My father knew a guy who knew Bert Sugar.
That's how I wound up working for Bert, as a high school intern and then in my first job as a professional reporter. He was my first editor, my first mentor, my first journalism role model. He passed away yesterday at age 75.
Back when I interned, the people at the post office knew I worked for Bert, because to work for Bert Sugar was to be bathed in cigar smoke. It was to hear the clacking of a typewriter and hear the wheeze of a drinker's laugh as a newsman recounted a great, old story.
To work for Bert at Boxing Illustrated was to learn how it used to be done—and done well.
Bert was a sports-reporting legend, one of the tenured ink-stained wretches on the boxing beat and an eventual member of the Boxing Hall of Fame. He covered the fights. He talked about the fights. At some point he was on your TV, shot from the waist up so you couldn't see his ridiculously loud pants. But you'd see his conservative jacket and tie, the cigar between his fingers and the fedora on his head as he spun some new turn of phrase to explain who was going to knock out whom. Yeah, I got my start with that guy.
He was my first boss in journalism and had nothing to do with the Internet or computers. He was old-school, my stretched tether to the reporters of old: all hard-drinking, fedora-wearing, cigar-chomping characters. All of them were like Bert, I imagined. They'd all met the heavyweight champ, as would I if I was doing it right.
I worked for Bert before I wrote about video games, before I went to journalism school and was filled with righteousness about reporting. The journalism lessons I learned from Bert were about energy and excitement, about always having the enthusiasm to stick to the beat, to always notice the amazing, to laugh in wonder, to want to hear regular people, to want to tell them stories, and to always care about every word of every sentence.
From the day I met Bert, he looked old. But from that same day onward, he seemed so young. He was always hustling to write five different stories, another book and maybe launch a TV series with his buddy Cornell. He wanted to always be busy and to do more and better work. He bounced through the cramped offices of Boxing Illustrated in midtown Manhattan, where my suits acquired the Sugar cigar scent. He told silly jokes (This one sticks out for some reason: "What goes flop-flop-bang? An Amish drive-by shooting."). He was a goof, an entertainer but also a man of knowledge. He was a boxing nut and a baseball one, too. While I worked for him he was proud that his age and the number of books he had written—most of them about those two topics—were nearly equal quantities. (Here are a few, all of them guaranteed to have some cleverly-written and wonderfully-arguable assertions.) For some reason, I told him that I had to get a lot of rest each night. Don't worry, he told me, you need less sleep when you're older. I was inspired, because I wanted to have the kind of energy he had.
I always called him "Mr. Sugar" because, in 1994, I was a teenager and he was Damon Runyon in the wrong decade. We put Boxing Illustrated together, me, him and a few other folks, with a waxer, sticking each element of a page to cardboard and then sending them out to get some blue-inked proofs. The one time I recall him being angry with me was after I let a messenger take a large envelope stuffed with the boards for the next issue from the office before we'd made a duplicate. If the bike messenger I sent them off with was hit by a bus, our new issue would be lost in the road somewhere, he pointed out. Thank goodness that didn't happen.
Bert made me feel like a reporter, because, not long after he had me fetching coffee and making photocopies, he let me be one. He got me into press row at big fights. He published my first articles that ever appeared in a glossy magazine. He let me know what it was like to have a byline and to know what it's like to have the people who you write about react to your work (the guy who Mike Tyson knocked out in his first fight after prison was none-too-happy with my unflattering pre—fight profile).
I went to college when Boxing Illustrated became Boxing Digest and the Bert Sugar operation became a subsidiary of, believe it or not, a fashion and beauty magazine company. I still worked on Fridays, still got a little bit of time around Mr. Sugar. Bert quickly had a falling out with the magazine's new owner, but before he was gone from Boxing Digest altogether, he temporarily worked in banishment, out of an office where he was most comfortable: the bar at O'Lunney's. He'd send his editing orders back on napkins. That was the Bert Sugar story.
