

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Abe’s Odyssey and Speaking for the Little Guy

Waypoint had an interview with Lorne Lanning late last year. I read the interview at the time but after reading it again the things that Lorne said really resonated with me. His talk about us being the powerless in a society where corporations and greed are the most virtuous qualities for people. It’s good to see that some game creators are thinking about non-traditional heroes; the Everyman.

I liked Abe’s Odyssey when I was young. I’m not going to lie and say that I ever beat it. It was a difficult game and my OCD to complete everything in a game was really challenged by that game because I always wanted to collect all the Mukodons.

It’s nice to see a game producer call out games like Call of Duty and other war games where the main objective is to just murder people without much thought in the world. Of course those games have a story mode and sometimes that story mode challenges us to think but at the end of the day those games are really selling war which America doesn’t really need any help selling.

I feel compelled to give the Abe’s Odyssey franchise another go. It would be a shame to only listen to the message of the game and not experience it myself.