Showing posts with label humor. Show all posts
Showing posts with label humor. Show all posts

Wednesday, September 6, 2017

The Life and Merciful Death of the Fad Controller

Sorry, grandma. This doesn't exist anymore. I guess you should have bought more than the launch title.
Over the years we have had console gaming, the perfect control mechanism for our entertainment has emerged.

Our thumbs, those nimble and durable pieces of flesh and bone, operate the joysticks and buttons. Our trigger fingers work the triggers. The rest of our fingers, stupid and useless, hold the controller stable. And our bodies are left to peacefully recline and decay on the couch. (Because if we wanted to actually use our bodies for anything, we wouldn't be playing video games.)

This control mechanism easily allows two joysticks, four buttons, a d-pad, a touch pad/Back button, two triggers, and two bumpers. Enough inputs to easily handle even a very complex game.

(You can also push the joysticks in to provide two extra buttons, which is how controller engineers tempt game designers into making mistakes. If your game uses pushing down on a joystick as an input, please move that command to a real button. If you don't have a button free, just lose that feature. Your game has too much stuff in it as it is.)

Yes, the modern console controller is a marvel of design and functionality.  Yet, brave game designers are never satisfied with mere perfection. They are always coming up with new, weird fad controllers to tempt us. This article will describe the lifespan of this process.

Harmonix tried to teach players how to actually do something. It didn't work out. Moral: Never hope for anything to ever get better anywhere ever.
Why Make a Fad Controller?

Part of it is artistic exploration, I suppose. The desire to elevate our new art form to new and undreamt of heights.

The real reason is money. There's a lot of money in this biz, but there's also a ton of competition. A new sort of game that catches the consumer's fickle eye will result in a fortune. Guitar Hero and Rock Band both sold well over a billion dollars. The motion controllers of the Wii led to that console winning its generation (old people like fake bowling).

Employees of game companies need to keep coming up with ideas to justify their salaries, whether you want them or not. No executive wants to go to E3 to say, "We're treading water another year. We have the same old crap. YOLO!"

In the end, all we’re trying to do is reach an increasingly jaded, desensitized audience and present something new enough to raise their heart rates above rest level for five freakin’ seconds.

You ask: How on EARTH did they ever get anyone to buy the Wii Fit board? Answer: Pornography.
Phase One: The Shock and Joy of the New

So fad controllers are made. What is a fad? Something new and exciting, which hordes rush to buy to get a bit of newness and variety in their mundane, repetitive lives.

Maybe your fad is motion control, to get the pudgy masses off their couches. Like the Wiimote, or Playstation Move, or the Kinect, or the Wii Fit Board. ("No, THIS will be the peripheral that gets gamers to exercise while they game LOL!")

Or maybe it's the plastic version of a real life peripheral, to better simulate something in the real world. Like a guitar or drums. Or maracas. Or bongos. Or, for the suicidal, a skateboard.

Most attempted fads fail, of course. Some, however, caught on and made a bunch of money. Bloggers, ever hunting for the next Hot Take, gazed upon them and proclaimed a new exciting future for gaming! Then, a few months later, reality set in.

How will we get people to play Guitar Hero again? I know! We'll make the controller incomprehensible and beige!
Phase Two: The Bloom Comes Off the Rose.

The thing about fads: The newness wears off. Purchasers start to think, "Oh. Wait. This isn't holding up that well." And they move on in droves. A fad is a massive wave, and waves always recede.

I was a diehard Rock Band fanatic. I played it a ton. I went to many Rock Band parties. Enough of them to say with some authority: For the vast majority of humans, 3 songs is all it takes to get tired of Rock Band. (Some blame the music game crash on too many titles coming out per year. This is nonsense. If your genre can't handle 5-6 titles a year, it's a crappy genre.)

Phase Three: The Fatal Flaw Becomes Apparent.

Most fad controllers fail for one of a few simple reasons:

1. They just aren't precise enough to support more than a few crude, simple games. (e.g. Wiimote. Wii Fit Board. Kinect.)

2. The controls are precise, but the games you can play on them turn out to not be that interesting. (e.g. Any music game ever.)

3. Even if it's a decent controller and a cool idea, it's tied to one platform, so no major developer ever bothers with it. (e.g. Wii U Tablet. Also, did you know that big pad in the middle of a PS4 controller is a full touch pad and you can do little drawings on it and stuff? It's OK, nobody else did either. Why would any developer who supports more than one console ever use that feature?)

4. The controller requires getting up off the couch. I'm not doing that. (e.g. Almost every fad controller.)

If the controller is lucky, a few more games get written for it after the initial release. They made bank at first, but now they are tanking with increasing severity.

Now comes Phase Four, the endgame. The company who makes the fad controller has two choices: The path of the canny businessman. Or the path of the insane Viking.

I want Star Wars Kinect dancing videos to be the new Rickroll.
Phase Four, Option One: Give Up and Take the Money

Seriously, if your product becomes a fad, you can make a TON of money. When the big cash river stops coming in, accept that your product wasn't actually going to change everything forever. Cease production, count your winnings, buy another Tesla, and never speak of it again.

