Showing posts with label i am very old. Show all posts
Showing posts with label i am very old. Show all posts

Wednesday, April 4, 2018

I Gave a Big Talk On Indie Games and It's Pretty Good.

Please enjoy this reasonably-priced hour of grumpy ranting.

For a long time now, I've wanted to give a talk about the history of Spiderweb Software. It would be a combination of funny stories about the ancient history of the internet and a summary of everything I've learned about the True Meaning of Indie Games.

At the 2018 Game Developers Conference in San Francisco, I finally had the chance to give the talk. I'm really happy with how it turned out. It's about an hour, and you can see it here:

Failing to Fail: The Spiderweb Software Way!

It was really hard to whittle the talk down to 50 minutes. I had to leave a lot of quality material on the cutting room floor. I did manage to keep the best of it around. Hope you like it!

Thursday, February 1, 2018

We Released Avernum 3: Ruined World.

Seasons come and go. Pages fall from the calendar. And Spiderweb Software releases another game.
In 1997, I wrote a hit game.

It was called Exile 3: Ruined World. It and its remasters are the most popular games I've ever written.

Bear in mind this game was a hit by 1997 shareware standards, not 2018 indie standards. It made enough to buy a modest 1997-priced house. It didn't make enough to buy a mega-mansion.  But I'm certainly not complaining.

In 2002, I remastered the game into Avernum 3. It sold a lot of copies. Then, this week, twenty years after its first release, we shipped Avernum 3: Ruined World, the second remaster of this title. If my email is to be believed, a lot of people want it.

This is a brief story of writing a game that did really well and figuring out how to deal with it.

Exile 3: Ruined World. 1997 shareware at its semi-finest.
The Science of Careful Theft

When I started Exile 3, I'd already put out Exile and Exile 2, and they'd sold well enough for me to go full-time. It was a modest living, but entirely adequate for a 26 year old in Seattle. (You didn't have to be an Amazon employee with a mega-salary to live in Seattle then.)

At that point, I'd been writing shareware for two years, was starting to feel a tiny bit confident and comfortable. I decided that I was really going to stretch my wings. I wanted my third game to be GOOD.

So I did what I usually do when I want to design something good.

I played every game that was popular at the time, stole the very best idea from each, and synthesized them all into one coherent title.

Here's the thing about stealing ideas: Everyone does it. We all stand on the shoulders of giants. It's knowing which tools to not steal, which ones to steal, and how to assemble them together to makes a real craftsman.

Computer Gaming World called Exile 3 the best shareware game of the year. They even gave me a prize. The logo is 2 chubby guys with bad posture sensually hugging a floppy disk.
The Game Was Big

From the Elder Scrolls games, I was inspired to write a huge game with tons and tons of towns. This resulted in Exile 3 being the biggest game we've ever written, by far.

I've written it three times now, and each time I have despaired that I would ever finish it. It's sickeningly huge.

Since I had so much space to fill and I was still young and crazy enough to feel free to do things that were genuinely dumb, this game has a lot of weird, silly stuff in it. Towns named after old sitcom characters. A giant dungeon themed after old karate movies. A whole chapter where the enemies are giant cockroaches. (Actually, I still think this idea is terrific.)

There's a reasonable amount of it that I'm sure I wouldn't do if I wrote it now. I was a lot looser and sillier when I was young. However, when I do a remaster, I need to trust my younger self. I left almost everything alone.

Avernum 3. A big upgrade from Exile 3, but it doesn't work so good on 2018 computers.
Then Again, Maybe I Had Original Ideas

I suppose when I say that all of my ideas are stolen I'm partly joking. There is a lot of cool stuff in Avernum 3 that was quite innovative when it came out, and I can't remember any games doing those things back then.

You can be a merchant or buy a house. There was already games that had this.

The world crumbles as time goes on. If you don't fight the bad guys, towns will fall apart and characters will die. If you're slow enough, a gigantic disaster happens and you have to deal with it or the world ends. NOTE: No matter how slow you are, you can always win the game, but not without consequences.

I wanted to make sure you felt that the world was bigger than your perception and that there were things going on you would never know about.

This is really cool, and I don't remember any other games doing this.

Avernum 3: Ruined World in all its low-budget glory. It was made cheaply, but it's fun.
Working As a Curator

When you do a remaster, you are the curator of your own work. You have a responsibility to your fans to keep everything they love most about the title intact. If you don't, they will punish you lavishly.

People tend to dislike change. If you change one thing, even if it's an entirely reasonable or even unquestionable change, you will always get complaints. These complaints can get very angry.

This makes remasters really grinding, painstaking work. I tried to put in lots of new ideas and designs and stuff. I improved the interface greatly. However, as much as possible, I left the world and story and feel of the game alone.

(There is one change I regret: The artist who made the character art doesn't work for us anymore, so I couldn't get horse art that would match the old style. Sorry about no horses.)

Thank You For Your Support

This wouldn't be complete without a thank you to the many people who have supported and stuck with us over the years. Your kindness has enabled me to live my childhood dream. I promise to work hard to be worthy of it.

Back To Creativity

After 16 months on Avernum 3, I'm really itching to do something new again. I hope I never have to remaster it again. Check in with me in 2033.

We are starting a whole new series. New world, new game engine, new system, maybe even a Kickstarter.

I hope you like Avernum 3. If you aren't sure about it, we have a demo. If you loved it as a kid, I hope that I kept the things you love alive.

On to the next.

Wednesday, September 21, 2016

A Very Long Post About How to Become a Creator.

