Showing posts with label internet hate machine. Show all posts
Showing posts with label internet hate machine. Show all posts

Wednesday, June 8, 2016

To Be a Pro is to Be Abused.

Trigger warning: Bears.
I want to say a few words to young developers on the value of resilience and the growing of a thick skin.

Slow down there. Hands off the keyboard. I an NOT talking about abuse, harassment, and threats. I've already written on this topic. Certain behaviors online are clearly unacceptable, and you should not be subjected to them.

What I AM talking about is learning to endure criticism and occasional hostility that is an inevitable part of being a creator in a public way.

Because you will be criticized. You will be insulted. People will be mean to you. Also, because you are only human and will occasionally make mistakes, sometimes that criticism will be justified. So you should be ready.

I'm going to tell two instructive stories. One about me, one about an ambitious young developer. (Well, as of this writing, ex-developer.) Know enough to be afraid. 

You WILL receive feedback like this at some point. Prepare in advance an appropriate reaction.
A Time That PC Gamer Was Mean To Me

In November, 2000, PC Gamer. reviewed my game Avernum. This was a huge deal for me, as PC Gamer was the biggest press outlet around. The game was already selling very well, but we were eager for a hit. Also, press attention for a small developer has always been really hard to get.

Imagine my surprise when the review, written by a Gentleman I Will Not Name (GIWNN for short), came out and my score was 17/100. Yes, 17%. I'm sure a lot of thought went into it. I imagine GIWNN up late at night, agonizing. "I mean, this game isn't quite good enough for a lofty 18%, but it's also not the sort of hackery that merits a mere 16%."

But it gets better. The review also says my game is worse that choking to death on your vomit. (I swear I am not making this up.) The review included a helpful sidebar that listed rock stars who choked to death on their own vomit. (Again, I SWEAR I am not making this up.)

If you are upset by the current level of journalistic standards in the games industry, I assure you there have been issues for some time.

Some developers would be given pause by a review like this. Some might even be slightly upset. I was not. I was still being given a full, free page of coverage in PC GODDAMN GAMER. I know that review brought me a bunch of new customers. I heard from them. I'm sure I got more extra cash from the review than the GIWNN got for writing it. (And, when you get a few drinks in me, I still get the review out sometimes to show to friends.)

Are you an aspiring game developer? Picture the largest games press outlet publicly treating you in such a manner. If you have any response besides, "Hey, any PR is good PR," you might want to reconsider your career path.

I got that review, and I went on to have a highly lucrative and satisfying career. PC Gamer went on to give very kind coverage to quite a few of my other games. And the GIWNN went on to achieve his True Destiny: being a negligible non-entity.

Since I was taking pictures in my office, I thought my more devoted fans would like some sweet backstage info. For example, I work surrounded by my classic vidya gaem collection. Here is a tiny portion of my Atari 2600 games.
The Tale of Bear Simulator

What brought this article on was the sad story of recent indie title Bear Simulator, written by an ambitious fellow named John Farjay. Full disclosure: I have not played it, as bears are Godless Killing Machines

Bear Simulator was funded on Kickstarter with an impressive haul of over $100K. Farjay then broke from Kickstarter tradition by actually finishing the game in a reasonable period of time. He delivered it to backers and released it on Steam. (As of this writing, user reviews for the game: Very Positive.)

At this point, and I'll admit I'm a little fuzzy on the exact particulars, the game received some negative press. There was a particularly brutal takedown by renowned INTERNET TOUGH GUY Felix Arvid Ulf Kjellberg (sometimes referred to as PewDiePie). This review ended with him getting a refund on Steam, which is now the traditional way for a vicious hack job to spike the ball in the endzone.

John Farjay quit, announcing this in a poignant little post on Kickstarter. Since it might not still be up when you read this, I'll include an excerpt:

Well the game didn't have a great reception, has a stigma against it's name and there's plenty of other problems so making any updates or going further is basically a lost cause now. Plus not skilled enough to make the game better than it currently is or write better updates than previously.
 Was really hoping the Steam release would go well but why would it, should have just gave the game to backers and not bother with Steam.
 Also don't want to deal with the drama anymore. Can't ignore it because that causes more drama and can't do anything about it because that causes more drama.
 It was really fun making the game, trailers, updates, websites, tutorials, blog posts and stuff, hopefully you all liked those things.
 Am glad most of you guys are happy with the game though, unless you were just being nice

I mean, seriously, if you don't find this at least a tiny bit sad, you have an even harder heart than I do.