Phase Four, Option Two: Double Down!!!

There are some who are struck by Divine Madness. They are the true believers, who really believe they are changing gaming forever. Like remember when Harmonix convinced itself that Rock Band fans actually wanted to learn to play a real instrument?

The greatest such tale: When it became clear that the Kinect was only good for dancing games, Microsoft could have accepted its limitations, cashed their huge checks, and moved on.

But no, humility is not the Microsoft way. They were determined to explore the Kinect's maximum possible potential. So they not only kept it around, they built their entire next console generation around it. With disastrous results.

But it's all right. We'll always have the cautionary tale, and the wonderful memories.

It's OK, VR Beard Guy, YOU GOT THIS.
Phase Five: Regret and Garage Sales

The final destiny is the same. The story starts with a beautiful dream, moves on to cargo ships full of cheaply made plastic drum kits, and ends with piles of the things filling garage sales and thrift stores everywhere.

I mean, seriously, isn't it amazing? Factories in China made millions and millions of shoddy plastic drum sets. They were shipped across an entire ocean and delivered to households in America, where they were played for probably 2-3 songs and then thrown in a dumpster somewhere.

Think about how much effort went into this project! Someday, historians and economists will look back on that whole event and ... Well, I don't know what they'll think but we're going to come across pretty awesome.

How Does VR Enter Into This?

I should point out that this whole cycle has absolutely nothing to do with the VR craze. I mean, sure, VR goggles are really expensive, make lots of people sick, and have yet to come up with an actually compelling title. But it's fine. VR is the future. Bet your mom's bottom dollar on it.

I'd like this picture but with grandparents in the goggles instead of pasty tech nerds. It could be the beginning of a really lousy episode of Black Mirror.
So What Have We Learned?

Nothing.

That's the wonderful thing about the game industry. Almost everyone burns out of it by the time they're 35, so whatever institutional memory they developed disappeared and a new generation of worker bees is brought in to make all the same mistakes again.

So when the next weirdly-numbered generation of XBox comes out in a few years (Working Name: "XBox Eleventy Five"), you can look forward to its new motion controllers about three years after that. They will sell ten million units, have two decent games, secretly send pictures of your clothes to Forever 21 for marketing purposes, and your kids will LOVE it. For three days.

###

You can buy our awesome, easy to control games here. We are also on Twitter.

Edit: Changed the Harmonix guitar caption to something a little less unkind.

Wednesday, May 17, 2017

Does Your Video Game Have Too Many Words? (Yeah, Probably.)

TLDR.jpg (Also note: This gigantic lore-lump is just for choosing your character's sex.)
"Too long. Lose half."
"Which half?"
"The half that you don't need."
- Their Finest
My whole career has been based on writing very story-heavy games, with lots of words. Our company, Spiderweb Software, is small. We can't afford fancy graphics, so we have to rely on words. Interesting, quality words.

We're currently remastering the series with our most loved story and our bestest words. We also finished a new series, which had a lot of words which I suspect weren't as good because it didn't sell as well. Now we're planning a whole new series, and we need to figure out how many and what sort of words to cram into that.

We have a lot of decisions to make, so I've been thinking a lot about words in games. I have made a number of observations.

For Reference

A decently sized novel contains about 100,000 words. The Bible contains about a million words.

My wordiest and most popular game, Avernum 3, which I am now remastering, had about 200,000 words. At its release, people talked about how very, very, many words it had. Yet, by current standards, it is very terse.

In comparison, one of the best-written RPGs in recent times, The Witcher 3, had about 450,000 words. For The Witcher 3, "best-written" means "One really good storyline and many, many other storylines that were basically OK." (To be fair, I think the Heart of Stone DLC was really well-written.)

The word bloat continues. While Divinity: Original Sin had a mere 350,000 words, Tyranny spent 600,000 words telling the story of how you became the word's most evil middle manager, on a bold quest to try to tell apart the game's 73 factions.

And this is positively tongue-tied next to Torment: Tides of Numenara's 1,200,000 words. I admit I am curious about what story is so gigantic and epic that it requires 3 times more words than The Lord of the Rings. I will never find out, as there is nothing that will tempt me to play a game with 1.2 Bibles worth of text.

This is me playing your RPG lol.

Vogel's Laws of Video Game Storytelling

1. Players will forgive your game for having a good story, as long as you allow them to ignore it.

2. When people say a video game has a "good story," what they mean is that it has a story.

3. The story of almost all video games is, "See that guy over there? That guy is bad. Kill that guy." This almost never leads to a good story.

For reference, this is how to get me to read the text in your RPG.

Observations About Words In Video Games

1. For a while, there was a big demand for games like Baldur's Gate and Planescape: Torment. That is, old-school icon-based RPGs with big stories, told in lots and lots of words. Early hits, like Divinity: Original Sin and Pillars of Eternity made a lot of money off this demand. Sales of later games in this style, like Tyranny and Torment: Tides of Numenara suggest that this pent up demand has largely been satisfied.

2. It's really easy to make words. Really, really, really easy. Any writer with half a grain of skill can spew out 500,000 like it is nothing. And if that writer's fingers get tired, an intern with aspirations of authorhood will chip in 100,000 more. And when that intern passes out, you can let your Kickstarter backers add words to your game and they’ll pay you for the privilege.