Even by my wordy standards, this page is super TL;DR. I suggest just reading it until I get to the bit where I plug my new game.
It has come to my attention that quite a few young, aspirant creators find my opinions to be of value when it comes to making a career in the game industry.

It's true, and it terrifies me.

Kids, most mornings I don't know whether to crap or wind my watch. (You used to have to wind up watches. Also, people used to wear watches.) My own kids don't pay any attention to me. I see no reason why you should. If I'm so smart, why am I old?

But I do get asked for advice about making a career as a game developer. A LOT. And some questions come up again and again. So I’m writing an answer to the question. I know it is hopelessly, bone-jarringly arrogant for me to do something like this, but I wanted to put my answer on one web page so I can send them here.

These are the answers that worked for me. Your answers will definitely be different. But still, this is a set of possible answers.

(Also, I have a new RPG, Avadon 3: The Warborn, to promote. I need to get it attention to buy food for my kids. Sorry. That’s how the sausage is made.)

As a bonus, much of this advice also applies to other fields. This blogpostlet might be useful if you want to be a writer, or a comedian, or a sculptor, or make naughty needlepoint.

Much of it is focused on encouraging you to actually create something, by yourself or in a small group. There's a reason for this: If you want a real job in AAA gaming, the best way to get it is to have a portfolio to show them. Being able to point at something and say, "See? I made that!" is a huge advantage, if not a necessity.

Here are five bits of advice, elaborated in my trademark snarky, excessively-worded style. Each bit of advice comes with an exercise for you, the aspirant. Do not skip the exercises. They are more important than the advice.

This person took my artistic advice once. Then he embarked upon a memorable career in hotel management.
Disclaimer

This is MY advice. Mine. It is what worked for ME.

My advice is mostly oft-repeated cliches, written thousands of times already by more attractive people. My advice may not help you. It may, in fact, harm you. Do not use my advice without consultation with a physician.

A young lad in Dublin tried my advice, and he came down with simultaneous scurvy and rickets. He travels with the circus now. For four shillings, they'll let you poke him with a stick.

This advice is worth what you paid for it. Opinions are like assholes: Everybody has one.

That said, let's begin.

When you make 1000 things, make sure you make 1000 different things, not the same thing 1000 times.
Advice #1: Make Games.

"Eighty percent of success is showing up." - Woody Allen

If you want to make games, make games. You don't need permission. If you want to make board games, make them. If you want to make computer games, learn a programming language. Or learn GameMaker, or RPG Maker, or Twine. No wrong answers.

Or mod one of the many video games that are moddable. Again, you don't need permission. You can make a Skyrim dungeon and upload it and people will play it and let you know what they think, and this is amazing.

Once you have a game/mod/whatever, show it to anyone who will look at it. Get their feedback, and LISTEN TO IT. More specifically, listen when they say, "I liked this," or "This confused me," or "This made me want to quit." They will also give you advice for how to fix the problem. Ignore it. They're not the creator; you are. Just listen to how your work affected them. That is the precious feedback.

Then make another thing. And another. This is a very difficult craft to learn, and you will have to spend a lot of time and endure a lot of failure. In the end, the only way to ever learn how to make games (or sculpt, or write plays, or knit) is to do it. (It's the same for everything else. Want to be a carpenter? You'll have to saw a lot of wood.)

If your job and/or kids keep you too busy to do this, please believe me when I say you have my sympathy. Look at the bright side. At least you have a job and/or kids.

(Note that I am not saying, as some do, “You must create EVERY DAY or you FAIL.” You’ll probably need to take breaks sometimes. Just remember that, whenever you put the weight down, you do have to pick it up again eventually.)

It is sometimes possible to make a mod or adventure for a game so good that some company will just up and notice you and offer you a job. It has happened. Good, dedicated, serious talent is rare and valuable. (Warning: The quality bar for this is VERY HIGH. Yet, your goal is to be that good. That is what you are working toward.)

Exercise #1:

You should have these things around your home: A chess set. Checkers. A pair of dice. A deck of cards (any set of cards, from any game, even Candyland). Paper and a pencil.

Use some or all of these components to make a game. (If this exercise is too wide open, try using these materials to make a game where the players are trying to win a race. Limitations aid creativity.)

Teach the game to someone else. Play it 2 or 3 times.

If you want to create something (a game, a story, an earwax sculpture), and you've never tried to create that thing, STOP READING. GO DO IT. NOW. NO EXCUSES. YOUR LIFESPAN IS LIMITED, AND YOU WILL BE DEAD SOMEDAY! GO! You'll learn more from an hour of creating than from reading a thousand blog posts. This article will still be here when you're done, and blogs are dumb.

Real artists ship. Heck, I once had a big success with a game that looks like this!
Advice #2: Play Games. Thoughtfully.

If you want to excel in some art form, it is extremely valuable to be very familiar with that art form. Play games. A lot. Experience it. Know the history of your craft. Know how it developed and the mistakes and clever inventions people made along the way. The more you know, the more tools you will have in your happy little toolbox.

This is meant to be work. Playing one game fifty hours is fun. Playing fifty games of different genres and styles, for one hour each, is work. Really picking them apart and figuring out what worked, why it worked, what didn't work, and why it didn't work, requires effort and concentration.

It also provides an invaluable education, and you don't need to pay one penny beyond the cost of the games to get it. With freemium titles, bundles, and Steam sales, you get honestly get a ton of games (and thus a ton of education) for really cheap.

Exercise #2:

Think back to the last 3 (or more) games you played for more than ten minutes. For each one, come up with a list of three SPECIFIC things it did well, and three things it did badly. Then come up with one design element you can see yourself wanting to use in a game of your own.

