Showing posts with label destroying my employability in the game industry. Show all posts
Showing posts with label destroying my employability in the game industry. Show all posts

Wednesday, January 22, 2014

Whining About Grand Theft Auto V, Part 2: Gunplay and Power Fantasy.

Grand Theft Auto V DLC just announced.
This is the second part of my big, scattershot critique of Grand Theft Auto V. (Part 1 is here.) Things it did well. Things done not so well. Ways it could have, with minimal effort, made the flat parts much more interesting.

My problem with Grand Theft Auto V is not what it tries to do. It's that it doesn't do a good job of doing what it tries to do. Grand Theft Auto V tries to sell this badass thug life fantasy, but it undercuts itself at every turn.

The main reason I'm howling into the void like this is because I want Grand Theft Auto VI (or the next game to sell the same thing, Saints Row-style) to be better.

This is who I want to play.
A Brief Note About Stories About Scumbags

Writing a story centered around criminals and killers is hard. Making these characters likable is really hard. Fortunately, there are plenty of examples of success. The Sopranos. The Godfather. Quentin Tarantino movies (especially Reservoir Dogs and Pulp Fiction). Wolf of Wall Street does a great job of it, and it's in theaters now.

How do you make a scumbag likable? It's all about fantasy. They don't have to be witty, but it helps. They don't have to have lots of fun, but it helps. What you need is a feeling of power and of getting to live outside of society's suffocating rules.

The most important thing: You have to believe that, for all of the danger and the fear, these characters LOVE the life they live. They wouldn't have it any other way.

But what if your criminal characters are constantly miserable and dour and gray and joyless and you would rather spend a lifetime as a Walmart greeter than five seconds in their shoes?

This brings us back to Grand Theft Auto V.

My favorite was the unhappy one.
Three Characters. Kind Of.

It was huge news when it was announced that Grand Theft Auto V would have three main characters. As if this is an exciting development in storytelling, which it isn't. The Seven Samurai came out decades ago, and it had SEVEN characters! (Not to mention Ocean's Eleven.)

It really only has one playable character: An unhappy, crabby criminal who wants to score big robberies to get rich. There's the young version, the old tired version, and the midlife crazy version, but they're basically the same character. (With the crazy version coming closest to being a fully realized, believable person.)

The sameness of the three characters is a sad missed opportunity. Here's my suggestion: Why do all three have to be on the same side? Why couldn't one of them be a corrupt cop trying to bring the other two down (like Vic Mackey in The Shield). When you play him, there are corrupt-cop minigames like shaking down drug dealers. Then, when you switch characters, the game would actually change in a meaningful way.

Or, want to keep the three criminals working together? You could make the whole thing twice as interesting in a second by making the young black striving criminal a woman. (Want to know what I'm picturing? Kindly Google Pam Grier. Or watch Jackie Brown. Yeah, I know. Tell me that wouldn't be awesome.)

Of course, then you run into the problem that some young male gamers are afraid of playing female characters, which is weird. Still, awesomeness is its own reward.

Do You Want To Be These People?

I can't remember any gaming story as dour and joyless as Grand Theft Auto V. It's these three miserable, clueless people, griping at each other and failing at everything they do for hour after hour. These people just aren't fun to watch.

This game needs a lot more Pulp Fiction. As it is, it's like watching some 60s French film about the Meaning of Sadness.

A Brief Side Note About Video Game Stories

By the way, a quick tip for the uninitiated. When people say a video game has "a good story," what they mean is that it has "a story." When they say it has "interesting characters," what they mean is that it has "characters."

These things get graded on a curve.

My Perfect Example Of the Problem

The game constantly rubs your nose into how powerless your power fantasy avatars are. Favorite example: The minigame in which you can fondle strippers during a lap dance, but only if the bouncer doesn't see you. If the bouncer sees you, you get thrown out.

Let us set aside for a moment that a game where you are groping women who doesn’t want to be groped is just super-ultra-gross.

But seriously? You're playing these awesome psycho badasses, yet they don't have more juice than a strip club bouncer?

You think Tony Soprano ever gets thrown out of a strip club? I'd like to see some dude try. They'd be pulling chunks of him out of the Hudson River for years.

OK. I put the box on the other box. When do I get to shoot all of these people?
About the Heists

One of the big features of GTAV was the heist system: You would choose a target for a huge robbery, and then you would laboriously go through all the steps of planning it out. Sounds cool.

But why were the steps of planning the heist so tedious? Drive across town to buy a mask. Drive back across town to steal a truck. Wander around a jewelry shop and take pictures. At one point, I swear to god, you pretend to be a dockworker and use a crane to move boxes around.

I totally see what they were going for here. They want to show how these big crimes come together and give the player the feeling of putting something big together. It just doesn't play well.

A Final Thing. The Gunplay.

Grand Theft Auto gameplay has two dominant components: The driving and the shooting. The driving, as I discussed in the previous post, is awesome. Sadly, the shooting is kind of a mess.

I'm far from the first person to observe this ... here's how the combat works. You press the left trigger, and you will be auto-aimed at the center of the torso of the nearest enemy. Press the right trigger to kill him. That's it. Left trigger - right trigger - left trigger - right trigger, until you win. It's not that fun.

GTA apologists are already storming to the comments to angrily point out that you can turn on free aiming in the settings. Well, yeah, you can. But so what? 95% of players never dig into the Settings. The default version of the game IS the game.