3. No, really, think about that last point. People will pay you to be able to write for your game! Adding words to your game has negative cost! Think about this the next time someone tries to use a giant word count to sell you a game.

4. The secret of great writing is not adding words. It's cutting them. You can almost always improve your writing by slashing chunks out of it and refining the rest. However, as game development is done with limited budgets and limited time, this editing process almost never takes place.

5. When a writer gets famous, they stop being edited. This is why the fifth Harry Potter book is 900 pages in which only like two things happen. This is also why, when a game in 2017 is written by a Big Name and has a script with one bajillion words, most of those words are going to be pretty boring.

6. There are well-written games. Fallout: New Vegas and Witcher 3 are solid. I remember Baldur's Gate II and Planescape: Torment were all right, but I played those 20 years ago, and there may be a lot of nostalgia in play there. (For me and almost everyone else.) Planescape was cool, but I definitely remember blasting past a lot of text just to get through it.

7. Sturgeon's Law is in play here: "90% of everything is crap." For every Planescape: Torment, where they had a cool setting and story idea and really put the time in to write good text and have it interface with the gameplay well, there have been nine other games where they just threw up a bunch of Tolkein-light Kill-that-Bad-Guy stuff and hoped it stuck. It didn't.

8. Having lots of lore in your game is OK. Some players really love lore. But then, a lot of players really don't. I think it's best if you try to keep your lore separated a bit from the significant game text, like Skyrim putting the stuff in books you could easily ignore. World of Warcraft quest windows did this perfectly. All of the lore was in one lump ("You mean dwarves like to dig mines? WOAH!"), and the actual text of the quest ("Kill 10 goblin toddlers.") was broken out of it so you could digest it quickly.

9. Humor is very hard to write well. It is also one of the most enjoyable things to read. If you can make your game genuinely funny, people will love it forever. (The actual gameplay of Psychonauts was only B-, but people LOVE that game because of how funny it is.)

10. The ultimate goal of writing in a game: Have it be good enough that getting past the gameplay to reach the writing is your goal. Your writing should be the REWARD. If your writing is something the player has to slog through to get to the game play, there is too much writing.

You have my UNDIVIDED ATTENTION.

Physician, Heal Thyself

Every game I've ever written has had a lot of words. Some of those games, my fans really loved the words. Some of them, not so much.

My goal for my next series is to use fewer words, but to make them as light and interesting and funny as I can. I want words to be the reward, the thing that pulls people through the story. I am dreading this, because, again, writing something good and short is way more work than writing something dull and long.

In the meantime, I am remastering my old Avernum 3, with its pokey little 200,000 words. This means giving those words an editing pass. A lot of my time is spent chopping out extraneous words and revamping what is left to make it smoother, easier to read, and, whenever possible, funnier. If the new version has more words than the old version, I've done something wrong.

For a long time, I sold games with a lot of words. Now there is a lot more competition in that space, and words are super-cheap. I need to try to sell good words. Even if I never make a nicedank meme, in this crowded market, you need to get every little advantage you can.

Tuesday, November 26, 2013

Tomb Raider, Torture Porn, and Looking For an Audience That Exists

Someone thinks this will arouse you.

So let's talk, months late, about the recent Square Enix Tomb Raider reboot, which I played on the PS3.

First off, let me say that it's a really well-made game. Excellent production values. Flat but reasonable writing. Fun gameplay. Enjoyable combat and puzzles. Environments that are neat and worth exploring.

I have to make it really clear before I get into the mess: This is a good game, and the people who made it should pat themselves on the back.

And yet, one simple decision, one minor choice of tone and content, blows the whole expensive thing up.

Here's the thing. Yes. Tomb Raider was a hit, kind of. It sold millions of copies.

But this Tomb Raider is the newest game in an iconic franchise, with brilliant design and top-rate production values. Of course it sold a lot of copies. It just wasn't the hit it could have been, and, more importantly, it wasn't the hit Square Enix needed it to be.  This is a phenomenal shame.

I think it's obvious why it didn't perform.

Yes, this is a lake of blood and rotting human flesh. Alas, the game does not contain soap.

First, About the Bewbs

I have no problem with using sex appeal to sell games. As of this writing, I've spent the last several weeks listening to females in my acquaintance wax rhapsodic about Benedict Cumberbatch and Thor. They can let me have an athletic young archaeologist/grave robber in a tanktop.

However, here is the first rule of Sex Appeal: If you want to make something sexy to sell it, it has to be sexy.

This game is meant to be an Indiana Jones-style romp, with a sense of lightness and fun. I mean, watch Raiders of the Lost Ark again. (This is never not a good idea.) This is a movie full of gory death and violence and Nazi melting faces, but it's still FUN. Look, Spielberg is a true master, and I don't expect everyone to pull off the miracle of getting this tone right, but you have to come closer than Tomb Raider did.

The problems start with the packaging. When I picked up the box and turned it over, I saw three pictures of Lara Croft covered with mud, filth, and blood. It's gross. Not sexy. Also, ewwww.