You should be able to do this for any game. Every game has problems or rough spots, and I've never played for 10+ minutes a game so bad it had nothing to offer (even if it's just a cool little animation on the title screen).

A great example of inspiration from varied sources. Also a great topic for the "Find three good things. Find three bad things." exercise.
Advice #3: Absorb All Media.

Be a voracious consumer of media. Books. News. Movies. Even music. The more you understand humans and how the world works and stuff, the more resources you have to draw from when you create.

People always ask artists, “Where do you get your ideas?” Often, we get our ideas by filling our brains with as much stuff as possible and letting it swirl around and recombine until weird stuff pops out. The key step is the “filling” part.

For example, I am a news junkie. I read the New York Times every day. In 1996, I was writing a game called Exile 2: Crystal Souls, about a war in a huge series of caverns far underground. (I recently rewrote this game. It's pretty sweet. Check it out.)

At the time, the Siege of Sarajevo was going on. I read about it, and, as I did, it infected the story I was writing. It filled me with ideas for encounters and infected the mood of the whole thing, making for a grittier, realer, cooler game.

But others drew much deeper, more productive inspiration from that tragedy. For them, it inspired a terrific indie hit called This War of Mine. I can think of no better example of how being attuned to your world can improve your work.

Exercise #3:

Go look at a reputable newspaper and read the headlines. Pick an intriguing one and read the story behind it.

Now design a game based on that. Not just a few quick sentences. Really think about it. What genre? How would it play? What are the goals? What makes you fail? Try to get your mental design to the point where you can close your eyes and picture a minute of actual gameplay.

Then think of one aspect of your design that really intrigues you, and one aspect that is underbaked or unfun or won't work.

(For example, at this moment, I'm looking at an article about a young woman who died young and had her head cryogenically frozen. It is very sad, yes, but it also makes me want to write a funny, macabre business sim set in a second-rate fly-by-night head storage facility.)

I tried to come up with the best royalty-free image to convey the concept of "College Debt."

Advice #4: Be Careful About College.

At some point, if you're young, you have some formal education ahead of you. Perhaps college. In these exciting days, you don't have to teach yourself to make games. There are educational programs specifically designed to cram game stuff into your brain folds.

I am REALLY nervous about giving kids advice about where to throw tons of their post-tax education cash. I'm not trying to ruin anyone's life here. I must, however, say this:

Most people who try to get into the gaming business don't succeed. And most people who do get into the gaming business leave within 10-15 years.

When choosing a place to buy your diploma, ask yourself: "If I don't work in games, will my education plan still help me get a job?"

If the institution grants standard-issue bachelor's degrees, the answer is yes. Otherwise, be honest. If the answer is "no" or "probably not," think VERY hard before going into debt to go there.

Established creative types tend to be somewhat suspicious about schools that teach art. If you have drive, talent, and inspiration, you don't need a degree to express it. If you don't have those three things, you probably aren't going to make it no matter how many degrees you get.

Don't get me wrong. Going to college in your chosen field CAN help. It really can. You get to spend several years focusing on nothing but honing your craft, relatively undistracted by the hassles of life. Even better, you get to do so in the company of passionate, like-minded students, who can work with you, challenge you, and provide valuable networking contacts later on. These things are truly precious.

Also, a real college will require you to study a wide variety of different subjects, and this can be very valuable to a budding creator. Revisit Advice #3, above.

Yes, college can help. Just, if games don't work out, be sure you have a Plan B.

One more thing. College can be fun. Live a life. Just never forget one thing:

Somewhere in the dorms, there is a young woman who is working her ass off. She is going at it hard, day after day, studying like her life depends on it, because it does. You don't know her. Nobody does, because she is too driven to leave her room.

In five years, she is going to be your mortal competitor. When you start your business, if you aren't ready, she is going to kick your ass.

So I think it might be a good idea for you to be ready. Don't you?

Exercise #4:

If you're in college, finish your blog-reading break, and then get back to work.

If you aren't in college, you have saved yourself a ton of cash, but you will need to educate yourself. Go do Exercises 1-3 again. And again. And again. Also, find your own community of like-minded folks, online or in reality. Challenge each other. You can make your own college experience, if you try.

This article is long and I am tired and coming up with incisive images is a lot of work why are your still reading zzzzzzz.
Advice #5: Find Your Own Voice.

You are a unique being. Humans are unimaginably complicated. There has never been a person exactly like you, and there never will be again. You have within you, somewhere, a game/book/song/scarf that only you can create. Your job is to find your way to let it out.

This is called Finding Your Voice. If you can do this, and your work is good, you are very close to attaining your dream.

(Of course, it's possible that, in the end, nobody will want the things that only you can make. Don't feel bad. Happens every day. It will happen to me someday. Then I'll get a soul-deadening job writing database software until I die. Oh, well. I had a good run.)

The problem is that, as you work, everyone in the world will be screaming at you what you should and shouldn't do. These loud people come from all design aesthetics and from both ends of the political spectrum. They all have one thing in common: They want to control you. You don’t have to let them.

Academics and college professors will tell you the true meaning of "Games" (or "Ludic Creations" or "Interactive Oppressions", or whatever intentionally obscure term they come up with). If your professor comes to you with friendly, concrete advice about improving your work, give them a serious listen. Otherwise, duck and cover.

No matter what you make, someone will try to bully you for it. Everyone in the world will have an opinion, and it will be LOUD. Don't let them into your head. Find your own voice. It's more fun that way.

This is art. Nobody knows anything, really. Just remember that, at several points in your learning, a trusted authority figure, in person or online, will serve you up a plate of pure, good olde-fashioned crappe.

