experience points |
thoughts by morgan. sometimes, i like to write things down. @morganharo |
Taken with Instagram at Golden Gate Festival
new office, new view. (Taken with Instagram at SCEA HQ 919)
Someone find this man and shoot him, before the virus spreads!
It’s been a great first year at PlayStation. Last year I could only hope to influence PlayStation Store campaigns and marketing executions. Now I get to work side by side with that awesome team of folks at SNE helping craft some great events and get them off the ground on the marketing level. Last year we were just starting out with getting PlayStation Plus off the ground in a more meaningful way, working through that dark time of the PSN outage. Now, PS Plus is bigger than ever with more definition, growth and awareness among the PS community than ever before. And PSN has more awareness internally than ever before, and that can mean good things. It’s definitely a fun challenge to interface with so many different groups.

Last year, I was simply a fan of games like Journey, eagerly anticipating its release. (which reminds me, I need to write a bit on that game) This year, I ran point on running the digital marketing plan with the help of some of the talented PR and Marketing crew for the game; and presented the plans to thatgamecompany heroes like Jenova Chen and Kellee Santiago and producers at Santa Monica Studio. It was truly one of those moments where you have to take a step out of the hustle of the day to day and realize when you’ve hit a neat little milestone. But hopefully, all of that is just the start.

While it was an amazing opportunity to work with extremely talented teams to get the most out of already existing plans, this year brings a new focus with a new team alignment. Last year, although my title was based in the community, I utilized my marketing background and wore more of a marketing brand manager hat in addition to engaging the PSN community in a handful of meaningful ways. Now, my role will be more focused on implementing new initiatives throughout the digital PlayStation structure based on integrated community feedback. While some initatives will be focused on presenting ways for PlayStation to directly engage with the PlayStation Network audience (for example, the ongoing PlayStation.blog series that shines a light on gamers on PSN) I’m going to be looking for more ways to influence the decision making process within the organization as a whole by presenting smart, data-backed analysis based on what the PSN community is saying.

That’s going to be an interesting challenge as it’s never a simple matter of saying, ‘hey guys, we should do X because Y many people are demanding it.’ There are a number of factors that affect any decision to be made. Some factors are within SCEA, some are more of a Sony-wide area, and others are outside of the greater Sony group that need a bit more effort to identify what’s needed to present to these outside parties. But there seem to be a handful of very fundamental changes that are paving the way for a bit more streamlining of good ideas to make it to the light of day. There’s a lot to do, much of it out of my hands, but I’ll be doing everything I can to identify ways to move the needle.

