Showing posts with label think of the children. Show all posts
Showing posts with label think of the children. Show all posts

Wednesday, November 9, 2016

We Are No Longer Supporting Android. Sigh.

When I stare into its cold, dead eyes, all I see is my own failure reflected back at me.

So I won't bury the lead in this blog post.

As of the very near future, Spiderweb Software will be discontinuing support for the Android platform. We will be removing our games from Google Play and the Amazon App store.

If you purchased Avadon or Avernum for Android from us in the past and need a copy for your device, please contact us and we will arrange a private download or refund, as needed.

We recently had a false alarm where we temporarily thought we would stop developing for the iPad. I was able to fix some technical issues and we're back in business on that platform. This will not be the case with Android. We may develop for that platform again, but it will be years before we are able to, if ever at all.

That's it. We're really sorry to anyone bummed out by this. If you're interested about the hassles of being a small software developer, read on.

So What the Hell Happened?

In the big indie gold rush of 2011-2, there were lots of dollars sloshing around for anyone who could come out with competent products. A good business opportunity came along if we let a certain company port two of our popular games, Avadon and Avernum, to Android tablets.

We took the deal. Solid ports of the two games were made. We got a bunch of money, and a bunch of customers were happy.

However, we did not control the source code to those ports. The 3rd party company did. This means that, if things broke, we couldn't fix them. We had to get the company to fix them.

Then the company went out of business. Now it is gone. Things are starting to slowly break.

We want to be an honest company. If we can't support it, we can't sell it. So off they go.

Well, If You're So Big, Why Don't You Port Them Yourself?

Because I'm only one guy, and I have limited brain bandwidth. I currently support three platforms. That's all I can handle without freaking out.

A lot of the problem is that we're using a pretty old game engine. Soon, we want to switch to a new engine, but first we have to find one that suits our needs. This may not exist. Then we have to switch to using it, which is a big job. Then that engine has to support Android, which it may not. Then I need to take on the considerable job of learning to develop for Android, which I might be too sleepy to do.

On top of all of this, in our experience, for us, Android doesn't make that much money. Honestly, iPad doesn't either anymore. I mainly write games for the iPad as a hobby, because it amuses me. (By the way, if you want to know why we don't develop for Linux, consider all the arguments above, but triple.)

If I Send You a Really Angry Email, Will It Change Things?

No. But you might as well try. Nothing has ever stopped people from sending us angry emails before.

This Is a Bummer. Anything Else?

Just that we are very early in the history of giant online video game stores. App stores like iTunes, Google Play, and Steam are fairly young in the scheme of things. As time goes on, more and more of the games in those stores are going to be abandoned by their publishers.

Our Android games are breaking, but it's OK. I'm still around, and I'm honest, so I can remove them. But what if I moved on to another job and forgot they existed? Who would be looking after them and making sure they're not ripoffs and traps for the customer?

I may have another blog post on this topic in the future.

Wednesday, May 14, 2014

Please Stop Complaining About Free Mobile Games Now. PLEASE.

God. When did Indie game developers start acting so darn superior all the time?
Like many self-declared oh-so-serious gamers, I've long been irritated by casual mobile free to play games. I finally managed to get over that. I don't know what was wrong with me. Things now are just fine.

Ok, yeah, we know, we've all heard the arguments. Mobile games are too dumb. Too brightly colored. Too greedy. It's irritating to see ads, to be asked for money. They make too much of their money from compulsive "whales." We're nerds, and grannies are sneaking into our seekrit kewl gamer basement. Mobile game developers are too obsessed about money metrics and not enough about creativity. (As if the Indies are blameless on that score. "But my new tower defense game is really groundbreaking!" Please stop talking to me now.)

Mobile games are not what gamers and Indie developers want gaming to be. And this is the Internet, so, if anyone likes something different, THEY MUST BE DESTROYED.

Yes, you've had your say. You don't like mobile games. We got it.

So please give it a rest already?

So Jeff, What Got Up Your Butt?

Lots of things, but this tweet was kind of the final straw. In my butt. #mixedmetaphorpromode

Sure. I'll get right on saving mobile gaming, as soon I finish this Hearthstone match. Then I'll ... WHAT? RELEASE THE HOUNDS AGAIN? I HATE HUNTERS SO MUCH!!!
I feel a little bad picking on Notch here, because he's a decent guy and critiquing tweets is already a waste of time, but his tweet bugged me for two reasons.

