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About Me


My name is Scott. I've been playing video games since my hands were big enough to hold a joystick. I started with the Atari 2600, and graduated to the Atari 800 computer where I taught myself how to program in BASIC. I eventually got a NES, and later a Game Boy. The first summer I ever worked, I was a CIT at the day camp I attended. I worked all summer long to save up enough money to buy the SNES the very day it came out.

I attended college at the University of Pennsylvania. I was introduced to the internet my freshman year in 1993, and I fast became a console pirate, purchasing a copier and downloading ROMs off of IRC channels. Good times. In my senior year, I purchased the N64 as soon as the street date was broken, and skipped classes for the next three days to play Mario 64. I also bought a used PSX the same year.

After I graduated with a degree in Computer Science and a degree in Psychology, I was accepted to Digipen. I was part of the very last class that attended the school in Vancouver, before they moved the campus to Nintendo of America's HQ in Redmond Washington (across the street from Microsoft). After completing the program, I got my very first job as a programmer at Ubisoft.

I lucked out with Ubisoft because they were actually opening a studio near my hometown in NYC, so I actually landed my dream job and got to live on the east coast near my family. I worked on Batman: Vengence. I met a number of cool people, but the only one I still keep in touch with happens to be a buddy of mine who was the lead designer on "Army of Two." He is without a doubt, the greatest game designer I have ever had the privilege of working with.

The studio in NYC didn't pan out for Ubisoft, and they decided to fold the team up to Montreal. After living in Vancouver for a year and a half, I decided I had enough of Canada, so I stayed in the NYC office, which transformed into GameLoft. I stayed there until me and the buddy I mentioned landed a job at 3DO. We both moved out to Redwood City and started working there.

3DO wasn't a great company, but it wasn't terrible, and I met a crew of people who became some of the greatest friends that I have ever had. I worked on Dragon Rage, which was being led by Kudo Tsunoda. He told the execs that it was going to be an Army Men game with an art asset swap, and it would take 6 months to complete. The truth was we were building a new engine from scratch, and it would really take a year to get it done right. When the six months were up, the execs asked for the game, and we weren't even close to finished, so we had to do 12 hours days, 6 days a week until the game was finished. 3 months later, nobody cared about it anymore, and it went straight to the budget bin.

3DO closed down very shortly after. While I was at 3DO, I got to know two people who amazed me: Howard Scott Warshaw and Tod Frye, two of the original Atari 2600 programmers. Getting to meet them and talk with them about "the good old days" at Atari was an amazing thing to me. (I totally recommend visiting Howard's site, Once Upon Atari and ordering his DVD about what those days were like.) I still run in to Howard infrequently at retrogaming conventions and it's always a delight.

After 3DO, I worked for a THQ studio that used to be called (oddly enough) Pacific Coast Power & Light. It's known as Locomotive games today. I was put on the WWE Crush Hour game, the game that was designed to mix the WWE up with Twisted Metal. I created the game's shell and character selection screen. It was actually a pretty cool game, but THQ's love for WWE had cooled down when the game was close to finishing (right after WWF became WWE, the ratings started to tank), so they rushed it and laid off the whole team.

Wishing to return to the east coast, I applied for jobs that I could find there, and actually lucked out with a job opening at Firaxis Games in Hunt Valley, Maryland, home to Sid Meier. When I got there, they were toying with the idea of remaking Pirates, and were prototyping a lot. The results were mixed, and Sid decided to get involved with the development personally. They knew they wanted to make a console version, and they put me on the small team responsible for porting the game to the Xbox. I had doubts about the game, and I wasn't enjoying the tasks I was being given (such as working on the in-game glossary), and things didn't work out. I made a lot of good friends there who I miss working with.

By this time, I had been with four companies in six years, and my girlfriend at the time was in the middle of going to school to get her degree, so I did something drastic: I grew up. I ended up looking for any available programming job, and accepted a position with a UPS owned software company as an algorithm designer. I've been there since 2005, I get paid more money, and work fewer hours than I ever did as a game programmer. But I really miss the creative environment and working with people that I have a lot in common with, i.e. a love and passion for video games.

I am currently own and operate StrategyWiki, which strives to become the best online source of video game guides and walkthroughs anywhere in the world. I am now living in northern Maryland. Welcome to my blog.
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Can there ever be another "Mario"?
Procyon | 10:07 PM on 11.17.2009 7 comments




*** FWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH ***

There, that was me blowing off the dust on this blog that I haven't used in like... forever.

So I saw some kids playing the New Super Mario Bros. game on a Wii at a Best Buy, and I overheard some older kids who were passingg by scoff and remark, "who cares, it's just another Mario game," and the young punks shuffled off to go smoke crack or something, I dunno... but it got me thinking.