This doesn't stop when you're playing. The game is full of gratuitous gory bodies and chopped off limbs and cannibalism and tortured corpses. Set aside that this is the most obvious, cliched way to depict the evil cultists that serve as your foe. It's excessively gross and boilerplate, but that's not even the real problem. 

Warning: Do not look at this image.
OH! GOD! OH! ACK! NO!

Tomb Raider is violent. Like Saw movie murder porn excruciating to watch violent.

Sure, Lara brutally kills hundreds of evil guys. It's a video game. We can kinda sorta live with that, though I really wish they'd come up with a more clever solution. Instead of killing ten guys and then ten guys and then ten guys in a series of boilerplate shootouts, I wish they'd had a way to have there be far less killing but for it to require more care and cunning. 

(The Ellie boss fight from The Last of Us should be played by all designers for a perfect example of how this can be done. Also the Mr. Freeze fight from Batman: Arkham City.)

But that isn't even the problem.

Tomb Raider has lots of Quick Time Events ("Press the triangle button now FAST or die! Ha! You suck!"), which is already unfun design. They are really tricky and fast, which is even more terrible. And when you fail (and you will, a lot), you will see Lara die in a really horrible way.

You will see Lara, for example, have her throat ripped out by wolves. Be hacked with machetes. Have the neck impaled on a wooden stake. Swim through a lake of blood and rotting human flesh.

When you die, we're not talking about the camera cutting away and you hear nasty sound effects and get to imagine the gruesome thing that just happened. No, when that bad guys strangles her, you will see it lovingly animated, no detail lost as the life slowly drains from her eyes.

Gamers are inured to this sort of horror. It's time for a reminder that most people aren't.

This is what fun looks like.
The Finest Game Critic Working Today

Talk show host Conan O'Brien does a series of segments for his show called Clueless Gamer. In them, Conan, a self-professed non-gamer, tries out the hot games. Watching a civilian come face to face with all the bizarre design choices we've all trained ourselves to take for granted is a humbling and educational existence.

They're also hilarious.

It's real game criticism, the sort we need, the sort that doesn't shrug our shoulders and let us get away with lazy crap. (His Grand Theft Auto V segment does an awesome job of getting at what works and doesn't work about the series. I wish so much they'd had him play the torture mission.)

The Tomb Raider segment is particularly informative.  Jump to 6:00. Watch the gruesomeness. Listen to the audience reaction. Listen to what Conan is saying. "Don't let it happen again." "This is a nightmare."

This is what the game industry is selling. This is what we're proffering to people as Art. The problem isn't that Normal Humans see us as creepy sociopaths. The problem is that it's hard to argue they're not right.

The Real Problem

Kurt Vonnegut wrote, about writing, "Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia." This is brilliant advice. Don't try to write for too many people at once. It will just dilute your work.

So who is Tomb Raider written for?

Is this game for people who want to ogle a young, attractive woman? Hey, I don't categorically oppose using attractive people to sell product. I'm as intrigued by a sexy assembly of polygons as the next guy. 

But I have a hard time getting into my "Hey, that's sexy!" headspace when the woman I'm supposed to ogle is being constantly horribly mutilated and coated with filth. I don't want to ogle her. I want to give her a sweater.

Is this game for people who want a rollicking Indiana Jones style of adventure? The sort of thing promised by the name "Tomb Raider"? Then bear in mind that most people who want to explore catacombs and look for treasure may also have a small tolerance for watching young women being strangled in long, lovingly animated segments.

Is this game for young women who desperately want to play a game with a protagonist who, in some way, reminds them of themselves? Like, say, my daughters. My seven year old was playing a little World of Warcraft the other day, and she asked me, exact quote, "Why are all the pandas boys?" My family wants games with women in them, and we spend money.

Well, I won't let my seven and eleven year old daughters get within a thousand miles of Tomb Raider. Pity. They might have become lifelong fans of a series that wouldn't give them perma-nightmares. 

Is this game for young dudebros who grew up watching Saw and other torture porn and get off on a bit of the old ultraviolence? Well, I get e-mail from these kids all the time. They will only rarely play a game where they control a female character. I think they're afraid they'll catch the gay.

So I'm really trying to think who this otherwise terrific game is being aimed at. Apparently someone who's saying, "I want to spend my leisure time watching a young, talented woman being repeatedly tortured and mutilated. But I also like puzzles!"

Hope For the Future

It's a real shame because, I must again stress, there's a terrific game in here. If you can look past the gruesome (and many people can), Tomb Raider is a ton of fun.

I've read that a sequel is in the works. I really hope so. If I can get through it without needing therapy, I'll totally buy it. My little hope? Man, I would love to play it (or parts of it) with my kids. I hope it works out.

---

Another good analysis of the game is at Errant Signal. And, as always, we're still on Facebook and Twitter.


Monday, October 14, 2013

Cheap Shot Review Of Gravity

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

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

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

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

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

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

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

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

Actually, I would have written something like this:

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

But my dream version would be something like this:

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

Or maybe just:

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

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

Thursday, September 26, 2013

The Internet Lies To You. WHEN WILL YOU GET THAT!?!?