First, "save mobile gaming?" From what? Being crushed under a giant avalanche of cash?

Second, this is a smug dismissal of a huge chunk of the game industry that keeps a lot of developers employed making games that a lot of people really like. It's also the most emotionally manipulative argument possible: OH, won't someone think of the CHILDREN!?!? ("Honey, are you letting little Billy playing Clash of Clans?" "Yes." "You MONSTER!")

By the way, in my observation, the younger generation isn't playing mobile F2P. The kids are spending all their time in Minecraft. Somehow, I think they'll be fine.

(Actually, if you want a better example of the Indie Developer sense of superiority, this recent article in Polygon is the gold standard. His attempts to use mathlogic to prove that these immensely popular games are actually hated are genuinely amusing.)

While we're all relieved that Indie gaming is ready to swoop in and save us from what we want, those of us who hate mobile games should take a moment to consider why we do. Speaking to gamers here: When you viscerally hate something that has never hurt you personally (or even affected you, really), it is possible that the true problem is really somewhere inside your own head.

So let's examine some of the reasons why we fear and hate our new Mobile F2P masters.

"Hearthstone doesn't count. I don't consider one of the bad free games." Yeah. Everyone says that about the one they like. 

One. "The People Who Make Them Are Soulless Business Drones. Not Cool Arteests Like Us."

Yeah, pretty much. I've been to casual/mobile game trade shows, and, man, that is so not a nerdy place. It's a bunch of NormalPeople and MBAs, with nice clothes and haircuts, tossing around weird business terms like ARPU and ARPDAU and AMPU and DILDONG. And sure, they all like Game of Thrones, but they don't like it in the correct way we do.

Sometimes I think that the gamer hate for mobile is not because it's unsuccessful (because it's massively profitable) or because they provide people with mind-boggling amounts of leisure fun (because they do), but because they remind us of the grade school bullies who laughed at us and took our lunch money. But this time they're doing it inside OUR industry.

People who write free games, from Candy Punch Saga to Hearthstone are doing what we do, but better. (And yes, Hearthstone has "Casual" appeal too, whatever that means. Ten million registered accounts says so.)

The people making those games may not being doing it our way, by our metrics, but they are passionate about giving lots of people something they like. Hell, they care about how many people play their games way more than I do. They'll lose a week's sleep over increasing their player base by 0.01%, because that might be the edge they need to stay employed.

The sheer scale of the entertainment they provide is mind-boggling, and they're doing it mostly for free, with, by the way, game systems that mere mortals can actually understand.

Why did free games take over the world? Well, you can pick up the entirely of Hearthstone in five minutes. Think you understand the rules to Magic: The Gathering? Nobody does. Look what it takes to understand that game.  It's madness.

Maybe accessibility is our problem. "Hey, man, I was wasting my life stressing about impenetrable rules systems before it was cool."

Two. "They Write Simple Cartoony Games For the Most Casual."

And they're rich. Aren't you just angry you didn't think of it first?

What people seem to ignore is that these games provide the most challenging hardcore experience available in games today. Want a rough time? It's simple: Don't spend money.

(A common logical error made when analyzing mobile games is seeing that only a small percentage of people spend cash and concluding this means people don’t like the games. This is a huge mistake. I’ve never paid a penny on free games, including several I love. This just means that I’m awesome.)

Free games, even the more casual ones, solve the great problem in game design. They thread the needle between Casual and Hardcore. Want a light, easy experience? Spend a little money. Want a punishing experience that takes lots of time and care? Play for free.

Yes, if you pay for free, they'll put a lot of time blocks in your way, both arbitrary waits and levels you'll lose a lot of time. But that's what serious gamers want, right? To do something hard and finally succeed? And this time it's even more fun, because you did it for FREE. It feels like you got away with something!

Hay Day, and enormously popular F2P game. I only put up this image because I think it'll annoy gamers.
An Aside. You Think You Know Hardcore? You Don't Know Hardcore!

People who ask for and play tough games are really full of themselves. We all know that. You won Dark Souls? That's nothing. I have a friend who beat Candy Crush Saga without spending a penny. Took months. You want strategy and grueling persistence? There it is.

And she's not a gamer by any stretch of the imagination. She's as casual and casual gets, and she's a more dedicated, obstacle-toppling gamer than you are. Even if her game involves hitting a spastic teddy bear with clumps of purple gumdrops, or whatever.