The Thing That Makes Other Indie Devs Raise Their Eyebrows

There are so many of us who would give a lesser body part to be savaged in a video by PewDiePie. Man, I would love for him to tear apart my work in one of his videos. I'd salve my hurt feelings by using the extra sales to buy a Tesla.

But that's the difference between a hardened veteran and a new recruit, isn't it?

Some of the piles of junk that form my nest. Yes, those are two functional Vectrexes. I am amazing. 
THIS IS NOT A HIT PIECE AGAINST JOHN FARJAY

If you know anything about me, you know that I would never savage a young, earnest developer. Others enjoy lashing out when there's blood in the water (especially when there's tasty, tasty clicks to bait), but I don't.

I have no problem with John Farjay. He offered a game on Kickstarter, delivered a game, became unhappy, and tried to extricate himself from the situation in as ethical a way as possible. The only real criticism I've heard leveled against him is that he didn't provide Kickstarter updates that often, but that isn't a crime as long as the game eventually arrives.

Here's what this situation sounds like to me: This guy wanted the job, applied for the job, got the job, decided he didn't like the job, and quit. This happens 10000000 times a day. It's not a big deal. It's only the public element that made it newsworthy.

And here's the cool thing: There's still hope. Suppose John Farjay changed his mind. Suppose he caught up on sleep, went for a few restorative walks, and went, "Wait! I do want to write games!"

He could write a Kickstarter update, say, "Sorry. I went nuts for a few days. I'm better now, and I'm back to work!" If he did this, I promise that he'd be welcomed back with open arms. It's a great story, and people love indie devs because we're quirky and human.

This shouldn’t have ever happened, though. Aspiring developers need to hear tales like these, so that they know what they are in for.

A shareware award I got in 1997, next to notes from my new game. My work notes very strongly resemble the opening credits to Se7en. 
But What Does That Mean Exactly?

It’s easy to say “Toughen up.” But what does that mean? How do you modify your behavior and reactions in a way that enables you to withstand being in this business longer. Because that’s the goal: Creating a stable, sustainable business you like to run.

This will, in the end, vary from person to person. I don’t know what your mental fault lines are. I don’t know what freaks you out. I only know that, when you find the thing that freaks you out, you should probably modify your behavior or inputs in a way that leaves you calmer and more able to do your job.

For example, a lot of devs I know worry about weird metrics. They obsess over their Steam wishlist numbers, or their user reviews, or if they can compete with some new game that’s coming out, or whether keys they chose to sell through Humble Bundle are being resold. The world presents us with infinite trivia to worry about.

If a piece of input worries you, and you can’t control it, and you have no crystal clear idea what its impact on your life will be, feel free to ignore it. In fact, you probably should ignore it. If something upsets you, do everything you can to ignore that something.

Being harassed is VERY difficult to ignore, so do what you need to to keep from being harassed. Forums are nice, but you don’t HAVE to have them. Twitter has its points, but you don’t HAVE to be on it. (This is true. I ran a successful business for many a year before Twitter went live.) If a forum or public-facing account is a hive of harassment and nastiness, shut it down for a month. Most of the trolls will move on.

If you say, “I have to be on [web site] no matter what!” you are giving the crazies a weapon they can use to hit you. Don’t do that. “But they can drive me off of a site? That is wrong and not fair!” Yes. It is wrong and not fair. I’m angry about it too. But this isn’t an undergraduate ethics class. It’s business. Who ever told you business was fair?

(Fun aside: What percentage of online abuse against developers is secretly being launched by their competitors to push them out of the business? It might be 0% now, but, as the industry gets even more competitive, it won’t stay 0% forever. Sleep tight.)

This is a TOUGH, competitive business. It’s a blood sport. To have even a small chance of success, you will need to bring your A game, day after day, for years at a time. If something distracts you from that, you must cut it out without mercy.

