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-
-
- THE CGDA REPORT
-
- Newsletter of the Computer Game Developers Association
- Volume 1, Premier Issue 1994
-
- <<PLEASE READ LEGAL INFORMATION ON LAST PAGE>>
-
- ******************************************************************************
- ******************************************************************************
-
- INTRODUCTION FOR ONLINE VERSION
-
- This special online edition of the premiere issue of the CGDA Report contains
- a few additional items not contained in the printed version of the newsletter.
- Specifically, these are the other items from the mass mailing that went out
- at the end of August: the letter from the CGDC, the brochure and the
- registration form. We have combined these in one file to prevent their
- unintentional separation as they are passed from person to person. Also, in
- order to make sure this file was readable on as many different computers as
- possible, we removed any special formatting and machine-specific characters.
- We have not inserted page breaks either.
-
- The side effect of this combination is that there's no convenient way to print
- the registration form on your printer. We recommend you use whatever word
- processing software is at your disposal to cut out the registration form and
- print it separately. You can also call our customer service line at
- 415-856-4263 ext. 5 and we can fax or mail one to you.
-
- This online edition was produced only for the first issue of the CGDA Report.
- Future issues will be printed only, and will be sent exclusively to CGDA
- members (although we reserve the right to do another online version if
- the need arises.)
-
- That said, enjoy! And feel free to drop us a line by email to let us know
- what you think.
-
- Kevin Gliner
- Jim Cooper
-
-
- ******************************************************************************
- ******************************************************************************
- (letter from the CGDC)
-
-
- August, 1994
-
-
- Dear Interactive Entertainment Professional:
-
- For several years now, we at the Computer Game Developers' Conference have
- been hearing the same question: "When are you going to form an association?
- I want to become a member." And each year, we've said, "We're thinking about
- it."
-
- Well, the time for thinking is over. The Computer Game Developers' Conference
- is proud to announce the Computer Game Developers' Association, and we'd like
- you to join.
-
- First, a little explanation.
-
- Right now, our industry is facing an enormous challenge: deciding what to do
- about software ratings. But rather than sit idly by and wait for Congress or
- the publishers to decide for us, we need to act -- to make our voices heard
- as developers. At the moment, there is no organization which represents our
- point of view. It's time we came together. It's time we found our own voice.
-
- But the Computer Game Developers' Association is not just about ratings. It's
- not a political action committee, a trade association, or a union. It's a
- society of interactive entertainment developers dedicated to improving our
- industry by advancing the careers and interests of its members. Also, we
- don't limit membership to one group of people or another. Like the Computer
- Game Developers' Conference, the CGDA is for everybody with an interest in
- interactive entertainment and multimedia.
-
- So, you're probably wondering, what does it cost, and what can it do for you?
- You can join as a Charter Member from now through October 31, 1994 at a
- special discount rate of $50 -- $25 off the normal rate of $75. The initial
- membership period will run from the day you join through December of 1995 --
- more than a full year's membership for LESS than the annual rate. And all
- members receive an additional $25 discount off the 1995 Conference.
-
- To find out what all the CGDA is planning to do, see the enclosed brochure --
- there's too much to list it all here.
-
- We hope you'll join us.
-
- Sincerely,
-
-
- Ernest W. Adams
- CGDC Director
-
-
- ******************************************************************************
- ******************************************************************************
- (brochure)
-
-
-
- What is the CGDA?
-
- The CGDA is an association of interactive entertainment professionals
- dedicated to serving the careers and interests of its members. It's not a
- trade association or a union. The purposes of the CGDA are:
-
- * to foster information exchange among professionals in the industry
-
- * to represent the community of interactive entertainment developers
- when policy issues arise in industry or government
-
- * to increase artistic and financial recognition for developers
-
- * to enhance the quality of interactive entertainment and educational
- software
-
-
- Why should I join the CGDA?
-
- The most important reason for joining the CGDA is that it lets you participate
- in a community of people with similar interests and concerns. The CGDA will
- take an active role in helping to set government and industry policy on
- important issues such as software ratings. In addition, the CGDA will offer a
- variety of services to its members, designed to assist them in their careers.
- They are described in more detail inside.
-
-
- What does it cost?
-
- If you join before October 31, 1994, you'll be eligible for the Charter Member
- rate of $50 for the rest of 1994 and all of 1995! After that, membership will
- cost $75 for 1995. (Foreign memberships will be somewhat more.)
-
-
- Is somebody making money off this?
-
- No. The CGDA is temporarily being operated by the Computer Game Developers'
- Conference, which is providing financial support. Once a critical mass of
- members is built up, it will be incorporated in the state of California as a
- non-profit organization.
-
-
- What happened to CEDA?
-
- CEDA hasn't gone away; it was reorganized to create the new organization. If
- you are a paid-up member of CEDA, congratulations! Your membership rolled over
- into the CGDA, and you don't have to do anything more. You're already entitled
- to all the benefits of the CGDA.
-
-
- Is this really an effort to set up a union?
-
- Definitely not. The CGDA does not negotiate contracts, participate in
- collective bargaining, or set work rules. While we are concerned about working
- conditions for interactive entertainment developers, we also know that many
- developers are worker-owners. We want to be of service to all developers,
- without regard for whether they are "labor" or "management."
-
-
- Are there corporate memberships?
-
- No. The CGDA is being established to address the needs of developers as
- individuals. We hope to provide value to owners of small development companies,
- but our first obligation is to people. Memberships are for individuals only,
- and are not transferable.
-
-
- What does Devcon have to do with this?
-
- For several years the Computer Game Developers' Conference has received
- requests to set up a professional association. Given that demand and a
- galvanizing issue -- software ratings -- the CGDC decided it was time to act.
- The Conference is operating the CGDA and offering financial support until it
- gets off the ground. After that, they will be completely separate
- organizations, although they will cooperate on a number of projects together.
-
-
- Why "Computer Game"? I'm a multimedia developer!
-
- Frankly, the reason is name recognition. Right now, the Computer Game
- Developers' Conference is the most well-known and respected conference in the
- interactive entertainment and educational software industry, and we hope that
- will encourage people to join. Also, the CGDC and the CGDA's goals are very
- similar: to provide an important service for all members of our community.
- We want to let people know that they can expect the same commitment to their
- concerns from us as from the Conference. If the demand warrants, we'll take
- up the issue of the name at our next annual meeting.
-
-
- Who's actually in charge?
-
- The Association is being run by a Steering Committee until it is incorporated
- and elections can be held. The Steering Committee consists of David Walker
- (the founder of CEDA), Ernest Adams (a director of the CGDC), Jon Freeman
- (treasurer of CEDA), Kevin Gliner of Cinematronics, and Susan Lee-Merrow
- (also a director of the CGDC).
-
-
- When are the meetings held?
-
- The CGDA's annual meeting will be held at the Computer Game Developers'
- Conference, at the Westin Hotel in Santa Clara, California. The Conference
- will run from April 22-25, 1995. The exact time of the meeting has not yet
- been set.
-
-
- How do you pronounce "CGDA"?
-
- We suggest "sig-da," or just "the association" to distinguish it from "the
- conference." Just don't confuse us with the ACM's Special Interest Group
- on Design Automation, SIGDA.
-
-
- How to get in touch with us:
-
- Some of this information may be temporary. The most important thing is to keep
- your mailing information up-to-date with us, so that we can contact you if
- there are any changes.
-
- Computer Game Developers' Association
- 5339 Prospect Road, Suite 330
- San Jose, California 95129
-
- (415) 856-4263, extension 5
- fax: (415) 965-0221
-
- Please note that, in order to keep costs down, this phone line is not staffed
- by a live person. Leave a message and someone from the CGDA will return your
- call as soon as possible.
-
-
-
- CGDA MEMBER BENEFITS
-
- The CGDA plans to offer a variety of member benefits. Not all of these are in
- place at the moment, but we intend to implement them all within the first year:
-
-
- DISCOUNTS ON PRODUCTS AND SERVICES
-
- * All CGDA members will receive a $25 discount on registration
- at the 1995 Computer Game Developers' Conference.
-
- * We're currently negotiating with Game Developer magazine and
- Computer Gaming World to obtain discounts on subscriptions for
- our members.
-
-
- NEWS AND INFORMATION
-
- * Membership includes a subscription to the CGDA Report, a
- newsletter containing articles, interviews, and other features
- of interest to CGDA members.
-
- * A special area dedicated to CGDA activities and issues within
- the Computer Game Design Round Table on GEnie.
-
-
- CAREER ASSISTANCE
-
- * An on-line resume database, where you can upload your own
- resume and search the available resumes for people you'd like
- to hire.
-
- * Special resources and materials to help people newly entering
- the industry.
-
-
- LOCAL AND SPECIAL CHAPTERS
-
- * The CGDA provides an umbrella for grassroots organizations
- which want to organize for interactive entertainment-related
- purposes. There are two kinds of these: local chapters of the
- CGDA, which hold regular meetings in a specific place to
- discuss topics of general interest; and special chapters which
- meet to discuss special topics. If you're interested in forming
- one of these, give us a call.
-
-
- LEGAL AND POLITICAL ACTIVITIES
-
- * Representing the interests of our members in discussions of
- government and industry policy, at both the local and national
- level.
-
- * Coordinating letter-writing campaigns to educate policymakers
- about the interactive entertainment and educational software
- industry.
-
- * Writing friend-of-the-court briefs for ongoing legal actions
- of concern to our members.
-
- * Creating educational materials for developers to help them
- learn the legal pitfalls of software development and publishing.
-
-
- ******************************************************************************
- ******************************************************************************
-
- COMPUTER GAME DEVELOPERS ASSOCIATION
- MEMBERSHIP APPLICATION
-
- (Please use one per person)
-
-
- Name:_________________________________________________________________________
- Title:________________________________________________________________________
- Company:______________________________________________________________________
- Address: _____________________________________________________________________
- City:__________________________________ State:___________________Zip:_________
- Home phone :___________________ Work ___________________Fax:__________________
- (home phone number will remain confidential)
- E-mail:____________________ (please use Internet addressing style if possible)
-
- Occasionally we may share addresses with interactive entertainment related
- companies or sister organizations.
-
- [] check here if you prefer not to be listed in the
- directory of members.
-
-
- Membership dues:
-
- Please write the correct amount in the column at right, then total at the
- bottom.
-
- CHARTER MEMBERSHIP (only if postmarked by Oct. 31, 1994): $50 _____
- REGULAR MEMBERSHIP (if postmarked after October 31, 1994): $75 _____
- Foreign mailing surcharge for non-US memberships: $10 _____
-
- Total dues included: _____
-
-
- Payment: [] Check in US funds
- [] VISA
- [] MasterCard
- (Sorry, American Express thinks we're too small to
- deal with)
-
- Card #: __________________________________ Expiration date: ___________
- Name on card, if different from above: _________________________________
-
- Make checks payable to: "Computer Game Developers' CONFERENCE."
-
- Mail this form with payment to:
-
- CGDA
- 5339 Prospect Road, Suite 330
- San Jose, CA 95129
-
-
- THIS IS THE FINE PRINT, BUT READ IT ANYWAY
-
- Membership is individual, non-transferable, and non-refundable. Sorry, no
- purchase orders. Form must be accompanied by payment. No group or other
- discounts are available; it's a bargain as is. You are responsible for
- obtaining a correct postmark. Not responsible for loss or damage. Lock
- your car.
-
-
- For Customer Service, call (415) 856-4263, extension 5. In order to keep
- costs down, this line will not be answered by a live human. Please leave a
- message and someone will call you back.
-
-
- MEMBER SURVEY
-
- Please answer the following questions. The information collected in this
- survey will be used to endorse one (or none) of the game rating systems.
-
- 1. Do you support ratings for interactive entertainment?
-
- [] yes [] no
-
- 2. Should game ratings be broken down by minimum age recomendations (eg.
- the way the MPAA rates movies), or content-based descriptions (eg. separate
- labeling for sex, violence, etc):
-
- [] age-based [] content-based
-
- 3. How much should it cost to have a product rated:
-
- [] Free [] $25 [] $100 []$300 [] $500 [] $1500 [] $1500
-
- 4. Should ratings be determined by:
-
- [] the developer/publisher [] an independent review board
-
- 5. What length of time is acceptable for an independent review board to rate
- a product (assuming you cannot ship your product until it has been reviewed):
-
- [] 24 hours [] 3 days [] 1 week [] 2 weeks [] 4 weeks
-
- Please write any additional comments regarding ratings on the back of this
- form.