Three. "If You Don't Pay, You Have To Spend a Lot of Time Getting Power."

Sure. And this makes it different from non-free games how, exactly?

People have a problem with this now? Well, I don't remember gamers having a problem when we all burned up our youths in the twin furnaces of Everquest or World of Warcraft. Used to be, in Everquest, every fifth level was a "hell level," where they doubled the number of experience you needed to pass it for no reason. It was arbitrary, obnoxious, and ridiculous. I still have nightmares about level 45.

If you complained about it everyone jumped down your throat and called you dirty names. Players just spent the hours grinding. With great concentration, you could convince yourself that you were having fun.

Now, the worst thing that happens is the game, to advance, forces you to pay or get this to stop playing for an hour. You don't even need to spend that hour killing the same goblin over and over again. You can go do something else!

Seriously. Whatever ridiculous hoops free games make you jump through to advance? Hardcore gamers have gone through ten times worse. And we did it to ourselves. And we convinced ourselves it made us cool.

An Aside. Of Course, It Can Be Done Badly. Of Course.

It's not hard to make a F2P game that sucks. A recent instructive example of the Internet Anger/Entitlement Complex was EA's free Dungeon Keeper game.

Now, I never played it. And neither did 19 out of 20 of the people who complained about it. From what I heard, it committed the cardinal sin of making people wait too long to do anything and forcing them to spend money to see any of the game's cool stuff.

And they were punished for it. Even in the ancient shareware days, we knew that the free version had to be enough to addict your customers. Dungeon Keeper didn't do this, and it messed up in the harshest, most unforgiving of markets. Result? Don't bother to look for it in the top sales charts. It's not there.

But that has nothing to do with the bizarre level of screeching that accompanied its release. To hear gamers talk, it's like EA defiled some sacred institution of modern society.

Dudes, I was there when Dungeon Keeper came out. I bought it with real money. And ... It was fine. Halfway decent. And that's it. Look at it this way. If it was such a hot property, why was the license allowed to lie fallow for fifteen years?

(Bonus Young Developer Advice: Looking for a game idea? The apparent desire for a new version of Dungeon Keeper might be something you can profitably take advantage of.)

"I have two jobs, three kids, and four minutes to rest." Why don't you spend that time pretending to have a miserable, meaningless life? "Because I don't hate myself."
Four. "These Games Are Shallow and Don't Provide a Rich Artistic Experience."

Yes. Thank God.

I've lost count of the number of indie developers who cursed these games as being mere time-wasters and dopamine-generation buttons. Why wouldn't you instead play an iphone game that provides a varied, rich artistic experience, like ... like ... Yeah, I don't know either.

Look, don't listen to indie developers. We all may be, oh, I don't know, a tiny bit in love with ourselves? I missed it when the world elected us the High Princes And Arbiters Of Leisure Time.

Candy Crush Saga fans aren't sheep or Muggles. They are making highly rational choices about spending limited time and/or money for maximal rest. Papers, Please! is a great game, but it's also stressful and depressing. If you look down on someone who prefers Pet Rescue Saga, you may have lost the plot on this whole "game" thing.

Some may have forgotten that, most of the time, all people want is a painless way to escape stressful reality for five minutes while waiting for the bus.

Five. "Casual Games Monetization Isn't Ethical."

The best evidence is that a tiny fraction of mobile games players make up a huge chunk of the income. These super-players are called "whales." It's really interesting.

I used to be concerned about it. Not so much, now.

I was uncomfortable with a business model of coldly extracting most of your earnings from a tiny percentage of "whales" in your user base, but it could be WAY worse. There's a hundred casinos within an hour's drive of my house, and those icehearted bastards will take your house, smile, and sleep like a baby afterwards. Who is protesting them? At least nobody ever lost their kids' college money playing Candy Crush.

I hate to get all Robert Heinlein on you, but unless Zygna agents are sneaking into your house in the middle of the night to load Epic Bakery Candy Saga Pony Plus on your phone, the reason people play these games is because they like them. They picked them out of a market that provides a million places to hop to if their current game irritates them. I'm sorry if it angers you if someone chooses to play Flappy Bird or 2048 instead of your soul-enriching art piece, but that's the breaks.

(Of course, when these games have actual gambling, it'll be a moral apocalypse. Argument for another day.)

Fun Still Matters. Games, Remember?