Aside from that, went on an amazing solo snowboarding trip to Tahoe after one of the better storms to hit the Bay Area recently. It was a great day. Amidst the refocus at work, it was nice to do some exploring at a spot that I rarely go to. I always love going with a group, but there’s nothing quite like being out there by yourself. Smashing some personal speed records, new helmet on (with speakers built in! lol) and just a great low key weekend made for a great quick Tahoe trip. Was able to pack in a few nice trips this Spring with Mammoth and Cabo in March, along with the aforementioned quick Tahoe trip and a quick escape back to Davis with Melanie for Picnic Day. Always fun seeing the silly ass kids that you used to be. A part of me misses it, but where I’m at now, it’s a whole lot more fun.
CLUE 1:
“went to short dogs house,
they was watching Yo MTV
RAPS”
Yo MTV RAPS first aired:
Aug 6th 1988
CLUE 2:
Ice Cubes single “today was a good day” released on:
Feb 23 1993
CLUE 3:
”The Lakers beat the Super
Sonics”
Dates between Yo MTV Raps air date AUGUST 6 1988 and the release…
Taken with Instagram at Coit Tower
It’s great to be able to wrap up 2011. What a nutty, but great year that was. It was the first time that I personally confronted the idea that employment can be a tenuous thing. It’s great now that I’m going into 2012 knowing that I’ve got a full time spot at Sony after 9 months of contracting with them. But I’m ensuring that I make steady progress towards improving my value. So I’m glad I’ve been able to start on that journey with confidence to get a PMP certification. It should be relatively straight forward to translate my current and past employment towards the requirements neccessary. It’s going to be interesting to see how I balance that out with continuing to study Japanese. But with my resolution of 2012 being to wake up at 6am every weekday (non-holiday), I’m hoping I can find more time to handle the things I need and want to do, all the same.
Also, with 2011 out the door, it’s also a fun time to reflect on my personal Games of the Year. While I don’t think many people care to hear what I personally think of these things, I always like the idea of reflecting back. Doing so, it’s easy to see that 2011 had a shit-ton of good games release over the year with an emphasis on releases towards the end of the year. Moreso than years gone, by far. It’s become tougher to try and make the time for all these amazing titles, and some, I’m just a) not able to play or b) they’re just not my cup of tea. That said, here’s my personal top games of the year, in no particular order.
Portal 2
I thought Portal was fun. I thought it was clever, and I enjoyed it a lot; but I didn’t have my hype meter set ultra high for the second one. I was going to be playing it day one for sure, but I didn’t feel like it was going to be such an expanded experience from the previous version. That said, playing through, I loved not knowing what amazing environments awaited me next; what mechanics I’d have to master to work my way through its many puzzles. The twists and turns of the story, delivered with an amazing script and voice acting and without the use of cutaway cinematics, kept me guessing on just how exactly things would work out for Chell, and where or when exactly she was. These questions were answered, some more vaguely than others, but the complete and terse experience of escaping from Aperture Labs was delivered flawlessly. And in terms of jaw on the floor moments, the way you complete the game’s final confrontation: classic.
Skyrim
I didn’t put as many hours as others may have (my last clock stands at about 65 hours); but its ability to transport me to its universe so effectively, so convincingly; I couldn’t help but enjoy giving away my time to Skyrim. Beautiful music surrounds you as you explore, accompanying the action perfectly with swelling battle scores and mystical overworld melodies. Despite it’s technical flaws (locking up from time to time; frame rate issues), I stand in amazement at the world and lore that Bethesda has created. The funny things is, Skyrim is a tough game to find an ‘end’ to. Although I would love to continue to play, I decided to stop playing for now with the main quest completed, as well as the following main side quests done: Companions, Thieves Guild, and College of Winterhold / Mage’s Guild quests. The inevitable DLC will be coming, so once that hits, I’ll happily revisit the world and maybe take on exploring more from the core game.
Catherine
Catherine was fun, different and completely unpredictable in not only its gameplay, but story and themes as well. You’re tasked with navigating the messier sides of relationships via fun social choice/conversation gameplay on one hand; while on the other, you’re fighting off an evil(?) demon who exists only in the mind of men via entrancing puzzle gameplay. To pull it off, Atlus presents the game through the lens of a fictional TV show called the Golden Playhouse which allows them to be just a little in on the ridiculous concept of the game. With some genuinely funny and tense moments thanks to the great voice acting of the cast, Catherine is the type of game you don’t see enough of. By the end, you knew that the development team really must have enjoyed making this game. It felt like it came from a good place. A human place. I dug it.
Uncharted 3
No one delivers a single player experience like Naughty Dog. No one touches them, and Uncharted 3 continues that trend. There’s not another game out there that delivers the high end action coupled with a lovingly smooth frame rate that never stutters, amazing set pieces and most importantly, believable characters. It’s the most focused technical wizardry on display in video games and while it’s not reinventing anything in terms of the type of story that’s being told, the Uncharted series sets the benchmark for how to present them.
Bastion
Bastion did exactly what I hoped it would do. It returned me to a time where games told a story with color, art design, and music; just as much as it’s writing. While helping Kid rebuild the world of Bastion, you felt a real feeling of discovery when you met someone new. You learned with the game as the incredibly crucial Narrator character deftly reveals every new detail uncovered through an amazing delivery, carefully timed with every unique and moment in the game. The best compliment I can give Bastion is it evokes the style that some of the most classically beautiful 16 Bit SNES-era games delivered. It’s an inspiration to see the success that Supergiant Games has built on their initial outing, and I can’t wait to see what they have in store next.
ICO
Honorable mention for ICO. Rereleased in HD as part of the ICO | Shadow of the Colossus Collection, this title was first released back in 2001 on the PS2. I never got the chance to play it then, but gave it a spin with the collection and was amazed at how seamless this game was; especially in its new form. Journeying alongside a myserious otherworldy companion and working together to escape the remnants of a castle; the castle’s architecture itself turned out to be one of the most compelling characters of the game, metaphorically speaking. It was designed in a way in which you felt that this was a real, tangible place. Also, I usually give a lot of points to a game that has a beautiful score; yet the majority of the game is absent of music of any sort. Reserved for only key moments in the game, it served the game well as it took a backseat to the more bombastic Collosus, and let the drafty winds of the castle appropriately set the tone for this short, yet memorable game.
More awesome games from 2011 that I had the time to play that are fantastic, but either didn’t bring something particularly new to the table, or I just didn’t have time to write about: Assassin’s Creed Revelations, Battlefield 3, Modern Warfare 3, inFAMOUS 2 and inFAMOUS Festival of Blood, PixelJunk SideScroller, Gears of War 3, Sword and Sworcery (amazing), Dead Space 2, Bulletstorm, Dragon Age II, Batman Arkham City (just started playing), Killzone 3, ICO | Shadow of the Colossus Collection, Eufloria, Street Fighter 3 Online Edition, Crysis 2.
Here’s to a wonderful 2012!
hell yeah bacon (Taken with Instagram at City Of Vallejo)
“The individuals who linked arms and actively resisted, that in itself is an act of violence,” UC police Capt. Margo Bennett said. “I understand that many students may not think that, but linking arms in a human chain when ordered to step aside is not a nonviolent protest.
Following her logic…
“OPEN THE FUCKING SAFE RIGHT NOW OR WE’RE GOING TO LINK ARMS IN A HUMAN CHAIN, MOTHERFUCKER! SAY WHAT AGAIN! I DARE YOU! I DOUBLE DOG DARE YOU!”
“Police report that the battered woman, whose name is being withheld for her safety, was terrified that her husband would link arms in a human chain.”
“I am here today to stand up against bullying and violence in all its forms. Someone has to say ‘enough!’ Enough standing quietly in a line and linking arms.”
“Tonight, we have horrifying footage of police standing in a line and linking arms around motorist Rodney King…”
—-
If there was any justice in the world, this woman would have already been fired for having such a profoundly twisted concept of violence, non-violence, and protesting. She is unworthy of the public trust.
This is a story about gamer culture, casual sexism, the silence of friends, and its fallout - more or less in that order.
Firstly, context. I’m a recent graduate working as a game designer for a social games startup in New York City, and I identify strongly with other students and alumni who…
(Source: teamvalkyrieftw)