(The following is part of my GameFile column, filed at MTVNews.com.)
What ["Love" MMO designer Eskil] Steenberg envisions — and, of course, is making — is a game that is smart enough to react to anything a player does.
..."I believe that games need directors," he said, "digital directors that can figure out in real-time what's going on in the game, analyze what the players are feeling and doing and adjust to that and make the game do what it should do ... to make a dramatic balance."
How about a "Star Wars" reference to explain? "A digital director could do very small things. Like, it could say, 'Well, at this point [the player is] 2 feet away from destroying the Death Star. Maybe we should not fire the big gun at him right now. Just keep up with the player. Let him do that, because he's got a tiny bit of health. Let him be the hero."
Steenberg gets the irony that he wanted to be a designer, got hired to be a programmer, and is now figuring out how to program a designer into virtual existence. His digital director could be responsible for, in his words, "the most awesome game ever." The Death Star example is really just a small thing. A game like "Love" powered by a digital director "has to be able to generate stuff and add stuff and remove stuff and shift not just on the small level — the health and things like that, which is kind of easy — but you want that engine to be able to say: 'We need a powerful nemesis right now. That's a missing character. We need to generate that character. Give him a castle. Give him weapons.'"


What kind of video game would a Russian steelworker make? Or a policewoman? Or your mom?

The head of Electronic Arts flashed his gamer credentials to kick off the final day of the DICE gaming summit in Las Vegas on Friday, but quickly turned his attention to what he said is a business model in the industry that is leading to "creative failure."
Making things worse, he said, was the consolidation of the gaming industry, something he acknowledged EA has been a major player in. "There are going to be fewer major publishers in 2010 than they are today. And I think the second tier publishers are going to thin out considerably." He showed slides that listed dozens of developers that have been absorbed by publishers and developers over the last few years, and he admitted that many of those purchases bore bad fruit. "We at EA blew it," he said, referring to EA's problems keeping former top-tier studios Origin, Bullfrog and Westwood vital or even simply in existence, once they were purchased. There was too much consolidation, too much group think. The problem, he said, was "the fundamental belief that we could be one big happy family."
"God of War" and "Twisted Metal" creator David Jaffe didn't grow up a rap guy. But now he's listening to a lot of it, especially the more aggressive stuff of the 90s.
Did you expect to do a lot of drawing on your DS?
Nostalgia frequently clouds my judgment whenever I'm talking about old games. I love them, I collect them, I generally hold them in higher regard than most new games that are released. But, even I'll admit, sometimes I'm wrong. Some games just don’t hold up against the test of time, and going back and playing them is just a test of my patience.