Crooked Bee
(no longer) a wide-wandering bee
Tags: Book; Gamers at Work: Stories Behind the Games People Play; Morgan Ramsay
As you may recall, in our recent retrospective interview with Leonard Boyarsky, there was a question mentioning a book called Gamers at Work: Stories Behind the Games People Play (Apress, 2012). Today, we present you the official Codex review of that book. In Gamers at Work, Morgan Ramsay interviews 17 (co-)founders of video game companies about their career and the history of the industry. To quote the book's description, "if you want to successfully develop and publish video games, or if you want to learn about those who do, this book is for you."
The review is written by grotsnik, who also submitted the question for the Boyarsky interview. Have a snippet:
Read the full article: RPG Codex Book Review: Gamers at Work: Stories Behind the Games People Play.
You can buy the book at Amazon.com as well as at other retailers listed on the official website.
As you may recall, in our recent retrospective interview with Leonard Boyarsky, there was a question mentioning a book called Gamers at Work: Stories Behind the Games People Play (Apress, 2012). Today, we present you the official Codex review of that book. In Gamers at Work, Morgan Ramsay interviews 17 (co-)founders of video game companies about their career and the history of the industry. To quote the book's description, "if you want to successfully develop and publish video games, or if you want to learn about those who do, this book is for you."
The review is written by grotsnik, who also submitted the question for the Boyarsky interview. Have a snippet:
What Gamers At Work does do, though, is provide an unusually diverse series of self-portraits, as the industry figures provide highly subjective retrospectives on their careers and business practices and, in doing so, reveal a great deal about how they'd like to paint themselves, their careers, and the industry itself. ‘Wild’ Bill Stealey’s interview, amusingly, cuts back and forth between an obvious sweaty man-crush on Sid Meier and a deranged obsession with his own past in the Air Force; in one characteristic sequence, he recalls reacting with upright military horror at the sight of Sid pirating competitors’ games in order to ‘review’ them; “As an Air Force Academy graduate, I can’t review games without paying for them. That’s what we called quibbling at the Air Force Academy.” Elsewhere, Trip Hawkins throws a bit of a hissy fit when Ramsay asks him, perfectly innocently, if there were any co-founders at EA. (Apparently there weren't, and anyone who says otherwise is a liar.) Tony Goodman, having previously insisted that he's in the business to "make the world a better place", rhapsodises about the freakishly decadent Roman-style orgy laid on for him by Microsoft. which apparently climaxed with a 400-pound lion escaping from its cage. A few of the characters emerge as honest and genuinely given to self-criticism; others, inevitably, are rather more prone to self-delusion (an otherwise candid Ken Williams at one point refers to Phantasmagoria I and II as “one of the greatest series ever made”. Oh, Ken); and at least one or two, despite their own best efforts, come across as unsurprisingly unpleasant, cut-throat and self-concerned. Nearly all of them, however, do have interesting - or at the very least, telling - stories about their careers.
And, of course, many of these stories result in good old-fashioned insider bitching; astonishingly enough, the big mistakes almost always turn out to have been the fault of someone else. Rubin talks about the “spite and contractual misbehavior” at Universal. Hawkins and Bushnell excoriate, for very different reasons, Atari, while the Chuck E. Cheese magnate also snipes at the “dim” executives at Warner. ‘Wild’ Bill Stealey claims that Hawkins tried to push towards merging EA and Microprose in the late ‘80s, a fact which Hawkins certainly leaves out of his recollections in his own interview (it’s a pity Ramsay doesn’t appear to have conducted a follow-up chat to pursue this particular line of enquiry). And Tim Cain chastises Atari for rushing the development of TOEE, and Activision, all too gently, in my opinion, for their mishandling of Bloodlines.
The specificity of Gamers At Work’s intent ends up being one of the book’s real strengths; it helps prevent sprawl in interviews about careers sometimes spanning several decades, but more importantly, it encourages the interviewees towards straightforward, nuts-and-bolts answers about how their companies grew and functioned, without giving them much opportunity to stray into self-aggrandising PR blather (though one or two still manage to do so; Tony Goodman memorably justifies selling Ensemble Studios off to Microsoft with the phrase, “I wanted to enrich myself by enriching my employees”, and boasts of asking all job applicants “esoteric questions” such as “What are your hopes and dreams in life?”). But the pure focus on entrepreneurialism can also be limiting and frustrating; it’s hard, for example, not to come away aggrieved by a retrospective interview with Warren Spector that skips past the entire first twenty years of his career in order to discuss in depth his project with startup studio Junction Point, Epic Mickey for the Nintendo Wii.
And, of course, many of these stories result in good old-fashioned insider bitching; astonishingly enough, the big mistakes almost always turn out to have been the fault of someone else. Rubin talks about the “spite and contractual misbehavior” at Universal. Hawkins and Bushnell excoriate, for very different reasons, Atari, while the Chuck E. Cheese magnate also snipes at the “dim” executives at Warner. ‘Wild’ Bill Stealey claims that Hawkins tried to push towards merging EA and Microprose in the late ‘80s, a fact which Hawkins certainly leaves out of his recollections in his own interview (it’s a pity Ramsay doesn’t appear to have conducted a follow-up chat to pursue this particular line of enquiry). And Tim Cain chastises Atari for rushing the development of TOEE, and Activision, all too gently, in my opinion, for their mishandling of Bloodlines.
The specificity of Gamers At Work’s intent ends up being one of the book’s real strengths; it helps prevent sprawl in interviews about careers sometimes spanning several decades, but more importantly, it encourages the interviewees towards straightforward, nuts-and-bolts answers about how their companies grew and functioned, without giving them much opportunity to stray into self-aggrandising PR blather (though one or two still manage to do so; Tony Goodman memorably justifies selling Ensemble Studios off to Microsoft with the phrase, “I wanted to enrich myself by enriching my employees”, and boasts of asking all job applicants “esoteric questions” such as “What are your hopes and dreams in life?”). But the pure focus on entrepreneurialism can also be limiting and frustrating; it’s hard, for example, not to come away aggrieved by a retrospective interview with Warren Spector that skips past the entire first twenty years of his career in order to discuss in depth his project with startup studio Junction Point, Epic Mickey for the Nintendo Wii.
Read the full article: RPG Codex Book Review: Gamers at Work: Stories Behind the Games People Play.
You can buy the book at Amazon.com as well as at other retailers listed on the official website.