Showing posts with label fart. Show all posts
Showing posts with label fart. Show all posts

Wednesday, June 18, 2014

Surviving In the Post-Indie Bubble Wasteland!!!

Incendiary title. Check. Dramatic image. Check. Time to sit back and let the retweets roll in!
A couple of weeks ago, I wrote a widely read and mostly acclaimed article about the popping of what I termed the "Indie Bubble." I promised to write more about what I thought was coming and how I thought a small-scale creative artist could make a living in the times to come. It’s a long piece, and boring, so I’ll try to slip in a fart joke somewhere to keep things lively.

Although I'll be focused on video games, I flatter myself by thinking that the things I have to say apply to creators in all sorts of media.

Quite a few people, publicly and privately, asked for my advice and for my opinion on where things go from here. And I think it is solid evidence of how unpredictable and gut-emptyingly terrifying things have gotten that anyone thinks it useful to ask for my opinion.

Look, I don't know what's going to happen next. I'm not a sorceror. I approach these blog posts like Seal Team Six. I sneak in over the border, plant my bombs, and get out.

Plus, I'm old. I keep mentioning how old I am. Folks, this is not a boast. It's a warning. This whole mess is in the hands of the next generation, who grew up with their bleepy bloopy devices and have an intuitive grasp of them I never will.

I went to see a rock show the other week and these two kids in front of me (kids = people in their 20s) used Instagram, followed by SnapChat, followed by three apps that, I don't even know what they were, and it was like watching the birth of a new species. These people shouldn't be listening to me about anything.

I don't know what is next. But I'm not useless. One thing my weird endurance in indie games has given me is a very fine understanding of the advantages of "being indie." What makes people like us, what keeps us around, why we are needed, and how we can turn that into money. (I like money. It can be exchanged for goods and services.)

(Oh, and by the way, lots of people objected to my use of the word "bubble." Here is why I called it the Indie "Bubble." Because I knew if I did, many more people would read the post. It worked. Ha ha.)

So come with me! Let us, in the spirit of Christmas Specials of olde, learn the True Meaning of Indie.

In the future, young indie developers will have to fight in the Thunderdome. Winners get a 300 word preview in Kotaku.
The Term 'Indie' Is Useless

People in all media argue ceaselessly about what "indie" means. It's a sublime waste of time. Silly eggheads! Indie means whatever you want it to mean.

Indie is a type of business. It's a type of funding. It's a marketing term. In fact, the term ‘indie’ can mean everything but a type of game. Calling a game an "indie game" is like buying a six-pack of beer on sale and offering it to your friends as "on-sale-beer."

"Indie" describes the manner of its making, not the game itself. But you're the customer. You don't care how the sausage was made, only that it's sizzling on the plate and won't give you a case of the gutworms. So, in this sense, the term "indie game" is stupid and useless.

That's a Lie. You Know It. I Know It.

Everything in the previous section was wrong. You can feel it in your gut, next to the worms you got from the sausages. Yet if you try to explain why, you'll get tangled up in words, because you're trying to quantify art, and that is unpossible.

When humans say "Indie," whether in games or film or music, they are describing a quality that is completely intangible and yet entirely real. They are describing the feeling that the creation in question feels like authentic communication from another human being.

What makes my little RPGs "indie"? It's that, when you play them, you can feel the presence of my brain behind them, and you know that I cared. When you play, say, Avernum, you are spending some time living in the world as I saw it when I wrote it.

This quality is not restricted simply to games that intend to be art. My favorite example here is AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, a game you really should try. It's a simple arcade game, and yet it is written with a very peculiar, hilarious, distinctive aesthetic that makes one feel, after a time, like one is visiting the creators' brains. (If you try it, play levels until you start to unlock the funny videos. You'll know them when you reach them.)

It is possible for an independently produced game to not feel at all Indie. iTunes is full of this. Similarly, it is possible for a big-budget AAA game to feel super-indie. (Insert Saints Row IV plug here.)

You are creating something for people. To affect them. To take one of many possible routes into their brains. We're toymakers, and it's an awesome thing to be. This is the Goal.

Advice #1: Make the thing you care about, and people will sense it. If you make something you don't believe in because you think it'll make more money, players will smell the stink of desperation on you.