This is OK. It's part of the process. Often, figuring out why someone’s bad idea is bad is far more educational than just meekly absorbing a good idea.

Just don't ever take anyone's words as Absolute Truth. Your path to success might be proving them wrong.

Never forget that, in the end, all of the teachers and web commenters and friends and family and me will fade away, and it'll just be you sitting there staring at a blank screen. It's all up to you, friend.

Exercise #5a:

You might profit from spending a little time developing confidence and humility. You should know about and beware of Imposter Syndrome. However, you should equally beware of its evil opposite, the Dunning-Kruger Effect. Learn about them. You have to be confident enough to persevere, but not so confident that you can't tell that your poop stinks.

For a little reality about the road ahead, you should hear about the 10,000 Hour Rule. When you are 5000 hours in and not sure you're making progress, this will remind you that you are still getting better. Just slowly.

Exercise #5b:

You need to be able to recognize when your own work is flawed. Go back to the best games that you made. For each, identify one flaw or way it could be improved. Then make it better.

Sometimes I can't resist ending with a bonus inspirational quote.
The Hard Truth Of The Thing

A career in games is hard. You really have to scramble to get a long-hour low-paid position, and you may well be laid off right after your game ships. In other words, it's as harsh and demanding as most artistic careers.

Don't try to do games for a living unless you're pretty sure you couldn't be happy doing something else. You can always write games as a hobby. It's still a fun creative outlet, and who knows? You might have a financial success and end up doing it for a living despite yourself.

Time For a Big, Rousing Finish. Cue the Trombones!

At least 20% of what I've written is useless garbage.

For you.

If you try to be a creator, you will end up developing your own way to do it, your own process, your own workflow unique to you. This always happens. Some of the smug, cookie-cutter "wisdom" above just won't apply to you. It's OK. You're a free person, and it's awesome.

I love making art. All guidelines can be ignored. All rules can be broken.

I especially love making games, because games are weird and new and nobody really knows anything about what they can do. Plus, games! Games are fun! Wheeee!

Your elders can give you a ton of advice, but, in the end, it's your brain on the line, splatting itself out for all to see.

You're a creator now, another in a lineage of creators millennia long. That is awesome. Be proud.

Get going.

###

Little nuggets of my dubious wisdom can sometimes be found at my Twitter. The really nifty retro RPG I just released is on Steam.

Tuesday, September 22, 2015

Early Access, Difficulty Fetishists, and Driving Yourself Insane

BRACE FOR IMPACT
I am always amazed by how little I am able to predict the game industry. The success of Steam Early Access (where developers can put their unfinished games up for sale early) is still a bit of a shock.

When I started out writing shareware in the last century, shareware had a pretty bad reputation. It was often buggy, weird, and badly put-together. But at least, as rough as a shareware game might have been, at least when it was released it was DONE. We were so old-fashioned then.

Yet you can't argue with success. Early Access is a popular new way of developing, is here to stay, and requires new techniques and guidelines. One recent cautionary tale may, I think, be very instructive.

Early Access, Failing In Public, and How to Fill Your Brain With Madness

So now developers can release their game early. This has good points. Gamers get the game earlier. The developer can get possibly much needed cash. Most interestingly (to me), users get a chance to watch an unfinished game take shape before their eyes.

On the other hand, the game will be buggy and incomplete, and you can't be sure it will ever be finished. Also, and this is the part that really interests me, the developers have to finish a game in view of the full public. It's hard enough to write a game under the best of circumstances. Early access devs have to write a game while the entire world is shouting at them.

I fear the views of the unfiltered public. I've written about this before. If you let too many loud voices into your head, it can drive you mad. Outside feedback is necessary, but you have to filter it. For me, ten sensible people are far more useful than 10000 internet randos. You'll write a much better game if you don’t just throw the doors of your brain open to the world.

Which brings us to the recent fascinating case study: Darkest Dungeon.

This is how my game development process looks under the best of circumstances.
Darkest Dungeon: A Cautionary Tale

When Darkest Dungeon came out in Early Access a few months ago, I talked it up a lot. It's a really ingenious roguelike. You keep a stable of 20 or so adventurers and pick bands of 4 of them to send into really nasty dungeons.

The dungeons are (or were) moderately tough. You'll probably get through, but a run of bad luck can permanently kill some (or all) of your characters. Much of the game is judging how you are doing and deciding after each fight whether you should flee or not.

(There's also the unusual mechanic of a sanity meter. Upsetting events can drive your characters insane. In my experience, this basically just acts as a second health bar, so I'll leave it undiscussed.)

You could usually beat a dungeon without much fuss, but there was always a chance of disaster. This led to an experience that was pleasingly tense and exciting without being soul-crushing.

However, I have to refer all of this in the past tense. When the game was new, I visited their forums to see the feedback they were getting. When I saw it and how the devs were reacting to it, I thought, "Oh boy. This could be a problem." And it was. Sadly, the game I loved is kind of gone.

If you want a much more detailed view of the kerfuffle, go here for a good write-up. Official word from the shell-shocked developers is here.

In short, what happened is that this highly talented crew of game makers allowed the Difficulty Fetishists into their heads, and now they are trying to repair the damage.

The Most Dangerous Form of Feedback

There are lots of different ways you can get damaging feedback, but the Difficulty Fetishists are the ones you must fear the most. They are marked by three qualities:

1. They ALWAYS want the game to be harder, no matter how hard it already is.
2. They will be the loudest, most persistent givers of feedback. They will swarm forums, making them seem more numerous than they are.
3. They are mean and contemptuous to anyone who suggests, no matter how meekly, that the game is too hard to be fun. ("n00b!" "LRN 2 PLAY!" "GIT GUD!")