My heart is singing a joy song.

Take a moment to Google "iOS 7 waterproof". Do it. It's worth it.

Yes. Someone Photoshopped some fake iOS 7 ads to tell people that a software update would make their phone waterproof. And some other people, who may in fact not be as insightful as they possibly could be, believed it. So now thousands of articles saying that, no, a software update will not change the physical properties of your phone.

Anonymous evil ad maker with Photoshop, I wish I could shake your hand. Here's why.

The Internet is an immensely new, hugely important mode of human communication, but we don't yet know how to use it. People don't understand this about the Internet: It is half lies. At best.

Most people who saw the fake ad read it, smiled, and moved on. A few people, however, believed it. They took their phone in the shower. The device was destroyed. They learned a valuable lesson, in a way that won't soon be forgotten, and all it cost them was a few hundred bucks.

And you know something? Maybe they will be less like my older relatives, who never read anything in e-mail so ludicrous they didn't believe it.

I promise you this. One of these days, someone who trashed their phone will get a message saying vaccines are killers, or a guy in Nigeria wants to give them a hundred million bucks, or that they should quit the chemo for their Stage 3 breast cancer because eating enough lemons will take care of it (yes, real example). Maybe, dare to dream, when this happens they will think about their phone and maybe, just maybe hit Delete. Like they should.

It is a small price to pay for a lesson of such value.

Oops. Sorry. What I meant to say was, it's real. You can install iOS 7 on your iPhone and give it to your kids to play in the bathtub. Go try it. You know it's true, because you just read it.

Monday, October 15, 2012

Ten Awesome Comedians Most People Have Never Heard Of



I've long been a huge fan of stand-up comedy. The other night, after a really good Patton Oswalt live show, the friends I went with asked me if I could recommend anyone else to check out. My answer was a long, long list. They asked me to write it up as an e-mail. Then I remembered that I have a blog that needs filling with fresh content!

Man, but I love Content.

So. Stand-up comedy. It is a huge and varied field. If you're the sort of person that likes to split up a huge, varied field into two arbitrary chunks, and yes, I am that sort of person, stand-up comedy can be split in two arbitrary chunks.

The first chunk is big, mainstream comedy. Larry the Cable Guy. Bill Engvall. Jeff Dunham. Jeff Foxworthy. Dane Cook. Jay Leno. Mainstream comedy tends to be fairly unchallenging stuff, such as observations about the differences between the sexes (or the races, or the sexual orientations). I am a contemptible big-city latte-swilling elitist, so I don't know much about such things.

The second chunk is alternative comedy. A bunch of weedy little nerds, playing smaller halls full of people you'd probably want to beat up to take their lunch money. People like me. Comics in this arbitrary chunk tend to me more odd and experimental, with surreal or character-based humor, weird delivery, lots of unpredictability, and occasional jaunts into the dramatic, the disturbing, and the painfully offensive. They tend to be liberal, but not always. Odds are, you haven't heard of a lot of the comics on this page, which is why I’m writing this. I love recommending things.

Here's some funny stuff. Assume the links are not safe for work or children. I'll give a few intro pieces and then, if something really tickles you, a recommendation for where to go from there. This may involve spending money. Please spend money. A lot of these folks, talented as they are, don't make a lot.

Disclaimer For Touchy, Angry Internet People (If you are basically sane and sensible, ignore this section.)

Some of the things I link to here are really offensive to right-thinking peoples. I do not endorse the contents of the linked videos. Of course. I don't care for some comics I linked to, but I mentioned them because they belong in a survey of the field. If you don't like one of these people or I don't mention someone you love, you should get really REALLY angry at me. Finally, I've only mentioned comics who are alive and actively working, because this is a vibrant and active art form. (Sorry, Patrice O'Neal, Mitch Hedberg, and George Carlin fans.) All I wanted to do was post a bunch of funny YouTube links and waste your afternoon. Why are you so angry?

OK. Seatbelts on? Then here we go.


1. Patton Oswalt

The great gateway drug to alt-comedy, a tireless genius, one of the funniest people alive, and the voice of the Remy the rat in Ratatouille.   You want to know whether this brand of comedy is for you? Then listen to this, his famed steak house routine. If that goes down easy, his Sky Cake (his awesome deconstruction of religion) and KFC Famous Bowls routines are terrific.

Want More? - Oh, there's a lot of it. His Werewolves & Lollipops album is fantastic, and all of it is on YouTube. Or you could, you know, spend money.

2. Louis C.K.

I shouldn't be putting this guy at #2. Patton is #1 because he's my sentimental favorite, but Louis has been on fire for the last few years. His TV show on FX is mind-bending and terrific, and his last two comedy albums are as good as any ever created.

The big gateway for him is this viral video about how "everything is amazing right now and nobody is happy." Or this incredibly dirty and hilarious portrait from a crumbling marriage.

Want More? - Get his albums Chewed Up and Hilarious. They are as good as this stuff gets.


3. Paul F. Tompkins

It didn't get long to get to the obscure folks here. Paul F. Tompkins alternates between comedy and storytelling, and he's terrific. My personal favorite routine is his decisive answer to the eternal question: What's better ... Cake or Pie? And this hilarious routine about his mother's conversion to atheism before she died is a perfect example of the weird edginess of alt-comedy.