And yet, "indie" is almost always applied in the context of small, scrappy, hungry developers. There is a very good reason for that, which you ignore at your peril.

The facts: Most people want this. This will sell more than you. But people need to know that they have choices besides this.
Our Greatest Advantage!!!

Our biggest advantage is that people like us. They want us to succeed.

Small game developers fit the archetype of the lone tinkerer, slaving late into the night, creating because they are driven to create, damn the consequences.

In my culture, at least, this is a truly powerful and beloved archetype, one buried deep in the cultural and professional DNA of our society. When people see you as a driven tinkerer, rich in drive and creativity if not in wealth, they will want you to succeed. It is then a short jump to actively helping you to succeed.

As long as they like you. (But more on that later.)

Indie games will have their ups and downs, but they will always be around, because people will always be driven to make toys, success be damned. And there will always be profit in that, because some people will be determined to make them succeed, because they can't stand to live in a world where the little guy can't make it.

Advice #2: Never forget that people want to root for you, and be someone they'll want to root for. When your survival is necessary for the psychic health of others, that’s good.

Pictured: The indie ideal.
An Instructive Example

When I saw the game Octodad: Dadliest Catch at PAX a couple years ago, I had to write about it. Note, I've never played it. I only watched a few seconds of it. That was enough for me to know it'd be a success.

It's a game where you play an intelligent octopus with a human wife and children, and you have to perform tasks without them realizing you are not a human too. Much of the fun comes from the imprecise controls, which make your character flop all over the place in a humorous, destructive way.

Yeah, it's bonkers. What made me sure it'd do well is this: There are a lot of people who would buy it because they wanted to see a game like that be a success. (See also: Goat Simulator.)

To be clear, the quality that brings this sort of support is not humor or novelty. Your game doesn't have to be wacky or gimmicky or hentai-scented to succeed. (Though humor can help a LOT.) It just has to feel personal. Being in some way surprising is also helpful.

But again, this all depends on people wanting you to succeed, which means they have to like you, and they have to keep liking you. So you should know how to manage that.

Heading Out On the Path

OK, here's the usual scenario. You're passionate about games (or music, writing,  acting, etc). You've been doing it as a hobbyist for years, and that's awesome. Creating things as a hobbyist is a noble activity. All those famous designers you look up to? Practically all of them were writing games for years before they made the one you heard of. It takes ten years to make an overnight success.

But you've been doing it for a while, and now you have a hot idea. You think you can turn it into money. You want to Go Pro.

Now, before, I always gave the advice to look for an underserved niche and serve it. I kind of have to take that back. One of the tough things about the glut of indie games is that the number of underserved niches has gone way down. As I write this, Steam is getting a new RPG a DAY. So many. Does this worry me, a writer of RPGs? Hell yes. But I write RPGs for a living. It's all I'm good for. So, even if I see a sexy new market somewhere else, I have to die on this hill.

Inspiration strikes where it strikes, and individual creative processes are very important. Write what you care about, even if it's another 2-D platformer. If you like to work alone, work alone. If you need to be part of a team, do that. If you don't mind doing things on the cheap (like using stock art and music), that can work. If you need perfect professional work for everything, that's what you need to do. (But be prepared to pay the price.)

Advice #3: Figure out what your process is, and then respect and defend it.
How the game industry sees me. "Golly! Is that one them new-fangled computer thing-a-ma-bobs? Gosh!"
So You Have a Dream and a Process

You're working on your game. You believe in it. There is a subset of gamers, maybe large, maybe small, that you can look dead in the eye and say, "You HAVE to try my game. It will change your life." (If you can't honestly do this, you need to go back a step or two.)

Now you need to write it, and you need to sell it. To do this and make money at the end, you need to keep two key variables in mind: PR and Budget. The reason I am writing this article is that the way of dealing with these variables is rapidly changing.

First, there is how much PR you can get. Word of mouth. Web site articles. YouTube videos. You NEED some PR, to start the word of mouth at least, and you need to be realistic about how much you can get.

