Category Archives: General

“Be prepared, not scared.”

homeland control poster
(Image by Kin, Bad Day LA concept art)

I am a frequent reader of a column by writer Fred Reed. His views on many things having to do with life, politics, and the world in general are usually spot-on, humorous, and very much in line with my own views. One of his recent posts echoed the tag line for Bad Day LA (“Are you prepared?!”), so I feel compelled to share it:

August 14, 2005
Washington, DC—

It’s getting stranger, I tell you. Riding the subway from Vienna Station to Franconia-Springfield, at every stop the woman driving the train said in an over-elocuted voice, “A-ten-tion, customers. This is a Metro Safety Tip. Pay attention to your surroundings. Look up from your newspapers and blackbirds [it sounded like, though nobody seemed to be carrying any sort of bird at all] every now and then. Report suspicious activity to Metro employees immediately.”

Then—I can’t stand it: “Let’s be pre-pared, not scared.”

Seriously. Is this the world we live in now? I get the distinct feeling that no one in the Whitehouse has ever seen the film Brazil. It really is getting stranger.

Read the full article here.
You can check out Fred’s full site here.

Ken Wong – Bad Day L.A. Interview

Team Xbox has a nice interview with Bad Day LA art director Ken Wong. Many of you are familiar with Ken Wong because of his work on many of my twisted tales properties including Oz and Grimm. From the interview:

What were the most difficult challenges you had to face in order to create the game art?

Ken Wong: Rather than technical problems, the biggest challenge has been the cultural divide. American and I are English-speaking westerners in Hong Kong, while most of the BDLA artists are in our Guangzhou studio in mainland China, where they don’t speak English or receive much US culture. So it’s been very challenging firstly just communicating with them, and secondly trying to explain to them some of the more esoteric jokes in the game. To overcome this, I’ve focused as much as possible on using images for communication rather than words. I think they still don’t get the jokes, though.

You can read more about Ken’s adventures in art directing in the full article.

Return to Normal

Just back from a nice bit of R&R in Bali. It had been a while since my last “real” vacation… over 2 years if my memories are correct. Sometimes I forget what it feels like to be away from email, internet, and work for an extending period of time. Since starting TMIEC my business partner and I have maintained strict work hours and days. We’re at the computer and working at 6am, have a brief lunch, and then back at work until at least 6pm. Many nights I find myself continuing work after dinner and up until bedtime around 11pm. Saturdays are “half-days”, meaning I usually try not to work after late afternoon. Sundays we take off. Or at least try to take off…

Suddenly disconnecting from this schedule is harsh. I found myself waking at 6am, wanting to consult some form of “todo list”, and trying to schedule events throughout the day to precise :30 minute increments. So sad. Fortunately, Bali comes equipped with lots of stress melting drinks, mind numbing sunshine, and other forms of distraction. Unfortunately, I think I left my brain in Bali. Oh well…

Some pictures from the trip starting with the rainy Hong Kong that I left behind.

bali beach

Cellar Door Publishing

A partnership between myself and Cellar Door Publishing was announced today. The deal will put in place an outlet for graphic novels based on properties like Bad Day LA, Oz, and other twisted tales. I’m really excited about this, my first foray into the world of print. From the press release…

Cellar Door Publishing
GAMING ICON AMERICAN MCGEE INKS DEAL WITH CELLAR DOOR PUBLISHING
Portland, OR %u2013 August 11, 2005 %u2013 Cellar Door Publishing and The Mauretania Import Export Company (TMIEC), a Los Angeles based videogame, film, and television production company, have signed an agreement to publish graphic novels based on the American McGee properties Bad Day LA, American McGee’s Oz, and American McGee’s Grimm.

Below is an image of the Big Bad Wolf (rough concept artwork by Ken Wong) that shows the kind of characters you can expect to see in the upcoming works.

wolf side

Next Generation – Apocalypse McGee-Style

Next generation is running a Bad Day LA interview. Check it out…

Next Generation – Apocalypse McGee-Style
Tuesday, 09 August 2005
Bad Day L.A. is designer American McGee’s vision of “the apocalypse minus Jesus and pals.” Part third-person shooter, part comedy, part political commentary, McGee’s game, may be the title doomsayer gamers have been waiting for.