-
-
- ******************************************************************************
- ******************************************************************************
- (newsletter)
-
-
- CONTENTS
-
-
- CGDA President's Letter..............................Ernest Adams
- From the Editors.....................................Kevin Gliner
- Jim Cooper
- Video Uzis and Real Blood............................Charles B. Kramer
- Ratings: From Washington
- Ratings: From the IDSA
- Ratings: From the SPA
- Video Games Rating Act of 1994
- A Developer's Guide to Working With Industry Press...Ellen Guon
- Dare We Ask "Why?"...................................Jeff Johannigman
- Online Multiplayer Games, Part 1.....................Carrie Washburn
- From Computer Game to Video Game At Sega.............Nic Lavroff
- The Future of Sound..................................Doug Cody
- The Hunt Is On.......................................Kay Sloan
- Quoted
- Timeline
- In Future Issues
-
-
- *******************************************************************************
-
-
- CGDA PRESIDENT'S LETTER
-
-
- The first question everybody asks is, "Why?" "Why do we need a Computer Game
- Developers Association?"
-
- You can find the answer in the evening newspaper. Or worse yet, on the TV
- news.
-
- Interactive entertainment is under attack these days. People who've never
- paid the slightest attention to computer games, video arcades or educational
- software are suddenly convinced we're poisoning their children's minds. They
- see a couple of video games on TV and they're sure our entire industry is
- riddled with sex and violence.
-
- That's just wrong. The vast majority of computer and video games are fun and
- wholesome entertainment. You know it and I know it. But the public, and the
- press and the government -- they don't know it.
-
- It's time someone told them the truth.
-
- But who's going to do it?
-
- The publishers could do it. They've got a lot to lose. But they have a
- particular slant: making money, beating the competition. Can we count on
- them to stand up for our concerns as individual developers? Can we count on
- them to stand up for the creative freedom that is our right and our duty, to
- ourselves and our customers? Can we count on them to stand up for our
- obligation to live up to our own consciences?
-
- I don't think so. There's already a movement afoot among some of the
- publishers to relieve you of your creative freedom and your moral
- obligations: to hand those off to a group of judges who will review your
- work and decide what is "acceptable" for whom and what is not.
-
- That's not good enough. Let the publishers speak for themselves and their
- concerns. We need to speak for ourselves and our concerns.
-
- Right now, we cannot speak -- we, the individual developers of interactive
- entertainment and educational software. We have no voice. In a public
- debate, if you have no voice, you cannot participate. You are powerless.
-
- The CGDA gives us that power.
-
- By joining the CGDA you'll lend your name, your experience and your voice to
- the debate. You'll have someone to stand up for you when the time comes.
- You'll know that you are being heard and that someone is representing your
- interests.
-
- Read the enclosed leaflet about the CGDA. It's not just about software
- ratings; it's about community service. About doing things to make our lives
- easier and our products better.
-
- We hope you'll join us.
-
-
- Ernest Adams
- August, 1994
-
-
- ******************************************************************************
-
-
- FROM THE EDITORS
-
-
- Ratings are the question on everyone's mind these days -- why they are
- happening, what form they will take and, most importantly, who will be
- imposing them. The significance to game developers is not lost on us; we've
- devoted more than a third of the pages in our premier issue to the subject.
- Charles Kramer leads things off by analyzing the current ratings proposals
- and examining their First Amendment implications. We then hear from the
- advocates themselves with supporting pieces directly from the IDSA, SPA and
- Congress. We have even gone so far as to include the complete text of the
- Video Games Rating Act of 1994.
-
- But the CGDA is not just about ratings, and neither is this newsletter. We
- aim to provide you with a range of material you cannot find anywhere else:
- material of interest or use to you because you don't just play games, you
- create them.
-
- To that end, you'll find several practical articles in the following pages.
- A good review can make or break a product so our Interviewer Extraordinaire,
- Ellen Guon, talked to Computer Gaming World's Editor-In-Chief Johnny Wilson
- about working with the computer press.
-
- For those interested in cartridge publication, perhaps of existing computer-
- based titles, Nic Lavroff outlines the product acquisition process at Sega.
-
- Few doubt multiplayer games will be a dominant portion of the industry in
- future. Carrie Washburn looks at where things stand today in the first of
- two articles about online services and the state of the art in multiplayer
- entertainment.
-
- Another rapidly changing area is how we use sound in our products. Doug Cody
- explains the present and future of sound and digital mixing.
-
- Two timeless questions about jobs in the industry -- how to get them and how
- to fill them -- are answered by Kay Sloan.
-
- Finally, Jeff Johannigman asks us to consider why we do what we do and to
- reach beyond our current designs to create interactive art.
-
- Welcome to the first newsletter of the Computer Game Developers Association.
- Because our needs, your needs, are so special, we invite you emphatically to
- participate. Suggestions, questions, novel ideas, or just a desire to
- address the industry at large -- any one is reason enough to drop us a line
- by email, fax, or phone. You can also join in online discussions about the
- articles in these pages on GEnie, CompuServe and America Online.
-
-
- Kevin Gliner
- Jim Cooper
-
-
- ******************************************************************************
-
-
- VIDEO UZIS AND REAL BLOOD: THE COMING OF RATINGS ON COMPUTER GAMES
-
- by Charles B. Kramer, Esq.
-
-
- The nine year-old rapist, the five year-old arsonist, the fourteen year-old
- outside of a bank cash machine who says "give me your money, or I'll shoot,"
- and then does: grounded in fact or not, the common perception is that
- violence is becoming more common, more random, and more often committed by
- youth with no more remorse than a game player atomizing video aliens. With
- the perceived increase in real violence has come an increase in the view
- that media violence, including game violence, is the cause, and that
- customers should be forewarned by ratings.
-
- And ratings are coming. Germany already restricts the sale of games that a
- government board determines "harmful to young persons." Violators can be
- imprisoned. In England, games carry stickers advising parents of their
- suitability for different ages ("Jurassic Park" is suitable for children over
- eleven, "Mortal Kombat" for those over fifteen). Efforts are also underway in
- other countries.
-
- In the United States, a number of games companies -- among them Megatech
- Software, Sierra, and Virgin -- already rate some of their games for violent or
- "mature" content with designations like "PC-17" and "Parental Discretion
- Advised." Apogee Software began identifying its most violent games with its
- very funny -- and very accurate -- "PC-Profound Carnage" warning on game screens
- and advertisements at least as early as 1992. But when Acclaim Entertainment
- Ltd.'s martial-arts "Mortal Kombat" (with scenes of ripped spines) and Sega of
- America Inc.'s "Night Trap" (with scenes of blood sucked from the necks of
- scantily clad young women) were released last year, a public uproar
- followed. Some stores responded by stopping sales. Not long after, U.S.
- Senator Joseph Lieberman (D-Conn.) called for congressional hearings into
- videogame violence. The result is a proposed Act, and a threat, and a
- headlong industry rush to self-regulation.
-
- The Act is the "Video Games Rating Act of 1994", introduced in February into
- the Senate by Lieberman and Senator Herb Kohl (D-Wis.), and into the House
- of Representatives by Representative Tom Lantos (D-Cal.). The Act would
- establish a government commission to "coordinate with the video game
- industry" in the development of a "voluntary" rating system for computer,
- arcade and home video games. The threat is that if the commission determines
- that the voluntary system is insufficient, the commission may (in the words
- of the Act) "promulgate regulations requiring manufacturers and sellers" of
- games to include ratings. More disturbingly, several states, including
- California, Florida and Michigan, are considering far more restrictive
- game-related laws. One, for instance, would reportedly make the sale or
- rental of an "excessively violent" video game a criminal offense.
-
- In response to this threat, the games industry is quickly moving to
- establish ratings on its own. If the voluntary system appeases Congress and
- is in place in time for the next Christmas selling season, the Rating Act
- will die. "We prefer self-regulation to government regulation," Senator Kohl
- has said, "but make no mistake about it: We will move ahead if you fall
- behind."
-
- TWO SYSTEMS
-
- The games industry's rating efforts are split into two camps: one led by the
- newly created Interactive Digital Software Association (IDSA), and the other
- led by the Computer Game Ratings Working Group, consisting of over
- twenty-five members of the Software Publishers Association (SPA) and four
- shareware trade associations (represented by Karen Crowther).
-
- THE IDSA SYSTEM
-
- IDSA is principally composed of cartridge-based video game publishers,
- including Nintendo, Sega, Konami, Atari, Acclaim and Electronic Arts, many
- of which are not U.S. based. In its proposed system, publishers would submit
- a game, a $500 fee, a videotape showing game play including "extreme
- portions," and some other information to an IDSA "Ratings Board." The board
- would consist of educators, parents, child development experts and others,
- and be headed by an executive director -- currently Arthur Pober -- chosen by
- the IDSA's directors, all of whom represent IDSA member companies. The
- identities of the Ratings Board will not be disclosed to the public or to
- IDSA staff.
-
- The Ratings Board would issue ratings based on a review of the videotape and
- other submitted material -- a recognition, perhaps, that reviewing every game
- scene, including all the hidden ones, would require the week-long efforts of
- a roomful of fourteen year-olds. Publishers can appeal the ratings their
- games get. IDSA's proposed ratings are value-judgment based, and would
- consist of broad age category designations ("children 12 years and under"),
- supplemented with descriptive phrases from a long list that includes
- "needless blood and gore," "use of drugs" and "blasphemy."
-
- THE SPA SYSTEM
-
- The SPA, which is mostly known for its work against software piracy, is
- composed of many small and large software companies, many of which,
- including Microsoft, Interplay, Maxis and LucasArts Entertainment, produce
- computer-based games. The SPA and its shareware partners represent nearly
- 3,000 software developers and publishers.
-
- Unlike IDSA's Ratings Board, which remains connected to IDSA, the SPA's
- proposed Review Panel would be connected to a wholly independent new entity
- called the Recreational Software Advisory Council (RSAC). The Council would
- include an Advisory Committee, and would be governed by a board whose voting
- members would consist of four representative software developers and
- publishers and five representatives of non-industry interests, such as
- teacher and parent organizations.
-
- Publishers would submit a game, a low or nominal fee and a "disclosure
- statement" to the Council's Review Panel. The disclosure statement would
- consist of answers entered on a computer program to questions like "does
- this title contain any violence that results in audio distress by a sentient
- object?" The program would generate ratings based on the answers. In certain
- circumstances, ratings would be based on actual game reviews. The SPA's
- proposed ratings avoid value judgments, and would consist of a five point
- scale ranging from "general audience" to "extreme content" on each of 3
- categories: "violence," "nudity/sex" and "language."
-
- The IDSA and SPA have held talks toward either merging their ratings
- procedures or at least adopting a common set of ratings standards and
- symbols. Either would lessen customer confusion and end the competition
- between IDSA and SPA for Congressional approval of their plans. Neither is
- likely to happen, in part because IDSA won't give up control to the sort of
- independent entity that the SPA favors. The SPA and its shareware partners
- also have expressed concern that the IDSA system, with its videotape
- requirement and possible inability to review timely the pre-Christmas rush
- of software based games, favors the video-based business of most IDSA
- members.
-
- Even if it means having two or more concurrent systems, self-regulation
- could solve big industry problems. Besides forestalling federal action, it
- could forestall the much more feared possibility of inconsistent state
- regulation. But self-regulation also creates uncertainties and raises
- questions.
-
- For instance:
-
- * How valid is the threat of government required ratings, that possibly
- more vigorous self-regulation is supposed to avoid?
-
- * What recourse will publishers have who find their unrated or
- undesirably rated games cannot be be distributed? Unfortunately, this
- question is hardly theoretical, since executives from Wal-Mart, Toys "R" Us
- and Babbage's have already committed not to sell unrated games.
-
- * When the inevitable lawsuits come alleging that a game has injured a
- player -- and there have already been such lawsuits -- will games ratings
- affect a determination as to whether games can cause an injury for which
- publishers can be sued?
-
- The power of governments to require game ratings is limited by the First
- Amendment and other laws. Self-regulation is limited by the antitrust and
- other laws. And ratings, at least of the subjective "children 12 years and
- under" type, could increase publisher liability for the alleged consequences
- of playing games. But these are big subjects, and each may be the subject of
- a future article in this newsletter. The balance of this article examines
- the First Amendment, and the threat of government-required ratings.