Some people misinterpreted the end of my indie bubble article to mean I thought that indie games would die out and there would be no more hits. Of course, this is ludicrously far from what I was saying. Their have to be hits. Journalists need hit games to write about. Steam and iTunes need to make hits to sell. Gamers need hits to buy. Some games will always get the golden PR ticket, because the system demands it. The problem now is that, to get the attention, the number of rivals you have to elbow in the throat is WAY higher.

(Yes, I just said that Steam and Apple make hits. If they decide they just want to make a game a hit, they can give it great placement. This phenomenon happens in many media. We've been lucky so far in that the games chosen to be hits are generally good. This will not always be so.)

Here's the key point about the PR. If your game is really good, you'll get word of mouth. With work and press releases, you can get more on top of that. You need to estimate how much press you can get, and adjust your budget accordingly.

Consider Spiderweb Software. We do our games on the cheap, and, as a result, we don't need to get a lot of press to make a solid living. Most people don't want to take our route, but you should know it's open to you. If it was necessary to go to conventions to get enough attention to survive, Spiderweb Software would not exist. I'm just not good at working the crowd.

Advice #4: Do PR or die. I don't know what you should do, but you need to do SOMETHING.

Then, Budget

After you know what sort of attention you can get, figure out how much you can afford to spend on your game. I don't have a lot to say about this. If you're SURE you need a hot big-name musician to score your game, hey, that's your process. My opinion is unimportant.

Just remember that every 5% you shave off the cost of making your game gives you a 5% better chance of business survival. Just make sure that 5% is worth it.

Me, I live cheap. I'm a bottom feeder. I'm merciless about reusing assets from game to game. Rendering creatures in Poser instead of getting a pricey freelancer. Buying cheap, royalty-free sounds. We sell detailed, interesting stories, written in nice, cheap text, and skimp on everything else.

We're so cheap that sometimes, at conventions, other developers make fun of me TO MY FACE. If you know how generally cordial indie developers try to be to each other, this is worth noting.

Most indie developers would rather throw their computers into a fire than release products with my level of polish. But I have a plan. I intend to retire in this business, and I will do what it takes to make it happen.

Advice #5: Don't forget that the best reason to go indie is that you get to do things your own way.

How you want your audience to see you.
On Being Likable

Seriously, the greatest advantage indie creators have is that people naturally sympathize with us and want us to succeed. Play to your strength, and remember, every time you act like a jerk in public, you're hurting all of us.

Cultivate a FRIENDLY personal relationship with customers whenever possible. Answer e-mails. Be present and engage users on forums in a friendly way as much as you can stand. Try to make a demo available so users can make sure your game will work before they pay for it. (I haven't been good about this lately, and I regret it.) Give refunds. Give advice. Use smilies. Be a nice person.

If you do a Kickstarter or Steam Early Access, be damn sure to live up to your promises, or give the users a timely, informative reason why you didn't. Doing otherwise hurts all of us.

Do your best to say yes to REASONABLE requests. It's OK to say 'no,' though. It's your game, your baby. Sometimes, you have to live up to your own ideals, even though you'll get a lot of undeserved hate for it. Here's a good example.

How you don't want your audience to see you.
Don't Look Sauron In the Eye

Conversely, if someone is mean to your game on some stupid forum somewhere, never ever engage them, attack them, argue why they're wrong, whatever. Nothing good has even come out of doing this. Ever. Some people won't like your game, or they won't like your face. Let. It. Go.

Here's a rule that I have violated many, many times, and I've always regretted it: If you must go out in public and air your edgy opinions, remember that goodwill is like money, and you are spending it. It is very easy to cross the line from being a positive archetype (sincere, small creator) to a very negative one (dour, humorless, judgmental blowhard).

This is one of the reasons I wrote the article a few weeks ago defending mobile games. If you are the hip indie developer who lectures gamers about what they should or should not want, you will make them defensive. Then they will get angry. At all of us.

Obviously, I'm not saying you should never say anything. Goodwill is money, and money doesn't do any good if you don't spend it. Just learn from my mistakes. People like us much better when we come forward in a spirit of being friendly, accepting, and eager to help.

Advice #6: Be nice and humble.

I Still Don't Know Where the Game Industry Is Going

Nope. Nobody does. No idea. This whole medium is completely new and without precedent. Nobody knows anything.