The player takes on the role of a homeless man in a City of Angels beset by meteors, set on fire, infested with zombies, infiltrated by terrorists, overridden by mobs and rocked by earthquakes. “What helps Anthony to survive while everyone else is making fudge pants is his complete lack of fear,” McGee (pictured) told Next Generation. “Being homeless and having already given up on society allows him a disconnected, ‘above it all’ sort of super-power.”

50 Hours = Death

exploding fatty
(image courtesy Mayz, Bad Day LA concept artwork)

SEOUL (Reuters) – A South Korean man who played computer games for 50 hours almost non-stop died of heart failure minutes after finishing his mammoth session in an Internet cafe, authorities said Tuesday.

The 28-year-old man, identified only by his family name Lee, had been playing on-line battle simulation games at the cybercafe in the southeastern city of Taegu, police said.

Lee had planted himself in front of a computer monitor to play on-line games on Aug. 3. He only left the spot over the next three days to go to the toilet and take brief naps on a makeshift bed, they said.

Humans are crafty, often too crafty for our own good. Our bodies are smart, they evolved a system of checks and balances to keep us from masturbating to death, over eating, or running until our legs become bloody nubs. Things like pain response and exhaustion are our body’s dashboard indicators. Our blinking red “overheat” lights.

People who engage in physical activities on a regular basis know this. The concept of “no pain no gain” is quickly being replaced by, “if it hurts, stop”. Pain is an indicator that should never be ignored. Same with exhaustion or any other “unpleasant” feelings such as vertigo, being too full, dizziness, nausea, overheating, becoming hypothermic, dehydrated, etc.

Problem is that we’ve managed to invent a multitude of products and devices that circumvent our built-in survival mechanisms. With video games we can simulate adrenaline-flooded life-and-death situations most people only willingly experience when they do things like jump from airplanes, play paint ball, or go skiing.

The big difference between adrenaline producing experiences that require physical exertion and something “non-physical” like playing video games is that the former wears you out physically. You can only go for so long before your body quits and says, “No more down-hill racing, no more surfing, no more sex!”

Mr. Lee and a few relentless explorers before him are proving that a constant flood of adrenaline might override physical exhaustion as long as gaming continues. The usual warning signals are muted or absent because of the unique experience of gaming on your body. When the gaming stops and the adrenaline levels finally come crashing down, there’s nothing left to support the system. The body is exhausted, the chemicals are depleted. Death becomes a real risk.

Does this mean that video games should be regulated as a life-threatening product? Not unless you want to go after a million more obvious dangers that fit the same criteria.

Take fast food for example: same problem, different mechanism. The ingredients in fast food and soft drinks don’t trigger the body’s natural, “Hey fatty, I’m full!” response. Instead, because of their design, we continue to cram our faces long after our bellies are full. The result? 28% of males and 34% of females in the U.S. are obese. Some estimates put annual medical costs related to obesity problem in the U.S. at around 78 billion dollars. Talk about a serious problem in need of regulation. Someone call Hillary Clinton!

The same example can be made of almost any situation where we ignore the rule of “everything in moderation”. Even drinking too much water can kill you. For example:

(CBS) Conventional wisdom has always been to avoid dehydration during exercise. But for some marathon runners, excessive water intake can be dangerous and even fatal, cautions The Early Show medical correspondent Dr. Emily Senay.

She explains that drinking too much water during long-distance races, marathons and other endurance exercises can cause a potentially fatal condition called hyponatremia, in which salt levels in the body are diluted by the excess water and fall to dangerously low levels, threatening vital bodily functions.

And researchers say hyponatremia may be a bigger problem than previously thought.

In the 2002 Boston Marathon, one female runner died because her body lost too much salt.

Any politician who says that games should be banned or regulated because gamers can “play to death” should first research all the other things that people can do “to death”. It seems obvious that what we’re lacking is not more regulation but simply more common sense. As a society do we really need politicians telling us what to eat, how to entertain ourselves, or how to use our bodies? Maybe we should all pay a little more attention to dashboard indicators that came with our bodies, and then we wouldn’t need government enforced padding everywhere.