My wife has a serious love/hate relationship with these games. When Candy Blast Mania hits her up for cash, her eyes glow incandescent with rage. And yet, she's burned through hundreds of levels, exterminating bosses with robotic efficiency. Not paying for it only makes it more fun.

I won't embarrass us by revealing how thoroughly Hearthstone has occupied our brains. Again, not costing a penny.

I'm always in awe of people's ability to take a cornucopia of wonder and upend it, pawing through the treasures within in the hope of finding a dried rat turd or something. We're getting an awesome deal here, people. Perhaps too awesome. There's probably a big business shakeout approaching this market in the next few years, but it's nothing compared to the apocalypse small Indie developers are about to face.

(Don't believe me? Go here and watch the first minute. This is the way the world ends.)

Daily earnings for the top ten mobile games. I think my favorite thing is that some people think the war isn't over.
The Peace of Letting Go

So you might as well be cool with it. Because, well, look at this sales chart. Those revenue figures are per DAY.

This isn’t competition. This is implacable domination. This is the Huns stampeding over the border, driving the survivors into the caves, and salting the earth. Except that the Huns, in this case, were us.

The people have spoken, the bastards. For Indie developers to say to gamers, “No, you poor, lost little lambs, this isn’t really what you want. Let us saaaave you,” is getting more than a little embarrassing.

Indie was, is, and always will be, niche. Add up all the earnings of every Indie game last year, Minecraft included, and it’s probably still less than Supercell’s monthly Snapple budget. All we can do, going forward, is find a way to deal with it.

In our house, dealing with it will include a lot of Hearthstone. And, of course, gathering colored candy into easily extracted clumps.

Monday, October 14, 2013

Cheap Shot Review Of Gravity

THIS ARTICLE CONTAINS SPOILERS FROM THE FIRST SEVEN SECONDS OF GRAVITY FOR THE LOVE OF GOD RUN AND DO NOT LET YOURSELF BE SPOILED
My wife and I really, really did enjoy watching Gravity, but several days of non-stop ranting has caused my wife to ban me from talking about it anymore, so I turn to you. After all, the internet is a loving, non-judgmental safe space.

First off, I've read articles seriously saying that Gravity would ignite new interest in space travel. No. That's like saying Jaws would make everyone want a pet shark. Gravity is the last shovel of dirt on the grave of space travel. It's the science fiction equivalent of your parents telling you that, yes, in fact, they really did get divorced because of you.

This will never, ever be you.
But the part that I'm fixated on is how, at some point, they remembered that they needed to give Sandra Bullock's character an actual character, so they saddled her with a dead, young, tragically dead daughter.

(Just a thought. Wouldn't it have been so much better to give her a live daughter, and she couldn't talk to her because of the loss of communications? It would have given Sandra's adventure real stakes. Even better, it would have given her moving conversation with the Chinese ham radio guys an actual point. She could have tried to break the language barrier to tell them to record what she is saying ("Record? Tape?" "Tape!" "Yes! Tape!") so she could send a last message to her child. Again, just a thought. Though I am right.)

But then, when they needed to decide how Bullock's daughter died, and this is the point where I had to ask three people just to make sure I didn't hallucinate it, it turns out that the kid died when she fell down playing tag.

Yes, I'm not kidding. When she said that, I lost a full minute of space suspense thinking, "No, I couldn't have heard that right." I mean, sure, it is technically possible. (Not really. I mean, I've been a parent quite a while now, and it's not like the dead kids are stacked up like cordwood by the side of playgrounds from tag and monkeyshines-related fatalities.) But the point isn't possibility, it's choosing something that doesn't take people out of the moment. Kids get eaten by lions all the time, but if Bullock said that's what happened to her daughter, isn't there at least a chance you would have said, "Say what now?"

And then his spine snapped like the stem of a Waterford crystal wine glass.
So the conversation actually went something like this.

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "[Laconic Chuck Yaeger imitation.]"
Random Non-White Guy: "Guys, look! A wrench traveling at 20000 miles an hour!" [DIES]

Actually, I would have written something like this:

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "No. No, it isn't."
Random Non-White Guy: "Wrench!" [DIES]

But my dream version would be something like this:

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "What? She died playing tag? Who taught kids in Illinois how to play tag? You do know that, when tagging someone, a light-to-medium-firm touch of the fingers is all that is required. You don't use a bat. You don't need to give the other kid a donkey punch in the back of the freakin' head."
Random Non-White Guy: "Wait. What did she say?"
George Clooney: "She says her daughter died playing tag."
Random Non-White Guy: "Seriously!? Where was she playing tag? The Thunderdome!?" [DIES]

Or maybe just:

George Clooney: "So, Ryan, who's waiting for you back home?"
Sandra Bullock: "Um, can this wait until Space isn't trying to kill us?"
Random Non-White Guy: [DIES]

Please, please let me know if I start to overthink this.