But even if lots of players knew about and used this option, isn't this weird? I mean, why is such a fundamental part of how the game plays left to a check box buried in Settings? I mean, isn't that kind of peculiar? Why is that?

I think the real reason for the simplistic combat becomes very clear whenever you're in a fight where autotargeting doesn't work. In other words, in one of the many fights where it's nighttime and you have a sniper rifle and you NEED TO SHOOT THAT ONE GUY RIGHT NOW OMIGOD NOWNOWNOW!!!!!

And I'm desperately looking through the scope into the darkness, trying to figure out which gray patch on a gray patch I need to shoot to not instafail the mission. Honestly, so many of my mission failures happened because I was squinting at the screen trying to find my target.

This is the problem: Because of the art style and the huge variety of targets, settings, and times of day, you will often be in fights where you just can't see your enemies clearly. It works, though, because the magic left trigger always finds them for you. Left trigger - right trigger - left trigger - right trigger.

I don't know how to solve the problem (which existed in GTA4 too), but having an aiming-free shooter isn't a great solution.

You see how badass and non-depressed these people look? I'll come back when I can play them.
In Closing

For all its supposed edginess, Grand Theft Auto V is the most conservatively-designed, risk-averse computer game I've ever played. Is the content edgy? Maybe? I suppose? Kind of? In 2013, selling a game to teen boys where you fondle strippers and torture swarthy foreigners is not a big risk.

Of course, there's no way they will care about my criticism. Nor should they. It's not my risk, not my hundreds of millions of dollars sunk into the game. And because this game is massively successful, the next Grand Theft Auto will be the same thing. Same lavish setting, same nihilism. Honestly, the best thing Rockstar could do for the next game in the series is a three-word design document: "Same thing again."

However, this leaves an opening for a canny competitor. The Saints Row games have thrived by keeping the sense of fun and silliness the Grand Theft Auto games abandoned years ago.

My main problem with Grant Theft Auto V is that it was just a huge downer. It was sad and dour and all too frequently tedious. It never did what the Grand Theft Auto games were always so good at: making me smile.

Tuesday, January 7, 2014

Whining About Grand Theft Auto V, Part 1. Cars Are Awesome, and Girls Are Icky.

Sigh. OK. Let's do this thing.
"[GTA V] is the endpoint of the American dream."
- Dan Houser, Rockstar Head Writer and VP

I think we can all agree at this point that Grand Theft Auto V rests comfortably at the absolute pinnacle of the game industry.

Its Metacritic score is an impossibly high 97, head and shoulders above any other game anywhere ever. It took only a few days to garner over a Billion-with-a-B dollars in sales. While it's nowhere near as dominant in the Game of the Year awards as I expected (perhaps some of the lavish acclaim has been rethought), it is still doing respectably well.

Is there any standard, critical and financial, by which this game can't be considered the finest our industry has to offer?

And yet, is there anyone who can look me in the eye and tell me that it is not a flawed piece of work? Now that the dust has cleared, will anyone step forward and give an unqualified endorsement of it? Practically every lavish review comes with a huge qualification. "It's a fantastic experience, just ignore the [boilerplate missions/flat characters/hideous torture scene/misogyny]."

I played through about 2/3 of the GTAV storyline before I lost interest.  This pains me greatly, because I am a huge, HUGE Grand Theft Auto fan. I have unapologetically defended the series for years. You know how serious a fan I am? I finished Grand Theft Auto IV! The whole thing! Who did that, seriously?

I found fun bits, parts that are done really well, and a lot of stuff that just doesn't work. It is an important, ambitious title, and it deserves a solid dissection. Not just a "Fine. 10/10. Whatever. Is Battlefield 4 working yet?"

I've read a million reviews and analyses of this thing, and I have a few critiques I'd like to add (not that anyone from Rockstar will ever read them or care). Not as some moral scold. I'm not morally better than this series. I'm just a dedicated gamer who wants to love these games again.

At least we now know how Rockstar pictures their fans.

Don't Blame the Reviewers

Reviewing a game like Grand Theft Auto V is an incredibly thankless task. You're flown to a hotel. You get the disk. You let out a long sigh. You play for 10 hours straight. You go out for a stiff drink. You give it 93/100. You go out for a stiff drink.

What's the alternative? If you actually engage the flaws of the game, you get millions of belligerent (and even threatening) messages, and NOBODY enjoys that. Then there are demands that your site does a new review. Then you might lose your advertising dollars (and your job).

A perfect example is the Gamespot review by Carolyn Petit. It's a lavishly positive 9/10 review, that just happens to mention that the game is "profoundly misogynistic". (Which it is.) The comments thread on the article is, as of this writing, over 22000 (!!!) posts of rage.

Reviewers are humans. Editors are humans. Having this much anger directed at you, even from anonymous ghosts over the internet, is shaking, even before you consider the real business punishment that can result from actual criticism.

It's a bizarre system, one determined to punish honest feedback, replacing it with an avalanche of meaningless rating scores.

The next part is the one that'll make people mad. As a calming influence, here is a bunny.

Oh, and About the Misogyny Thing

Every reviewer goes on, rightly, about the incredible scale and depth and detail of GTAV's game world. The game is amazingly big and lovingly rendered. It does an excellent job of evoking real-life Los Angeles.

And yet, with all the money and effort that went into making the world, you know what there wasn't room for? A single female character that wasn't a hooker, a stripper, or a shrew.