-
- THE FIRST AMENDMENT
-
- The First Amendment of the U.S. Constitution provides, in part, that
- "Congress shall make no law . . . abridging the freedom of speech. . . ."
- Like lots of legal statements, its meaning is something other than its
- literal words.
-
- While the amendment appears only to limit federal legislative action, it has
- been interpreted in light of other amendments also to limit state
- legislative action. The First Amendment also limits non-legislative sorts of
- government action. The power of individuals to bring lawsuits based on
- libel, for instance, is subject to the First Amendment's limits on the power
- of courts to restrict or impose penalties for speech. And while the First
- Amendment appears to be absolute -- it says, after all, that Congress shall
- make no law -- "obscene" speech can be prohibited on the ground that it's not
- speech at all, and "indecent" speech, misrepresentation and speech likely
- to incite imminent lawless action can in various degrees be restricted or
- penalized. Speech can also be restricted as an incidental effect of a law
- that serves some other legitimate state interest -- like the way an interest
- in safe roads allows local authorities to require permits defining the time
- and place of protest marches.
-
- Whether the power of governments to require game ratings is limited by the
- First Amendment raises three questions: whether games contain protectible
- speech; if so, whether government ratings would "abridge" the expression of
- such speech; and if so, whether such abridgment is justified because games
- are dangerous.
-
- DO GAMES CONTAIN PROTECTED SPEECH?
-
- The First Amendment guarantee of freedom of speech extends to all artistic
- expression. The Supreme Court has observed that "[e]ntertainment, as well
- as political and ideological speech, is protected; motion pictures, programs
- broadcast by radio and television, and live entertainment, such as musical
- and dramatic works, fall within the First Amendment guarantee." One Supreme
- Court justice noted that "the First Amendment draws no distinction between
- the various methods of communicating ideas." Despite these broad principles,
- the answer to the first question -- whether games contain protectible
- speech -- is actually unsettled.
-
- In cases involving video game ordinances, which among other things may
- regulate whether video game arcades can operate during school hours, a
- number of courts have found that games do not contain protected speech. This
- view is based on the belief that games do not communicate sufficient
- "information" or "ideas" or "expressive content." A player striving to shoot
- down invaders, one court explained, is insufficient.
-
- Whatever the merits of this view in the context of video game arcades, it
- makes little sense in the context of game ratings. If games have no content,
- how can there be anything to rate? David Sheff, in his recent book about
- Nintendo, observes that Nintendo's Mario may send the messages "kill or be
- killed. Time is running out. You are on your own." Sheff also quotes the
- view of Donald Katz in a February 1990 Esquire magazine article that "the
- lesson from Mario is 'there's always somebody bigger and more powerful than
- you are . . . [and] even if you kill the bad guys and save the girl --
- eventually you will die'."
-
- But whether games contain protected speech shouldn't turn on whether they
- convey a message that can be expressed in words. As one court explained,
- since nude dancing, which is no more "informative" than video games, is
- protected by the First Amendment, video games should be protected too.
- Another court pointed out that since games are like movies -- an analogy that
- is more compelling now than when it was made in 1982 -- games deserve First
- Amendment protection as much as movies do. That games are entitled to
- First Amendment protection is clearly the better view, if not a settled one.
-
- WOULD GOVERNMENT RATINGS ABRIDGE SPEECH?
-
- The second question -- whether government ratings abridge the protected speech
- in games -- is more difficult. A government ratings system that banned sales
- of games, even if only to certain ages, would certainly be an abridgment. In
- theory, however, the game ratings that Congress is contemplating would be no
- more than information labels, and would be no more unconstitutional than a
- law requiring labels on cans of string beans identifying vitamin content.
- Not surprisingly, the senators behind the Video Games Rating Act take the
- position that the Act would not violate the First Amendment. Jamie Schwing,
- legal counsel for Senator Kohl, has said "[w]e are not censoring or banning
- any games. We are trying to set up a system that protects kids and gives
- information to parents and consumers."
-
- This statement seems disingenuous, since the real purpose of those behind
- the Rating Act is clearly to pressure game manufacturers into producing less
- violent games. On May 2, 1994, for instance, Senators Kohl and Lieberman
- wrote a letter to major retailers, urging them to sell only games using the
- IDSA approach to ratings. "We ask that you commit to sell only interactive
- entertainment products rated by an independent, pre-market rating process,"
- the senators wrote, "and that you make it clear that software initially
- rated by publishers will not be carried."
-
- Any system of required ratings backed by official "advice" that limits
- distribution of unrated material is potentially illegal. For that matter,
- industry-imposed ratings backed by such advice could be illegal too. In
- 1986, for instance, then Attorney General Edwin Meese's Commission on
- Pornography sent letters to twenty-three convenience store companies,
- threatening to list them in the Commission's final report as distributors of
- pornography unless they contested the accusation. Playboy and Penthouse went
- to court, and a federal judge made the preliminary determination that the
- Commission had probably acted unconstitutionally by sending the letter.
- The Kohl and Lieberman letter is different -- for one thing, it did not
- threaten government action -- but coercion was equally its purpose, so it may
- also violate the First Amendment.
-
- ARE RATINGS JUSTIFIED?
-
- The answer to the third question -- whether ratings are justified because games
- are dangerous -- may depend on the standard being applied. If ratings
- incidentally abridge speech, they would at least have to serve a substantial
- government purpose that cannot be achieved by a less restrictive method. If
- games are not protected by the First Amendment, they would still need to be
- at least reasonably related to legitimate government concerns.
-
- Whether games or any other works that depict violence are dangerous has been
- controversial for at least 30 years. George Gerbner, a professor, defined
- media violence years ago as "[t]he overt expression of physical force
- against self or other compelling action against one's will on pain of being
- hurt or killed, or actually hurting or killing," and included within this
- definition "physical force" in the forms of slapstick comedy, humorous
- cartoons, accidents, illness such as cancer and natural catastrophes. Using
- this test, Gerbner in one year determined that the most violent television
- show was "I Dream of Jeannie." Gerbner is still around and, interestingly,
- applauds the hiring of Arthur Pober as the executive director of IDSA's
- Ratings Board.
-
- Some ratings systems are premised on the notion that media violence is less
- dangerous if justified by the situation in which it occurs. The IDSA ratings
- proposal implicitly adopts this view by using descriptions that will only be
- applied if game blood, gore, or injury to humans is "needless." Some experts
- believe, however, that unjustified violence is the safest type, since
- violence used by a hero figure is more likely to arouse imitation. In light
- of the degree of uncertainty as to what game play if any is dangerous, a
- strong argument can be made that ratings are not justified by any legitimate
- government concern.
-
- FREEDOM TO NOT SPEAK
-
- Apart from the First Amendment danger that ratings will limit what games are
- distributed is the possibility that by requiring ratings the government
- would be requiring certain opinions to be expressed. By rating types and
- quantities of game violence, for instance, publishers express the opinion
- that such distinctions mean something. By using a value-judgment based
- system which contains "appropriate" age, "needless" violence and "blasphemy"
- descriptions, publishers also express opinions about psychology,
- appropriate social values and religion.
-
- Since the freedom to express ideas includes the right to refrain from
- expressing them, the government can almost certainly not impose a
- value-based ratings system any more than New Hampshire was able to penalize
- those who covered the state motto "Live Free or Die" on automobile license
- plates because they disagreed with it.
-
- CONCLUSION
-
- Government-required ratings would likely violate the First Amendment because
- they are not justified by their expressed purpose, and because they would
- effectively force games companies to express opinions they may not believe. A
- voluntary ratings system backed by "advisory" letters or other coercion from
- government officials might also violate the First Amendment.
-
- Even self-regulation without government coercion could change which games
- get to market and which do not. In the 1950s, public outrage about violent
- comic books followed a similar pattern of attempted legislation followed by
- self-regulation. Comics that passed a "voluntary" prescreening of
- storylines and artwork could display a seal. When distributors and
- wholesalers refused to handle comic books without the seal, twenty-four of
- the twenty-nine publishers of crime comic books went out of business.
-
- ------------------------------------------------------------------------------
-
- CHARLES B. KRAMER is a member of the New York and Illinois Bars and has
- practiced law in New York City since 1982, including at Lord, Day & Lord.
- His practice includes corporate, copyright and trademark law, including for
- clients in the software development and other information businesses. He can
- be reached at (212) 254-5093 or 72600.2026@compuserve.com.
-
- ******************************************************************************
-
-
- FROM WASHINGTON
-
-
- The following are excerpts from materials provided by the respective offices
- of two of the legislators sponsoring the "Video Games Rating Act of 1994."
-
- FROM SENATOR JOSEPH LIEBERMAN (D-CONNECTICUT):
-
- Any rating system proposed by the video game industry will be subject to
- charges that it is not objective, that it will bend to the marketing whims
- of the companies that pay its bills. To gain the public's trust it is
- imperative that those responsible for rating games be absolutely insulated
- from pressure by the industry and be free to rate without fear or favor.
-
- There must be a range of views expressed on the rating panel. The panel
- should include men and women, parents and educators (in short, the panel
- should reflect the public rather than the industry.)
-
- One of the most exciting aspects of the video game industry is the pace of
- technological development. But rapid change also points out the need for the
- rating system to be flexible enough to handle tomorrow's games as well as
- today's. Thus, we have asked that the rating board define its mission
- broadly to cover all interactive video games, including games played on
- personal computers as well as on closed platform systems.
-
- The ratings should provide as much information about the reason for the
- rating as possible. For example, if the game has sexual content, that should
- be clear in the rating. The same should hold true for violence and for
- offensive language.
-
- The ratings must have tough, conservative standards, lest the confidence of
- parents be lost. If you rate a game as being OK for kids and we still find
- blood and guts on the screen, then in my view the rating is meaningless.
-
- If the industry does its job [to create an independent rating system], we
- will have accomplished our job, and our legislation would become
- unnecessary. And that would be fine with me. However, the key will be the
- effectiveness of the rating system in providing parents with the information
- they need and want about the content of these games. Until a good rating
- system is in place, we won't be pulling the plug on our bill.
-
- If the video game industry had practiced self-restraint before now, we
- wouldn't be here today.
-
- FROM REP. TOM LANTOS (D-SAN FRANCISCO):
-
- I was visiting my grandchildren and I had the opportunity to see some of the
- games that they were playing which were given to them as gifts. I must say
- that I was shocked by some of the garbage that was in these games. And as I
- have looked further into the subject, I have been sickened by what I have
- seen. The gratuitous violence and explicit sex on some of these games would
- be offensive to most adults and is certainly not appropriate for children.
- The least we can do as a civilized society is warn parents of the filth that
- is in some of these games.
-
- Games such as "Mortal Kombat", which allows the victor to kill the loser by
- tearing out his heart, by electrocuting him, by pulling his spine out or by
- decapitating him, and "Night Trap", where three men in black masks burst into
- the bedroom of a woman in a flimsy negligee, then drag her off and hold her
- down while a fourth attacker plunges an electric drill in her neck, are
- clearly the type of material that should carry understandable,
- indestructible warning labels to help parents monitor their children's play.
-
- A rating system must be credible and enforceable. Everyone who profits in
- the manufacture and distribution of these products must be held accountable
- to ensure that no games reach the market without a rating. For example, as a
- means to enforce their rating system, I see no reason why the interactive
- entertainment industry doesn't simply refuse to sell to retailers that
- choose to sell unrated games.
-
- I strongly urge the industry to consult with teachers, parents and other
- experts, in addition to interested Members of Congress, on how to implement
- a credible and fool-proof rating system before millions of dollars are spent
- by the industry on a rating system that turns out not to be effective in
- providing parents with important information about the content of games.
- Because if the industry doesn't get it right the first time, our legislation
- would establish an independent commission to do it for them.
-
- -------------------------------------------------------------------------------
-
- Senator Lieberman's office can be reached at (202) 224-4073; (202) 228-3792 fax
-
- Rep. Lantos's office can be reached at (202) 225-3531; (202) 225-3127 fax.
-
- *******************************************************************************
-
-
- FROM THE IDSA
-
- The Interactive Digital Software Association (IDSA) was formed earlier this
- year to represent interactive hardware manufacturers and software
- publishers. We will be involved in a number of issues, but at the moment our
- focus is on developing an independent rating system to give parents and
- other consumers the information they need to make informed interactive
- entertainment purchasing choices.