My latest game's Metacritic. It's entirely fair. When I disagree with something someone wrote, I send them a respectful rebuttal
Quick Aside About User Reviews

Most indie developers write games aimed at niche audiences. Therefore, the games they write won’t be liked by most gamers. This is pretty much the definition of ‘niche.’

Alas, indie developers also tend to really freak out about negative user reviews on places like Steam. They worry about this too much. It’s easy to forget that, if you write a game aimed at only 10% of the gaming audience, 90% of players will hate your game. A lot of them will leave bad reviews. This sort of review is not harassment. It’s the system working as intended.

Sometimes, when a dev expresses an unpopular political opinion, those who disagree will organize a brigade and spam your Steam page with negative reviews. This sucks, and they shouldn’t do that. (Although I would gently observe that, when your goal is to run a profitable business, political activism will only very rarely help in this.)

Not all clumps of negative reviews are signs of evil intent, though. Maybe you just wrote a game a lot of people don’t like, and they told you, and that’s the end of the story. Be ready for it.

I suggest making sure that the sliver of users who like your games are paying you enough money to stay in business. Then do what I do and don’t read user reviews. EVER.

But Getting Back To the Main Point

John Farjay was living the dream, and he fell apart. It's far from the first time, and it won't be the last. Life in the public eye, even in so lowly a role as indie game dev, can be tough. It's not for everyone.

It's the job of me and others like me to prepare the neophytes. They need to be ready for these jolts. They can't let one nasty review or article collapse them.

Assholes and hacks exist. So do reasonable people who will call you out when you inevitably make mistakes. You must be ready for all of them.

How do you get to this lofty point? I don't know. I just wish you luck, and I won't hold it against you if you find you aren't cut out for it.

Brace yourself. Good luck.

###

(You can read my moment to moment thoughts on Twitter, which I am on for the moment. Finally, I can't resist ending with a link to this.)

Saturday, April 16, 2016

How I Deal With Harassment, Abuse, and Crazies In General.

Whenever I write about a topic that upsets me, I calm myself by illustrating it with royalty-free, reassuring stock photos.
"People are a problem." - Douglas Adams
I get a lot of requests for advice from young developers. Some of these questions regard advice on how to deal with being harassed online. Sometimes, these requests come from people actually experiencing harassment. This is a topic I've been afraid of writing about for some time. It tends to draw firestorms.

Also, it is an issue that affects other individuals WAYYYYY more than it affects me, and I don't want to be a callous buttinski around other peoples' troubles.

But I do get asked. And I do want to respond. I don't think young developers should value my feedback, yet they do. They certainly deserve to get fair warning about what awaits them. So.

This is how I, me personally, handle the threat of online harassment. Your mileage may vary. No, it WILL vary.

I Am a Public Figure

When I release a game or write something visible to the whole world, even a tiny something (Warning: Twitter counts!), I am acting as a public figure. A teeny tiny one, but a public figure nonetheless. Public figures have always received hate mail, abuse, threats, and messages from the unhinged, and they always will. Alas, the internet makes them much easier to deliver.

If you are a public figure, you will be abused eventually. Maybe mild insults. Maybe much worse. This abuse can spread to those around you. (Employers. Loved ones.) You should start thinking about this (and your tolerance for it) now.

This means that, unless something changes very drastically, from Day 1 of your life as a public figure, you should be thinking about your public image and how you will manage it. What is your mental resilience? How much abuse can you take?

Yeah, these chocolates are really reassuring, until some rando finds your street address and gets 100 boxes of them shipped to your house.
1. Harassment is real, and it has a real effect.

Being harassed is harmful. It's easy to say, "Just toughen up. Walk away from the screen." until you've actually experienced it.

Humans are tribal creatures, and tons of insults are upsetting to us on a deep lizard-brain level. Anonymous threats are terrifying, even if they aren't credible. Organized swarms of bad Steam/iTunes reviews can sink a vulnerable business. Organized swarms of angry people can cost you your job. And getting swatted (someone giving an anonymous call to your local emergency services to get a SWAT team sent to your house) might kill you.