Want More? - His album Freak Wharf is a delight. On the free end, his HBO special Driven To Drink is on YouTube, and it's a great example of the storytelling end of his work.


4. Maria Bamford

Her specialty is playing different characters with wildly varied voices, and she is as good at is as they get. Patton Oswalt described her as an alien who came to Earth to tell racist jokes about humans. She is very good recorded but far better live, where you can see how she uses her face and body.

To get a good look, go to YouTube and watch the Maria Bamford Show, a 20 part series of short films showing off many of her best bits and characters.

Want More? - Her album Unwanted Thoughts Syndrome is very good, but it loses something from not being able to see her. Go. Spend money!

5. Amy Schumer

Foul-mouthed, profane, and hilarious. She is coming up so fast that she should almost be considered mainstream at this point, and very good. She is not unlike Sarah Silverman, a comparison that is probably starting to annoy her greatly. She first gained a lot of attention for her routine on a Comedy Central roast, and her recent special is on teh YouTubez.

Want More? - Buy her album Cutting and play it for your grandmother.

6. Aziz Ansari

Reasonably well known for his roles on Funny People and Parks & Recreation. His bits on Craigslist and bedsheets are great examples of his awesome nerdy hostility.

Want More? - Intimate Moments From a Sensual Evening is a great album. You can get his newer special, Dangerously Delicious, on his site for five bucks. Worth it.

7. Eliza Skinner

You haven't heard of her. I just picked her as an example of the countless insanely talented people toiling in show business, producing awesome stuff in the hope of breaking big. It makes me angry that she isn't rich, but Hollywood is a merciless place. Her videos are fantastic.

Want More? - So do I! Will someone please give this woman a multi-million dollar development deal?

8 & 9. Garfunkle and Oates

A comedy music duo based in L.A. I've linked to their videos on this blog before. They are one of the best examples I can think of how YouTube can help someone get the fame and career they deserve. Their YouTube channel can murder an afternoon. These three are my personal favorites. They tour, and they're a lot of fun live.

Want More? - Their albums All Over Your Face and Slippery When Moist are on iTunes!

10. Kyle Kinane

Kyle Kinane is a bitter, angry misanthrope on stage, which is already funny. That he can be so angry while saying things that are perfectly reasonable and true makes him excellent. For example,here are his routines on Trader Joe's or insomnia.

Want More? - His album, Death of the Party, is super-solid.

And Others

There's so much good stuff out there. Some examples, in no particular order ...

Eddie Pepitone. Tig Notaro. Donald Glover. Brian Posehn. David Cross. Zach Galifanakis. (Now more of a movie star.) Dana Gould. (This routine is killer.) Nick Swardson. Sarah Silverman. Doug Benson, king of the stoner comics. And, of course, the legendary Margaret Cho.

It's a varied field. If you don't like one (Sarah Silverman can be incredibly polarizing, for example), you might like another. But if you put any of those names into YouTube, something will pop up that is worth your time. If I didn't mention someone awesome, tell me about them in the comments!

And go to live shows! They're great. They make money for people who deserve money. And it'll get you out of the house. Don't forget to tip your server.

Wednesday, August 8, 2012

A Couple of Cheap Shots at Big Movies. Because I'm So Smart.

I just went to see the new Batman movie, which was so long that I am still watching it. It's about a guy named Bane with a weird accent and a bunch of issues, who is only defeated when the good guys finally manage to figure out his secret weakness. (Spoiler: It's bullets.)

Since it's a Big Hollywood Movie, it was preceded by trailers for all the other upcoming Big Hollywood Movies. Two of them attracted my notice ...


Jack Reacher (Trailer here. It is worth watching, as this movie will be genuinely terrible.)

This is about a violent gun guy who goes on adventures and beats people up and "doesn't care about proof, doesn't care about the law. He only cares about what's right." Which all sounds great until you find out he's Tom Cruise.

I'm sorry, but is there one single person here on God's Green Earth (besides Tom Cruise) who thinks it's a good idea to give Tom Cruise arbitrary power over anything bigger than a Hot Dog On a Stick franchise?

"Remember, you wanted this."

NO! I REALLY DIDN'T!



The Hobbit (Trailer here. Watch it before they split it into three parts.)

I can't say much about the upcoming Hobbit movies, though I hear the the novelization of the film by J.R.R.R. Tolkineinin is above average. I know that the world created in the prequels by Peter Jackson is an interesting one, though overly dependent on tired fantasy tropes.

I do, however, have some qualms with the decision to split the book up into three (THREE!) movies. I'm sorry, but you cannot do this with any book whose big, dramatic high point is a RIDDLE CONTEST.

Seriously, when I was a kid, they could wrap this crap up in 77 minutes, and that version even found time to put in Tom Bombadil.

I was really looking forward to it until I saw this trailer, with its wacky dwarves, interminable pacing, and refreshing lack of action or incident. Three movies? Dear God. This adaption will be so long that I'm already watching it.

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.