-
- The genesis of the rating system came last December when Congress gave the
- industry an ultimatum: self-regulate, or face legislation mandating a
- government rating system. Meanwhile, at the state level, several legislators
- were introducing their own bills to label or rate interactive entertainment
- products. We felt strongly that self-regulation was much preferable to
- Federal mandates and multiple state laws.
-
- Consequently, we have established an independent rating board which is
- developing a rating system based on two major principles.
-
- First, the system must be credible. Consumers and policymakers must feel
- that they can trust the system to provide understandable, accurate, unbiased
- information. To this end, our independent rating board is soliciting input
- on the rating system from consumers, retailers and experts in children's
- issues. And we have agreed that products submitted to the system will be
- rated by an independent third-party rating board before they are shipped.
- The system will be flexible enough to meet the production and marketing
- schedules of all publishers. All products, regardless of platform, will be
- rated in five to seven days, and publishers can submit a range of materials,
- as long as they give raters a complete picture of the content which will
- drive the rating.
-
- Frankly, the IDSA itself had its doubts about prior review when we began our
- process. We considered a "registered disclosure" type of honor system, which
- would clearly have been an easier answer for industry. But members of
- Congress, child experts, retailers and consumers made it clear that anything
- less than pre-market review would be inadequate to head off legislation.
- That conclusion has been validated by harsh Congressional attacks on the
- registered disclosure model, the latest coming June 30th at a hearing of the
- influential House Subcommittee on Telecommunications and Finance.
-
- Second, the rating system must carefully strike a balance between meeting
- consumers' needs and the needs of our industry. We're committed to making
- the system work for all platforms, and in recent weeks we have modified it
- in several ways to address concerns expressed to us by others in the
- software industry. For example, the Interactive Multimedia Association
- expressed concern over the scope of the products eligible for a rating. So
- we have made it clear that the rating board does not intend to rate
- instructional, commercial, or business software, software sold through
- non-retail channels, or software being distributed on bulletin boards
- (unless the individual publishers ask it to do so). Moreover, we are
- examining the feasibility of developing a sliding cost scale for shareware
- and other small publishers, and have already agreed to modified submission
- requirements for shareware products.
-
- The rating board is continuing to solicit input on the system and welcomes
- any ideas which will help result in a system which works effectively for
- everyone.
-
- ------------------------------------------------------------------------------
-
- Editor's Note: The IDSA has announced it will use the following symbols and
- categories for its ratings system: "EC" (early childhood, ages 3 and up); "KA"
- (kids to adults, ages 6 and up); "T" (teen, ages 13 and up); "M" (mature, ages
- 17 and up); "AO" (adults only). Doug Lowenstein, lobbyist for the IDSA, can be
- reached at (202) 739-0204.
-
- ******************************************************************************
-
-
- FROM THE SPA
-
- The Software Publishers Association (SPA) formed the Computer Game Ratings
- Working Group last January. It consists of over 25 SPA member companies
- including Interplay, Maxis and LucasArts Entertainment. It also includes the
- Association of Shareware Professionals (ASP), the Shareware Trade
- Association and Resources (STAR), the Educational Software Cooperative (ESC)
- and the Computer Game Developers Association (CGDA) [while the CGDA is
- participating in the Working Group, they have not yet endorsed a particular
- rating system -Ed.]. All told, the Working Group represents over 3,000
- software developers and publishers.
-
- The Recreational Software Advisory Council (RSAC) ratings program has been
- developed in consultation with media research experts and reflects many of
- the recommendations of interested groups in the fields of medicine and media
- research.
-
- INDEPENDENCE. Because industry self-regulation has serious drawbacks, RSAC
- will be organized as an independent nonprofit agency, outside of any
- industry trade association, that will administer the ratings program. This
- is in contrast to proposals that purport to "insulate" the ratings board
- within an industry trade association. Such approaches undermine objectivity
- and have been criticized by media researchers, because a trade association
- exists to represent members of the regulated industry, and because members
- of such ratings boards are employees of the industry trade association.
- Moreover, at least one survey shows that consumers prefer that an
- independent council, rather than industry, rate software titles by a
- three-to-one margin.
-
- PARTICIPATION BY PARENTS AND EXPERTS. The RSAC plan is now being reviewed by
- interested experts and will soon be available for comment by parents and
- other consumers, as well as retailers. The RSAC Governing Board and Advisory
- Committee will include not only parents and industry representatives but
- also other experts in media research and public health. Moreover, parents,
- educators and other experts will be in a position to control the policy and
- administration of RSAC because they will enjoy a majority of votes on the
- Governing Board and Advisory Committee.
-
- RATINGS CATEGORIES AND ICONS. The RSAC ratings categories will give
- consumers precise information by specifically identifying the type of
- content, in particular violence, sex/nudity, and language, that may be
- objectionable. RSAC uses numerical measures to identify the level of
- violence, sexual content, or profanity. To insure that the ratings program
- does not defeat its own purpose by restricting titles that advance anti
- violence themes, RSAC will have authority to consider the context in which
- the content is presented. This approach gives parents and consumers better
- product information, enabling them to better make choices based on their own
- preferences and judgment. By being informational but not judgmental, the
- RSAC ratings system will avoid the danger of imposing any one set of moral
- criteria upon consumers.
-
- RSAC will be open for business in time to rate software titles being shipped
- October 1, 1994.
- For a complete information packet on the RSAC ratings system, contact Sally
- Lawrence at (202) 452-1600 ext. 320, or check the SPAFORUM on CompuServe.
-
- *****************************************************************************
-
- THE VIDEO GAMES RATING ACT OF 1994
-
- BRIEF TITLE Video Games Rating Act of 1994
- H.R. 3785 (identical bill introduced into the senate by Senators
- Lieberman and Kohl is S1823)
- SPONSOR Tom Lantos
- DATE INTRODUCED February 3, 1994
- HOUSE COMMITTEE Energy and Commerce Judiciary
- OFFICIAL TITLE A bill to provide for the establishment of the
- Interactive Entertainment Rating Commission, and for
- other purposes.
- Feb 3, 94 Referred to House Committee on Energy and Commerce.
- Mar 4, 94 Referred to subcommittee on Commerce, Consumer
- Protection and Competitiveness.
- Feb 3, 94 Referred to House Committee on the Judiciary.
- May 24, 94 Referred to Subcommittee on Economic and Commercial Law.
- CO-SPONSORS: Glickman, Maloney, Morella, Smith (NJ), Shay,
- Johnson (SD), Lloyd, Bereuter, Frost, Hughes,
- E.B. Johnson, Orton, Parker, Taylor (MS), Gejdenson,
- Hinchey.
-
- 103d CONGRESS 2D SESSION
-
- A BILL
- To provide for the establishment of the Interactive Entertainment Rating
- Commission, and for other purposes. Be it enacted by the Senate and the
- House of Representatives of the United States of America in Congress
- assembled,
-
- SECTION 1. SHORT TITLE AND PURPOSE.
- (a) SHORT TITLE -- This Act may be cited as the "Video Game Rating Act of
- 1994."
- (b) PURPOSE -- The purpose of this Act is to provide parents with
- information about the nature of video games which are used in homes or
- public areas, including arcades or family entertainment centers.
-
- SECTION 2. DEFINITIONS.
- For the purposes of this Act --
- (1) the terms "video games" and "video devices" mean any interactive
- computer game, including all software, framework and hardware necessary to
- operate a game, placed in interstate commerce; and
- (2) the term "video game industry" means all manufacturers of video games
- and related products.
-
- SECTION 3. THE INTERACTIVE ENTERTAINMENT RATING COMMISSION.
- (a) ESTABLISHMENT -- There is established the Interactive Entertainment
- Rating Commission (hereafter in this Act referred to as the "Commission")
- which shall be an independent establishment in the executive branch as
- defined under section 104 of title 5, United States Code.
- (b) MEMBERS OF THE COMMISSION -- (1)(A) The Commission shall be composed of 5
- members. No more than 3 members shall be affiliated with any 1 political
- party. (B) The members shall be appointed by the President, by and with the
- advice and consent of the Senate. The President shall designate 1 member as
- the Chairman of the Commission. (2) All members shall be appointed within 60
- days after the date of the enactment of this Act.
- (c) TERMS -- Each member shall serve until the termination of the
- Commission.
- (d) VACANCIES -- A vacancy on the Commission shall be filled in the same
- manner as the original appointment.
- (e) COMPENSATION OF MEMBERS -- (1) Section 5314 of title 5, United States
- Code, is amended by adding at the end thereof the following new item:
- "Chairman, Interactive Entertainment Rating Commission." (2) Section 5313 of
- title 5, United States Code, is amended by adding at the end thereof the
- following new item: "Members, Interactive Entertainment Rating Commission."
- (3) The amendments made by this subsection are repealed effective on the
- date of termination of the Commission.
- (f) STAFF -- (1) The Chairman of the Commission may, without regard to the
- civil service laws and regulations, appoint and terminate an executive
- director and such other additional personnel as may be necessary to enable
- the Commission to perform its duties. The employment of an executive
- director shall be subject to confirmation by the Commission. (2) The
- Chairman of the Commission may fix the compensation of the executive
- director and other personnel without regard to the provisions of chapter 51
- and subchapter III of chapter 53 of title 5, United States Code, relating
- to classification of positions and General Schedule pay rates, except that
- the rate of pay for the executive director and other personnel may not
- exceed the rate payable for level V of the Executive Schedule under section
- 5316 of such title.
- (g) CONSULTANTS -- The Commission may procure by contract, to the extent
- funds are available, the temporary or intermittent services of experts or
- consultants under section 3109 of title 5, United States Code. The
- Commission shall give public notice of any such contract before entering
- into such contract.
- (h) FUNDING -- There are authorized to be appropriated to
- the Commission such sums as are necessary to enable the Commission to carry
- out its duties under this Act, such sums to remain available until December
- 31, 1996.
- (i) TERMINATION -- The Commission shall terminate on the earlier of (1)
- December 31, 1996; or (2) 90 days after the Commission submits a written
- determination to the President that voluntary standards are established that
- are adequate to warn purchasers of the violent or sexually explicit content
- of video games.
-
- SECTION 4. AUTHORITY AND FUNCTIONS OF THE COMMISSION.
- (a) VOLUNTARY STANDARDS -- (1) The Commission shall (A) during the 1-year
- period beginning on the date of the enactment of this Act, and to the
- greatest extent practicable, coordinate with the video game industry in the
- development of a voluntary system for providing information concerning the
- contents of video games to purchasers and users; and (B) 1 year after the
- date of enactment of this Act -- (i) evaluate whether any voluntary standards
- proposed by the video game industry are adequate to warn purchasers and
- users about the violence or sexually explicit content of video games; and
- (ii) determine whether the voluntary industry response is sufficient to
- adequately warn parents and users of the violence or sex content of video
- games. (2) If before the end of the 1-year period beginning on the date of
- the enactment of this Act, the Commission makes a determination of adequate
- industry response under paragraph (1)(B)(ii) and a determination that
- sufficient voluntary standards are established, the Commission shall --
- (A) submit a report of such determinations and the reasons therefore to the
- President and the Congress; and (B) terminate in accordance with section
- 3(i)(2).
- (b) REGULATORY AUTHORITY -- Effective on and after the date occurring 1 year
- after the date of the enactment of this Act the Commission may promulgate
- regulations requiring manufacturers and sellers of video games to provide
- adequate information relating to violence or sexually explicit content of
- such video games to purchasers and users.
-
- SECTION 5. ANTITRUST EXEMPTION.
- The antitrust laws as defined in subsection (a) of the first section of the
- Clayton Act (15 U.S.C. 45) and the law of unfair competition under section 5
- of the Federal Trade Commission Act (15 U.S.C. 45) shall not apply to any
- joint discussion, consideration, review, action, or agreement by or among
- persons in the video game industry for the purpose of, and limited to,
- developing and disseminating voluntary guidelines designed to provide
- appropriate information regarding the sex or violence content of video games
- to purchasers of video games at the point of sale or initial use or other
- uses of such video games. The exemption provided for in this subsection
- shall not apply to any joint discussion, consideration, review, action, or
- agreement which results in a boycott of any person.