Do we live in a day and age where it's no longer possible for new cartoon-ish mascots to appear and shoulder an entire franchise on their own the way that Mario, Sonic, and a slew of impersonators once did in the later 80s and early 90s? The youngest ones that I can think of today are Ratchet and Clank, and to a lesser degree, Jak and Daxter, and they're both pushing 7 years old now. Blinx the Time Cat certainly didn't make it that long.

It seems like long ago, franchises were developed around personalities, whereas now they are developed around concepts. We are in an age where the majority of video games aspire to achieve a hyper-realism, looking realer than real, and the characters that occupy those spaces aren't really characters, they are purely avatars for the player to project themselves on to.

When we were young, it was fun to pretend we were Mario, or Link, or Sonic. These days, it seems like the only chance kids get to do that when it comes to video games is through TV license games like Spongebob or Naruto. There doesn't seem to be a market anymore for developers who want to establish their own creations. I'm not suggesting that the following examples were the best that video games ever had to offer, but that means no more Kirbys, no more Crash Bandicoots, no more Earthworm Jims, no more Bonks, no more Ryus and Kens, no more Spyros, no more Sly Coopers, and no more Bubsy the Bobcats (although I can live without him...)

Has that era of gaming completely vanished? Is it poised to make a come back? Ever?



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6 comments | showing # 1 to 6
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Jonathan Holmes's Avatar - Comment posted on 11/17/2009 23:57
Jonathan Holmes
Well, there's Sackboy and Loco Roco, but they haven't been seen to stand the trest of time yet.

But yeah, I do think we'll see a time once again when "iconic" characters are hugely popular again. In a few years, the whole "videogames as hollywood blockbusters" fad will be over, and maybe truly videogame-y videogames will be dominant again.
Mike Moran's Avatar - Comment posted on 11/18/2009 04:19
Mike Moran
It's an interesting thing to point out. We do have to consider that these "iconic" characters are really nothing more than simple archetypes, but clearly they remain popular. It's interesting that despite this style of character still being around, actual new characters can't seem to break into the spotlight.

Maybe it's just because so many of them really suck? Ty the Tiger was preeeeeeetty fucking lame.
Monodi's Avatar - Comment posted on 11/18/2009 12:21
Monodi
Ratchet is the only game mascot I have seen stand strong that isn't Nintendo's. It is a fad that should not have died and also caused the stop of more platforming games too.

I encourage any developer company to either rescuet heir old mascots or make new ones.

I wonder if Valve would get into another genre aside FPS... They got their own universe and conceptual air now with Half-Life, but jsut wondering.
bloodylip's Avatar - Comment posted on 11/18/2009 13:51
bloodylip
Valve should definitely make a Gnome Chompski platformer.
BulletMagnet's Avatar - Comment posted on 11/18/2009 14:27
BulletMagnet
There's an argument that part of Mario's longevity is the fact that Nintendo has (mostly) resisted the urge to make him "cool" or "extreme" - he's still just a pudgy, cheerful guy in overalls with a silly moustache, and he doesn't try to hide it (and in some cases flaunts it). Some have argued that the character should "grow up" at some point, but as far as I'm concerned that would go over as well as New Coke did - same goes for Link, Samus, Kirby and so on. Look at most of the failed mascots over the years (you might even semi-include Sonic in there) and you'll find that most of them tried to "one-up" Mario (no pun intended) in the "attitude" department, when there really was nothing to one-up, and just about all of them fell into the same trap and never crawled out.

I don't know if a character similar to Mario would have the chance to become an icon as he has, especially given the head-start he got in an era far more accommodating to his "style" than the present, but enough "trendier" mascots have fallen into oblivion over time that I certainly wouldn't put my bets on another one of those.
pascuz46's Avatar - Comment posted on 11/18/2009 20:25
pascuz46
@ Johnathan Holmes
I really hope your wrong, because I enjoy my video game blockbusters. Why can't video game blockbusters and "videogame-y videogames" live in unison? What is wrong with videogame blockbusters like Mondern Warfare 2 or Uncharted 2 (assuming those are the types of games you mean) and haven't we seen "videogame-y videogames" today (I guess what I think you mean would be most PSN or XBLA games).

I'm all for videogame mascots, dont get me wrong, but I don't want every video game to have these mascot characters. Whats wrong with a faceless-nameless soldier? You can still have compelling gameplay and story. Or how about hibrid games such as Metal Gear Solid or God Of War. Everyone knows Snake, hes a mascot for Konami but stars in a blockbuster game.

I would like to see the industry move forward and become something better as the tech gets better. Im sure you would agree, but I dont't see the blockbuster "fad" go away. It didn't for Hollywood, why would Videogames be different.

Also I really hope this post doesn't make me sound defensive or angry at your comment. I mean to be respectful to your opinion.
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