Now let us be very clear. Gamers who love really hard games ARE a valid audience. I have several such gamers as permanent members of my testing pool, and they are invaluable when I design the harder difficulty levels. However, they MUST be kept away from influencing the default difficulty level at all costs.

Since Darkest Dungeon only has one difficulty level and is intended to be a hard game, you can see the problem. The Difficulty Fetishists dominated the feedback. Now Darkest Dungeon is a brutal and unforgiving game in which, among other things, you have to hack away the bodies of monsters you already killed to get at the archers murdering you from the back.

The result was that the silent majority of content players became very disgruntled and non-silent, and now the developers are trying to find their way back out of the weeds. I'm sure they will manage, though it's a great example of how treacherous trying to please one faction of gamers can be.

This is, of course, only one form of bad feedback. There are as many ways to give bad advice as there are people. This is why using Early Access to give all of humanity a chance to poke at your game when it is still amorphous and unformed is risky.

Fortunately, there are ways to mitigate this. First, though, I want to mention one other peril of Early Access.

I suggest planning a realistic schedule before going into Early Access. Writing tweets like these are not fun.
How One Rogue Developer Can Screw Us All

I know I repeat myself overmuch on this point, but the biggest thing going for indie gaming is that people like us and want us to succeed. When one of us is a jerk or con artist, it hurts all of us.

If you put your game on Early Access, you MUST do one of these two things: 1. Finish it roughly according to schedule, or 2. Humbly explain what is going on and apologize.

I know some online commentors put down gamers for being Entitled, but if I pay money for half a game and a promise of the second half, dammit, I AM entitled.

(Sadly, after my experience with the promising title Kentucky Route Zero, I've stopped buying Early Access games at all.) 

I’m not sure exactly where to draw the line for how long is too long when finishing an Early Access game. It’s an interesting question that bears discussion. How about this for a potential rule of thumb to argue over: If you can’t say with confidence your potential Early Access game will be done within a year, maybe it needs more time in the oven.

For early adopters, if you take too long to finish your game, you might as well not have finished it at all. Remember, every year the number of elderly gamers increases. Sorry for this extra pressure, but if you take too long, when your game is done, some of the people who bought it won't be alive anymore.

My Humble Advice For Those Who Take This Road

I'm not going to give advice to the Darkest Dungeon people. As I said, they're really talented folks, working on a game with huge potential. I could offer advice to them, but I'm often wrong, and the last thing they need is another loud voice in their heads.

Instead, I will make a humble suggestion or three to those who have yet to go down this road.

Advice One: Form An Elite Feedback Strike Force

Gamer feedback has diminishing returns. Adding more people doesn't help much. Read your feedback, find a good, diverse pool of 10-15 solid advisors, and take most of your advice from them.

Advice Two: It's OK To Stop Listening Sometimes

Trust yourself. If you start to feel confused and bereft, you have my permission to turn off the feedback hose. Take a breath. Enjoy silence and peace. Play your game yourself and see if you like it. You're the designer. If you're digging what you made, it's OK. Trust yourself.

Advice Three: Ban the Evil

This is a big one. If you have a forum and some dude attacks or insults someone else giving feedback, you must ban him. DO IT. BAN HIM. BANHIMBANHIMBANHIM. If he gets mad, tell him how to get a Steam refund. If he can't get a refund, mail him a personal check. Just get rid of him.

This is not an overreaction. The worst thing a tester can do is try to shame and scare off other people giving honest feedback. Anyone who tries to drive away other testers is a direct threat to the health of your business. Terminate with extreme prejudice.

Also, banning jerks is fun and theraputic. It is an activity I recommend highly.

Early Access Is An Experiment

Then again, I feel everything in the game industry is an experiment now. This whole thing is new, and it's evolving faster than I can follow.

I won't try it out myself. I'm too old-fashioned, and I like doing most of my creating in a relatively calm, quiet environment. However, if you would prefer to do your delicate design work while on a flaming rocket, alarm klaxons blaring, flying at top speed into the heart of the sun, I think that Early Access might be just right for you.

Wednesday, June 10, 2015

Age, Pleasing Apple, and Trying To Climb Out of the Hole.

I still think these are pretty funny.
I haven't done much blogging for a long time. Part of it is that I don't feel I have much advice to give. The business has changed an awful lot in a last few years, and I'm still mired in the old ways. I'll let the elder statesman mantle pass to those who actually know things about our amazing modern cyberworld.

But there is another reason I haven't been writing. I have been suffering from a massive period of exhaustion, triggered by an ugly combination of age and medication. That, perhaps, is something I can write about usefully.

For a variety of reasons, game industry workers tend to be young. Little gets said about the grim business of growing old in this industry.

(Younger people have now tuned me out. Don't worry. It's fine. You will live forever.)

This is a tale about my age and health, how they helped me make the biggest screw-up in my career, and how I am trying to climb out of the hole.

A Few Practical Comments About Middle-Age

Young people have a notorious disinterest in hearing what things are like when you grow older. Old people are smug and boring and smell weird. Since this is meant to be a practical guide for a long haul in game development, I will be as brief as possible.

I am 45, and my health is getting worse.

Generally, when I tell younger people that, I get a reaction like, "Oh God, no, HOW MUCH TIME DO YOU HAVE LEFT!?" But it's not like that. I'm not dying. At least, not imminently.

But middle age is usually when the long, inevitable decay of your body starts to make itself known. It's when you think, "My chest hurts. I might be having a heart attack," and then immediately think, "Oh, crap. I’m old. It really MIGHT be a heart attack."