And let's be super clear. I'm not saying every story everywhere ever needs to have women in it (or men). But what I AM saying is that GTAV's story would be improved by more variety in the cast. It's all grumpy, bitter dudes grousing at each other for forty hours. It's dour and repetitive, and it needed something to liven it up. (I'll get back to this in detail in Part 2.)

But back to misogyny. Of course GTAV is misogynistic. It's not a bug. It's a feature. It's a selling point. And that is not a crime. Some people simply want their fantasy world to be a He-Man Boy's Club, and Rockstar is making infinite dollars selling it to them.

If that's what you want, fine. It's not against the law. But at least admit it! Don't freak out when someone points out the obvious.

Young men, you already won. You got the game you wanted, and you made it a success. Thus, you will get plenty more of what you want. However, the rest of us are still allowed to say that something is gross. You can't keep us from expressing opinions. That is one thing the game industry cannot bend over backwards to give you.

Yes, I'm about to tie Gone Home into this. This is a Difficulty Level 4 Game Critic Maneuver (DL4GCM). We'll see if I stick the landing.

Some Things GTAV Gets Perfectly Right

No series becomes such an institution without getting some things right, and GTAV has mastered two elements that explain most of its everlasting popularity.

First, the world is mind-boggling huge and rendered to exacting detail. This sort of thing is a huge and expensive job, but it results in a kind of miracle: A world that is fun to just wander around in. See a pretty house up on a hill? You can go up there, poke around, find people sitting by the pool, and murder them.

The transgressive joy of being able to wander anywhere you want is one of the key features of the series. (Just as one of the most fun things about Gone Home is the evil pleasure of simply going through peoples' stuff. And, yes, I did just come up with the long sought-after Grand Theft Auto-Gone Home connection. You're welcome.)

Second, driving around is fun. The weird clumsy driving in Grand Theft Auto IV is gone, and peeling down the roads in a sports car at a zillion miles an hour is a simple good time.

Also, and this doesn't get appreciated enough, the driving AI for the characters is amazing. I played a bunch of missions involving high-speed chases through busy streets, and all of the cars moved perfectly believably and never ran into things in dumb ways.

It's one of those super-fiddly technical accomplishments that's really, really easy to underrate. I can't imagine all of the hours it must have taken to get that to work right.

Every plane offers a free one-way teleportation to the nearest hospital.
But That's Just the Cars

It's a constant of Grand Theft Auto games. They find the person on the team who is the biggest enemy of fun, and they put that person in charge of the planes and helicopters.

I mean, my God. The driving is so forgiving that if you roll your car onto its back (always the insta-fail kiss of death in older GTA games), you just need to waggle the joystick a few times and it magically flops back onto the tires. It looks goofy.

But when you have to land a plane, you better have your ailerons and rudders and propellors and landing gear and what-nots just so, or else! If not, well, you fail and get to try again after five more minutes of flying. If you don't have the patience for an hour of this, I believe the XBox Skip Mission button is the blue one.

(A Skip Mission button is, itself, a confession of flawed game design, but that's a battle for another day.)

Part two. TWO. I can't recommend this video highly enough. Skip forward to 2:40 or so. The delight at spending only a few imaginary dollars to sleep with an imaginary stripper is the opposite of infectious.

Another Thing GTAV Gets Perfectly Right

The wish-fulfillment.

And I'm not talking about the obvious wish-fulfillment, like the violence or the drugs or the ludicrous way you can get strippers to sleep with you.

I'm talking about the little, more relatable things. In particular, I'm talking about how, early in the game, two of your three characters can actually own a house. A nice house, with tasteful furniture, a view, and no crushing mortgage I can never pay off.

You want an impossible fantasy for the young people playing the game? Can't beat actually owning a nice house.

All they need is a side-mission in which you pay off your suffocating college debt, and the game will be complete.

(This is the first half. I go on about the storytelling and characters next week.)

Tuesday, December 10, 2013

Katawa Shoujo, Sex Stuff in Games, and Choosing What You Are Allowed To See

What I expected: Weirdo smut. What I got: A little box full of therapy.

This is one of those blog posts it's really hard to hit the Publish button. Basically, what I’m going to do is publicly throw my support behind a sexually explicit dating sim that takes place in a school for the disabled. (Yes. You read that right.) It's kind of hard to do without coming off as a perv or a weirdo.

But I'm old and cranky enough to think that good, sincere work should get its due. If nothing else, the amazingly off the wall circumstances of its creation make it worth a look. So here we go.

I've been spending the last few weeks playing through my backlog of dozens and dozens of indie games, enough to help me realize I have played enough 2-D platformers for my next ten lifetimes. And, while I was poking around online, a very odd title came on my radar.

Pictured: The Feels.
Katawa Shoujo

I love looking at new trends and apps and memes online. I've been on the Interwebs since 1988. (Yes, they existed then, and yes, I am comically old.) The weird electronic culture that sprung to life in front of me provides ceaseless fascination.

And that's why I started to hear about an odd little indie game called Katawa Shoujo. (Literal translation: "Cripple Girls." Katawa is generally considered a slur in Japanese.) It came out in early 2012. While it got some press, it didn't get as much as its quality and the fascinating story of its creation deserved. You can download it for free for Windows or Mac here.