Wednesday, September 11, 2013

The Tale of Anita Sarkeesian, or How Geek Culture Lost Its Mind and Can It Be Gotten Back?

Let the shouting commence!
Due to a combination of burnout and health problems, I haven't been blogging for a while. Now that everyone has forgotten I exist, I am starting again, in order to fix a serious problem: I am still employable in the game industry.

Look. I'm 43 and I have 2 kids. The game industry doesn't want me, and, if it ever does, it'll just be to make me do 80 hour weeks and ruin what's left of my life. So I'm going to solve the problem by saying things that make the game industry think I stink like old fish.

And, if you want to piss off gamers, here is the number one thing you can say: "Women are human beings, and they deserve to be treated with respect."

And no, I'm not about to talk about Penny Arcade. There's a much bigger, more significant ongoing story that's been going on since I started my blogging sabbatical. So let's talk about Anita Sarkeesian!

(If you know this whole story and don't want to wallow in the absurdity once again, just skip to the last section. But I think the tale is surreal enough to merit multiple tellings.)

Anita Who Now?

I really think this story is fascinating, and, despite all the virtual ink that has been spilled on it, there are fresh things to say. So here's some background to the story. It's a good one.

Anita Sarkeesian made videos on YouTube for her channel, Feminist Frequency. It's what you'd expect: Analysis of popular culture from an "Are women in it? How are they portrayed?" kind of perspective.

They were decent videos. A little dry. Some people criticized them for not being up to the LOFTY quality standards of YouTube (chuckle). The standard, young male, testosterone-poisoning, Make Me a Sammich crowd that gets mad whenever women are discussed in any context, tended to come out and shout, but other than that, it was pretty quiet.

Then Sarkeesian did a Kickstarter, to fund a series of videos called Tropes vs. Women in Video Games. The idea: To prove that women in video games might, get this, not be portrayed in a well-rounded, three-dimensional way (when they are portrayed at all).

When I heard about this Kickstarter, I kind of shrugged, because women being portrayed badly in video games? Duh. Might as well have a Kickstarter to prove the moon exists. But anyone who takes time to call out game designers for crappy, hack storytelling is doing The Lord's Work, so I hoped she did well.

Instead, She Pulled In a Fortune

Turns out, she struck a nerve. As obvious as her conclusion was, a lot of people were thrilled to pony up bread to make some noise about it. And good for them. Her goal was $6000. She pulled in over $150000. Because, it turns out, fixing even an obvious problem involves people making some noise about it.

The Kickstarter was a phenomenal success.

And the testosterone-poisoning crowd LOST THEIR MINDS.

Tales Of Moral Courage In Video Gaming

If you ever have any doubt that nerd culture has some nasty, toxic issues with women, the harassment Anita Sarkeesian received should dispel them entirely. Her Wikipedia page lists all of the abuse she received, but the most infamous example is the anonymous and gruesome Flash game where people could beat her face.

Folks, this is beyond trolling. This is profound psychological damage. This is Invest In a Bulletproof Vest territory. That Sarkeesian persisted in the face of all of this shows her virtual balls are well bigger than mine. I would have hid under the bed and never come out.

This is surreal! It's a Monty Python sketch. And here's the thing! What was she trying to do?

Was the trying to eliminate Twinkies? Cancel My Little Pony? Make some giant James Bond laser and blow up Mount Rushmore? No! She was trying to make some lousy YouTube videos! To prove an obvious thing everyone knows!

(You know how everyone knows it? Because, in every one of the million discussion threads that bring out people to put down Sarkeesian's work, the arguments are always: It's not a problem. It's the creators' right. There's no need to make this video. The production values suck. Women don't spend enough on games to be considered. [WRONG!] Nobody ever says her actual conclusion is wrong. For the same reason there aren't impassioned arguments about whether adding two and two gets you four.)

So the money came in, and, unlike certain other Kickstarters I could mention, the promised product is forthcoming.

Videos That Exist!

