Numbers are fun!

In the course of doing my job, I managed to stumble across some information about the stocks of video game companies. Turns out a Bloomberg terminal is a worthwhile investment (when I am not paying for it) after all. Basically, I am now able to put numbers (which will not be precise, since there may be some intellectual property rights at issue) next to musings such as “It seems the DS is selling a lot of unit,” or “What happened to the PSP, are there any games?” Please beware the frequent use of parenthetical statements (such as this one: DS = original DS + DS Lite).

Something that needs to be understood about the way traditional financial statistics apply to the video game industry (and entertainment media generally) is that there is a “round peg, square hole” problem. Most statistics (total sales for example) are calculated on a Year over Year basis. If Nintendo sold 100 games in October 2005 and 110 games last month that represents 10% growth in YoY sales. →  Think outside the post.

Making enemies move and shoot: An A.I. Primer part 1

Okay, so after I read the conversation on A.I. between Jay and Christian, I started coming up with comments. Then I re-organized them, and kept coming up with more. Well before I felt I had addressed things enough to post a comment, I had the makings of a brief paper on A.I. as it applies to video games. That was when I spoke with Jay about just writing it up as an article instead of posting a several-page comment, and he said to give it a shot.

Unfortunately I tend to go a little nuts when A.I. is concerned, and so it’s now turned into what’s possibly a multiple installment piece. In this first bit, what I want to cover are the uses to which we put A.I. for video games. They break down nicely into three main categories: uses related to gameplay and mechanics, A.I. that contributes to then immersive experience of the game, and A.I. used for aesthetic reasons. →  SaGa Frontier Readmastered