-
- *******************************************************************************
-
- A DEVELOPER'S GUIDE TO WORKING WITH INDUSTRY PRESS:
- INTERVIEW WITH JOHNNY WILSON
-
- by Ellen Guon
-
- (This is the first in a series of "Developer's Guide" articles)
-
- Everyone knows that game reviews are important to the financial success of a
- game product. A top trade magazine can have a distribution of over 100,000 a
- month, reaching a huge percentage of our market. A full-color ad in a top
- magazine can cost $2,000 . . . so a two-page review can have a value of
- $4,000 at no cost to the developer except time, effort and a little
- expertise at working with the press. But how many developers know much about
- the press or how to interact with them?
-
- To answer these questions, we talked with Johnny Wilson, Editor-in-Chief of
- Computer Gaming World (CGW) magazine. Johnny has been working with CGW for six
- years, with eleven years as a professional journalist. He reviews roughly
- fifty games each year, as well as assigning and editing articles, planning
- editorials, covering industry news and one of his favorite activities,
- "schmoozing with industry personalities."
-
- ELLEN GUON: How many games does CGW review?
-
- JOHNNY WILSON: Roughly thirty online and print magazine feature reviews a
- year. Our Prodigy reviews per month (roughly twenty-five) overlap with some
- of the games we cover in CGW.
-
- EG: With those numbers, the odds aren't good that a developer's game will
- be reviewed. How can a developer increase those odds?
-
- JW: We try to cover every game that we believe will have an impact on our
- readers. Any game that is getting attention from our readers is going to get
- attention from us. We feel obligated to cover the major releases, but we are
- a staff full of gamers and we are constantly looking for those innovative,
- up and coming, quality publishers that can capture our imagination with a
- quality game.
-
- The games I (personally) preview or review must all have what we jokingly
- call the "coolness" factor. Russ (Sipe), Alan (Emrich) and I have all
- interviewed Sid Meier and borrowed his "technical" term for innovative and
- attractive ("cool"). There must be some new approach, whether in interface,
- design or technology, to capture my somewhat jaded interest.
-
- Sometimes, but not often, the graphics and music provide the coolness
- factor. Sometimes, the approach to a story, interface, puzzles, character
- interaction or even victory conditions will attract me.
-
- EG: What do you look for in a game?
-
- JW: I look for a subject matter that intrigues me. I want to be pulled into
- that subject matter in such a way that my "suspended disbelief" quotient is
- very high and my chance of being pulled back into the mundane world is
- reduced for every minute of play. I want to feel that my input makes a
- difference in the game (i.e. I want feedback!).
-
- I want to feel that I have a legitimate chance to succeed. I want a minimum
- of deja vu. I don't play games to feel like I've been here before. I want to
- be inspired. If a game doesn't cause me to do extra research on a subject,
- it hasn't really captured me. And I want to have such a satisfying
- experience that I can reflect on it afterward, as though my vicarious
- experience through the onscreen character or representation has been an
- authentic personal experience.
-
- EG: What are some immediate "turn-offs" in games, things that will generate
- a negative review?
-
- JW: What I really hate is when a company's public relations people, the
- producer or designer of a game set me up for a unique new product and I find
- that it has copied from every successful game in that genre without risking
- anything innovative. Featureitis is another factor. If I get the feeling
- that something has been included in a game just because they can do it, I
- lose my cool. User-unfriendliness, whether due to clunky interfaces, lazy
- programming, mindless marketing decisions or crummy installation procedures
- is very likely to flash a red cape before my eyes. Of course, finding out
- that another publication has a copy of the game before we do is not the type
- of thing that will endear a product to our hearts.
-
- EG: What can a developer do to encourage CGW to review a game?
-
- JW: We need to know about the product early. We need to know what the
- developer is trying to do differently (our verbal nondisclosure is solid).
- We need to be updated periodically. A fax or voice mail saying, "we've got
- this feature working" or "we're having to change the design" will keep the
- product in front of us. We need product as soon as possible . . . after it's
- on the shelves is too late! . . . and we need multiple copies of that
- product.
-
- EG: What is your preferred mode of working with developers when you're
- reviewing their game?
-
- JW: On a preview, we like to be able to contact the developer directly so
- we can get past problems and make occasional bug reports. On a review, we
- prefer to approach the product just like a gamer would approach it. We
- usually don't contact the developer on a review. However, we often bug them
- to death when it's time to do the strategy article.
-
- EG: What is the worst thing a developer can do to you, to inhibit or damage
- a review of a game?
-
- JW: Call us up and start listing features. Another bad approach is to keep
- calling us and ask us what we think of a game. We know developers are
- anxious to hear that opinion, but we are often on a very tight schedule and
- may not have been able to look at it in a reasonable time table, according
- to the developer's calculations. Guess how terrible we feel when we haven't
- yet formed an opinion?
-
- EG: Can you tell any positive stories about working with developers?
-
- JW: Before Interplay was a publisher, they were the best developer to work
- with. They were aggressive at keeping us informed about product and were one
- of the first developers to trust us with Beta (versions). We looked at
- "Wasteland" early on and even lobbied for some design changes. Between Brian
- Fargo and Michael Stackpole, we were kept very well-informed on the
- project's status and, hence, were able to stay excited about it, even when
- it was delayed. Interplay's track record of dealing with us as a developer
- made it easier for them to get coverage as a new publisher. In fact, the
- "Neuromancer" cover was probably as much a result of the groundwork laid on
- "Wasteland" as anything they pitched on "Neuromancer."
-
- EG: How about horror stories on working with developers?
-
- JW: Horror stories involve pushy developers who are so convinced that they
- have the latest and greatest that they don't hear your questions, developers
- who won't even talk "off the record" with the press for fear we'll spill
- their ideas, developers who want us to review the "demo" (making us wonder
- about some reviewers), developers who wait too long to get us product (if
- they are self-distributing), developers who will not trust us with Beta
- (software) because they are afraid it will "prejudice" our final view of the
- game and developers who are not aware of what has already been published.
-
- EG: What can developers do to help you review their games?
-
- JW: We appreciate designers who are "delicate" with us when we goof and
- "patient" when we don't make connections. Graeme Devine ("The Seventh Guest",
- Trilobyte/Virgin Games) was marvelous at correcting me with a witty fax.
- Mark Baldwin ("The Perfect General", White Wolf Productions/ QQP) has been
- terrific about staying in touch, even when CES plans or game convention
- plans went awry. Online notes are always welcome, public or private. Peter
- Oliphant ("Lexicross", Interplay) and Tom Zelinski ("GemStone III", Simutronics
- Corporation) have often provided timely insights in this manner.
-
- [Developers can] keep us informed and follow up to make sure that their
- publisher/distributor gets us the product before it hits the stores. If
- not, it's easy for them to get lost in the flow.
-
- EG: You work closely with the PR departments at the different companies,
- right?
-
- JW: This industry has a surprisingly informed core of PR professionals. In
- this industry, most of the PR personnel know their products. I legitimately
- respect those professionals who: a) know their companies and product lines;
- b) know our magazine, readership and reputation; c) are both efficient in
- providing product and honest in answering questions; and d) believe that
- their job is supposed to be fun.
-
- PR Departments are wonderful tools for organizing products, photos and
- information and getting it disseminated. We often ask them to set up
- interviews and demonstrations, as well as use that wonderful tool known as
- Federal Express to get materials at the 11th hour.
-
- EG: What can a developer do to help their publisher's PR and marketing
- department with regard to the press?
-
- JW: If I were a developer, I would make sure that I knew what PR person was
- assigned to my product. I would put pressure on the publisher to schedule
- him/her to spend time with at least one new build of that product per month
- so that he/she will know how to describe it to the press (and which press to
- describe it to) when they start pitching stories.
-
- I would follow up and make sure that the PR person knew when the product was
- going to be mastered and that they received product in time to get it to the
- magazines promptly. I would tell them which magazine's readership repre-
- sented my target group and try to get them to pitch that magazine,
- regardless of circulation.
-
- I would make sure the PR/Marketing departments at my publisher were informed
- of contest possibilities within my game. I would make sure that I was
- available to do any kind of tour, trade show or interview that the
- PR/Marketing types deemed important.
-
- EG: Objectivity is often considered to be a problem with industry press.
- You mentioned a publisher who canceled four months of advertising after a
- bad review.
-
- JW: He wasn't the first and he won't be the last.
-
- EG: How do you maintain objectivity in your reviews?
-
- JW: We expect our reviewers to have a critical point of view. That's not to
- be confused with a negative point of view. The critical point of view thinks
- about the product and puts things into perspective. The non-critical review
- simply describes what's there and, at best, offers a bottom line opinion or
- numerical rating at the conclusion.
-
- Every article gets read by a minimum of three editors. In our case, they are
- editors with lots of gaming experience. Sometimes, three or four of us will
- gather around a screen and see if we have a consensus with the original
- writer. There is a healthy amount of discussion in our editorial department.
- We also pay attention to the feedback we get from our readers. There is
- nothing more sobering than a letter from an angry reader, and we read them
- all.
-
- EG: Any last comments for the developer community?
-
- JW: Just remember, at least at CGW, our real weakness is loving to have the
- inside story!
-
- ------------------------------------------------------------------------------
-
- ELLEN GUON is a game designer, writer and producer who worked on over twenty
- entertainment and educational software titles. Ellen has worked on projects
- for Electronic Arts, Origin Systems, Compton's NewMedia and Sierra On-Line.
- She is currently the president of Illusion Machines Inc., a development
- group specializing in Windows games.
-
- ******************************************************************************
-
- DARE WE ASK "WHY?"
-
- by Jeff Johannigman
-
- I feel quite honored that the editors have invited me to write a piece for
- this first issue. As fellow pioneers in the frontier of interactive
- entertainment, we need to share with each other what the territory we're
- exploring looks like. We need scouting reports on where the fields are
- fertile or the soil rocky. We need more opportunities to discuss what we are
- doing and how we are doing it. And for the first issue of this newsletter,
- I'd like to take a step back and examine why we are creating the works we
- are creating.
-
- First, we need to decide whether we are artists creating a new form of
- expression, or merely craftsmen catering to our audience's desire for
- harmless diversion. Those among us who choose the latter can stop reading
- now and be content in commercial success as your motivation.
-
- However, if we aspire to be artists, it's time to dig deeper and understand
- what is the purpose behind our acts of creation. Perhaps the oldest and most
- common drive for creation comes from the human desire for immortality.
- Through art, we make something that outlives us. It worked for Shakespeare,
- Beethoven and Michelangelo. But when it comes to our medium, SF author Bruce
- Sterling said it most clearly at the 1990 Computer Game Developers
- Conference:
-
- "For God's sake don't put my books into the Thomas Edison kinetoscope.
- Don't put me into the stereograph, don't write me on the wax cylinder,
- don't tie my words and thoughts to the fate of a piece of hardware,
- because hardware is even more mortal than I am, and I'm a hell of a
- lot more mortal than I care to be."
-
- So you can just dump those thoughts of artistic immortality into a landfill
- with the finest Apple II and Atari VCS games. Though today we may critique
- the aesthetic merits of "The 7th Guest" and "Myst," in just a few very short
- years they'll be as forgotten as "Murder on the Zinderneuf" and "Trust and
- Betrayal."
-
- The second reason artists create is "because it's there." In my book, that's
- either a non-answer for the ignorant and apathetic, or the ravings of a mad
- genius whose sense of purpose is so sublimated that it emerges as visions
- and voices from the subconscious. I'll grant the visionaries a great deal of
- credit, for they have created some of the most inspiring works of art
- mankind has beheld. But most of us can't lay claim to such a strong sense of
- inspired vision.
-
- Much more prevalent in our industry is "because we can." Many of us are so
- attracted to the power of new technology that we just have to see what we
- can create with it. Now our works feature higher frame rates, photorealistic
- images, cinematic animated intros, digitized and really cool explosions,
- just "because we can." This is the fine, time-honored rationale of mad
- scientists from "Frankenstein" through "Jurassic Park." Technology for the sake
- of technology, technology without a purpose, technology without thought of
- its social implications, technology without a soul. A frightening thing
- indeed. "Because we can" is the equivalent of saying "we don't care whether
- it's used for good or bad, we just want to play with it."
-
- The only truly noble purpose for creating art is to better humanity. For
- some artists, that means sharing an insight into what it means to be human.