As of this writing, three of the videos are out. They're exactly what you would expect. Carefully considered, methodical in their arguments, decently made, a bit dry, with occasional sparks of true brilliance.

I often see guys online saying that her videos are pointless and don't prove anything. This is how I know that they never bothered to, you know, watch them. Don't believe me? Go to this one and skip to 7:40. If anyone has come up with a better display of the tired hackwork that so often passes for video game story-telling, PLEASE send me a link.

One thing you'll note about her video pages is that commenting is disabled. Something that is inexplicably considered a horrible crime by the testosterone crowd. Setting aside that YouTube comments are the most useless way to make an argument about anything anywhere, I think it should be a rule that once the death threats start coming in, you are allowed to start controlling the channels by which people communicate with you. Duh doy.

(You will note, for example, that having YouTube comments disabled has affected my ability to give my opinion not at all.)

Now On To the Main Question

So that's the prologue. Nerd culture, as a whole, engaging in the biggest over-reaction/freakout in the history of freakouts. Whenever these videos are discussed anywhere, go to the comments and read the rage. (Which, you will find, is not unanimous, but not hard to find at all.) This, again, is far beyond mere trolling. Sarkeesian has poked a huge, sensitive nerve in the entire culture.

Now here is the thing, the point, the puzzle, the question at the heart of the whole mess ...

Why are guys so mad about this?

Y U So Mad?

(All nerd-based blog posts are federally required to contain 5% Pony content by weight.)

It's a handful of YouTube videos, saying an obvious thing in a quiet way. Why the rage? Why any rage at all? Why not just go on to the next video?

The obvious reason surely has much to do with this: Humans are naturally loss-averse. In other words, people with privileges (the privilege in this case being young men having video games made to please them and only them) get very angry when those privileges might be taken away. Some people just never learned to share their toys.

This is a lot of that, but I think there's more. I think it's a real mystery, and, as much as it's been discussed, I think it's important to prod it a bit more. (Or maybe I'm wrong. Maybe it really is that simple. But it's at least worth thinking about, when I'm not going on about esoteric design issues or making fun of the stupid new Star Trek movie that was stupid.)

I have a self-serving reason: my two daughters are some of the biggest nerds in nerdworld, and I want them to grow up in the sort of geek culture where they can say things and have opinions and write games without getting harassment or death threats.

So, if you missed my blog, it's back. I've missed a lot of good stuff to talk about, and this is one issue I want to talk about a lot more. And thank you, Anita Sarkeesian, for tolerating a lot of garbage to say True Things. And hopefully make game stories better. Because it's needed.

Am I unemployable yet?

Thursday, May 27, 2010

God of War 3: The Anti-Art.

I just finished God of War 3. Having absolutely loved God of War 1 and 2, there was no way I wasn't going to play the next (last?) game in the series. And, since I was playing it while the whole Roger-Ebert-Games-Aren't-Art thing was bouncing around teh Internetz, I couldn't help but view the game through that prism.

First, I have to say that the game is a lot of fun. Nothing beats the God of War series for providing an experience of non-stop, visceral ass-kicking. The game was cool throughout, all killer no filler, and the graphics and production values were predictably gorgeous and expensive.

But what really kept striking me as I was playing it was how it was the perfect example of what I call Anti-Art.

What do I mean by this? Well, I think that something is functioning as art if it connects with you and stimulates your thoughts and feelings in a complex way. And, by complex, I mean summons feeling more complicated than, "Ahhh! I'm scared!" or "Whee! I'm excited!" or "Arrr! I'm angry!" You'll have to meet me halfway on this definition. Better minds than I have been defining Capital-A "Art" for several thousand years. I think the above should give an idea of what I'm trying to get at.

Anyway. I call God of War 3 Anti-Art because not only does it not try to create any such feelings in the player, but it goes to great effort to prevent anyone from feeling anything when playing the game more complex than "Arrrr! Hit! Hit!" The story exists not to engage the player but to alienate him or her (Who am I kidding? Him.), so that nothing distracts from full appreciation for the carnage. If you are the sort of player who cares about story, God of War 3's story is designed to make you ignore it.

And this isn't an accident. I think it is, on some level, the purpose of the design from Step 1.

(Some spoilers for the game are ahead, I suppose, although God of War 3 really can't be spoiled.)

So What Is This Game About, Anyway?

The God of War games are Greek mythology on speed and shrooms. You play this guy named Kratos. He's a Spartan. He wants revenge on the Gods. In particular, he wants to kill Zeus, his father. He wants revenge because ...

