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“Paper and Discs” in 1UP Presents issue 3

Today I received my copy of 1UP Presents issue 3, a beautiful print-on-demand magazine put together as a labor of love by Matt Leone and others at 1UP. It’s also, sadly, the last issue they’re planning to do. I can sort of understand that because “print is dead” (yadda yadda) and because, by its very nature, print-on-demand is more expensive for the consumer than you’d expect to pay at the newsstand even for the priciest of magazines (this one clocks in at $23 for 100 pages). On the other hand, when you flip through such a gorgeous magazine—with the high-quality paper and lack of ads, it’s really more like a book—it’s sad to think that this pet project had such a short run.

So I’m honored that an article I wrote is in it! It’s named “Paper and Discs,” and it’s an exposé (err, sort of) about retail game manufacturing. When Matt approached me this summer about writing a feature about the making of retail games, I thought it sounded easy-peasy. I used to be involved in the process during my Telltale days, and it seemed like no-brainer publicity for game publishers… something they’d be happy to talk about. Thus began one of my most difficult article writing experiences to date.

It turns out that video game operations is a hush-hush topic. With the exception of Telltale (thanks guys!) and some indies who didn’t end up making it into the piece (sorry guys!), none of the publishers I approached were willing to talk about this, not even off the record. Calling in favors with colleagues and even my next door neighbor led to dead ends. In the end I got what I needed. But the future was hazy for a while there, which makes me doubly excited to finally see the piece in print, so nicely laid out in this hefty magazine.

The article talks about the nuts and bolts of the manufacturing process (along with some cool pictures that show games on the assembly line), major changes that have occurred to packaging over the past ten years (spoiler: a lot of them are Wal-Mart’s fault), and the fate of packaged games, as predicted by those who make them. Other articles in this issue include a piece about the Japan earthquake’s impact on the industry, a story about what went down behind the scenes at now-defunct indie publisher Gamecock, and other meaty features that I haven’t read yet. There’s also a gorgeous “sketch gallery” from various game artists, made even nicer due to the magazine’s heavy paper.

(Hey, did I mention the paper? It’s awesome. This magazine book will be living on my coffee table.)

Anyhoo, there’s more info about the issue here (including an explanation of why this will be the last one), and you can buy it here. I’m told the articles will appear on 1UP’s website in the near future as well.

Bobbing for Bones: The Sequel

I mainly made this video for Rosy’s grandparents, but after spending an hour getting the music* to sync up I felt like it deserved a wider audience. Hey, we’ll let her think she’s a star.

At last year’s Halloween party, the treats floated in the bowl. This year, not so much. The amazing thing is that Rosy avoids water at all costs. I have never seen her get wet on purpose, let alone stick her whole face in a bowl of water. And, and…. she figured out how to blow bubbles!

Yes, it’s true. My greyhuahua is a genius. My greyhuahua is smarter than your honor student, in fact.

(*Music credit: the song is from Sam & Max: The Devil’s Playhouse, by composer extraordinaire Jared Emerson-Johnson.)

Police Quest behind the scenes in GamesTM 115

Continuing my grand tradition of pimping Sierra games in GamesTM, this month I’ve written a behind the scenes article about Jim Walls’ Police Quest. The issue number is 115, and it should be on newsstands in the UK right now (probably also some US stores, but with Borders out of business I can’t confirm this). Jim gave a great interview and I learned many interesting tidbits I never knew about Police Quest… most notably that many of the events in the games are based on real-life events that happened to him during his days on the California Highway Patrol. I guess I should have realized that, it just never occurred to me.

I played the first two Police Quest games in 1989ish and loved them both. The first I actually solved all on my own without a hint book, which was no small feat at age eleven. (I also got pretty good at poker!) It’s funny how perceptions change… I distinctly remember my mother objecting to me playing Leisure Suit Larry at around the same time (and who could blame her?) but apprehending criminals and/or being shot by them after failing to follow proper procedure was no biggie. Also, dressing up as a pimp to go undercover was okay. (I didn’t know what a pimp was, mind you. In fact, I didn’t realize until working on this article is that Sonny’s undercover persona, “Whitey,” was supposed to be Marie’s pimp. Again, just never occurred to me.)


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