But there are some things that always work. Creativity. Determination. Believing in yourself. Working hard. A bit of luck. Kindness. Humility.

The bubble has popped, but we'll keep going on. As long as we make sure to embody the right set of ideals, gamers will refuse to let us fail.

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.

Friday, December 20, 2013

Games As Art, the Toughest Standard, and Not Having To Worry About Ebert Anymore.

Art in video games is a boring topic, but it's my blog, so I indulge occasionally. For the rest of you, here's a funny YouTube video.

This week, I'm gonna' get all good and pretentious. I've been playing a lot of terrific games lately, and I want to engage in my tedious, semi-annual rant about the state of video games as art.

I am a lifelong fan of Roget Ebert, and I was greatly saddened when he died. And yet, in nerd circles, every mention of his name must now be marked with anger and bitterness. Not by me, but some.

Near the end of his life, he committed the greatest of crimes, the one thing no geek can ever forgive. He told us a truth we didn't want to hear. Here is the introductory sentence (context can be found here), written in 2005, that started the whole mess:

"To my knowledge, no one in or out of the [video game] field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers."

He said that video games had not yet produced a work of Great Art, and he did not yet see how they could. Which, in 2005, was pretty darn reasonable. We had barely even set out on the path. But nerds, being, as they are, a tense collective of eternally exposed raw nerves, reacted with limitless rage. Which is how we know he really struck that nerve.

(The old aphorism: The truth hurts. That's how you know it's the truth.)

The problem here, I think, is simply one of not yet having defined our terms. He was just using a different vocabulary, a different standard. A tough standard. We video game fans tend to be systematically uncritical of the products we play, which is a key part of the problem.

But I get what he meant. How can I not? The quote above threw down the gauntlet. Only now are we starting to be able to pick it up.

(Disclaimer that you should read: If you only want action and distraction from your video games, Candy Crush Saga and Battlefield 4 style, there is nothing wrong with that. This just might not be a conversation you care about. We're still allowed to have it, though.)

Still with us? Good! Here is a funny YouTube video!

But Why Would You Bring It Up Now, When Everyone Was Sick To Death Of Talking About It

Good question. After all, before he died, Ebert wrote that he was sick of the whole thing and wished he'd never brought it up.

But I think this is a perfect time to start hashing it out again, because games are getting better so quickly. Fantastic, innovative titles are coming out almost every day: Games that approach video game storytelling in fresh ways that really take advantage of the medium. Really good, emotionally involving stories that could only be properly told in video game form. (My examples: Gone Home. Stanley Parable. The Last of Us. Papers, Please.)

Ebert is, sadly, dead, and I won't mention him again in this piece. We don't have to care about impressing him, and we never should have, anyway. He wasn't the final arbitrator of art truth, he never claimed to be, and the way nerds fetishized his opinion bothered him.

Instead, we should set higher standards for ourselves and then meet them. I dream of a video game that is a piece of Great Art.

But what does that mean? And how will we recognize it when it arrives?

What Makes a Work Perfect?

A theatre professor I really respected once lectured a class I was in about the distinction between a Perfect piece of art and a Great one, and, the longer I live, the more truth I see in it.

A Perfect piece of art is, just that, perfect. Without flaw. It has a goal, a story to tell, and it does so in the most efficient and skilled way possible. You look at it, and you can't see a thing you'd fix. It's just really good.

He gave the example of the play Cyrano de Bergerac. I'd suggest Casablanca. Raiders of the Lost Ark. I just played the indie game Gone Home, and it was Perfect. Loved it. Have a lot more to say about it some time.

Being Perfect doesn't mean you have to like it. Tastes differ. It means that the work achieved its goals in the most successful way possible. It's really hard to do.

Perfect video games come out all the time, but they aren't Great, because the goals they achieve perfectly are so terribly low. And that brings us to the place our young art form has never reached: Greatness.

Halfway there. Time for a break. Here's a really cool YouTube video!

Perfection Versus Depth

Perfect doesn't mean Great. Thinking otherwise is a common mistake, but a key one. Here's why. It's a matter of depth.