OK, you got me. I played the first two God of War games a few years ago, and I can't remember what he wants revenge for. He killed his wife and child in a berserk rage, once, and I think he blames Zeus for it, or something.

The point is that God of War 3 never, in the game or the documentation, says exactly why the main character wants revenge. I think that this little detail is remarkably telling. (It doesn't matter if they made it clear in a game released five years ago. This stuff has to be repeated in The Now.) Revenge plots can be very emotionally compelling. They really connect. People tend to have an innate sense of justice, and a desire to see a wrong righted is a really easy way to suck someone in. But ONLY if we know the crime that is being avenged!

Without that, what the game gives us is a character who staggers around, bellowing his desire for revenge. I swear, every cutscene goes, "Hi, Kratos!" "I want revenge! Hack hack hack!" "Urgh. (Die.)" And, without purpose, we are only enacting the mind-boggling violence in the game purely for its own sake.

The Chopping. And the Sawing. And the Intestines.

And, oh Lord, the violence. You press in the joysticks to simulate gouging a character's eyes out with your thumbs. You saw a god's legs off (plenty of blood and bone shards jutting from stumps) for his boots. You rip out a titan's stomach and he holds his intestines in his hands. You snap Hera's neck for, as for as I can tell, no reason at all. The result of your destruction of the Gods is unbelievable death and destruction on the world's surface. These actions are interspersed with the hoarse gruntings of what must be one of the simplest and most unlikeable protagonists in gaming history.

So if you are, like me, a story-guy, what you have is someone doing unbelievably horrible things for entirely nebulous reasons. What, apart from the action, is there for my mind to grab hold of? The parts of the game, like story and character, that normally contain the "art parts" are so shriveled and gross that you can't get anything out of them. Leaving the cool hacky parts.

Kratos is a horrible person wreaking unbelievable havoc, and you are controlling him. You are the one doing all these things. This alone is enough to alienate anyone halfway sane. It certainly prevented me from lowering my psychic boundaries and ever identifying with any character in the story, even for a moment.

"How Dare You Say What I Do or Don't Relate To?"

Of course, just because I can't relate to the game doesn't mean other people won't. Fair enough. But I will express one unfounded opinion.

Kratos is nothing but a pure expression of self-hatred and mindless, sociopathic violence. I know there are people out there who can really relate to that. But if you are really into that and can go, "Yeah, that's totally me!" I might humbly suggest that spending a lot of hours feeding and reinforcing that might not be entirely healthy. Just sayin'.

And the Ending

So at the end of the game, you've killed most of the Gods. You have had to rescue Pandora from a labyrinth, so that she can open her magic box and give you a weapon to kill Zeus. Your desire to save Pandora to atone for killing your daughter is a plot point. This might have been a good fig leaf for the sociopathy, but then Kratos sacrifices her to kill Zeus and she dies. So, that.

Then, after a huge, epic (really fun, don't forget the gameplay is really fun) boss fight with Zeus, your foe almost dies but gets up again and you get sent into this gorgeous, super-trippy sequence where you explore this dark black outerworld and relive everything you've been through and then you meet the ghosts of your wife and child and they hug you and there's some tender words about forgiveness. Then you find Pandora's Box and open it yourself and learn that the weapon you need to kill Zeus is Hope. You had the power inside you all along. Also, Love is the Fifth Element.

So I'm playing this, and it's really cool, and I'm thinking, "Sure. It's a little late, but there's a little humanity here. Something I can sort of accept. Maybe this isn't going to be all horrible and ..."

Psych! Sucker! Then you leave the dream world and kill Zeus by smashing his face against a rock, bones cracking, blood spraying all over the camera, in a sequence as visceral and unpleasant a bit of violence as ...

OK. I think you get the point. (Video here. Go a minute in. NSFW.)

So What's Your Point?

I have to state again, I had a lot of fun playing God of War 3. It was really cool, once I figured out to, emotionally, hold it at a great distance. Nobody does this sort of gameplay better. And, while I wasn't thrilled with the violence, and I wouldn't let my daughter play the game until she was nine or so, I'm not immediately against it. I'm no anti-game zealot, and I never will be.

The fascinating thing about the experience, for me, was that the ugliness was so sustained, so pure and undiluted. A lot of people worked on God of War 3, smart people. They must have realized, at some point during the years working on the game, what they were making, and the effect it was likely to have on people.