(Of course, some young people have poor health, and some lucky people stay healthy into old age. I include this disclaimer for the tiresome folks who get most of their fun from being angry and pedantic in the comments.)

When you reach middle age, your body starts to grumble and slowly break down.  A combination of lost dreams and dying loved ones tends to make your mind a bit of a mess too.

Annoying people always say, "You're only as old as you feel." Well, I feel old.

Do you know him in real life? Then you don't know anything about him.
"Dude, You Are a Whiny Bummer."

I really don't mean to be. Just laying out the facts. It's not all bad. There are good things about growing older, too. I‘m not whining about it. It happens to everyone.

What I am saying, and this is important when understanding creative types, is that something always goes wrong with your health (mental and/or physical) at some point. When this happens, the fractures will deform your work.

Almost everyone makes fun of George R.R. Martin for not making good time on the Game of Thrones books. But, dude, the guy is 66 years old. I'm not going to pretend I know what's going on in his life, but I can think of 10000 things that could be keeping him from writing. I'm not happy that the Game of Thrones books come out so slowly, but I know that these things happen.

I'm 20 years younger than he is, and yet, I recently had a long stretch of problems. I won't bore you with the blah blah details, but they left me on a collection of medicines that left me completely exhausted for long stretches of time.

This led me directly to the biggest professional screw-up of my career.

Falling Into a Hole

I release my games for the iPad. I think tablets are really cool and fun to play with, and I love putting out games for the platform. However, it's not a big moneymaker for us. The market is so super-competitive that we can't compete.

So, early this year, we ported our newest game, Avernum 2: Crystal Souls, to the iPad. It went through testing and we were ready to ship it. It was good to go.

Three days before release, Apple put out a new version of iOS, the iPad operating system. If I was a responsible, together developer, who was fully focused on selling his customers quality products, I would have tested the game on the new OS. But I was too tired.

Had I done so, I would have found that the new OS completely broke the game.

There are more details of the story in an interview I gave here. Basically, the engine I used was old and did things in some outdated ways. The new iOS update was the one that finally broke the engine.

Instead of canceling the release and fixing the problems, I thoughtlessly shipped the game. Then, finding it was broken, I canceled the release, removed the game from sale, and handed out refunds.

Then I tried to fix the problem, but this involved learning a lot about programming iPads. At that point, my fatigue was so bad that my limbs hurt. I didn't have the energy for a real burst of research and programming. So I gave up.

My advice: If you're going to make yourself look like an idiot, do it LOUDLY.
I Do Not Want Pity

Don't feel sorry for me. My point is, at some point, EVERYONE gets sick. You will, too. When it happens, all of your careful plans fall apart, and you need to put them back together in a new (probably smaller) shape.

After I canceled all of our iPad stuff, I lost several days to depression and self-pity. It was the first time, in a long, solid career, I'd said, "I have to stop doing stuff I was doing because I just suck now." Declining ability is something everyone faces at some point, but it is still hard to face.

I decided to go to the doctor. As much as I needed the medicines I was taking for my health whatevers, I needed work and self-respect more.

I spent time playing with my medication and dealing with various complications. And, eventually, my energy came back. That was two weeks ago.

Climbing Out of the Hole

The first thing I did when I could do things again is begin a massive assault on the design of our next game, Avadon 3, to finally fix the problems that have been in the Avadon games from the start. (I wanted to fix them for Avadon 2, but I was tired. Exhaustion forced me to spend over two years writing that game even in its flawed state.)

Once I convinced myself I could do things again, I went back to fighting with the iPad. I had to. Not for money or PR, but for simple pride and self-confidence. I don't want to have to run in fear from challenges yet.

I needed to rewrite my old engine (happily, it came with source code), which means that I had to learn how to program iPads. Keeping from having to learn iPad programming is why I licensed an engine in the first place.

This is the sort of challenge where being old and having lots of experience helps. Getting older is not all bad news.

In the 30+ years I've been programming, I long ago lost track of the number of foreign languages and systems I've learned to develop for. You get better at it. You learn to avoid the easy mistakes and not create the tricky bugs. You get better at finding answers to tough problems. When I am capable of doing what I do, I'm better at it than I've ever been.

And I did it. It took days of basically constant, family-neglecting work, but I have a working engine and a working game again. I still need to do some planning and testing, and it's pretty humiliating to go back on my word. But being an indie developer means that you get to look stupid to the world occasionally.

Game developer ages, as of 2014. Thank God that, when you turn 50, you don't need to eat anymore.
A Few More Words About Age

Writing a public article about one's bad health is a really good way to make it harder to get jobs in the future. Who wants to hire a sickie?

But ha ha! The joke's on you! I'm already unemployable in games!

Take a look at this chart. Game devs in their forties? 16% In their fifties? 1%

One. Percent. What the hell. Video games are a young art form, but they're not THAT young.

This is a topic I want to write more about, but no discussion about age and writing games would be complete without at least mentioning it.

Want to talk about lack of diversity in the games industry? I'm with you. However, if you don't mention the total lack of old people, that's how I know you're not serious.

If you struggle to get more women, non-whites, etc. into the industry, only to find they all fall back out when they start turning 40, I promise that your victory will turn to ashes in your mouth.

So It's Kind of a Happy Ending.

I thought I couldn't do a thing anymore. I announced it. Then I found I could do it again. Then I announced it, making me look stupid. Now I think I'll be able to ship the game after all, and be proud of it. It should be a happy ending.

