Silicon Knights Q&A - Round 1
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Written by Hannar   
Friday, 11 April 2008

Denis Dyack has posted the most recent IGN Blog featuring the first two questions asked by TooHuman.net readers.  Directors Steve Henifin and Henry Sterchi take a crack at answering the questions that were selected by Silicon Knights staff after we narrowed them down to the top 15.  Another set of questions will be selected by Denis and crew for the next blog, so continue asking your questions in our forums. 

 

 
Byrackk Interview and Youtube Video Added to the Mix
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Written by Hannar   
Thursday, 03 April 2008

An exclusive NFC interview with "Howard Byrackk" and a shaky-cam video found today on Youtube have complicated the Goblin Man storyline.  As Too Human's viral marketing continues, the fans here at TooHuman.net are leading the charge in trying to figure out exactly what it all means.  You can join that speculation in the forums.

NFC: There’s been some criticism towards your non-fiction filmmaking. Some people say you take too many liberties in your storytelling.

Byrackk: Yes, well I suppose that’s a legitimate concern for some. Personally, I’m more interested in telling fascinating stories and creating unique images. There’s as much truth in documentary film making as there is in a charlatan bending spoons or a woman being cut in half, but nobody ever accuses the magician of dishonesty because we’re too busy being entertained. I want to make documentaries that entertain.

 
The Goblin Man Story Continues?
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Written by Hannar   
Monday, 31 March 2008

Now it is time for the community to jump in and help us figure out exactly what is going on.  A new user joined us on the forums today.  Joen Farls, also known as Fried Behemoth, posted the following topics:

At 4:03 EST:  Herklœõi

At 5:01 EST:  Svartr

At 7:00 EST:  Síõastr Jafndœgri

With each post is an image with a unique file name and accompanying text.  The die hards inside the forums are already hard at work trying to uncover exactly what the meaning behind these images and text could be.  You can join in that discussion in the official thread here.  

More updates to come as we find out more about Joen Faris and his role in the Goblin Man campaign.  

 

 
Denis Dyack Podcast from MIT
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Written by Hannar   
Sunday, 30 March 2008

Fortunately for us, a podcast has finally surfaced from Denis Dyack's talk at MIT last week.  You can find a direct link over at the MIT Convergence Culture Consortium blog. 

For those of you more interested in the world of games, check out this podcast of our event last week with Dennis (sic) Dyack, the founder and president of Silicon Knights. In this capacity, he oversees the creation and development of games, and continues to further the growth of the company. Under Dyack's direction, Silicon Knights has evolved into one of the top independent interactive software developers in the world. Working with Nintendo as a second party, Silicon Knights created the critically acclaimed Eternal Darkness. Together with Nintendo, Silicon Knights worked with Konami to create Metal Gear Solid: Twin Snakes. In this podcast, Dyack discusses his views on why video games may represent the 8th Art and describes some of the thinking going into their Too Human trilogy, currently under development. This event was sponsored by the Singapore-MIT GAMBIT Lab.

There is a highly entertaining Q&A session that follows the first half of the podcast.  Denis covers many different topics, including the death mechanic, interactive cutscenes and the ability (or inability) for players to alter the story through their actions.  Well worth a listen.

 
The Goblin Man of Norway
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Written by Hannar   
Sunday, 30 March 2008

In what is certainly the most unique piece of marketing attempted in the history of Silicon Knights, Denis Dyack and crew are attempting to introduce the theory of a cyclical history to a wider audience before Too Human finally sees a release.  In a video that features a documentary quality similar to the Halo 3 advertisements, The Goblin Man of Norway, with production credits being given to the recently resurrected Norwegian Film Committee, features the story of an environmental activist who makes an amazing discovery.  You may view the full five minute clip via XBox Live or via the newly updated NFC Website.  

 

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Denis Dyack Speaks at MIT
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Written by Hannar   
Thursday, 20 March 2008

Unfortunately, no press covered the event, but Denis was in Boston recently to give a talk about game design at prestigious MIT:

This afternoon the US GAMBIT lab is playing host to Denis Dyack, the founder and president of Silicon Knights (Eternal Darkness: Sanity's Requiem, Metal Gear Solid: The Twin Snakes, Too Human). In addition to guest-lecturing in a game design course or two, Dyack will also be giving a presentation on Games as the Eighth Art and Engagement Theory for the MIT CMS Colloquium series. The Colloquium lecture is free and open to the public, and runs from 5-7 PM this evening in building 2-105.

Denis Dyack is the founder and president of Silicon Knights. In this capacity, he oversees the creation and development of games, and continues to further the growth of the company. Dyack is a noted authority on interactive software development and offers valuable insight into the process of designing next-generation games that appeal to the masses. Under Dyack's direction, Silicon Knights has evolved into one of the top independent interactive software developers in the world. Dyack (B. Phed, H. B.Sc, M. Sc.) founded Silicon Knights in 1992 after publishing Cyber Empires in 1991. Since that time, Silicon Knights has moved from creating PC games to premiere AAA console titles, such as Blood Omen: Legacy of Kain for the original PlayStation. Working with Nintendo as a second party, Silicon Knights created the critically acclaimed Eternal Darkness. Together with Nintendo, Silicon Knights worked with Konami to create another critically acclaimed game, Metal Gear Solid: The Twin Snakes. Dyack and his team are currently working with Microsoft on the Too Human trilogy for the Xbox 360, and developing an exciting new game for Sega of America.