Yes, I know I'm late to this party, and that Katawa Shoujo is a huge underground hit, but mainstream coverage of the game has been really lacking (with some exceptions), for reasons I want to dig into. So bear with me.

This game is the indiest thing that ever indied. It was made by a group of a few dozen volunteers recruited from the hugely popular anonymous image board 4chan (a source of so much reprehensible behavior and remarkable creativity). It took over five years to write. It is a dating sim set in a high school for the disabled. There is already no way this thing should exist, let alone have any chance of being good.

Katawa Shoujo is a Visual Novel, basically a romantic choose your own adventure, a genre of game I know almost nothing about. And, apparently, young people were playing it in droves and losing their minds with, as they say, The Feels.

(Some people actually argue whether Visual Novels are games or not. I could not care less about this argument. If calling Katawa Shoujo a game makes you angry, shout your rage at your love pillow.)

The amount of fan art for this game is mind-boggling. Not quite at My Little Pony levels, but ...

In An Infinite Universe, Anything Is Possible

This game is kind of marvelous.

The gameplay is pretty simple. You play a boy with life-threatening arrhythmia, who enrolls at a school for the disabled and meets five female students there. As the story unfolds (via text over graphics), you are occasionally given choices. If you choose correctly, you might end up dating one of them. Then, depending on later decisions, this relationship can end very well or very badly.

It takes about eight hours to play, with around 10-20 choices based on the path you follow. And it sounds, from any casual description, like a playground for pervs and fetishests.

It's not. It's a quiet, deliberately paced story about young love, growing up, and discovering sexuality, one of the best I've seen since Judy Blume. And yeah, there's sex, of the endlessly awkward young person variety. If it was a movie, it'd be an easy NC-17. (By the way, it is made explicit everyone having sex is over 18. The developers wisely decided to avoid that minefield.)

Yet it's not porn. It's basically a story about figuring out the things about yourself and those you love that can't be changed, accepting them, and how really difficult that is. It's heady stuff, and yes, I sound like a crazy person. But I've learned to accept that.

(By the way, no matter what you do, it takes several hours of play before anyone will even kiss you. If you are looking for smut, you may wish to keep shopping.)

I played through two of the five paths and am slowly going through a third. I'm approaching it like ... I feel like a magician who is picking over someone else's trick to figure out how they did it.

While the art and writing can be uneven, this game is beautifully made and keenly observed. (And it has a storyline around a character named Rin which, if it came in the form of a book or movie instead of an obscure indie game, would receive massive acclaim.)

Happiness not guaranteed.
"But Will I Like It?"

Beats me. Maybe? It's certainly not for everyone, but that's how art works. If you picked a book at random in a bookstore or wandered into a random theater in the local multiplex, you probably wouldn't like what you got.

It has a fanatical following among the young and socially awkward (God, I would have loved it when I was 16), but I have no idea how much Regular People (tm) would like it. I'm sure some would. I asked my wife to play it, just to make sure I'm not insane, and she really liked it, so that gives me hope.

It's hard to tell how big this game's audience is, because a casual inspection of the forums on the game's official site reveals that most people who like it keep it a secret. In a Reddit AMA, one of the game's writers said that nobody who worked on it can use it on a resume.

For people like me who want gaming options for grownups that don't involve shooting fifty people in the face, this is really, REALLY depressing. We've created a system where games that deal with relationships in a daring way like books and movies just can't exist.

An actual YouTube video, that actually exists.
Murder Is Good and Sex Is Bad.

Look. Sexuality is one of the fundamental facts of human existence, and thus is has a place in art. If video games are ever to be taken seriously in art, sex has a place in them. And yet.

It's the old conundrum in our society. Make a game like Grand Theft Auto V where you murder policemen by the hundreds and engage in excruciatingly detailed torture? Walmart welcomes you with open arms and you make billions. Make a game which depicts adults being intimate in a consensual, loving way? Welcome to business oblivion!

Sure, there's plenty of sex in video games. Grand Theft Auto V had a minigame where you grope strippers, and, if you do this efficiently enough, they will prostitute themselves to you. The Witcher invites you to sleep with as many women as possible to earn "romance cards." So basically, you can have sex in video games, as long as it is adolescent, fake, and gross.

Meanwhile, Bioware, which has at least tried to put real, emotional relationships in its games, earns a public freakout whenever they try to depict actual sex. At this point, even the extravagantly mild scenes of Dragon Age and Mass Effect are gone, replaced by Mass Effect 3's clothed hugging.

I don't want porn. I just want it possible for love to be depicted with as much care and attention as murder. The Grand Theft Auto thing can exist, fine, I just don't want it to be the only thing. Is this not reasonable?

Katawa Shoujo is an underground sensation, but I've spent the last few weeks polling my nerd-savvy friends, many of them fans of Manga and visual novels, trying to find a single one who had heard of it. No luck, because we've built a system where mainstream awareness of a title like this is impossible.

Happy endings not guaranteed. (But where is that wind coming from?)
If It's Not For Children, It Can't Be For You

I am not exaggerating. If you tried to make a game like Katawa Shoujo for money, the odds are so against you. Placement on XBox or Playstation? Forget it. This game would be perfect for the iPhone, but Apple categorically refuses to accept any program with non-murder-related adult content. (A movie? Of course. A video game? Absolutely not.)

Do I like this? No, I do not. But we decided, as a culture, that these three corporations can have near-total veto power over this whole chunk of our culture. Now we get to enjoy the consequences of this decision.