People always wanted to know about the hat. No, I'd never seen him with it off, but his secretary told me the story about some guys who were angry about something Bert wrote and came by the office one day to convey their displeasure. They cut a wire that would have let her call for help and flipped his desk. Amid the commotion she noticed a bald-pated man picking himself up off the ground. That was Bert, she realized. He had taken one in the jaw and had not yet re-affixed his hat.
I figured Bert was the kind of newsman who was pleased that he wrote about someone who wanted to punch him out. A job well done.
Bert liked to tell me that his previous interns had done great things. One of them was a top executive at ABC. The other was Keith Olbermann. He expected me to be great. Ever since, I've been trying hard.
A co-worker was talking about me with Bert once. Bert declared, only after a pause, that I was a "neat kid." That bugged me just a tiny bit. I used to consider it an insufficient assessment. I used to think there was so much more that I wanted to be in Bert's eyes.
Nah.
I'll take being a "neat kid," because, you know what? So were you, Bert. To the end.
Michael Kuehl, a programmer with Resistance developers Insomniac - and who had also worked at Infinity Ward and Electronic Arts - has tragically passed away at the age of 32.
Kuehl was struck by a car while riding his motorcycle, and died from his injuries.
Our thoughts go out to his family and colleagues.
A week ago Star Wars Galaxies closed down for good. Today, the MMO published its official "memory book," a whale of a tome at more than 200 megabytes in PDF form, recalling all of the worlds, races and principal events of the MMO's eight-year run.
Remember the Sullustan, the Ithorian, the Wookiee, the Human and, yes, the Bothan ... and the worlds of Corellia, Dantooine, and Kashyyyk. Remember the Jedi, the the smugglers, the traders and the spies. Remember all the members of the eight Galactic Senates. Remember all those who fought in the great Galactic Civil War or lived in the time of its intrigue.
It's a memorial not so much to a game but to its community and if you were ever a part of it. Have one last long look through the pages of its history, with that soundtrack above as your final accompaniment.
The Force will be with you. Always.
A Thank You to the Star Wars Galaxies Community [Star Wars Galaxies]
One of the longest-running magazines about video games has just run out of credit. It's just been announced that GamePro magazine, which launched in 1988, will cease publication as a standalone entity next week on December 5. As first reported by IndustryGamers, both the magazine and website are being shut down, with the following text running on GamePro.com as of today:
Thank you for your loyalty, support, and participation in the GamePro.com community. At noon on December 5, 2011, the U.S. version of GamePro online will shut down as an independent site. GamePro will become part of PCWorld.com (http://www.pcworld.com/gamepro) offering gaming news, reviews, and how-tos from the PCWorld team. Thank you to the entire GamePro staff for their hard work and dedication.
GamePro's probably best known for the colorful pseudonyms its writers used and the cartoon-face icons that accompanied game reviews. The magazine helped established the voice of video game culture, giving players a place to read about the individuals and creative process that remained mysteries even as the games industry rose to pop culture prominence. Many talented critics and journalists have contributed to GamePro's pages through the years and its death silences a significant outlet for those of us who care about video games and how they're thought about.
GamePro is Dead [IndustryGamers]
Gary Garcia, who teamed with Jerry Buckner to perform the 1982 hit "Pac-Man Fever," a song synonymous with 1980s pop culture and America's early love affair with arcade gaming, died yesterday at his home in Englewood, Fla. He was 63.
Composed as a parody of Ted Nugent's "Cat Scratch Fever," "Pac-Man Fever" capitalized on the new national obsession with video games, especially the Pac-Man phenomenon. The single soared to No. 9 on the Billboard Hot 100 in March 1982 and anchored a gold album (one million copies sold) by the same name. That month, Buckner & Garcia performed "Pac-Man Fever" on American Bandstand.
Like many acts from a decade defined by one-hit wonders, Buckner & Garcia could not extend the success of "Pac-Man Fever" into successive works. A second song off the same album, "Do the Donkey Kong" barely missed Billboard's Hot 100 (peaking at No. 103 on a separate list). None of the six other songs, tributes ranging from Defender to Mouse Trap, went anywhere either. The duo did later write lyrics for an extended version of the theme to WKRP in Cincinnati.