Sort of. It has forced me to really think about how my business, my life's work, will end. A series of contractions and abandoned projects, each step accompanied by a cloud of apologies and refunds. Unfortunate and inevitable, but it can be handled ethically and with grace.

If nothing else, this failed release has made me a lot more forgiving of older creators when they fail. Of course, if someone is actively ripping their customers off, that's a problem. But a late Kickstarter? A slow book? I can show some patience and empathy. Qualities the internet could use a lot more of.

If there is anything hopeful I can come up with, it's this: The people who make the games you love? They are human too. They will age. They will falter. Be tolerant. Be supportive. Forgive them.

You will get old too, and you will understand. When that happens, don't have to look back and think, "Wow. I was a jerk."

Thursday, January 15, 2015

Avernum 2: Crystal Souls Is Out. Some Cranky Thoughts.

The II in this logo is hard to see, and it drives me nuts every time I look at it.
We have just released our newest game. It's Avernum 2: Crystal Souls. It is a huge indie RPG for Windows and Mac (iPad coming soon), on Steam, GoG.com, Humble Store, and our own website. You know. All the places the cool kids hang out. 

It came out yesterday and early sales are very strong. Thank you, kind customers!

Avernum 2: Crystal Souls is, like half of what we do, a rewrite. This particular story is arguably the one loved most by our fans. (Avernum 3 is the other contender) The previous incarnation, Avernum 2, came out way, WAY back in 2000, so I am utterly unapologetic about releasing a rewrite.

My main goals when doing these rewrites is to respect and maintain what made people love them in the first place. This is made so much more important by the fact that I can't write new games like this anymore.

Cool Things About Avernum 2

The first two Avernum games have a story structure that is still unique in RPGs. There isn't one storyline. There's three, each of which has its own goal, missions, final boss, etc. You can play one of them and have a satisfying game experience, or you can be hardcore and do more.

It's a huge game, and I wanted people to be able to play a smaller chunk of it and still feel that they got somewhere. I think there's a good idea in there, and other developers should steal it.

Also, the game takes place in Avernum, a subterranean nation full of exiles, petty criminals, and weird, alien races. It's like Australia, but with even more monsters. Or like the proverbial parents' basement, but a country. It's a really cool setting, one that has resonated with players for over twenty years. I still love it.

Avernum 2: Crystal Souls is a rewrite of Avernum 2, which came our in 2000 and looks like this. 
Nobody Wants an Aging Rock Star To Play the New Stuff
If you go see the Rolling Stones in concert, you don't want to hear their new stuff. Yuck. Boring! You want to hear the old hits, written when they were young and energetic and crazy and fresh.

My old games are kind of the same. As I rework them, I can't get over how weird and quirky and energetic and chaotic the stuff I did when I was young was. My games were full of rough edges, joyfully overpowered spells, and the sort of concentrated oddness I have a harder time generating as I get old and boring.

Rewriting them, I've tried to make it a bit more user-friendly with modern tweaks like quest lists and tooltips. Yet, I mostly spend my time being jealous of how silly and loose I could be when I was young. 

When I wrote the Avernum trilogy for the first time (when they were called Exile), I just threw everything in there I could think of, and, thanks to a weird alchemy of skill and dumb luck, it worked. People loved the games, and I got a career out of it.

Avernum 2 was a rewrite of Exile 2: Crystal Souls, which came out in 1996 and looks like this. Some people seriously tell me that my games haven't changed at all since I started. Oh, you silly internet! 
You Still Have To Make New Stuff, Or You Go Insane

Don't get me wrong. I am proud of my newer games. They don't sell as well, but they do have a following. I don't hallucinate the fan mail.

I still need to keep doing the rewrites. They make good money. People like them. The old games don't run well (or at all) anymore. I get tablet versions out of the deal. So I'm going to keep doing it. When people complain about rewrites, it just means they've failed to fully acknowledge how awesome I am.

And I still need to write new games, with new systems and interfaces and stories, or I will simply go insane. If you like my old stuff better, I won't take offense. Different people like different things.

But More About Avernum 2: Crystal Souls

It's a really big game. The story and setting are cool. It's retro and oldschool, but with a modern interface to keep it fun. There's a big demo on our website, if you aren't sure. Take a look!

Wednesday, March 19, 2014

This Miraculous Money Of Old People.

Who is this game aimed at?
As a crunchy old fart of the indie gaming industry (started company in 1994, blah blah blah), I often get e-mails asking for advice for getting started in the biz.

My first piece of advice is always to keep your budget and scope under control and expect a rough ride. All of the easy money in indie games is long gone. But enough bad news.

My second piece of advice is: If you're small, there's still a lot of money in games for old people.

Don't fight for 13 year olds. The big-budget, big-marketing AAA lords of the industry have them locked up, and they aren't letting go. If your little game is all first-person zappy-pow for the adrenaline set, you may have a problem.

(Oh, and it's so poignant that anyone thought the Thief reboot might have any of the charm of the original games. Thief 2 is still one of my all-time favoritest  games, but I gave up hope the reboot would be good for me three seconds after it was announced. Teenage boys don't have the patience to lurk in shadows for five minute waiting for a guard to pass, so that was never ever happening. Every AAA game now has to have Titanfall/Grand Theft Auto nihilistic boom appeal, for the kidz. "But teenagers aren't allowed to buy Grand Theft Auto!" Ha ha ha you are adorable.)

But games for grown-ups? Short games? Intricate storytelling? Slow pace? Turn-based? Hard puzzles with actual thinking? Art? AAAs have given up. This is the land of the small and nimble now.

Why? Because of The Way Things Are ...