This depresses me. After weeks of slogging through insanely gruesome AAA games, it was such a relief to play a title that was, basically, about decent people trying to be nice to each other.

A Final Bit Of Crass Consumerism

One last little thing, since I know a lot of young, aspiring indie developers read this. I think one of the biggest, most unexploited markets now is for short, sincere storytelling games. Think Gone Home. Stanley Parable. This is a great, growing genre for good writers.

In the money arena, you still kind of have to avoid sex, which is stupid, but you can't fight City Hall. There's still so much room to explore. Consider this.

Katawa Shoujo was made by volunteers, covers some really edgy ground, got near-zero publicity, and still has a large and passionate following.

If you're looking for a way to make money writing indie games, your nose might be itching now. The thing you're smelling? Money, waiting to be earned.

--

Edit: The "Romance Cards" were from The Witcher, not The Witcher 2.

And, as always, we're still on Facebook and Twitter.

Thursday, December 5, 2013

More Arguing About Women In Video Games. But This Time the Women Can Beat You Up.

Frankly, I want my avatar to look more like this ...

The argument about how women should be portrayed in video games rages inexplicably on. Speaking as someone who writes these things for money, not systematically alienating half the human population and almost half of actual gamers is just good business.

Happily, progress is being made. There have been quite a few games out this year, indie and AAA, that prominently feature interesting women as main characters and supporting cast. (e.g. Gone Home. Last of Us. Tomb Raider. Bioshock: Infinite, sorta.)

We're getting there. Fossilized designs like Grand Theft Auto V are increasingly out of place. But angry young men on forums make it seem like there's an actual controversy, so on we go.

It's all kind of a waste, because, as far as I'm concerned, the interview that should settle the argument decisively came out in September, and it didn't get nearly as much attention as it should have.

It's an interview with two female soldiers, one who served in Afghanistan and one who served in Iraq, about how women are portrayed in gunshooters.

It's full of great quotes, but here's a nice one, talking about Call of Duty (which only finally put in playable female soldiers in the newest title) ...

It's because you have men who are designing these games in the first place. Put me, or any of the women who have served in charge of a shooter that includes women as the main protagonists. You can bet that you'll get a character who is far more concerned about her kill streak than she is her makeup or how she looks. And you can believe she wouldn't be running around in a bikini either. Save that for Dead or Alive where the women don't do any real combat, and flounce around with their tits bouncing like they are in a rodeo.

I think that this should be the beginning of the end of the conversation. Here's why.

... than this.

Soldiers and Video Games, The Basics

Bear in mind here that video games are insanely popular among soldiers overseas, as they provide a reliable distraction during the inevitable seemingly infinite hours of boredom and inactivity.

I have received so many e-mails from soldiers who wanted to get my games up and running before they leave on a long deployment. Of course, I find it impossible to reject requests like that.

The Last Stand of Principle

Of course, in our society, pretty much any moral principle can instantly be abandoned if the money is right. In the video game industry, it's gotten to the point where anyone’s appeal to basic ethics is generally treated with open mockery. (How many huge games in the last year or two shipped in a basically non-functional state?)

There is one principle, however, that is almost never questioned by the sane: The people who chose to sacrifice years of their lives (and perhaps their entire life) to defend their countries deserve respect.

The people willing to die for us should be honored for that. Must it be said that this is still true when they are women?

From the upcoming game, Warface. This is a PR image. Everything about it was carefully planned. What does it want to say, and what does it want to teach? (Answer below.)

So Here Is The Absolute Minimum That Is Required

One. If it's a game about soldiers, female avatars should be available whenever possible. With a AAA budget, there is NO excuse to not have this in the multiplayer. You can afford it.

Two. Women soldiers should look like soldiers. When someone goes overseas and gives up years of her life in public service, she should not see that her culture regards woman warriors as a bunch of mindless sex dolls.

I mean, right?

And let's be clear. I know game devs. I've been around them for decades. They are mostly doughy, deskbound guys who never came within a thousand miles of serving in the military. That these guys are insulting the women doing the tough job so few of them signed up for is truly galling.
Answer: Thank you for your service.

And It Matters

Culture matters. I mean there's not a question, right? The images we surround ourselves with affect us. Why are such massive fortunes spent on advertising? You think they don't affect people? Corporations like wasting money?

(And don't kid yourself. There is a wealth of research that says that ads do affect you, even when you don't realize it.)

We absorb the media around us, and it shapes us. Nobody plays these games more than kids, and kids learn.

So ask yourself the question. What do you want young people to learn? Not what it is easiest or most profitable to teach them. Ask what we want. What is best for the country. What is just. What is right.

I'm no white knight. The women in the interview don't need my help or my pity. They do, however, deserve respect. Depicting soldiers as soldiers, man or woman, seems like a tiny, reasonable way to start.

---

As always, we're still on Facebook and Twitter.

Monday, November 11, 2013

The Joy and Despair of Writing These Stupid Games.

Please, Charlie Bucket, save me from this hell of my own devising! I've been in 80-hour-week crunch for 15 months!
"We are the music makers, and we are the dreamers of dreams." - Willy Wonka
"Forget it. Music makers and dreamers of dreams make no money." - Every Sensible Human

Last week, I wrote what is probably the most viewed blog post I've ever written, about the rough road of writing indie games for a living. I decided not to post it like ten times before I finally hit the Publish button. Now I'm really glad I did. The response I received was far more positive than I ever expected.