Tuesday, June 26, 2012

Quick Book Thought, Apropos Of Nothing

Have you ever noticed that there are some books that, when you carry them around, make people want to start conversations with you?


(The Stand was a big one for this. Also, The Man in the High Castle.) 


Why do I bring it up? 


Because I just started A Game of Thrones.

Thursday, February 16, 2012

My Life's Tour Through Dungeons & Dragons, Part 2.



(This is the second part of my tour through all the editions of Dungeons & Dragons I have played. The first part can be found here.)

After many years of playing Advanced Dungeons & Dragons, the unthinkable happened. A whole new version came out. Everything was different. Our minds were truly blow. "Remake all of D&D? Is that even possible?"

Turns out, it was.

Second Edition (1989)

Second Edition took fifteen years of hard-earned design experience with RPGs and used it to round off all of the rough edges in the system. It still basically played like First Edition, but with less insanity. A wimpy giant spider could no longer instantly kill you with poison. Undead didn't drain levels permanently. Freshly minted wizards could now cast an amazing TWO spells per day. That's twice as many as before!!!

However, the combat system was still very vague. If you had someone in your group who had never played before, you could give them a Fighter to play. All they had to do in combat was pick up their figurine, plop it down next to a monster, and roll a die to attack. If the dungeon master said they hit, they picked up a different die, rolled it, and said the amount of damage. And that was it.

It is this potential simplicity (playing other classes was more complicated) that I miss most about the old game. There was a simple way to play. There isn't one anymore. Considering D&D was mainly played by groups of friends getting together for a relaxing evening, perhaps with a drink or two, this is an enormous loss.

I'm going to make an Official Proclamation now:

If a new edition of Dungeons & Dragons doesn't have an option which enables it to be easily played by a moderately inebriated person who isn't good at math, it is a failure.

Second Edition was, while still flawed, my favorite version. Then Designers got their hands on it and started, you know, Designing. God help us.

Third Edition (2000)

Never played it. Too busy with babies.

Version 3.5 (2003)

Never played it. Also, Point Five? It's enough of a change to buy new books, but not enough to be a full upgrade? Isn't that a little fishy?

Fourth Edition (aka 4E, 2008)

And then, after an absence of over a decade, I returned to D&D, only to find that the universe has completely changed. People say that Fourth Edition is trying to copy World of Warcraft, but, to be honest, I don't see it. I really don't. Instead, it feels like the hardcore wargames I played way back when I started gaming. With all the good and bad that comes with it.

It's very detailed and tactical. Everything has been formalized. Nothing is left to chance. Every movement, every action, even the act of role-playing, has been codified and given its own rule-set. It's Dungeons and Dragons and Control Freaks.

Old gamers have a reputation for only loving the version of D&D they grew up with and hating everything else, but I went into 4E determined to enjoy it. I played in a single campaign of it for over a year and had really quite a lot of fun. Dense rules? Piles of cards and abilities to keep track of? Tons of algebra? My brain was made to handle this stuff. It was great. For a while.

But if I had to come up with one word to describe the rules of 4E, it would be "undisciplined." Sure, it's a solid system, and every little thing is covered in the rules. However, there is too much going on for people to actually keep track of what is going on. The longer you play, the more cards pile up. The more abilities accumulate. The more things you have to keep track of with every single attack and damage roll.

Every single action seems to result in an effect like, "Everyone gets +1 to hit to attack the target next round, if they attack with a missile weapon, and the target is bloodied, and it is Tuesday." It gets maddening.

The last night of the campaign I played in, we were seventh level. At that point, we had three people keeping track of the state of play. The dungeon master took care of the monster actions. I kept track of initiative and effects on players. Another player kept track of effects on monsters. And even with three adult, lifelong gamers riding herd on the game, we STILL forgot stuff. All the time. Then we quit.

And teaching regular humans to play this stuff? Forget it!

I know there are many who will virulently disagree with this analysis, for whom 4E is the One True D&D. And, before you tear me apart in the comments, I will only say this. 4E has only been out a little over three years, and they have already announced another complete redesign. Don't say it's just for money ... They could make a mint releasing expansions, dungeons, campaign settings, etc. I think that already tearing everything up and starting over is a de facto admission that the design just wasn't working.

A Brief Aside and Unwanted Design Advice

A friend of mine was applying for a marketing job as Wizards of the Coast. To help her prepare, I ran a one night 4E game for her and her friends. I DM'ed a game for six women, as my daughters watched and wished they could play. It was the dream of a lifetime, come true.

However, these women were, while bright, social, and eager, not lifelong gamer nerds. Trying to teach them D&D was a fascinating experience. Based on what we went through, here is my one piece of unasked-for advice for the team designing Fifth Edition:

Whenever you write a new rule, picture a young man trying to explain it to his willing but non-gamer girlfriend, whom he has finally convinced to try out his hobby. Hell, try to explain the rule to one of your parents. If the most likely result is a confused look and glazed-over stare, just make the damn thing simpler already.

I can't say it's possible to make D&D a more mainstream hobby again. It may not be. But, if it is possible, this is the path.