The Fundamental Fact of Video Games Now

There are two unquestionable, fundamental facts behind pretty much every debate about games and what they should be like and where they should go.

One of the key memories of my childhood was my dad coming home and telling me about this cool thing he saw and how much he thought I'd like it. It was a weird thing called "Pong."

I'm old, but I'm not THAT old. I'm a few steps into middle-aged. And yet, I have experienced pretty much every step of video games as a thing regular people do. That is how amazingly young the art form is. One not-too-old person can have seen the entire thing.

In the beginning, young people were the target audience. Old people tended to avoid those weird, electronic contraptions. Video arcades (a thing that used to exist) were full of kids and young adults almost exclusively.

And then we grew up. We matured. (These are not the same thing.) We had kids. Our tastes changed. Our supply of free time changed drastically, but we still loved video games. We grew up with them. And when I say we, I mean men and women. It took longer for females to get into gaming then males, but the percentages of each who play games are now roughly equal.

Games are in our DNA, but they've struggled to grow up with us. Which leads us to Fact #1.

Fundamental Fact 1: Video games have never had a large percentage of its audience be women and older people, but that is rapidly changing.

Who would look at this image and say, "I want to know more."? Who is this being sold to?
We Change. The Games Don't

But who is writing the games now? Back in the day, it was mostly young men. Now it is ... well, it's mostly young men. Video game makers are paid a pittance and worked like dogs. They tend to leave the industry early on for jobs that pay more for fewer hours and give you a shot at raising a family.

The industry is then happy to harvest a new crop of young, cheap, starry-eyed victims: Plentiful, desperate and loaded with debt. Clutching expensive DigiPen degrees good for nothing else, and the cycle continues. Which leads us to Fact #2 ...

Fundamental Fact 2: Video games have never had a large percentage of developers be women and older people, and this is changing slowly, if at all.

Put facts #1 and #2 together, and you get the key corollary ...

Corollary 1: The audience for computer games is split into two factions. There are young men (at which almost everything is and always has been aimed) and everyone else.

Add these three statements together, and you have the heart of every debate in video games. I'm going to move fast and engage in gross overgeneralizations from here on out. These are all things indie developers looking for a niche they can occupy and flourish in should bear in mind. I've been getting feedback from gamers of all backgrounds for a long time, and I feel like I'm on solid ground.

One. The Role of Women

Probably the most passionate argument going now.

Women want to see themselves in the games they play as more than just eye candy.

A large number of young men see themselves represented just fine and may kind of lack the empathy to see the issue from someone else's viewpoint. Criticizing the games they like is often taken personally for some weird reason, resulting in a lot of angry arguments on comment boards.

I'll tell you something I learned in 1994, when I started writing RPGs that had interesting female characters and an equal number of male and female player icons: Including women in your audience is highly profitable.

(Hot market research tip: Buy and play To the Moon.)

This is not for kids. Though, trust me, it's hilarious to watch them try.
Two. Game Length

Young people have little cash and tons of time, so they want their games to stretch 20, 30, 40 hours. Young people finish the games they pay for. A game like Gone Home that charges twenty bucks for two hours of fun will make them angry.

Old people have more money but limited time. They almost never manage to finish the games they pay for, and it sucks. A game that costs only twenty dollars and provides a satisfying experience they can actually finish is awesome.

(Hot market research tip: Buy and play Gone Home and Stanley Parable.)

Three. The Impact of Violence and Death

As gamers age, many of them are starting to have kids and experience the deaths of those they love. They are far more likely than young people to be extremely disturbed by, say, the heaps of dead children in The Last of Us. I'd bet money that most of the people who game me flak for complaining about the hideous violence in Tomb Raider are young.

I was really pleasantly surprised by the number of reviews of Bioshock: Infinite that called it out for its violence. The term "ludonarrative dissonance" got kicked around a lot, but that's not necessary to describe their basic problem: They kept getting pulled out of the touching story to watch their character flay the faces off of racists with his horrifying robot hand.

Often, the more of a personal experience you have with death and violence and what it really means, the less tolerance you have for that kind of thing. Games that really understand and depict what violence means can be both unique and incredibly effective.

(Hot market research tip: Buy and play Papa & Yo.)


I was going to put a Gone Home image here, but it's already been overexposed, so here's another shot from To the Moon instead. Such a good game.

Four. Storytelling

Old people want it. We've heard a lot of stories, seen a lot of movies. We're harder to impress and harder to surprise. Just having a story isn't enough for us anymore.

As much as I rag on video game reviewers, it was a huge relief to me to see them take a break from their 9/10 Grand Theft Auto V reviews to point out that the main characters just aren't very interesting. Because they aren't. We're old. I've met lots and lots of people, and that makes poorly drawn, fake people much more bothersome to me.

People tend to develop more empathy as they grow older, and experiences that enable you to experience life in someone else's skin can gain passionate adherents (and thus make money).

(Hot market research tip: Buy and play Papers, Please!)

So What Happens Now?

Well, it's great news for indie developers, who seem to be the only game writers who've realized that there are a lot of markets out there. The AAA developers are on their high-poly, mega-budget death march, fighting tooth-and-nail over the young, male portion of the market. A portion that is a smaller percentage of the video game audience every year.

As a result, people who make thoughtful games like Papers, Please and Stanley Parable will only do better and better.

These days, most major movie studios have sub-companies that make artsy movies. I honestly believe that the big publishers will do more of this as time goes on. After that, it's up to old people to spend enough money to justify more investment.

Until then, the indies are always there. Underserved niches keep us in business.

---

Edit: Tweaked the description of the Thief reboot to make it less unkind.

I am on Twitter, but who isn't? 

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.