Living the Dream

Living the Dream

"I still don't know why I said it - and in retrospect it sounds like a gay pickup line from the '20s - but I opened my mouth and asked, 'Would you fancy a game of chess sometime?'
He gave me a dubious look for a second, then reached into his jacket pocket and handed me a business card.
'Meet me at my club next Tuesday at three,' he said, just before being promptly whisked off to talk to more important people."

Living the Dream

"In 1998, the "great sweep" took place, shutting down most of the major emulation sites in existence within a six-month period. But they had no preparation for the flood of emulators that appeared in 1999, chief among them bleem! All the major players were concerned."

Tom Rhodes takes on the dream of bleem!, the Best Little Emulator Ever Made.

Living the Dream

"Zukowski builds his FAQs like monsters in a laboratory. He begins by playing the game with his laptop by his side and takes notes on the cut scenes, puzzles and bosses as he goes along - he calls these notes 'bones.' Then, he adds 'muscle' by expanding the notes into complete sentences and adding detail. Finally, he takes the time to 'digest' the meaning of the game, often during his hour-long commute to and from his day job. In the case of Final Fantasy XII, the result was a 'political revolution simulator.'"

Melody Lutz takes a step-by-step look at the life of a FAQ writer.

Living the Dream

"'It never truly feels like a nine-to-five, but it can get a bit repetitive at times,' says Miller, who, according to his Wikipedia entry, has deferred college to continue competing. 'I know you wouldn't think gaming could ever be hard work, but sometimes you just need a break!'
One wonders what a competitive videogamer would do when taking a break from work, which is playing games. How about managing the team?"
Russ Pitts explores the fast and furious world of professional gaming.

Living the Dream

"'I got into the game industry in 1989, after seven years as a software engineer in a Silicon Valley company that made CAD tools for the electronics industry,' Adams says. 'What I found rather shocked me. The game industry was positively backward in many respects. Proper software engineering techniques, such as technical documentation, revision control and maintainable code were sneered at as ivory-tower wastes of time. Nobody used e-mail.'"

Erin Hoffman speaks to the founders of the IGDA.