 

 
Too Human Archetype Video
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Written by Hannar   
Wednesday, 19 March 2008

Denis forwarded me a link to a new archetype video that was created by a fan on this site.  It's an example of how some want to see the RPG aspects marketed in the future:


Too Human Archetypes - promo example from Alex DiMella on Vimeo.

 
Denis Dyack on Story and Content in Games, Part 2
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Written by Hannar   
Monday, 17 March 2008

Part two of Denis Dyack's interview with 1Up.com has been published today, and for anyone in the management field, it's really an interesting read.  More than giving one an idea how Silicon Knights creates games, it gives one an idea of how they view their employees.

Dyack: Okay, well, Peter Drucker did a book called The Post-Capitalist Society. He talks about knowledge-based industries and how the economy is going to change over time. He says that current manufacturing is going to all go overseas. That was a long time ago that he said that. I think he wrote the book back in 1989 or 1992, so it's pretty dated. [EDITOR'S NOTE: According to Wikipedia, The Post-Capitalist Society was published in 1993.] The next level, according to Drucker, is going to be the service industry, banking and stuff like that. That's where outsourcing starts.

When you start outsourcing, in my eyes you're commoditizing your people. You're saying you can get other people anywhere to do this, because it's just a service. The knowledge engineers, which Drucker places as the biggest revenue generators for economics -- he's got all kinds of reasons why and has written many books on it -- they're the people who create ideas. Those are the people you really have to value. The people who create the games at Silicon Knights are all knowledge engineers. If you start outsourcing that, you're saying this is a service. You're de-valuing everyone's contributions. There are a lot of economic reasons why a lot of people believe Peter Drucker is right.

I'm not sure if Matthew knew what I was talking about when I brought that up or has had a chance to respond. Another person I'm interested in right now is Richard Florida, an economist who is basically the new Peter Drucker. He talks about knowledge-based industries and small businesses really coming to the forefront of the economy. Another person who I mentioned at the panel who's been a really big influence in my life is Ursula Franklin, who I consider a humanist. She's a physicist who survived the concentration camps during World War II. She looks at the effects technology has on society, and a lot of the things I'm saying about technology and commoditization are reflections on her studies.

When you take all these ideas together, I see outsourcing as de-valuing people. It's commoditizing us. Look at the Hollywood model. I said we have to fight the Hollywood model, we have to fight contract work, we have to fight unions. Maybe unions less so, but contract work, if you hire a writer contract, you're essentially saying anyone can write your story. What we're saying is, no, they have to be an integrated part of the entire studio to do it well.

 

 
Denis Dyack on Story and Content in Games, Part 1
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Written by Hannar   
Friday, 14 March 2008

1Up.com has a new two part interview with Denis Dyack covering a range of industry topics.  Among those, Denis's thoughts on how developers should be working together to improve their game creation processes.  Part two of the interview will be up tomorrow:

Dyack:  I also talked about flow back then. At the Austin GDC, man, I was so disappointed. I went to this one talk about one of the Ubisoft games, called "Designing Flow in Games." The guy who was talking said, "I'm really starting to look at getting flow into our level design and our story, because I really think there's something here, but someone beat me to it." I thought he was referencing one of my talks, but he was actually just joking about the game flOw from Sony. One of the problems with our industry is that there's no bed of research to rely upon, and there's not a consistent flow of ideas. It's almost like we're on this archipelago, each with our own islands, and no one can talk to people. With GDC and all these other conferences, we really need to make these places for people to talk and discuss. It really bothers me at these conferences when people start selling their games. That sets a really bad precedent. There's so much to learn and so much potential in our industry, I think we should focus on striving for it. I know that's a super-long answer, so I hope it hit on the right things.

 
Denis Dyack Interview at Crispy Gamer
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Written by Hannar   
Tuesday, 11 March 2008

Another post-GDC interview with Denis Dyack has surfaced over at Crispy Gamer.  If you have not heard of this site before, I do suggest checking it out.  They offer a pretty fresh take on the world of gaming journalism, and ask Denis a few good questions despite keeping the interview quite brief.  Part two will be available tomorrow.

Crispy Gamer: I got to play the game for a while, and there were a lot of positives, but some people said they had a hard time getting into it. Do you think it's difficult to demo a game like Too Human in such a short time period?

Dyack: There's no question. When we had a previous demonstration here at Silicon Knights, people played it for hours. Essentially I think we had 15 minutes on average with every person. The other thing is -- and I'm going to come right out and say it -- people are going to hesitate in saying anything positive right now because of our past showings. I think some people are taking a wait-and-see attitude. We've done a lot of focus testing and we're pretty confident that the game is strong. I don't know what to say beyond that. I think in general I didn't hear many mixed things -- I heard all positive responses. Maybe that's just what they're telling me.

Enjoy the interview, the return back here for more discussion in the forums.   

 
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