Consider Raiders of the Lost Ark. I've watched that movie a million times. It's terrific. However, whenever I watch it, it's the exact same experience. Indy runs from the rolling boulder, and it's exciting. He kisses Marian, and it's sweet. The Nazi's face melts, and it's awesome. Done. It's immensely enjoyable, but there's nothing else there.

When you play Gone Home to the end, you're done with it. You can spend two hours giving everything in that game full and proper consideration, all the songs, all the secrets, and then you're done. Return to it tomorrow, and the characters probably hit you the same way. Same with five years from now. It might be tinged with a bit of nostalgia, but there will be nothing more to learn. It's a good story, but a simple one.

And that is enough. Not everything has to be Great, but the distinction exists.

What Makes a Work Great?

It's not perfection. Great works are rarely Perfect. They're too complex.

What makes a work Great is a mystery, a depth, an ambiguity of meaning, that is best detected in this concrete way: You can return to it every few years, and it's meaning to you can entirely change.

I am a fiend for Hamlet. I try to see that play at least every five years. Every time I do, it hits me differently. Someone who seemed sensible now seems like a jerk. Parts I never noticed before suddenly slay me. I'll have a better understanding of how someone acts the way he or she does.

This is what a work being Great means. You never truly get all of it. You never will. Every time you're sure you Understand it, give it a few years and that certainty will slip away.

Great work is rare. You can only get so many powerful, enduring pieces of art in any given century. That's why so much of it is so old. It's not the sort of thing that, once you have it, you let go to waste.

It is the most subjective thing there is. I know lots of smart, sensible people who hate Hamlet. Other works affect them that way. Maybe The Godfather. Sergeant Pepper's Lonely Heart's Club Band. The Girl With a Pearl Earring. (The painting, not the book, of course.) Ulysses. Infinite Jest. Leaves Of Grass. 

And It Takes Time To Find the Great Ones

It's completely subjective. I listed several works just above that are commonly hailed as Great, and there's one of them I can't stand. On the other hand, I consider The Stranger by Billy Joel to be a true masterpiece, and believe me, there are plenty of people who would disagree with me vigorously about that.

The process of finding Greatness happens inside all of us, a quiet personal thing, and then we bring our opinions out to the world and see if any trends emerge.

If enough people find a work Great for them, it eventually gets elevated into The Canon and kids are forced to suffer through it in school.

Great works are usually difficult. They take time. It's not all on the surface. It may take those repeat visits over the years to get what they're going for. What makes them Great is the way they, for some many people, reward the effort.

You are not obligated to like any particular work that has been christened Great. In fact, I guarantee there will be many that do nothing for you. However, if you never like ANY Great work of art, it is possible that the problem is you.

That's right! I just put The Stranger on the same level as The Godfather! Nobody can stop me! Here's a disturbing YouTube video.

But Back to Video Games. 

To find a work that has Greatness in it for you, you need to live with it for years. You need to see if it has that lasting effect on you, that it grows up with you. Key point here: Video games are young enough that, even if we have produced a true masterpiece, it's too early to know.

Maybe I'm wrong. Maybe, generations from now, people will still play emulated copies of Journey and Gone Home and go back and forth about what it means to them. I really, super don't think so. There are games I enjoyed very much. They're Perfect. Sometimes, when you're talking about a work enduring for decades or centuries, that's not enough.

God. We Embarrassed Ourselves.

When the challenge was given, we gamers gave our pitiful examples of works to be judged. Flower. Braid. Portal. Shadow of the Colossus. Fun, worthy games, all Perfect. But more than that? Something that can stay with you for a lifetime, constantly offering new emotions and new meaning?

Are you kidding me?

Hey, Flower is ... Well, it's kind of fun. It's pretty. Relaxing. I imagine, after a bong hit or two, it's fantastic. But would you go up to people who cut their teeth on King Lear and La Dolce Vita, offer them that glittery trinket, and expect them to slump away shamed? Embarrassing!

At least, that's what I think. I also might be wrong. It's not up to me.

Almost to the end. If you are fading, here is a controversial YouTube video.

Here's the Great Part

Maybe I'm wrong. I don't know the future. I don't know what's in your head. It is possible that Flower and Gone Home might strike a chord in peoples' heads, and they will still be played in fifty, a hundred, a thousand years.

