Game Design, Programming and running a one-man games business…

Sex discrimination and who works on games

My eye was drawn to this story, because it refers to where I used to work. Short summary is that a game developer is claiming compensation for discrimination at work for being gay. I won’t go into the actual case, because I don’t know the guy and haven’t worked there for ages, so it’s not fair to comment. However,I would like to extend the issue it covers to a wider call for action:

The games industry needs to grow up and stop acting like kids.

We act all high and mighty and start huffing and puffing the minute anyone suggests that ‘video games are for kids’, whilst at the same time doing very very little to change that perception. With a few very notable examples (the nintendo wii, games like Civ and some of the more complex sims) games ARE aimed at children, either deliberately, or aimed at the ‘inner child’.

It may be true that most people playing GTA and Call of Duty and World Of Warcraft are NOT 13 year old boys, but if so, that’s a triumph against the odds. Everything about mainstream gaming seems to aim at that demographic. Think about how to make a product attractive to a 13 year old boy, and how many games incorporate this stuff:

  • Guns (enough said…)
  • Big Tits (“phwoarr! etc”)
  • Scoring points (“I’m better than you!”
  • Achievements (“like gold stars on a school report”)
  • Bragging rights and taunts (“You suck!)

Outside of video gaming, most of us grow out of obsessions with these. (well most of them..ahem). Of course, you can make adult-aimed (non-sexual) games that contain guns too, but a hell of a lot of games just use guns as pure gun porn. Show me a game that contains a female elf that looks like anything but a supermodel. Show me a soldier in a game that doesn’t have biceps like zeppelins. They are few and far between. Alyx in HL2 is a wonderful exception to all this, but she is the exception, not the rule.

Anyway, my reasoning here is that these sort of games are what we make, because that’s the kind of people we are. Game developers are overwhelming male, overwhelming white (scarily so), overwhelmingly middle class, and overwhelmingly under 40. I have no idea what proportion are straight, but given the amount of artists that spend all day modelling buxom elves, I assume 99%. (Given the amount of time artists spend modelling men’s biceps and chests, I assume 99% of the 99% are just in denial :D)

I’m 40 this year. I’ll still be making games, but I’ll be unusually old for a developer then.  Normally by this age you ahve left and got a real job, or you run a big studio and employ the same young white rich kids to do the work.

What the games industry needs, in order to grow up, and to grow in size, is more women, more black and asian people, more gay and lesbian developers, and people from different backgrounds. And that absolutely means that it needs to crush with huge force, ANY discrimination in the workplace.

Maxis apparently have more women that usual for a game dev, no surprise they are doing well.

Now before you slag me in the comments for doing a game called ‘gratuitous space battles‘, take note that I entirely include myself in this. I am white, under 40, came from a borderline working/middle class home, straight and male. (plus surely I get points for doing intellectual games?) I like buxom elves and spaceships exploding too. This is why people who are not like me should get into the industry. Save us from ourselves.

Escorts and formations

I got the code in today for ships to escort others, and for formations. There is a very clunky ugly GUI for setting it up, which needs fixing at some point.

Basically, in the deployment stage before a battle, you can add orders to each ship which will instruct them to escort or fly in formation to a specified other ship. If that ship is destroyed, the orders get ignored. Escorting is the same as saying “Do what you want (according to other orders) but dont get more than x meters from this ship.” Formation is the same as saying  “Always remain at this exact offset in X and Y terms from the specified ship”. The formations are in world space, not relative to the parent ship, and this seems to work best.

It seems to work (although I havent’ tried fighter formations yet), and I can see already it will lead to much more strategy in the game. You can set up ships to be flanked by other ships with anti-fighter lasers, thus providing a screening layer for a cruiser which might have invested in big guns and not have room for anti-fighter modules.

Plus a group of cruisers or frigates flying in formation looks pretty cool, especially after I fixed a silly bug which meant 75% of the laser bolts were not getting drawn. It’s real mayhem now :D

Multiple beams and turrets!

At last I’ve got around to adding laser turrets to the ships, so the beams don’t seem to blast out of just anywhere any more. I’ve also added support for multiple beam origins per weapon, and for them to be different to where the module is placed on the ship design blueprint. This leaves the blueprint looking functional, whilst allowing me to spam a few laser turrets on the bigger ships. It also means you can have a battery of lasers that all zap at once. Maybe eventually I’ll introduce minor delays or other cleverness to make them seem more independent.

There isn’t really a connection between the weapon type and the number of turrets you get with it, but it has no gameplay effect, and is purely visual. So some ships have a slot that links to multiple turrets, and placing a beam laser there will ‘spawn’ multiple turrets, whereas the same weapon on a different ship gets just one.

I don’t think it matters, there is zero connection between the two phenomena in Eve online, and it doesn’t seem to bug people. The main thing is, it looks cool, and I hope, somewhat gratuitous:

Alien races

I’m starting to get artwork for the second of four ‘fleets’ for the game. What this means is that it’s time to organize in code and data which ship belongs to which species.

Because this is a game about gratuitous space battles, I could go two ways:

1) I could devise very tongue in cheek backstories for each race, I was thinking of maybe having a race of brutal aliens who are psychologically driven to violent warfare due to the number of apostrophes in their names etc.

2) I could drop any pretence at giving a damn about backstory and call them generic names like “The Alliance” “The Rebels” “The Federation” “The Empire”. Etc.

I’m also toying with the idea of a random space race name generator which names your four races on first install, so that you have different names to them from everyone else.

Ho hum.

Deployment Interface

I’ve been redoing the deployment screen for the game today. I’m a bit unsure of how this bit should work. basically the flow of the game is this:

  1. Select Scenario
  2. Select ships to form a fleet for this battle (with limits)
  3. Deploy ships in formations and issue basic orders
  4. Run battle

The deployment screen is basically where you say “The Enterprise should get no closer than 5,000 meters to the enemy cruisers and blast away, while fighter wing 3 protects it, meanwhile bomber squad 2 will charge in and attack the enemy frigates”

So you need to do lots of fiddling. The current interface is shown below (click to enlarge)

The fleet is on the right, you drag them onto the map to position them within your deployment zone (light rectangle). eventually, approx enemy deployments will be shown on the map too. The sliders on the left is where you adjust the rules of engagement for each ship. This is all very fiddly because do I allow you to set multiple waypoints? And do I make the maps bigger so positions are more tactical? if I do, the ship icons will get horribly small on minimum res (1024×768). Do I abandon support for 1024×768? or allow this screen to zoom or scroll?

hmmmmmmmmmm