Also, I made a lot of young, talented, ambitious people sad. Which is its own reward.

As is my style, I want to follow up with a few points raised, questions I wanted to answer, the occasional rebuttal, and a few words about making a living in this marvelous, gruesome industry.

The Good and Bad News

I wish I could remember where I first heard this, but it's true wisdom:

Video game development is not a software industry. It's an entertainment industry.

If you want security and stability in your life (and believe me, if you are sane, this is what you want), write web infrastructure or banking software. Trying to make a living writing games is like trying to be an actor, or a musician, or a cinematographer. Not as bad as wanting to be a poet, but close.

This is a business for misfit toys, people who are in it because we love it, because we live and breathe it.

This doesn't describe everyone who makes games, of course. Doesn't describe the executives. (But what can you do?) Doesn't describe the people who moved into the casual space  and iOS to chase the easy money. (They will be winnowed soon enough.) But the people who design the stuff? Who test and build it? We're the freaks. The true believers.

You want to write indie games, and you're scared? You should be scared. I'm scared every damn day. I've been writing games for my whole life. I HATE writing games. I'm sick to death of it. I do it because I have to. It's all I'm good for.

(But sometimes, every great once in a while, I do something right. Some tweak of dialogue, some clever design decision, some encounter that just comes off right. And ... It's just joy. Wouldn't trade it for anything.)

Games workers are treated like garbage. If only there was something that could be done. If only someone had faced these same problems before. Hmmm. It is a puzzle.
But Also, Game Writers Are Victimized. They Don't Have To Be.

This is a truly fantastic article about how gruesome life in the games industry is, and what needs to be done about it. Everyone who cares about games should read it. It explains why almost nobody can spend a full career writing games and perfecting their craft. And, thus, why most games are so derivative and terrible.

Where Baby Indies Come From

In Chekhov's awesome play The Seagull, Nina, a young actress, says, "You have no idea how awful it is when you know you're acting badly." This is true across all art forms.

Sometimes, you play Dudegunshooter XXXL 1 and say, "Wow, that was awesome!". Then play Dudegunshooter XXXL 4 and say, "This is sort of getting tired." Then you play Dudegunshooter XXXL 7 and says, "Boy, they're really phoning it in now." Then you stop buying them and last you heard they're on Dudegunshooter XXXL 10 and everyone is just sort of sighing and shaking their heads.

You ever play a game and think, "This is so tired and phoned in and joyless."? Well, imagine how painful it is to write that game. To burn your life and youthful energy away in a cloud of 100-hour-week crunchtime to create a big pile of creativity-free meh.

I've done it. I've written games where my heart wasn't in it. It shows in the final product, and it's excruciating. (You might not like Avadon 2: The Corruption, my new game. That's fine. But there's a lot of neat stuff and attention to detail in that game. Like it or not, I think it's clear I'm at least trying.)

It's hard to be young and creative and ambitious and burn those super-productive years away on something you don't believe in. That is why developers turn indie. Not for money (though that helps a lot), but for the joy of creation.

I don't want to discourage anyone. I don't want anyone to give up. I want them to make awesome games for me to play. I just want them to be prepared. I want every word I write to help make more successes.

Never forget. If you are willing to pay any price to work in a field, someone will eventually try to make you give up everything.

Let Someone Tell You a Story

In my previous article, I came down way too hard on Alexander Bruce, creator of Antichamber. He's the real damn deal, putting in his years in the trenches to make good work. If you want to write indie games (or start any small business), treat yourself to this talk.

It's all there. The passion. The good luck and good connections. The quest for perfection and the toll it can take on you. The recognition of and correction of mistakes. It's a perfect example of that old, true aphorism: It takes ten years to make an overnight success.

But this was also the path taken by a relatively unencumbered young person with the serious chops necessary to win design competitions (and the precious funding that comes along with that). If you lack this sort of superhuman energy or have the obligations that can come with getting older (such as, Heaven forbid, having kids), you will have to do less. This has a direct cost, paid in lower odds of success.

Luck, and the Making Of Same

Antichamber is the story of what it takes to make a HIT: Write a first-rate title, and market it until you're on the ragged edge of a nervous breakdown.

My previous article was trying to say, among other things, that this isn't the route you have to take. Some games don't lend themselves well to this sort of press. Some developers aren't capable of it. Heck, I'm close to freaking out all the time doing a fraction of what Alexander Bruce did.

I mean, I'm not a hermit or anything, but I'm really introverted. I hate meeting strangers, and I like my house a lot. If I had to go to a million conventions doing heavy PR to sell my games, my games would not exist. Like my work or not, I don't think gaming would be better off without them.

However, this bit is key: The less you do, the smaller the rewards and the more you need a lucky break. The more you do, the less you rely on luck. If you listen to the talk, don't let it destroy your will. Only understand that it is showing you one point of the yardstick that will be used to measure you.

These children will not be successful game developers. Must be because they are lazy.

And One More Thing About Luck

I knew that the thing about the previous post that would get up peoples' noses the most was the luck part. That luck makes a difference in whether a business succeeds. It's the most controversial obviously true statement I can think of.

Look, you have to work hard. The more you scramble, the more often good breaks will come your way, and the better you will be able to take advantage of them when they do.

And I know why people hate talking about luck. People who haven't made it want to believe they are entirely in control of their own destiny. People who have made it want to believe it was entirely because they were awesome. Neither are ever true, but facing it is too scary, so we don't.