Video games are young. There is no canon, no room of musty old dudes with tenure saying what you are obligated to love. Are there games that are Great, that have what it takes to keep you engaged through a lifetime? I don't think so, but I only get one vote.

You get one too.

One of the reasons I enjoy writing this blog is that I get to use my little voice to push forward things that are worth emulating, and say why. I don't think video games have produced anything truly Great, but I see the potential coming forward more and more every day.

Papers, Please, for example, is a work of art. It's a fantastic window into a different world, a foreign way of thinking. It's even fun.

I bet a lot of people who bother to read this will come away from it feeling angry and cranky. "How dare Jeff Vogel say Bioshock: Infinite isn't a game for the ages. What a dick! And his games suck anyway!"

So fight. There's a comments section below, and a lot of industry people, actual game makers, read this blog. I hear from them in private all the time. As I never tire of saying, the art form is new.

If something in a game really affected you, shook you, moved you, and you keep going back to it, say it below. If you see a little glimmer of Greatness somewhere, make your case. It doesn't have to be a whole game, just one section, one moment. If you want to join the argument, you can do it in a constructive way. Try not to be an asshole.

We don't have a grown-up art form yet, but we're getting there. And it's pretty fun to watch.

Sunday, March 29, 2009

Why I'm Missing the iPhone Gold Rush

One of the questions I get asked most these days is, "When are your games coming out for the iPhone?" I'm getting this a LOT. I'm not going to do it. But, when you get so many people knocking down your door for something, you'd better come up with a good reason for saying no.

Here's My Game ... Do I Get Rich Now?

When you write games, new platforms become available all the time. Then you have to decide whether to write games for them or not. XBox Live was one such platform. XBox Community Games is another. And WiiWare. And, of course, the iPhone.

When you jump onto a new platform early, the platform might take off, or it might not. If it doesn't, your time was probably wasted. If it does become a success, though, you can get in on a Gold Rush. Some early adopters of the risky platform can end up with tons of money. Pure, joyous greed attracts competitors. Because they're late to the party, some of them make a bunch of money, and a lot more don't.

XBox Live had a real gold rush. Some early games, like Uno, sold sick numbers of copies. But these days, getting a game on XBox Live can mean a ton of hassle and, if the sales estimates at VGChartz are even remotely close to right, there is the real possibility of not doing so good there.

Fart Noises = Millions of Dollars!

The iPhone is in a crazy gold rush phase, and everyone is standing up and taking notice. When someone can make a ton of money on an app that makes your iPhone fart, that should be your first warning of unsustainable sales.

Some early games have done crazy good. But there are starting to be signs that Indie games on the iPhone won't make a fortune. And it'll only get tougher.

As For Me ...

Which brings us back to me. I write big, deep role-playing games. The sort of game that lends itself to long sessions, not something you fiddle with for fifteen minutes on the bus. It would take real work for me to adapt one of my games to the iPhone, and, even then, I don't think it's the sort of thing that would attract a real audience.

There's a lesson for young developers. Make sure your game fits the way people will want to play it. PC Games = Longer sessions. iPhone Games = Ping. Zap! Done.

And, on top of that, the acceptable price point for iPhone games with any depth is now in the area of $4.99. Five bucks! And, if you charge that, forum-dwelling snots from all over the Internets will bitch you out in your ratings for being so greedy. I'm sorry, but I'm not sure I can make a living charging that little for my niche games. It's certainly not something I want to risk months of development on. And I honestly suspect that price point won't support a healthy game development industry. I hope I'm wrong.

(Honestly. The whining in the user reviews for a lot of the five dollar games is amazing. What? Do people think game developers live on air? Jesus.)

When it comes to my business, I am made of pure cowardice. It's hard to make a living doing this, so I have a really hard time doing anything new and exciting and risky. I'll never get rich (as if my games could ever be enough in demand to make me rich), but I can still buy my kids food.

So I will spend my time supporting two platforms that have a proven history in the gaming arena, platforms that have lately been tragically underserved by developers. They're called Windows and Macintosh. Take a look at them sometime. I think there's money to be made there.