Sigurlina Ingvarsdottir is quite charming. She has that cool Icelandic accent, produces excellent games, has traveled Thailand extensively, and raises environmental awareness through The Future is Ours. Oh yeah, she’s also the senior producer of the FIFA franchise at Electronic Arts. Prior to working on FIFA, she was senior producer for Star Wars: Battlefront. She also served as producer for CCP on the EVE Online franchise and Ubisoft on Tom Clancy’s The Division.
At DICE Europe 2017, Sigurlina Ingvarsdottir will be talking about the importance of diversity and inclusion in both videogames themselves and the gaming industry. To generate interest in her DICE Europe 2017 session, I had a conversation with Sigurlina Ingvarsdottir on behalf of the (excellent) Academy of Interactive Arts & Sciences. Here are some clips from the interview.
On the importance of diversity:
Diversity is important in games as it is with any other media. As human beings, we engage with content that resonates with us — content that makes us feel invited and included. For the past 15 to 20 years or so in the games business, we’ve mostly seen the representation of a particular masculine protagonist in games. We’ve seen less diversity in terms of people of color and less gender diversity, although some franchises, such as the SIMS have stood out as inclusive in terms of gender, sexual orientation and race. This has started to change over the past few years. There’s work to be done still, but it’s moving in the right direction.
Looking at the movie industry, as an example, movies that have a broad representation of cast appeal to a broad audience. I don’t believe that’s any sort of rocket science. I believe very strongly that games have the same correlation. In games, we have a chicken-and-egg problem. We’ve narrowly defined the core gamer as an 18- to 25-year old male and have a wealth of content that appeals to that particular audience. Historically, other groups have felt less invited and less included by that content.
On how videogame companies can achieve diversity:
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Here’s a chat I had with Hendrik Lesser, CEO and founder of remote control productions (RCP). For those of you not familiar with RCP, it’s an international videogame production house that holds offices in Germany, Finland, and Romania. Prior to starting RCP, Hendrik Lesser was known for his time at Rockstar Games. At DICE Europe 2017, he’ll be talking about the various public subsidies available to game creators. It was a fascinating talk that covered a brief history of European videogame culture, the challenges of creating games in a diverse continent, and the various types of support governments offer game makers. Here are some excerpts from my conversation with Hendrik Lesser.
On what prompted European governments to view games differently:
I think it started as far back as Grand Theft Auto 3. I would argue that it was primarily two countries that spearheaded this — France and the UK. France because they also had a different relation to modern art, especially in the space of comic books. They were more open to games because it reminded them of comics. In the UK, games like GTA3 pushed the boundaries of what was regarded as culture. Then there were the Nordic countries, which understood the business opportunities for young people in the future.
On the advantages and challenges of making games in a diverse continent:
Continue reading “Hendrik Lesser Talks European Game Development Opportunities”
Hermen Hulst is the Managing Director and Co-Founder of Guerrilla Games. The company is best known for the Killzone series of first-person shooters for Sony PlayStation consoles. Those games have enjoyed a solid following and critical acclaim. In 2017, Guerrilla hit a new level with Horizon Zero Dawn. An open-world action-RPG with a lush setting, the game was a radical departure from the grim-and-gritty shooters Guerrilla was known for. Many consider it one of 2017’s best games.
At DICE Europe 2017, Hermen Hulst will be talking about Guerrilla’s evolution and the challenges he faced preparing the company for Horizon Zero Dawn. Here’s an excerpt from my chat with Heremen Hulst.
In the keynote I’ll be talking about how long this process has been. During the Killzone 3 days, we already started wondering about doing something new. “Is the time there now? Can our creatives do their best work within the same franchise? Is there enough room for wild design ideas?” We actually made the decisions to start investigating new roots towards the end of Killzone 3. That’s when we started the internal pitching processes of new ideas. So we’ve been working on this thing for six-and-a-half, seven years. That’s a very long time.