Luck matters at every single point along the journey. Look at me. I'm lucky. How was I lucky? Well, I was born in a wealthy, safe country where I wasn't at risk of dying from dysentery or civil war. (Not a lot of hot indie talent coming out of Syria these days.) I had supportive, reasonably affluent parents who were able to get me a computer and programming lessons and didn't freak out when I spent 80 hours one summer beating Bard's Tale II. (And they worried. I know they did.) I'm lucky that the brain tumor I had removed when I was 18 didn't take me out of the game entirely.

Obviously, this isn't about games anymore. It's a whole way of looking at life. In the end, we'll all believe what we need to to get where we want to go. Sometimes, however, someone needs to point out the reality of the thing.

Thanks To Everyone Who Said Nice Things

I really appreciate it. Thanks to everyone who follows me on Twitter now. I'll try to be cute and clever and not murder my career. And that's all I have to say about the business end of things for a while.

I want to do some game criticism for our bit. Our art form is flourishing in a lot of ways, and people trying to say intelligent things about how to make it better are really needed.

---

Edit: A Quick Addenda About Luck

The frustrating thing about this topic is that everyone hears a different thing when I say the word "luck." Here is a quote from my previous article in which I make explicit the mechanism in which luck works (and helps or doesn't help niche developers like me):

"Some gamers will love you, and some won’t. You have to hang on until one of those gamers becomes an editor somewhere. The more niche your product is, the longer you will have to wait."

It's not about magic. It's about how you can search in the wilderness for a while until you find that person who can appreciate that weird thing you do and has the power and willingness to help you. You have to do the searching, and luck tells you how long you have to endure until you find what you need.

Thursday, September 20, 2012

I Took the Bing It On Challenge ... AND LIVED!!!!



Since you are currently on the World Wide Internet, as it is called, you are probably able to use what is called a Searching Engine to find the things you want, be they My Little Pony jpgs, or Gangnam Style parodies, or ... well, I don't know. Erotica? Anyway, since you are using a Search Engine, I can say, with some confidence, that that engine is named Google.

However, you may not be aware that Google is not the only Searching Engine (or search engine, as the technocrats call it). There are actually several of them. For example, Microsoft spent more money than an unaided human brain can comprehend to create one called Bing. However, its market share is still only around 15%, as it is not Google.


To increase Bing's user base, Microsoft created the Bing It On Challenge. This 21st century techno-version of the Pepsi Challenge has you use a computer to enter five search terms. Then it shows you the Bing and Google search results, side by side, and rearranged slightly so you can't instantly tell which is which. You pick which of the search results is better. Then the thing tells you if you preferred Google or Bing. And, if you preferred Bing, WHY WERE YOU USING GOOGLE ALL THIS TIME, YOU DUMB IDIOT!?!?

Here is a commercial for the Bing It On Challenge. Watch it, if you dare.

(A quick aside about this commercial. I find it fascinating. I am amazed at how abrasive and arrogant the Bing guy is. I want to never, ever, ever use Bing, just to make that guy sad. In the very unlikely event that a Microsoft marketing person reads this, a little unsolicited advice: When you are trying to sell things to technical people, remember that this is a demographic that responds very poorly to bullies.)

Well, I can never resist a good challenge, so I took it myself, and Google won. Not by a huge amount, but by enough. And the reason why was pretty interesting, which is why I am writing this. It doesn't mean Bing is a worse search engine than Google, or bad in some Universal Sense, but I think it says a lot about how search engines work and why making a good one is so difficult.

The thing about a challenge like this is that when you buttonhole someone and say, "Search for five things! Now!" this on-the-spot person will probably just grab five well-known proper nouns. Justin Bieber. My Little Pony. Muffin recipes. Stuff that is easy work for search engines. Every single one is going to be able to handle that stuff. But that is not how I (and, I suspect, many others) use Google.

The reason Google became so popular in the first place is because of its almost supernatural ability to guess what the user is thinking. A search engine must take a random clump of nouns, adjectives, prepositions, and so on, and then tease from those words the specific thing the user's brain desires. In other words, it's an artificial intelligence problem, and a very deep one.

The reason Google took over the world is that it knew you were thinking of Justin Bieber even when you didn't type in Justin Bieber. If you put in "annoying teen singer", the words "Justin Bieber" will appear somewhere on the results page. (And it does, on both Google and Bing.) Google isn't as good as it used to be, but it's still pretty darn good.

(By the way, all search results described are as of 5:30 PM, Pacific Time, Sunday, September 15, 2012, Seattle, U.S.A., Third Planet From Sol.)

The search results below are for me using a search engine the way I, personally, use a search engine. Which engine, Google vs. Bing, is best written to match my aging, dumb brain?

Let's find out!

1. For a first test, I picked a real life thing. A friend once told me that I had to check out this Penny Arcade webcomic. Next time I was at a computer, I tried to, but I couldn't remember the strip's name. I went to Google and searched for something much like this:

the cartoon about video games

I think most people would reasonably agree that, if you put this term into a search engine, Penny Arcade should show up on the first page.

Google - First hit is the Wikipedia page "List of television programs based on video games". Fourth hit is Penny Arcade. Pretty good.

Bing - The first two hits are, oddly, general pages for the Cartoon Network. Lots of cartoons, but none specifically about video games. Penny Arcade doesn't show up in the first five pages.

