IT industry questions

mj writes:

  • are university degrees worth the bother?
  • are universities correctly servicing the IT industry (and specifically the games dev market) with skills, knowledge, toolsets?
  • why have IT graduates decreased from 1900 in 2004 to 600 in 2007?
  • are we seeing a knock on effect from technology failures in the province, e.g. Nortel, Seagate
  • with the improvement of toolsets, a lone hobbyist can create ‘flickr’ or ‘facebook’. Is this relevant?
  • will we see an upsurge again with demand from Citigroup, Aepona, ATG etc?

Degrees are only useful to get you your first job. If you’ve got your first IT job without a degree, then you don’t need one. After that, it should be possible to achieve what you want with a bit of hard work. At least that’s what I’ve found.

I don’t think universities can be blamed (too much) for not servicing the industry, just given the nature of each. A degree takes 3-4 years to complete, and the content of it is usually created before the degree starts. 3-4 years is a long time in computer terms: 2-3 generations of processor speeds, anywhere from 1-4 major releases of software/language/OS. Really, the best a degree can hope to do is teach good guiding principles and a reasonably relevant language (and yes, I do think Java is probably the best language to learn at Uni).

As a recruiting manager, I’ve found that IT graduates are decreasing for two reasons: the pay is not what it used to be, and you can’t become a millionaire overnight any more. Ironic, given that starting pay has now gone up and some 2.0 companies *are* becoming overnight millionaires. This same trend in hiring is across the world, not just Northern Ireland.

Technology failures: maybe – however, both of those companies are large multi-nationals who opened an outsourced hardware plant in the province. To jump ahead to your last bullet point, these new companies are doing the same but for software/services, which (arguably) has a lower capital investment and, given the more dynamic nature of it, a higher chance of success. I think Northern Ireland really needs some more home-grown successes, and preferably ones that aren’t as staid as Lagan.

Toolsets: it’s semi-relevant. See my earlier post.

D&D 4th Edition … now with more!

I had a poke through a friend’s copy of 4th Edition D&D. It seems it has been genericised to the nth degree, and everything has been made more powerful from the word go. On top of that, alignments have been simplified and there is even the concept of “unaligned” (maybe they read my previous article). More races, more abilities, more, more, more! I remain unconvinced that the gameplay has improved any since the first edition. Can’t be arsed with any more words on the topic.


Originally written for lategaming.com.

My MacBook Pro is devalued

I’ve had my MBP since November. Thanks to Moore’s Law, there is now a faster and shinier version available, which means that the price for a used 2.4Ghz MacBook Pro with the same specs as mine has dropped to about $2000 (according to eBay).

This is actually good news for me. I was considering selling the laptop so I could help fund various other things I needed to do. By the time I’m able to sell, the price will be low enough that it won’t be worth my while :-)

It’s All About Relationships

Software is not about code. It is about your company’s relationships. I have started seen companies with innovative products that use cutting edge technologies fail, simply because they didn’t understand their relationship with their customers, or didn’t understand it in time. Likewise, companies with demonstrably crap software (or even vaporware) thrive because they know who and what pays their bills.

This is both good news and bad news. Given how easy it is today to create any kind of app (and it’s getting easier, with Apple, Amazon, Google and Yahoo! all pushing open source frameworks and cheap services to lower the barrier of entry) the bad news is that your cash cow is easily copied by a Small Team with a tight focus. The good news is that if you are doing things right, it’s not about your software it’s about your relationships. So, once Small Team has created a faster, more scaleable, prettier version of your app but fails to get anywhere because you have your market sewn up, why not just buy them instead of spending money trying to compete on features? That works for Small Team too, because they get to continue to focus on what they do best (innovating) while someone else handles the money.

This approach seems to work well for non-software companies. I’ve seen software companies acquired by more “brick-and-mortar” enterprises, simply because said enterprise needed the technology to compete and didn’t want their competitors to be able to buy it.

Current games in development

As mentioned a few posts ago, here is a list of the games that have gone through our idea filter and dropped down into the Book Development stage. If you’re a regular reader, the chances are none of these are of surprise to you, although I’m not sure we’ve blogged about all of them. So, in no particular order, here is the list.

  • Illusion (working title) – Set in the 19th Century, players are in some way involved with a magical stage act. A game of secrets and showmanship, where nothing is ever quite what you expected. Uses a thematic system based on playing cards (although dice-based rules are included).
  • Additional 23rd Letter Material (working title) – The game of psychics and conspiracies. Over the years, we’ve written (and rewritten) a bunch of source material that was never published. The Projects Sourcebook almost saw the light of day, but not quite. This body of work includes detailed information on playing Network and Project campaigns, revised psychic abilities, GM information on the Powers, Terata, and more.
  • War of the Worlds: Earth (working title) – Set after an invasion by Martians which has left physical and ecological devastation. Based on H. G. Well’s “The War of the Worlds”, characters pick up the pieces after that novel. See the War of the Worlds: Earth category for more info.
  • ERIS – The system used by The 23rd Letter, War of the Worlds: Earth and others. This book will be available for free PDF download.
  • 6 – A spy game, set in the height of the Cold War. For advanced role-players only, this game uses a very narrative system and Tiered Play to create intricate plots in an atmosphere of fear and mistrust.

