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.

Game Chronicles BDLA Interview

The guys over at Game Chronicles Magazine are running a good sized BDLA interview.

GCM: Thank you for your time! Please get us started by telling our readers about the team that will be taking us on another great American McGee adventure and to what extent your involvement is with this latest endeavor.

American McGee: The team is called “Enlight” and they are split between Hong Kong and Guangzhou, China. The group in China is primarily focused on asset production (2D and 3D artwork) and animation (both in-game and pre-rendered). They have been cranking out tons of cool characters and some really beautiful pre-rendered disaster cinematics. The Hong Kong team is responsible for programming, level design, in-game cinematics, and project management, among other things.

Read the whole thing here.

QuakeMarine Interview

QuakeMarine.com is running an interview with, er… me. Check it out:

AM: Well, I know that I would not be where I am today if it weren’t for id Software, and specifically John Carmack, taking a chance on me all those years ago. I’ve often called id “boot camp for video games” because it taught me everything that I needed to know about making games and many lessons I needed to learn about life in general. The knowledge that was transferred to me in those years is still being applied to the projects I am working on today.

Read the whole thing.
Or not.

Gangbusters

gangs
(image courtesy Mayz, Bad Day LA concept artwork)

While creating Bad Day LA we tried to come up with a variety of interesting and unique enemy characters for the player to fight against across the city. Included in the final list you will find: terrorists, zombies, mutant cos-players, angry homeowners, rabid dogs, and finally, lots of street gangs. Lest anyone think that the game is picking on gangs or making an issue out of something minor, take note of one of today’s news headlines:

U.S. arrests 582 in nationwide gang crackdown
More than 25,000 gangs, comprising some 750,000 members, are active across the United States, according to the Justice Department. Lawmakers and law enforcement officials have been especially alarmed at the spread of extremely violent Central-American-based gangs such as MS-13, a group originating in El Salvador now present in 31 U.S. states.

Look at those numbers! 25,000 gangs? 750,000 members? Unless someone somewhere misplaced a couple of zeroes those are truly huge ranks. That far exceeds the estimated number of insurgents (30k?) currently causing our 140,000+ US soldiers so much trouble over in Iraq. And our guys there are armed with tanks and machine guns, which apparently they are allowed to employ quite liberally. The article goes on…

In April, Victor Ceara of the Department of Homeland Security testified that in fiscal year 2004, his division removed 84,000 criminal aliens from the United States. However, he said an estimated 400,000 were still at large.

Wow. 400,000 criminals still at large.
This reminds me of something said to me just before I moved to Hong Kong, “You shouldn’t move over there, it’s not safe. The city is run by the Hong Kong mafia and it’s too dangerous.” To be honest, since arriving here I’ve never felt safer. There is literally a cop on every corner. The gangs are still here, but unless you’re involving yourself in something illegal you’ll never notice them.

From personal experience I know this is not the case in the states. There, while I was in high-school, I was unceremoniously jumped by a gang of ~30 young Mexican guys. They gave me a near-death beating that sent me to the hospital, laid me up for a week, and caused damage to my teeth that I still have to deal with by visiting an oral surgeon at least once a year. Wrong place, wrong time. And they were never caught.

When playing Bad Day LA you might think, “Man, American really doesn’t like Mexicans…” You’d have to look past the fact that one of the main characters (and one of my favorite characters in the game) is Hispanic, but whatever, go with me. To your allegation I would respond: No. I don’t have anything against Mexicans. In fact, while it was Mexican kids who jumped me and nearly killed me, it was Mexican adults in a nearby church who came outside and saved me. It all balances out. What I *do* hate is gangs. Any time you have to bring your friends to a fight you’re a loser in my book. Not that you would care… but at least now I’ve been able to create a cathartic game play experience that allows me to mow down lots of gang members from the comfort of my living room without ever harming a real person. I can tell you honestly, this is the best therapy ever.

Hey, maybe the Department of Homeland Security should use Bad Day LA to train their agents like the U.S. Army uses America’s Army to train their soldiers?

You can read the full article here.

toys in broadway plush toys plushie dreadfuls toys jim gaffigan