"Pac-Man Fever" and all of the album's songs were released over the Rock Band Network this year, for play in the Rock Band series.
In a tribute posted on the duo's website, Buckner credited the writing of "Pac-Man Fever" to his friend, whom he had met in the 1960s when both were high schoolers in Akron, Ohio. "Gary and I wrote Pac Man Fever in my front room. He mostly handled the lyrics and I the music. He was a gifted writer.
"His opening line, 'I gotta pocket full of quarters and I'm headed to the arcade' is a classic," Buckner wrote, "and summed up the entire video game craze that was sweeping the country at that time."
During the iPhone 4 leak, I somehow, through no real grift of my own, found myself in possession of Steve Job's phone number. It went directly to his desk phone.
My first thought was, "Steve Jobs has a desk phone?"
It seemed like the kind of phone number you hang on to, so I wrote it down on the back of a business card and threw it in a desk drawer. But I never called.
I mean, what would I say to Steve Jobs? Just picking up the phone and saying hello to me would probably cost him a few thousand dollars' worth of time.
Would I thank him for his work? Could I come up with a question that would make him think I was smart? Did that even matter?
Would I ask for a job?
I never could come up with a good reason to bother him.
Tonight, I'm looking at that phone number on that card. I'm going to call it and—if it's real and if I can summon the nerve—I'm going to leave Steve a message.
"Thanks for never taking any shit from anyone. Thanks for doing so many things right. Thanks for putting so many ideas in my head, thanks for showing me that I can have a family and still make my mark on the world. Thanks for inspiring so many people who have made the world more interesting.
"Thanks for being such an ornery, inspiring son of a bitch. Thanks for showing that's the way to do it."
Former Microsoft Game Studios developer Steve Lacey, who had worked on titles like Crimson Skies and the Flight Simulator series, has been tragically killed when a drunk driver smashed into his car while trying to collide with another vehicle in an incident of "road rage". Lacey was 43. [King5]
It's a mechanic as old as games themselves: perform poorly and you lose a "life". Experimental Dutch title GlitchHiker went a little further, though: perform poorly and the whole game died.
An entrant in the Dutch Global Game Jam 2011 earlier this year, GlitchHiker was tied to a central server which was programmed to literally destroy the game with each life lost. Players could earn lives by playing well, but if they didn't, the game would experience increasing defects until it was rendered unplayable.
Despite a weekend of people trying their best to "save" GlitchHiker, it is now no more. Well, you can download the thing if you want, but it won't work.
GlitchHiker [Glitchhiker, via Gamefreaks]
The original MMO set in a galaxy far, far away, Star Wars Galaxies, is ending its online existence this December, making way for Star Wars: The Old Republic. Contracts expire and so too must the occasional online community.
Star Wars Galaxies designer Raph Koster, also notable for being lead designer on Ultima Online, offers his take on the game scheduled to "sunset" later this year, a eulogy of sorts, with a dash of post mortem. The former Galaxies designer adds his take on how the game might have been a bigger success, right from the get go.
"Here's what I would have done differently," Koster writes. "I would have made sure the ground and space games were launched all at once. I would have given the game another year to develop and really polish it quite a bit. I think we created one of the most unique and amazing games ever created in the MMO space. It is the sandbox game. Nothing else even comes close to what we did there. I would have really taken our time and polished combat right so we never had to do the [New Game Enhancements, an overhaul of the game in 2005]."
That said, Koster says he was "proud to have worked on it," calling the eight-year-old game "quite profitable," full of influential gameplay mechanics and entertaining for millions. He even addresses the game's much talked about... dancing.
"...Which everyone made fun of," Koster says. "But as far as I am concerned, it may have been the biggest and best contribution, the one that spawned a jillion YouTube videos and may well be the lasting influence the game leaves behind, an imprint on all the games since: a brief moment where you can stop saving the world or killing rats and realize the real scope and potential of the medium."
More at his official site.
SWG is shutting down [Raph Koster's Blog]
It's been announced that a public monument will be built to honour Dungeons & Dragons pioneer Gary Gygax in a park in Lake Geneva, Wisconsin. [GMF]