There is no set publish date for any of these, but if there is any game that you’d especially like to see first, please let us know in the comments. War of the Worlds: Earth is likely to be the last of those games to be published, just looking at the amount of work still needing done.


Originally written for lategaming.com.

How we design a role-playing game

I thought I’d share a bit about how our game design process works and (in a subsequent post) what we’re currently working on. This is not necessarily the best way to design a game, and we’re always looking at ways to get more stuff done, but at the same time we are only two people, geographically separated and both with full time jobs and families. This is what works for us.

Idea

We have lots of ideas. Any time we have an idea that might be game worthy, we put it on our (private) Wiki. Currently we have around 40 ideas that are worth making an entire game from. At this stage the idea is simply a 1-4 line premise. This could be as simple as “A spy game” or as in-depth as

Status: Refugee (working title) – Set today, the Solar System is destroyed by a nova. Luckily for us, the Interstellar government intervenes and transports all 6 billion of us off-world, in the very short space of time we have left before the Sun explodes. We all then become refugees spread across dozens of worlds, with no clue about laws, customs, aliens, technology, where our families are, etc. Many, many campaign and adventure possibilities.

Germination

We let the ideas sit on the ideas page for a while to germinate. Because we tend to read that page relatively frequently, we’ll see something that catches our eye and remember something to add it to the idea. Eventually, one of us will write a piece of fiction or a scrap of a system or background, often as a blog post. This gives the idea enough weight to drop into …

Development

At this point we give the idea it’s own wiki page and move any content to there. Usually we’ve had enough work done on this point to at least fill one page. Our wiki sends us updates via RSS any time someone makes a change to any page, so that’s usually what sparks things off. I’ll check out an update Matt has made, then I’ll add a bit to what he’s done, based on whatever goes click in my head when I read (and vice-versa). This tends to be bursty, so we get 4-5 “bits” done at a time, where a bit can be anything like a collection of relevant links, a piece of relevant fiction, some background notes, or even an entire system.

Our projects hang out in this stage for a while, until they gather enough of these bits that the wiki starts to become an unwieldy place for them to gather any more. We currently have 12 games in this stage, some of which we have blogged about (as seen under our Game Design category). This is one area where we are inconsistent on what happens next, but generally we go into …

Book Development

We create a book outline (with all four parts of course) that gives us some idea of how big the book is likely to be. Then we’ll slot whatever blog posts and wiki material we have into that book outline in a desktop publishing app.

From there we keep adding written material, look for artwork, rewrite things we don’t like and so forth. We currently have 5 ideas in this stage, at various stages of completion. We expect to see one of them drop out of this part of the funnel and into print Real Soon Now.


Originally written for lategaming.com.

Paper, PoD, PDF

All of the books we’ve published (whether as Crucible Design or LateGaming) have been less than 100 pages. In general, this has felt big enough for the game that was being written, and every time we start out with a new game, one of the earliest questions is “how big is the book?”

With the advent of PoD and the easy acceptance of PDF-only games, this question is now preceded by “are we making an actual book?” The major downside of printing a book is of course the up-front cost of printing, although once you get beyond a certain number of copies (usually around 1000 or so, depending on your printer) it becomes a lot more cost effective than any print-on-demand service.

In general, we prefer to have printed books, and we believe that most of our target market are the same. It’s a lot easier to play a game when the rules are in a book that can be easily handed from player to player, and a lot less exclusive than having the screen of a laptop on a the gaming table. However, people have printers (and printers in work) and some folks would rather save the money or environment by buying the PDF and printing out at their leisure.

Personally, I love buying books. I love the “new book smell”, the cracking that pages make when you first turn them, and reading something paper as opposed to on my screen. While I have no qualms about buying (or selling) titles on PDF, I will always want something on paper, and in my old age I like to have things that are quality. With any book, I prefer to buy hardbacks than paperbacks, illustrated over plain, and so forth. The caveat there is what my wallet can afford.

Which segues nicely to print-on-demand. No up front costs to the publisher, and a physical product in the consumer’s hand, which seems to be a good compromise. But you can’t stack it on the shelf in a shop and even knowing that the PoD quality has made these books virtually indistinguishable from offset printed ones, there’s always that little niggle of doubt about whether it’s as good as “the real thing”.

So, what does all this mean for LateGaming? It means that as much possible (which usually means budget allowing) we will offset print a Limited Edition of every game, hard-bound if possible, along with offering the books via print-on-demand and digitally via PDF.


Originally written for lategaming.com.