The Winner - Google.

2. I'm still in a nerdy mood, so I pick something a geek might want to hunt for: Classic 80s SF movie Blade Runner. What would you look for if someone told you about its awesomeness but you could only remember the rough description:

the movie where the hguy hunts androids in the future

I mistyped "guy", but I left it that way. Let's see how well the engines handle that.

Google - Wikipedia page for Blade Runner is entry five. As a bonus, the sixth entry is the Wiki page for "Do Androids Dream of Electric Sheep?" which is the story Blade Runner is based on. Nice work.

Bing - Blade Runner wasn't in the first five pages, but  "Do Androids Dream of Electric Sheep?" is at least on page 3.

The Winner - Google.

3. No more nerdiness. Let's pick a factoid from history. Something juicy. I think we can all agree that there's only one particularly well-known answer for:

the girl who killed people with an axe


Google - Wow. There are a lot of female axe killers out there. The Wikipedia page for Lizzie Borden is down at hit 8.

Bing - First entry is a Yahoo Answers page where someone answers the question. The second hit is the Wikipedia page for Lizzie Borden.

The Winner - Bing, narrowly.

4. Now I'm going to pick something serious. Something real. Something I bet a million worried teenagers search for every day:

how do you get aids

Google - First hit is a basically accurate kidshealth.org article titled "How do you get AIDS?" Second hit is a similar article from aids.gov.

Bing - Top three hits are the same as for Google.

The Winner - Tie. Thank goodness. It'd be worrying if either one messed this one up. If some shenanigans caused the first hit to be some bad information (such as that HIV doesn't cause AIDS, which some people actually believe), it could cost real, non-hypothetical lives.

5. For the fifth one, I decide to engage in a bit of whimsy. I wanted to know just how willing these search engines are to sacrifice their own interests in order to help me:

what is the best search engine

Google - First hit is an about.com article called "The 10 Best Search Engines of 2012," that describes the pros and cons of ten search engines. Google and Bing are in there, of course.

Bing - The first official hit is the same. But it's right below an ad link for, you guessed it, the Bing It On challenge. Because of how the page is laid out, the ads look an awful lot like real links. It's kind of shifty, and Google does a much better job of making ads look distinct from results. But hey, if I'm just evaluating quality of search results ...

The Winner - Tie.

What Have We Learned?

Not too much, really. I know that Google AI’s approximation of human thought matches the way my brain works better than Bing's. But who cares? Someone else might use the exact same search terms to fish for entirely different answers. And maybe Bing is better at predicting those.

Microsoft isn't trying to prove that Bing is the be all and end all of search engines. They're trying to get people to give it a shot and they’re hoping that a portion of them will stick with it.

It's a tough job, though. If someone is used to using Google, Bing merely being as good or a little bit better won't get anyone to switch. To get people to actually break a habit requires a big improvement. Very difficult. If that's your goal then getting your targets to actually try the new thing is an absolutely necessary first step. Hey, I gave Bing a try. Didn't work for me, but at least I looked at it. So, victory!

Pity about that commercial, though. MAN, but that guy is a jerk.

Thursday, August 2, 2012

OH GOD MY FACE MY HORRIBLE HORRIBLE FACE


There was one more thing I wanted to say about Mass Effect (to accompany my earlier articles on the title). After heavy play of the second and third games in the series, I want to propose a rule to all game designers from now until forever ...

It is OK to make the player's character look ugly and twisted, as long as it is in a cute, cartoonish way. It is not OK to make the main character actively horrifying and painful to look at.

I think this is a reasonable rule of thumb. If you're going to expect someone to spend 40 hours in your fantasy world, you don't want them going "GAHHHH!!!" every time they look at the screen.

Why do I bring it up?

Well, in Mass Effect, the main spectrum for your character's moral choices is between Paragon (nice, lawful good, goody-two-shoes) and Renegade (harsh, Bad Cop, Patton-type). Note that this is not Good vs. Evil! You're always good. It's just whether you are nice-good or cranky-good.

But there is a key difference between the two paths. If you are a Paragon, you stick with the nice, normal face you made in character creation. However, if you choose the Renegade dialogue options, your face will look like this ...




AHHHH! GHHAHHHH! WTF!?!?!?

That's right. When playing Mass Effect, you better be as polite to as many people as you can, if you don't want to look like a hideous mutant leperzombie whose face is peeling off in glowing sheets.

(Note that, in both Mass Effect 2 and 3, you can spend resources to remove the leperface effect. While BioWare likes to pretend it treats both moral choices equally, this sort of gives the game away. They are actively punishing you for being rude. If you doubt this, remember: A Paragon player can't spend resources to get the zombie look. It only works the other way 'round.)

Mass Effect is known for its in-game romances. Halfway through Mass Effect 3, for example, your hot, easy secretary comes to your quarters to use your shower and totally tries to bang you. (Warning: The previous sentence contained a spoiler!) Bioware, please please please, in future games make it so I don't feel sorry for anyone trying to sleep with my character. When she makes her move, I, as a player, don't want be saying:

"What are you DOING? Haven't you looked at me? Haven't you seen my FACE? Sure, I have a working shower! Now run! RUN! I'M A MONSTERRRRR!"

Look. These things are basically adolescent wish fulfillment. I don't need to have a really gross face in my fantasy world. I've had enough of that in my actual physical adolescent life, thanks.