- For others it's teaching an object lesson in universal human values. In
- almost all cases, it means making you feel something. True art can make you
- laugh or cry, can anger or frighten you, can send your heart soaring or cast
- it into depths of depression. It is through this emotional response that the
- artist's message burrows past your intellect and into the subconscious.
-
- Even the most inane and juvenile forms of artwork have some value-based
- message at their core. Comic book heroes defeat their opponents not just
- from superior might, but because they have a moral center and sense of
- justice that the villains lack. The most insipid episode of "The Beverly
- Hillbillies" still shows the importance of down home honesty and openness
- over urban guile and vanity. It reaffirms some common values that we as a
- society need to share.
-
- Our industry has recently come under fire from parents' groups and
- legislators who fear, mostly out of ignorance, that we are addicting their
- children and exposing them to graphic violence. I put no more credence in
- their rabble-rousing paranoia than most of you do. Unfortunately, when it
- comes to defending our games from such attacks, the best social benefits we
- usually come up with are "they improve hand-eye coordination," "they develop
- problem-solving skills," or "they can be educational, like Carmen SanDiego"
- (a solitary example, created nearly a decade ago). Once those arguments are
- exhausted, we find ourselves borrowing the same "freedom of speech" defenses
- used by the Ku Klux Klan, Neo-Nazis and other groups whose social benefits
- are dubious at best.
-
- It all leads me to think about what we really are giving our audience. The
- "problem-solving skills" we espouse usually reduce to choosing the proper
- martial kick, fireball spell, or sidewinder missile to make our lives
- better. Even in non-violent storytelling games, the player's important
- decisions usually mean using the blue widget stolen in room thirty-two to
- unlock the door to room forty-seven. These are not decisions that require
- courage, honesty, compassion, or any other basic value at the core of the
- most simplistic stories.
-
- A more personal case hit home last fall when a game I produced, "Master of
- Orion," generated a small controversy. Some politically correct game players
- were up in arms over the depiction of all humans in the game as white males.
- In their straining to pick their politically incorrect nits, none of our
- players seemed to realize that the entire point of the game was to conquer
- the galaxy through a policy of racial genocide. Compared to your average
- "Master of Orion" player, Hitler was a rank amateur. The simple fact that the
- other races were ugly insects, lizards and robots made it fun and socially
- acceptable. (I'd be tempted to re-release the game substituting Jews, blacks
- and gays, but I think the world is not ready for that.)
-
- "Master of Orion," like most of our games, reduces quickly to a mere exercise
- of intellect or dexterity. The only emotions we know how to generate are the
- thrill of victory or the agony of defeat. We create contests without moral
- context, without choices of truth, courage, compassion, generosity, justice,
- or sacrifice. It is easy for our games to establish the evil of a bad guy,
- but then we give our players little opportunity to choose good. Rather, we
- encourage them to be just as ruthless and merciless as the evils that oppose
- them. By reducing all of our challenges to intellectual puzzles or dexterity
- contests, we have removed any emotional or ethical content to them. Without
- that, our games are not art. They're mental masturbation.
-
- At this point, I hear you all saying, "lighten up, it's only a harmless
- game." And I agree that we have been creating simple games which, I hope,
- are mostly harmless. I am not writing this to condemn us all, or give us a
- massive guilt trip. Instead, I want to challenge us to do what the most
- mediocre writer of "Gilligan's Island" can do. Create art. Create something
- that makes you feel genuine emotion. Create something that gives you ethical
- choices. Create something that reaffirms basic human values. Create
- something that gives you an insight into what it means to be human.
-
- If we wish to call ourselves artists, if we aspire to ever produce our own
- "Citizen Kane" or "Hamlet" or "Heart of Darkness", then we must create art that
- means something.
-
- ------------------------------------------------------------------------------
-
- JEFF JOHANNIGMAN has produced over 50 games, including "Master of Orion,"
- "Ultima: The Savage Empire" and "Ultima: Runes of Virtue." Since 1983, he has
- worked with many of the industry's biggest publishers, including Electronic
- Arts, Origin, MicroProse and Dynamix. He currently resides in Austin, Texas
- where he is producing a strategy game for MicroProse Software.
-
- ******************************************************************************
-
- ONLINE MULTIPLAYER GAMES: WHAT ARE THEY? WHO'S BUYING THEM?
-
- by Carrie Washburn
-
- (Part 1 of 2 parts)
-
- Online multiplayer games are games played on commercial consumer services,
- such as CompuServe (CIS), America Online (AOL) and GEnie. Generally, these
- games allow large numbers of persons (sometimes more than a hundred at a
- time) from all over the world to compete against one another or against
- computer-generated creatures.
-
- TYPES OF ONLINE GAMES
-
- Online games come in three basic types: text, front-ended and graphical user
- interface (GUI). These types of games have appeared on the market roughly in
- that order.
-
- A text game is either ASCII or ANSI text. These are still quite popular on
- many online services due to their inherent ability to allow any person on
- any computer or terminal type to play with no more advantage than any other
- player. These games are the oldest in the market. Some examples of these
- types of games are "Island of Kesmai," "MUD II," "Dragon's Gate" and "GemStone
- III."
-
- Text games have been enhanced by the arrival of front ends (FEs). The FEs
- generally present game information in a more useful fashion. Some FEs have
- static graphics. In the past, FEs were generally written by the player
- population. Recently, the job of FE development has been taken over by the
- game developer. Player-written FEs tend to optimize game play, making play
- unequal for those who don't have the capability to use the front end.
- Developer-written FEs are designed specifically to prevent this problem.
- Good examples of developer-written FEs are the Windows interfaces for
- "Hundred Years War" and "Stellar Emperor."
-
- GUI-based games require a specific game program running on your local
- computer; the GUI is an inherent part of the product. There are, of course,
- problems with this type of game since you have to specifically support
- versions of the GUI for each platform. This adds to the development time for
- the product. The benefit of this form of game is that the capabilities of
- the local computer can be used to augment the software running on the online
- service. Good examples of GUI games are "SVGA Air Warrior," "MultiPlayer
- BattleTech" and "Cyberstrike."
-
- STYLES OF ONLINE GAMES
-
- There are four basic styles of online games: role-playing, simulator,
- classic and turn-based. These are by no means hard and fast categories.
- There are games which cross the line between two or more of them, but in
- general these are the four most popular styles of games currently found on
- commercial services.
-
- Role-playing games found on commercial networks are in the standard formats
- you find in almost every other type of role-playing event: fantasy, medieval
- and adventure. The most popular of these games are "Dragon's Gate," "Island of
- Kesmai," "MUD II," "GemStone III," "Neverwinter Nights (AD&D)" and "MultiPlayer
- BattleTech."
-
- The current online games involving simulators are mostly vehicle simulations.
- Most are based on history or fantasy. There are few, if any, simulations using
- the latest game technology. In the online world, "simulator" is becoming
- synonymous with "GUI." This is due to the need for the processing power of the
- local computer. Examples of this style of game are "Air Warrior," "MultiPlayer
- BattleTech," "Cyberstrike," "Sniper!" and "Multiplayer Red Baron."
-
- The classic game is the broadest of the game styles. This style encompasses
- all parlor and card games. These can range from poker to trivia to board
- games. Every service has some capability to support this style of game. The
- most popular of these are "Rabbit Jack's Casino," "NTN Trivia" and "RSCards
- Poker," "Bridge" and "Chess."
-
- The fourth style is turn-based games. These games are probably one of the
- growing areas in the online industry since the turn length and the amount of
- play is variable and can fit into anyone's time schedule and pocketbook. As
- with classic games, turn-based is a rather broad category with just about
- any type of game fitting into it. Among the most popular are "Rebel Space,"
- "CEO," "Quantum Space" and "Galaxy."
-
- ELEMENTS OF SUCCESSFUL ONLINE GAMES
-
- There are four important elements of online games that every developer needs
- to remember from the beginning of the game design: a low learning curve,
- ease of social interaction, depth of play and breadth of play.
-
- Most online games have a fairly high learning curve, simulations higher than
- most. The best way to keep new players is to make as few barriers to entry
- as possible. It is important that players begin enjoying the world quickly
- and easily. A tutorial, off-line practice mode or, as in "Air Warrior", a
- special training function will all make a game easier to learn.
-
- Social interaction must be the backbone of every online game. Flash and
- sizzle will bring folks into a game, but the socialization will keep them.
- If it is not allowed and encouraged, the game will not be popular for long.
- As important as it is, socialization can't be forced. Let players develop
- their own communication within the game setting, and, where possible, don't
- limit communication opportunities to game settings alone.
-
- Care must be taken to ensure that a low learning curve does not mean that
- the game is slim on features for advanced players, and hence slim on depth.
- Players expect to have fun as their abilities increase. Boredom is the
- fastest way to lose players. The developer should always plan to add new
- features on a regular basis. Anticipation of new features will go a long way
- to keeping players, as long as the promised features don't become a promised
- dinosaur.
-
- Along with depth, breadth of play must be provided. The developer cannot
- force players to play a certain way or on a particular schedule. The game
- design must provide features for the beginner and the advanced player, the
- casual player and the high-roller.
-
- ONLINE SERVICES
-
- Following is a discussion of the major online services including points of
- contact, membership totals, game interests, tools and information about
- contracts.
-
- AMERICA ONLINE (AOL)
- Vienna, Virginia (850,000 members)
- CONTACT: Scott Gries; (703) 448-8700
- ACCEPTING: Proposals for any style game.
- TOOLS: AOL generally does not allow developers to work on their Stratus
- mainframes and, as of this writing, has not activated the capability to
- design and develop on Intels and transfer code. The normal development
- method is for the developer to make code which is sent to AOL and ported by
- the staff to work on their proprietary backbone code.
- AVERAGE DEALS: AOL has been known to provide development and advance fees in
- the past. They can be stingy on royalty rates but are known to have gone as
- high as 15% on excellent products.
-
- COMPUSERVE INFORMATION SERVICES (CIS)
- Columbus, Ohio (1.5 million members)
- CONTACT: Jim Pasqua or Kevin Knott; (614) 457-8600
- ACCEPTING: Proposal for any style game but especially Role-Playing Games.
- TOOLS: Developers currently can work in BSDI UNIX with X.25 protocol.
- Products can now run on separate Intel platforms off their DECs, so
- developers can work in ANSI C at home and transfer code electronically.
- Developers can also work on the DECs in several older languages, including
- compiled BASIC.
- AVERAGE DEALS: CIS normally wants exclusives. Royalties range from 8 to 12%
- in most cases. CIS is not known for providing any up-front or advance fees
- for development.
-
- DELPHI INTERNET SERVICES
- Cambridge, MA (180,000 members)
- CONTACT: Ben Feder; (617) 441-4516
- ACCEPTING: Delphi has made a public commitment to work with Kesmai ARIES,
- Ltd. in the development of games. It is best to contact Kesmai ARIES for
- information on development opportunities.
-
- eWORLD
- Apple Online Services; Cupertino, CA
- CONTACT: Hartley Lesser; (408) 974-9860
- (Publicly available as of June 20, 1994. Some analysts predict that eWorld
- will have as many as 700,000 users one year after going live.)
- ACCEPTING: eWorld is currently available for the Macintosh with Windows
- capability predicted to be available in 1995. They are currently accepting
- applications for any style of entertainment or edutainment game. Currently,
- eWorld is working with developers on 7-bit ASCII-style games. Proposals for
- graphic games will be accepted with development to begin in late 1994 or
- early 1995.
- TOOLS: eWorld does not have the facilities in-house to support development
- boxes. They will work with the developer to connect to the games through a
- remote managed gateway. The gateways are all UNIX-based. eWorld supports SUN
- and SCO environments. eWorld also will put the developer in touch with a
- management house where the games can be run.
- AVERAGE DEALS: Deals vary based on the experience of the developer and
- exclusivity arrangements. Deals can include upfront development fees and
- advances against royalties in addition to any product royalties.
-
- GEnie
- Rockville, Maryland (400,000 members)
- CONTACT: Bruce Milligan; (301) 340-5184
- ACCEPTING: Proposals for any style game
- TOOLS: While GEnie is currently limited to a proprietary C compiler on their
- Mark III software system, they are working to expand their development
- capabilities to support an HP/UX UNIX environment. GEnie is currently
- working with their developers to convert existing game products to ANSI C on
- UNIX systems.
