2008.10.27: October 27, 2008: Headlines: Figures: COS - Uzbekistan: Writing - Uzbekistan: Computers: Internet: The New Yorker: Tom Bissell writes: CliffyB and the world of the video game
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2008.10.27: October 27, 2008: Headlines: Figures: COS - Uzbekistan: Writing - Uzbekistan: Computers: Internet: The New Yorker: Tom Bissell writes: CliffyB and the world of the video game
Tom Bissell writes: CliffyB and the world of the video game
Despite the rapid growth of the video-game industry—last year, sales were higher than either box-office receipts or DVD sales—designers are largely invisible within the wider culture. But Bleszinski, who is known to his many fans and occasional detractors as CliffyB, tends to stand out among his colleagues. Heather Chaplin and Aaron Ruby’s “Smartbomb,” a book about the industry, recounts the peacockish outfits and hair styles he has showcased at industry expos over the years. In 2001, he affected the stylings of a twenty-first-century Tom Wolfe, with white snakeskin shoes and bleached hair. In 2002, he took to leather jackets and an early-Clooney Caesar cut. By 2003, he was wearing long fur-lined coats, his hair skater-punk red. In recent years, he let his hair grow shaggy, which gave him the mellow aura of a fourth Bee Gee. Author Tom Bissell served as a Peace Corps Volunteer in Uzbekistan.
Tom Bissell writes: CliffyB and the world of the video game
The Grammar of Fun
CliffyB and the world of the video game.
by Tom Bissell
November 3, 2008
[Excerpt]
Epic Games is a privately owned company and does not disclose its earnings. But on a Monday morning in late April, while standing in Epic’s parking lot, at Crossroads Corporate Park, in Cary, North Carolina, awaiting the arrival of Cliff Bleszinski, the company’s thirty-three-year-old design director, I realized that my surroundings were their own sort of Nasdaq. Ten feet away was a red Hummer H3. Nearby was a Lotus Elise, and next to it a pumpkin-orange Porsche. Many of the cars had personalized plates: “PS3CODER” (a reference to Sony’s PlayStation3), “EPICBOY,” “GRSOFWAR.”
The last is shorthand for Gears of War, a shooter game, which Epic released in November, 2006, for play on Microsoft’s Xbox 360 console. Gears of War was quickly recognized as the first game to provide the sensually overwhelming experience for which the console, launched a year earlier, had been designed. Gears won virtually every available industry award, and was the 360’s best-selling game for nearly a year; it has now sold five million copies. On November 7th, a sequel, Gears of War 2, will be released; its development, long rumored, was not confirmed until this past February, when, at the Game Developers’ Conference, in San Francisco, Bleszinski made the announcement after bursting through an onstage partition wielding a replica of one of Gears of War’s signature weapons—an assault rifle mounted with a chainsaw bayonet.
Despite the rapid growth of the video-game industry—last year, sales were higher than either box-office receipts or DVD sales—designers are largely invisible within the wider culture. But Bleszinski, who is known to his many fans and occasional detractors as CliffyB, tends to stand out among his colleagues. Heather Chaplin and Aaron Ruby’s “Smartbomb,” a book about the industry, recounts the peacockish outfits and hair styles he has showcased at industry expos over the years. In 2001, he affected the stylings of a twenty-first-century Tom Wolfe, with white snakeskin shoes and bleached hair. In 2002, he took to leather jackets and an early-Clooney Caesar cut. By 2003, he was wearing long fur-lined coats, his hair skater-punk red. In recent years, he let his hair grow shaggy, which gave him the mellow aura of a fourth Bee Gee.
Bleszinski drove into Epic’s parking lot in a red Lamborghini Gallardo Spyder, the top down despite an impending rainstorm. His current haircut is short and cowlicked, his bangs twirled up into a tiny moussed horn. He was wearing what in my high school would have been called “exchange-student jeans”—obviously expensive but slightly the wrong color and of a somehow non-American cut. Beneath a tight, fashionably out-of-style black nylon jacket was a T-shirt that read “TECHNOLOGY!” His sunglasses were of the oversized, county-sheriff variety, and each of his earlobes held a small, bright diamond earring. He could have been either a boyish Dolce & Gabbana model or a small-town weed dealer.
Bleszinski suggested that we go to a local diner. He professes an aversion to mornings, and to Monday mornings especially, but he seemed dauntingly alert. “This car’s like a wakeup call,” he said. “By the time I get to work, my heart’s pumping and I’m ready to crank.” Before we were even out of the parking lot, we were travelling at forty-five miles an hour. At a stoplight, Bleszinski exchanged waves with the driver of an adjacent red Ferrari—another Epic employee. When we hit a hundred miles per hour on a highway entrance ramp, Bleszinski announced, “Never got one ticket!” On the highway, he slowed to seventy-five. “One of my jobs in life,” Bleszinski said, cutting over to an exit, “is to make this look a little cooler.” By “this,” he meant his job.
Bleszinski’s brand of mild outrageousness—the “Cliffycam” on his blog page, which, some years ago, allowed visitors to observe him online while he worked; the photographs of him on his MySpace page alongside the splatter-film director Eli Roth and the porn stars Jenna Jameson and Ron Jeremy—qualifies him as exceptional in an industry that is, as he says, widely assumed to be a preserve inhabited by pale, withdrawn, molelike creatures. There is some truth to this stereotype: most game designers are not like CliffyB. But neither, really, is Bleszinski. The nickname, he told me, was bestowed on him by some “jock kid,” when he was a small, shy teen-ager, and was meant as a taunt. Bleszinski took the name and fashioned a tougher persona around it, but, after spending a little time with him, one has the sensation of watching someone observing himself. Video games are founded upon such complicated transference. Gamers are allowed, for a time, all manner of ontological assumptions. They can also terminate their assumed personalities whenever they wish, and, lately, Bleszinski has been asking game-industry journalists if they might not “sit on” the CliffyB moniker “for a while.”
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Story Source: The New Yorker
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