When people consider games as an art form, they tend to ask three questions: Are They Art? How Should That Art Affect People? Will They Only Affect People in the Old Ways, or Are Their New Untapped Ways For People to Connect With Video Games?

They should also realize that not everyone welcomes the idea of a game as an artistic statement. It is, in fact, possible to purge art from your game, to attempt to intentionally repel players from everything but the sporting aspects. Maybe Art is stupid. It wasn't something I expected. In some cases, it might even be a good idea. But, I confess, I tend to hope for more.

Thursday, September 24, 2009

Our Children Must Be Bred To Master Pokemon

Since I got a pretty positive reaction from my post last week about raising a child, I thought I'd say a bit more about that most blessed of childrens' fantasy entertainments: Pokemon.

When I was growing up a misunderstood little nerd in a small town, I had lavish daydreams in which I obtained joyous revenge on those kids (and teachers) who tormented me. I fantasized that, when they picked on me, I could summon a swarm of killer bees to terrify them.

Yes, that's right. Killer bees. Can you imagine anything so lame? So faceless and uninteresting? It makes me wish I could travel back in time to beat up my younger self and take my lunch money.

Happily, 21st century children are spared such indignity. When they feel put upon and need an imaginary friend to fight for them, they are provided with an assortment of AWESOME creatures. Whether you want your spirit animal to be a dragon, a yellow rat that can shoot lightning out of its ass, or a pink, orb-shaped pop singer, it's there for you. And you can get a card with a picture of it. And a stuffed version. And watch TV shows about it.

Do you think anyone would watch a half hour series about a swarm of killer bees that wandered around and learned valuable life lessons and made honey and occasionally totally stung some farmer? No. I don't either.

Remember, we live in the 21st century now. We don't grind our own wheat or make our own clothes or lance our own boils. Why should we make our own imaginary monsters? Especially when the Japanese will do it for us for entirely reasonable prices.

Pokemon provides both the awesomeness of loyal monster slaves and plenty of food for the child mind's odd desire to memorize long, meaningless strings of information. (Pokemon are the baseball statistics of the new millennium.) This odd world is the best thing we have provided for children since vaccination. If you don't understand the appeal of Pokemon, you don't understand childhood.

Wednesday, September 16, 2009

Properly Molding the Gamer Child

I grew up a serious gamer in a family of people who really, really weren't. I was, while loved, regarded as an oddity. A peculiar mutation. Harmless, as long as I was kept from sharp implements and encouraged to not discuss such concepts as "armor class" or "hit points" at great length.

But now I am, if the calendar is to be believed, an adult. And I am raising two small daughters (one 3, one 7) who are showing their own gamer instincts. Though, these days, their Pokemon and Nintendo obsessions only make them "normal."

However, as a gamer parent of gamers, I am finding that the rules of our household are different from what I grew up with.

For example, there is a sacred, almost sacrosanct right to be able to save one's game. When I need a daughter to put down her DS and do something, she always gets one or two minutes to save her progress first. It is only in the cases of extreme lateness or severe punishment that she is forced to shut off the game with her progress lost. It is the Ultimate Sanction.

(Also, when you quit Animal Crossing without saving and start up the game again later, a cute animal comes out and severely lectures you for your carelessness. It is in this way that I outsource my disciplinary duties to Nintendo.)

Also, my children are allowed to play educational games almost without limit. However, my ideas of what makes a game "educational" might differ from those of the stick-in-ass types that normally determine these things. My seven-year old girl is allowed to sing on Rock Band as much as she wants because it forces her to read the lyrics. Also, her cultural education will be incomplete without at least some exposure to Elvis Costello.

And I have long felt that high-end raiding in World of Warcraft has a strong educational component. It requires strong organizational and teamwork skills, not to mention people management. At least, that is the justification I am going to give when I pull her out of bed on a school night to tank an instance for daddy.

I strongly encourage both girls' fascination with Pokemon. Pokemon provide fulfillment to every human being's basic desire to have an army of monsters. Also, Pokemon spend all their time fighting each other, which is good. For what other reason would one want to have an army of monsters?


Yes, we have truly created a new world. An exciting, technological, shut-in, pasty world. Now, if you will excuse me, my daughter is old enough to realize that there is something called Dungeons & Dragons, and she wants in. And you think I'm going to trust some wormy, unseasoned, prepubescent Dungeon Master to run her first campaign? Not likely.