What I Want, For Anyone Who Cares

For me, D&D is a chance to sit around with friends, toss back some Maker's Mark, shoot the breeze, and occasionally bounce dice and kill some bad guys. It's a social game. The more time you spend re-explaining rules and poring through huge books to try to figure out if you can charge on a triggered action, the less time you spend just relaxing with your friends.

So, kids, if you ever wonder why old folks get all nostalgic for the old rule sets, it's because, as crude and poorly designed as they were (and don't get me started on the art), they were aiming at a specific sort of play experience (loose, fast, casual), and they delivered it.

I want to teach my kids how to play D&D. I could teach them how to play Second Edition. 4E, not a chance. That makes me genuinely sad.

In ten years, when I actually have time to play again, I'm really looking forward to seeing what Eighth Edition looks like. It'll be fascinating. And, if it doesn't work for me, I still have all my old books in the basement, waiting for the End Times.

Friday, February 10, 2012

Four Things To End the Week.



One.

I have a big article about the indie games biz up on Gamasutra. I'm quite happy with how it turned out. Enjoy!

Two.

Everyone all justifiably atwitter about how Tim Schafer raised upwards of one million dollars on Kickstarter to make a new adventure game. It's a great proof-of-concept for the whole publicly funded game thing. If Tim Schafer couldn't pull in some coin to make an adventure game, nothing else has a chance.

I think it's brilliant, and it ties well into what I said in my Gamasutra article. The secret power of indie devs is to exploit underserved niches. Expect other Kickstarter-funded games in future. I only hope the results match the expectations.

Three.

Heaven forbid that I should be thought to criticize Notch or Minecraft. (I won't even point out that the whole end boss/enchantment/potion/combat system is taking the game in entirely the wrong direction to please exactly the wrong group of people.)

But, about this.

Hey, I wouldn't presume to give them advice. But, after I make my 30 million dollars, I'm not going to rely on Anonymous to finish my games for me. Just sayin'.

Four.

Every once in a while, I read someone's critique of OK Go as a band, focusing on the fact that they basically fine and only have one decent single. (Don't click that link. You've seen it already.) But that misses the point. They aren't a band. They're much more interesting than that. They're a meme-generation factory, and really good at it.

So here is my legally mandated one link a year to an OK Go video. Yeah, like you have something better to do with three minutes and fifty-four seconds.

Look for my next link to them in roughly fifteen months, when they play some pleasant and non-threatening power pop by shooting kittens out of a cannon into steel drums, or whatever.

Wednesday, February 8, 2012

My Life's Tour Through Dungeons & Dragons, Part 1.



I will never, ever forget that day in fourth grade. It was recess, and, as all the other kids ran outside to play, a few of the boys pulled out sheets of paper, some odd-looking dice, and a thin blue book with a dragon on the cover. I asked what they were playing. Something called Dungeons & Dragons. I asked if they would teach me. They said yes.

It was at that moment, to borrow a phrase from Stephen King, that I put my hands on the lever of my destiny and began to push.

(You may expect a self-deprecating joke at this point, something about how I played it until I discovered girls, or something like that. If you expect any signs of shame in my D&D obsession, you have come to the wrong damn blog. And I only dated girls who enjoyed playing the game with me, thank you very much.)

I almost never play tabletop RPGs anymore. I would like to, and my friends have been nagging me to run a game for years. But adult life, especially when you are a parent, is merciless. Happily, I will someday be retired, and then I can run all the campaigns I want for any D&D fans who are still alive.

The recent announcement that they were starting work on 5th edition D&D made me think back happily on all the different flavors of the game along the way. Come! Join me on a little tour through Back In the Day ...

Dungeons & Dragons (White Box Edition, 1974)

Never played it, as I was practically an embryo. I have read the rules, though, and they read like they were dictated during a fever dream.

First Edition (1977)

Which is to say, Advanced Dungeons & Dragons, as opposed to the Basic Set, or the Expert set. Things got a little confused back then.

Old people like me look back with great nostalgia on early D&D. This is the version I've spent the most hours playing, and remembering how exciting and new it was tends to make us forget the problems the game had.

Enormous, epic problems, caused by the fact that its creators didn't have decades of RPG design to draw from. Don't be fooled by the mutterings of the grognards. First Edition was only playable with piles of house rules and plenty of spit and duct tape. Everything about it was rough.

What was wrong? Where to begin… how about that new wizard characters (called "magic users," in a glorious lack of poetry) could only cast one spell a day. These players spent the rest of their time running to the store to get chips and Coke for the kids who were actually doing things.

Or how, when a poisonous monster bit you, you had to roll a high number or your character just died. What? You rolled a 7 instead of a 12? That's it for you. It must suck to be such a terrible player.

Or how most undead, when they hit you, drained your levels away permanently. It was as dreadful as it sounds.

It was, in gamer-speak, super hardcore. And you know something? Sometimes I miss it. You were genuinely scared of monsters back in those days. It was exciting. And, now that I think about it, characters should die more often. It makes things more exciting, and you get to try lots of different classes.

In the end, after years of play and feedback, it was clear that much had been learned and that the rules should lead to a lot more fun. Thus, Second Edition.

(To be continued in the next post.)