- AVERAGE DEALS: One of GEnie's emphases has always been online games. There
- is a rumor that development money has dried up; however, advances against
- royalties are possible. GEnie is known to provide more development advances
- than any other service. Royalty rates range from 10 to 20%, depending on the
- product.
-
- THE IMAGINATION NETWORK (INN)
- Oakhurst, CA (40,000 members)
- CONTACT: Mike Kawahara; (209) 642-0700
- ACCEPTING: Proposals for any style game, as long as it's graphicsbased.
- TOOLS: INN is a UNIX shop, running mostly on networked 486 machines. INN
- also has made a public commitment to having 50% of their future products
- come from third party developers.
- AVERAGE DEALS: INN is aggressively moving to acquire third party product.
- Royalties range from 5 to 10% in most cases but can be negotiated. Upfront
- money is available for those with a good track record in the computer games
- or online market.
-
- KESMAI ARIES, LTD.
- Charlottesville, Virginia
- CONTACT: John Taylor; (804) 979-0111
- (Kesmai is a provider to third party services. Products currently available
- to GEnie subscribers. Soon to be available to subscribers of Delphi and
- Concentric Research Interactive Services (CRIS).)
- ACCEPTING: GUI and FE based games only for DOS, Windows and/or Macintosh.
- Particularly interested in sports games; however, proposals for any style
- game will be given consideration.
- TOOLS: Kesmai ARIES is a UNIX shop. They can handle UNIX varieties for SUN,
- SCO, LINUX and HP/UX. There are libraries available to support the developer
- in communications and multi-user connections as well as some basic protocol
- functions. Developers can do their development either on their own UNIX
- system or on the development machines at Kesmai.
- AVERAGE DEALS: There are no average deals with Kesmai ARIES. The royalty
- rates are negotiable based on the experience of the developer in online and
- computer games market. Development funds and advances against royalties are
- available for those with a good track record.
-
- MPG-NET
- Key West, Florida (10,000 members)
- CONTACT: Shaune Morley; (800) GET-GAME
- ACCEPTING: Proposals for any style game as long as it is graphical.
- TOOLS: MPG-Net is a UNIX shop. The company supplies libraries for
- Communications, Client/Server interface and GUI development for DOS engines.
- The developer can either develop on their own host (which must support BSD
- Sockets) or develop on an MPG-Net computer by dialing in over the Internet
- or through the CIS network.
- AVERAGE DEALS: Royalties can reach as high as 40 cents per hour depending on
- the experience of the developer and the amount of development fees and
- advances against royalties negotiated.
-
- PRODIGY
- New York (2.2 million members)
- CONTACT: Liz Santucci; (914) 448-8000 ext. 8568
- ACCEPTING: Proposals for any style game
- TOOLS: Prodigy is currently retooling their system to shift away from a
- NAPLPS to a more universal development environment. It is best to contact
- them directly for details on development possibilities and tools.
- AVERAGE DEALS: Rumor has it that Prodigy is generous in development fees.
- There is not much known about their royalty rates.
-
- ------------------------------------------------------------------------------
-
- CARRIE WASHBURN has worked on numerous multiplayer games, including
- MultiPlayer BattleTech and Island of Kesmai. She is currently working on an
- online version of Empire Deluxe. The basic contents of this article were
- developed as part of the 1994 Computer Game Developers Conference lecture
- she presented with Richard Mulligan of Interplay Productions.
-
- The games mentioned in this article can be found on the following networks:
-
- CIS: Island of Kesmai, Sniper!
- AOL: Neverwinter Nights, Rabbit Jack's Casino (also on QLink), Quantum Space.
- GEnie: Dragon's Gate, GemStone III, Island of Kesmai, MultiPlayer BattleTech,
- Cyberstrike, MUD II, Hundred Years War, Air Warrior, RSCards Poker
- (as well as Bridge and Chess), NTN Trivia, Galaxy.
- INN: MultiPlayer Red Baron.
- Prodigy: Rebel Space, CEO.
-
- ******************************************************************************
-
- FROM COMPUTER GAME TO VIDEO GAME AT SEGA
-
- by Nic Lavroff
-
- I have what must be one of the best jobs in the world. I work at Sega of
- America headquarters in Redwood City, California as associate director of
- product acquisitions. My job is to find great product to convert to run on
- our video game platforms.
-
- Games come to me from two sources: our parent company Sega Enterprises Ltd.
- (in Japan), and the ranks of computer game publishers. My group is equipped
- to handle all aspects of the acquisition process, from initial evaluations
- all the way through final negotiations.
-
- Sega platforms include:
-
- --Game Gear color portable (3.5 million installed base)
- --Genesis 16-bit home video game console (14 million installed base)
- --Sega CD Genesis add-on (1 million installed base)
- --32-bit Genesis addon called the 32X (due out Christmas 1994)
- --Sega Toy called the Pico (due out Christmas 1994)
- --Saturn 64-bit home video game console (due out in 1995).
-
- Some of our recent acquisitions have been "Eye of the Beholder" for the Sega
- CD (FCI and Pony Canyon) and "Doom" for the 32X (Id Software).
-
- We consider three things in any potential acquisition:
-
- 1. First, it has to be feasible. There is no point in evaluating a CD-ROM
- title for the Game Gear, for example. Processing speed of the target
- platform also is important.
-
- 2. Next, we have to be aware of potential limitations relating to input
- devices. If the game requires a mouse, the market may be more limited.
-
- 3. Finally, the game must be suited to our target audience. A game like
- "Doom" will be fantastically successful on our platforms; a crossword puzzle
- game will not do so well.
-
- Usually we can evaluate a game in one to two weeks. We try to get
- independent evaluations from at least three analysts in each of Sega's
- marketing, product development and third party licensing departments. Games
- are rated on ten attributes: concept, graphics, sound effects, music, play
- control, depth, challenge, play value, presentation and comparison to
- similar titles in the marketplace. All reviewers' evaluations are weighted
- and averaged, and the scores from all reviews are then averaged to produce
- one final score. If that is favorable and the execs sign off, the next step
- is to negotiate a deal.
-
- Negotiations can take anywhere from a few weeks to several months, depending
- on what is at stake and how many lawyers are involved. It is not unusual for
- a contract to go through ten or more drafts before everybody agrees.
-
- Terms vary depending on how the deal is structured. We usually pay a royalty
- based on unit sales, but the amount of the royalty as well as the advance
- depends on who actually does the development. If we do it, the amounts will
- be smaller.
-
- Sometimes we will just buy a license and undertake the development
- ourselves. On other occasions, we will hire a developer to convert their
- code to our platform as a "work for hire." When that happens we end up
- owning the code for that specific platform.
-
- The product acquisitions department usually only handles already-coded
- games. Game concepts that still must be produced would go directly to Sega's
- product development department. But both departments work closely together.
-
- If Sega will not publish a game, that does not mean it would not work on any
- of our platforms. Often games of high quality are not pursued due to
- marketing reasons. Sometimes these games are picked up by a Licensed Third
- Party Publisher. They may have more room in a particular category, or may be
- able to handle smaller production runs.
-
- Most of our submissions come from developers and publishers we already know.
- Our research on this is done mostly through the various trade publications,
- with a fair dose of footwork at both Summer and Winter CES. We also are
- approached by many developers directly.
-
- The world of floppies and cartridges is coming together, and not just in the
- new territory of CDs. For a good design, the choice of platform can become
- just another distribution decision.
-
- -----------------------------------------------------------------------------
-
- NIC LAVROFF is Associate Director of Product Acquisitions for Sega of
- America, Inc. Developers interested in submitting material should contact
- him at Sega of America, Inc., Third Party Licensing, 255 Shoreline Drive,
- Suite 400, Redwood City, CA 94065 or call Acquisitions Coordinator Tony
- Smith at (415) 802-3240.
-
- *****************************************************************************
-
- THE FUTURE OF SOUND
- by Doug Cody
-
- We're now over the top in 1994; the summer solstice has just passed. So
- what's the up and coming thing in game audio? Software-based,
- MIDI-controlled digital mixing, and more of it. Why, you might ask, when
- specialized hardware can do a better job? For one reason: virtually all
- audio cards have a DAC, making it the lowest common denominator in audio
- hardware. Both music and sound effects can be played simultaneously on a
- single DAC, via mixing. This, combined with a powerful base CPU, the 486, is
- creating an environment where every game developer can now spend CPU cycles
- on real-time mixing. In fact, I'm willing to predict the future sound card
- may be nothing more than a 16bit stereo DAC.
-
- The feasibility of digital mixing on the PC was proven through the early
- shareware MOD file players. The MOD file is roughly akin to a MIDI file but
- also contains digital samples for each instrument used in the sequence. This
- technology was derived from the Amiga, which had four digital audio channels
- in hardware. On the PC, the shareware programs will mix the four channels
- via the CPU and play it out the Sound Blaster DAC or, worse yet, the PC
- speaker or Adlib FM chip.
-
- In 1991, with a base platform of a 25mhz 386, a MOD file player could
- provide real-time mixing of 4 different sounds, provide pitch bend, panning
- and volume scaling. Of course, for a 386, there wasn't a whole lot of CPU
- left over for other work. Now, three years later, the base platform is a
- 33mhz 486, and moving up by a factor of DX2.
-
- Ever since MOD file players became popular on the PC, game designers have
- been delivering more titles using digital synthesis for both music and sound
- effects. Software-based solutions have become vogue. This year's most
- popular example is "Doom" (Id Software), with four channels of digital mixing
- and FM synthesis. Some titles from Apogee have up to eight channels of
- digital mixing.
-
- Where does MIDI fit in the digital picture? In simple terms, MIDI is nothing
- more than a control language which fires off sounds. It just so happens that
- most MIDI sounds are musical instruments. General MIDI goes one step further
- and defines what sounds are available for playing. In most cases,
- manufacturers have designed their wave table cards so the General MIDI
- instruments can be either customized or replaced altogether with
- user-defined sounds.
-
- MIDI does have an important role in the future of PC based audio synthesis
- (some debate how much of a role due to inherent limitations, but that's a
- subject for a later time). By using MIDI to describe the sequence of sounds,
- the underlying sound system can be made very flexible. This is important
- since we're about to look into how hardware assistance can be used in this
- model.
-
- Up to this point, my premise has been this: today's title developer is
- looking to create an audio software solution that fits as much hardware as
- possible. The DAC is the most common, most flexible piece of hardware. With
- the advent of cheap powerful PCs, software digital mixing is now a feasible
- solution. It is the lowest common denominator across all sound boards.
-
- Okay, software solutions are fine you say, but what about all the other
- hardware out in the market, such as the Turtle Beach Maui card, Advanced
- Gravis's Ultra-Sound or the Creative AWE 32? These cards can all perform
- digital mixing. What about DSPs?
-
- By taking the perspective of MIDI-controlled digital mixing, these hardware
- pieces fit nicely as hardware accelerators. Unfortunately, each one has its
- own unique approach that requires custom handling not always within the
- scope of the developer's designs.
-
- From listening to the software community, the hottest audio card would be a
- RAM-based wave table card with an MPU-401 interface. This card would allow
- developers to upload their sounds into on-board memory and be played under
- MIDI control.
-
- In reality, no card perfectly fits the bill. There's no doubt that the
- available hardware can provide better sound synthesis, but there are
- tradeoffs: custom (i.e. overly complex) hardware interfaces, proprietary
- software libraries that cannot be integrated, or not enough onboard memory
- to load the entire sound set. Above all, the biggest roadblock is the lack
- of a standard data format for digital sounds. Without a standard, title
- developers will have to ship unique sound files for each supported audio
- card.
-
- With a market of many competing hardware architectures, efforts are afoot to
- create standards for both software and data. Last year VESA set forth to
- solve the software interface issues. In February of this year, the VESA
- Audio Interface was ratified as an official VESA standard. On the data
- format side, the Interactive Musician and Audio Professionals Association
- has recently been formed to address these and other, broader concerns. The
- group's intent is to develop industry standards through association and
- alliances with other standards organizations.
-
- Until these standards are incorporated into hardware designs, software-based
- solutions will be the order of the day. Software digital mixing is moving
- not only across PC operating systems but across hardware platforms too. Here
- is a quick look at what is available as well as stuff in the works.
-
- In the DOS market, there are many software libraries that provide digital
- mixing. Most are custom in-house designs that are being written for in-house
- title development. Of the many commercial libraries available, the leading
- two come from Human Machine Interfaces and Non-Linear Arts (formerly Miles
- Design). Both of these packages provide digital mixing of up to 32 sounds.