There were such a wide range of changes. For one, we had always focused on games in a particular genre — the first-person shooter genre. With that comes a certain set of expertise, which you would expect from a studio that operates within that genre. So when you move into a different genre, you’re looking for new areas of expertise. We moved from first-person shooter to open-world action-RPG, so we had to build out our narrative capability. The requirements in that new genre are much higher in narration then they are in the fps world.
Continue reading “Hermen Hulst Discusses the Transition From Killzone to Horizon Zero Dawn”
Here’s a chat I had with the absolutely delightful Mary DeMarle, narrative director of Eidos Montreal. She’ll be speaking at DICE Europe 2017 about maintaining motivation and innovation during long game development cycles. We talked about the challenges of reviving the Deus Ex franchise — bringing one of the most lauded IPs in PC gaming to a new audience more than a decade after the original release. Aside from talking to Mary DeMarle about Deus Ex: Human Revolution and Deus Ex: Mankind Divided, I had an excellent time enjoying her company. She was charming and fun. Yeah, yeah, I know you want to hear more about the game stuff, so here’s an excerpt from my interview with Mary DeMarle.
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Spider-Man: Homecoming is easily the
cutest (damn you Baby Groot!) most innocent movie in the Marvel Cinematic Universe. Unless your heart is made out of coal, it’s hard not to be charmed by the film’s “Aw Shucks” attitude. The captivating innocence is created by a combination of an inexperienced hero that’s eager to please, an idyllic high-school setting, and a wonderfully wholesome actor. In many ways, Spider-Man: Homecoming is the MCU equivalent of Glee (as a Gleek, I consider this an excellent thing).
Show choir analogies aside, Spider-Man: Homecoming is flat-out good and loads of fun. Captain America: The Winter Soldier is objectively one of the best MCU movies. Many geek tastemakers consider it one of the best superhero movies ever made. While I absolutely agree with that opinion, I’ve rewatched Captain America: Civil War much, much more. Civil War isn’t as good as The Winter Soldier, but it’s way more fun. What impressed me about Spider-Man: Homecoming was that it’s a top-tier MCU movie that’s also highly rewatchable. Prior to seeing this movie, I considered Guardians of the Galaxy to have the best blend of quality and rewatchability, as far as MCU movies go. Well move over Star Lord, because Spidey just stole your throne.
Whether you’re a hardcore comics nerd or someone with a marginal interest in teenagers that have been bitten by radioactive spiders, I highly recommend Spider-Man: Homecoming. It’s a great superhero movie that will enchant you with its innocence.
Now it’s time for some random thoughts on the movie, using the RPadTV battle-tested binary system. (That’s your cue to use your web shooters to craft yourself an arachnid spoiler shield.)
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The Fate of the Furious is the latest chapter in the saga of Dominic Toretto and his vaunted family (#family). Starting with Fast Five, the franchise has transformed from a tale about street racers to a tale of international adventurers. While there’s a race early on in the movie, the rest is about fast cars, ridiculous action, massive collateral damage, vicious punches, and diatribes about family. Although there are some new characters and major changes to old ones, nothing about The Fate of the Furious feels fresh. It’s loads of fun if you’re looking for big, dumb action, but I doubt it will create any new fans.
Here are some random thoughts on The Fate of the Furious, presented in RPadTV binary style. If you don’t want to see any spoilers then it’s time to hit the NOS button and drive on outta here.
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The Uwell Crown 3 is the latest in the company’s line of sub-ohm tanks. The original Crown was one of the first sub-ohm tanks to use stainless steel coils and was able to handle higher wattages than its competitors. While it vaped nicely, it was a bit of an eyesore. The Crown 2 offered greatly improved looks, but the initial coils were troublesome. I still enjoy the original Crown and, after some coil revisions, the Crown 2 has become one of my favorite sub-ohm tanks. With all of that in mind, I was excited to check out the Crown 3. Uwell’s latest tank looks similar to the Crown 2, but has a number of substantial differences under the hood. Let’s check it out!
Continue reading “Vaping Diaries #385: Uwell Crown 2 vs. Uwell Crown 3”