-
- In the Windows world, Integrated Circuits Systems (ICS), the parent company
- of Turtle Beach Systems, has just announced a software digital synthesis
- engine available for license to any software developer. This system was
- developed by Seer Systems with funding from Intel. The important point here
- is that digital mixing is finally making its way to Windows. Microsoft, on
- the other hand, is working away on their digital mixing solution with a
- possible release in Chicago.
-
- MIDI-controlled digital mixing will soon become available on the Macintosh
- too. Apple is enhancing their sound manager to include MIDI sequencing which
- can drive either digital audio or external MIDI devices.
-
- By using a MIDI-controlled digital mixing approach, today's game developer
- can create a software solution that fits as much hardware as possible. The
- DAC is the most common, most flexible piece of hardware available. Digital
- mixing then provides the lowest common denominator approach, and fits nicely
- within the power curve of today's machines.
-
- ------------------------------------------------------------------------------
-
- DOUG CODY was a founding member of Media Vision (the company's first
- software engineer). He has been actively involved with game developers over
- the past four years, and led the VESA workgroups to create the VESA Audio
- Interface.
-
- ******************************************************************************
-
- THE HUNT IS ON-- TO HIRE OR BE HIRED
- by Kay Sloan
-
-
- Many of you look at the recruiting profession as a necessary evil -- or maybe
- even an unnecessary evil. I hope to change your mind in this article and let
- you see how a recruiter can really make your life easier, and to give you
- some insight on how best to take advantage of our services, whether you are
- looking to hire or be hired.
-
- If you are an employer I am sure I don't have to tell you how difficult it
- is to find good talent. It is the job of the recruiter to know where the
- talent is. Our biggest advantage is that we don't have the same restraints
- that you do when it comes to calling into your competition. You already have
- some access to people who are actively on the job hunt who may respond to
- advertising (along with about 3,000 other people who can barely read). Even
- though in our fast-paced industry there are numerous factors (mergers,
- restructuring, Chapter 13, etc.) that can put someone out of work (besides
- incompetence), the truth is that there is a good chance the people
- responding to advertising are not the cream of the crop. It is the employed
- talent that you probably want. Every recruiter knows that even the most
- satisfied employee can become a candidate when the right opportunity is
- presented.
-
- Many of you are reluctant to allocate money from your budget to pay a fee.
- But what you need to consider is the amount of time that is wasted (and
- therefore the amount of money wasted) during the hiring process. Do you
- spend endless hours going through resumes and interviewing only to end up
- hiring the first person that is remotely suitable and then spend the next
- two years complaining about your choice? Wouldn't it be better to let
- someone help you with the screening and send you only the best candidates so
- that you can be doing what you are really paid to do? It doesn't take too
- many weeks of being shorthanded and allowing projects to fall behind before
- you realize that the fee is a small price to pay for finding the best person
- quickly, the first time around.
-
- Something often overlooked is the recruiter's ability to bring the two
- parties together. Many times offers are not accepted, or never made based on
- poor communication between the candidate and the employer -- not because of an
- unsuitable match. A good recruiter has good lines of communication with both
- parties and is able to help alleviate misunderstandings and help with
- negotiations. I have often made the difference in whether a job was accepted
- or not by helping candidates understand what is realistic for them to expect
- in terms of money and title, something you the hiring employer would
- probably not be in a position to do.
-
- The best way to utilize a recruiter is to establish a relationship with one
- or two you feel you can trust. You need to make sure you are working with
- someone who knows your industry and your company. It is also important that
- you work with someone that you like and trust. Even though we work
- independently and are not officially on your payroll, we are still
- representing your job opening and your company. If you think the recruiter
- is obnoxious, or boring, or dishonest, or too pushy, then so will the people
- he or she calls to tell about your position, and unfortunately it will
- reflect on your company.
-
- It is also important that you do not engage a recruiter in a search if you
- are not serious about filling that position. It is a waste of both of your
- time, and a good recruiter may not want to risk wasting his or her time the
- next time you call and are really serious. By the same token, if a recruiter
- is continually sending you inappropriate candidates you may want to look for
- a different one.
-
- For a recruiter to be most effective you need to supply them with as much
- information as possible (which is why, if your time is valuable, it is
- important to limit the number of recruiters you use on any position). The
- better the job description and the more honest the salary range the more
- likely they are to come up with the right candidate. It is also important to
- provide information about your company and why it is a good place to work
- and why they might want to live where you are (assuming relocation is
- involved -- the Chamber of Commerce can sometimes help with this). The
- recruiter needs as many tools as possible to present your opening in such a
- way as to spark the interest of even happily employed people.
-
- The other important factor in the hiring process (not just with recruiters)
- is to move as quickly as possible through the interviewing/offer stage.
- Probably the most common reason that the perfect candidate is lost is that a
- company takes so long to make a decision that they lose interest in the
- position, lose respect for the hiring manager, or accept another offer.
-
- Another misconception many of you have is that you should put as many
- recruiters as possible on a position rather than retaining just one good
- one. You might think this will multiply the number of suitable candidates
- you receive, but it is more likely to discourage the recruiters from
- continuing to work on your positions. Therefore you will actually receive
- only the candidates they currently have in their files. You may also give
- the impression to the industry that you are having difficulty finding
- someone; therefore, there is something undesirable about the job or the
- company, and that is why so many recruiters are calling for the same
- opening.
-
- There are several reasons that someone looking for a job should use the
- services of a recruiter. First of all, our services are completely free to
- you. We work full time at knowing where the jobs are and what companies are
- good places to work. That is obvious. What might not be so obvious are the
- advantages of having a recruiter represent you. A good recruiter is going to
- present your background only to employers with whom they have a
- relationship. Because of this you can be assured that your resume will be
- seen by the right people. If you are sending your resume in response to ads
- then it is probably getting lost in a pile somewhere and may never be seen
- by the right person. If you are still employed then confidentiality is
- important. When a recruiter sends in a resume it usually goes directly to
- the person with the authority to hire. This assures you confidentiality as
- well as a far better chance that your resume will be seriously considered.
-
- Once again it is important to make sure that you work with someone you
- believe will represent you well. I do my job based on relationships. If I do
- not have a good relationship with the employer then I am probably not going
- to be as effective for you. If you don't like the recruiter, there is also a
- good chance the person doing the hiring may not either, and may not want to
- talk to them or deal with them -- which means that they may not ever find out
- about you, or even worse, decide not to interview you at all because they do
- not want to work with that particular recruiter. What that means to you is
- that the company cannot hire you for at least a year unless they want to pay
- a fee to the recruiter who first presented you to them. So do not
- indiscriminately give your resume to every recruiter who asks for it. No
- matter whom you are working with you should insist that you be notified
- before he or she presents you anywhere. This actually protects both of you.
-
- Whether you are looking to hire or be hired, when looking for a recruiter
- you should attempt to get a referral. The reason I have continually written
- about a "good recruiter" is because there are so many bad ones out there.
- Statistics show that a huge percentage of recruiters have been in the
- business six months or less. What we primarily do is network. You can only
- get a strong network by building relationships, and that takes time. Even
- among those who have been recruiting longer than six months, many have
- changed industries numerous times due to flux in hiring, economic downturns,
- or they have such a bad reputation that they must continually find new
- industries where no one knows them. A recruiter can be your best friend -- or
- your worst enemy. Do your homework, get a referral, and you'll never want to
- go through the hiring process without one!
-
- ------------------------------------------------------------------------------
-
- KAY SLOAN is a headhunter (a.k.a. executive recruiter) who has specialized
- in the software publishing industry for eight years and has focused
- exclusively on interactive entertainment for the last four years. She can be
- contacted at (909) 585-3226.
-
- ******************************************************************************
-
- QUOTED
-
-
- "In order to regulate violence, one must first define it -- a task researchers
- have been unable to agree on for over thirty years."
- -- Prettyman and Hook, The Control of Media-Related Imitative Violence,
- 38 Fed. Com. L.J. 317 (1987).
-
-
- "While we talk about a voluntary ratings system, the reality is that
- retailers will require products to be rated."
- -- Randy Komisar, President and CEO of LucasArts Entertainment Company,
- at the Public Symposium on the Impact of Video Game Violence on Children.
-
-
- " . . . to imitate what the motion picture lobbyist Jack Valenti led his
- colleagues to do a quarter-century ago simply won't work today."
- -- Richard P. Ferdner, former chairman of the film industry's rating
- system for twenty years, referring to a movie-style rating system for video
- games.
-
-
- "When you see it, you know it."
- -- Dr. Arthur Pober, Executive Director of the IDSA's ratings board,
- when asked what constitutes gratuitous or excessive violence in a video game.
-
-
- "It's important to ponder how appropriately Mortal Kombat would have fitted
- into the living rooms of the 1930s in Nazi Germany."
- -- Representative Tom Lantos (D-California) at the Public Symposium on
- the Impact of Video Game Violence on Children.
-
-
- "The Software Publishers Association (SPA) is promoting an alternative
- rating program which would be less reliable than the IDSA approach. We ask
- . . . that you make it clear that software initially rated by publishers will
- not be carried."
- -- taken from a letter to major retailers sent out by Senators Lieberman
- (D-Conn.) and Kohl (D-Wis.).
-
- *******************************************************************************
-
- TIMELINE
-
- SEPTEMBER
- 6 DADA Meeting*
- 7 BACED South Meeting**
- 20 BACED North Meeting**
-
- OCTOBER
- 4 DADA Meeting
- 5 BACED South Meeting
- 18 BACED North Meeting
- 31 Deadline for Charter Memberships to the CGDA.
-
- NOVEMBER
- 1 DADA Meeting
- 2 BACED South Meeting
- 15 BACED North Meeting
-
- * DADA is the Denver Area Developers Association. For information contact
- Mark Baldwin at (303) 278-3506.
-
- ** BACED is the Bay Area Computer Entertainment Developers group. For
- information about BACED South, contact Dave Walker at (408) 998-4608. For
- information about BACED North, contact Melissa Farmer at (415) 453-6450
- ext. 209 or send email to CerraAngel@aol.com.
-
- ******************************************************************************
-
- IN FUTURE ISSUES
-
- Steve Fawkner.......................Wargame Design
- Noah Falstein.......................Directing Interactive Video
- Don Griffin.........................Interactive Music
- Peter Oliphant......................Name Recognition
- Ellen Guon..........................Affiliated Label Programs
- Katherine Lawrence..................Additional Writing
- Evan Robinson.......................Books Every Developer Should Read
-
-
- ******************************************************************************
-
- THE CGDA REPORT
-
- Editor-in-Chief...........................Kevin Gliner
- Editor....................................Jim Cooper
- Contributing Editors......................Ellen Guon
- Charles Kramer
- Guest Authors.............................Doug Cody
- Jeff Johannigman
- Nic Lavroff
- Carrie Washburn
- CGDA President............................Ernest Adams
- CGDA Steering Committee...................Ernest Adams
- Jon Freeman
- Kevin Gliner
- Susan Lee-Merrow
- David Walker
- Online Representative.....................Kevin Gliner
-
- The Computer Game Developers Association is supported and sponsored by the
- Computer Game Developers Conference (CGDC). Changes of address, submissions,
- letters to the editor and queries about the CGDA should be addressed to:
-
- CGDA
- 5339 Prospect Road, Suite 330
- San Jose, CA 95129
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-
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-
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-
-
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-
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- kgliner@netcom.com.
-
- CGDA ONLINE
-
- Further discussion of these articles and other industry issues can be found on :
-
- * GEnie (Computer Game Design Roundtable, Category 22)
-
- * CompuServe (GAMERS, section 11). CIS will soon be expanding this
- section into an entire forum devoted entirely to game development
- (look for announcements in section 11; the new forum will be called
- GAMEDEV).
-
- * America Online (Computer Game Design Forum)
-
- * and in the Internet newsgroup rec.games.programmer.
-
- *****************************************************************************
- *****************************************************************************
-
- This describes the only terms by which the COMPUTER GAME DEVELOPERS'
- ASSOCIATION, 5339 Prospect Road, Suite 330 San Jose, California 95129
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-
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- [1] You will hold us, our officers, directors, contractors, employees and
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-
- Compilation Copyright 1994 CGDA All Rights Reserved
-
- ******************************************************************************
- ******************************************************************************
-