By the way, these days, they don’t just come after you. Your family and loved ones will be considered targets as well. You may be capable of ignoring being called every dirty word in the book. But is your mom?

So complaining about harassment isn't just whining by sheltered nerds. The more visible and outspoken you are online, the higher the chance that a whirlwind will land on the heads of you and those you love. There is no chance of this changing in the foreseeable future. This is serious business. I am scared. Everything I do online is weighed against the risk of harassment.

Actually, that's another good reason why I haven't written about it. I don't want to be yet another sheep, bleating loudly in the middle of wolf-infested woods.

Actually, these macaroons look sort of gross. Also, who ever thought it'd be ok to charge two bucks for one small cookie?
2. I filter my input. Mercilessly.

I know a lot of creators of nerd culture. Game designers, writers, comic artists. Old, gnarled, crabby, battle-hardened pros with decades of experience. You'd have heard of a bunch of them.

They all have something in common. It never fails to amaze me, but a single mean email or bad review can send them into a spiral. Like, they'll still be obsessing over it days later. I think, "Wow. After all these years, they still won't let this stuff roll off of them?" And then it happens to me.

So we filter our inputs.

Consider this. Suppose you are, like all right-thinking people, a big fan of Taylor Swift.  So you want to write her a piece of kind fan mail, telling her how awesome she is.

She might read it. It's entirely possible. However, before it hits her iPhone, I bet it will have been filtered by at least one handler. (All of this is just my guess, of course. I would NEVER presume to speak for T-Swizzle.)

There is a super-good reason for these handlers. I've never met Taylor Swift, and I likely never will, but I do know one thing about her: She is a human being, so she is heir to all human vulnerabilities. If hit with the wrong email at the wrong time, she will be thrown off her game for a day, or three. If Taylor Swift is thrown off her game, major corporations lose millions of dollars. So they filter.

I do the same thing. Your messages to me are checked before I get them. I almost never read forums. I'll bet most public figures with any kind of profile do the same thing.

Some people are mean. Some people are crazy. Some people are both. I do not let people in these categories pour poison directly into my ear.
That's odd. I don't find this picture reassuring at all.
3. I remember that life is not fair.

Suppose someone gets angry at me for what I write. He gets a bunch of friends together and they give my games bad reviews on Steam and iTunes.

This is really mean and genuinely harmful, and there is not a damn thing I can do about it. They will cost me earnings, and I have no recourse. They walked up, punched me in the nose, and strolled away, and I could do nothing.

Meanwhile, anonymous hordes gather and attempt to cause real suffering to their targets (and their targets’ loved ones). Targets often chosen for silly, trivial, or even factually incorrect reasons and given punishment utterly out of proportion with what they might possibly have done (or not). There is no logic to it, no justice. Just mad lashing out. I have tried to understand it, and I have failed. It is simply maddening.

Life is not fair.

If there was a solution, I would be suggesting it. If I had ever heard or read an answer which would really work and not be a bandaid and would actually make things better, I’d be shouting it at the top of my lungs. But I got nothing. What can’t be changed must be endured.

So, when I get scared or angry (which is often), all I am able to do is attempt a measure of Zen acceptance. I mean, sure, I could rail about how mean the Internet is. But the Internet is what makes my business and awesome life possible in the first place, so it seems a little churlish to hate the Internet.

I will never be totally safe. There will always be fights. Afterward, I get up, dust myself off, get back to work, and try to make enough money to endure the occasional asshole assault.

Well, this is kind of reassuring, I guess. Bones are good. We need them to live.
4. I am very careful about poking the beast.

Over the last year, my writing output has dropped to almost zero. I'm still writing. I have a folder full of completed articles. I just don't post them, because of fear.

The main way to draw abuse is by saying things that anger people. Saying true things still makes people angry. In fact, true things often make people more angry.

When I chose to make a living as a creator, I picked a very difficult job. Very hard, long hours, with a minimal chance of success.

Suppose I also decide to try to change the world in some way. In this case, I picked another very difficult job. Very hard, long hours, with a minimal chance of success.

But there's a key difference between these two jobs. When I try to make stuff to make people happy, most people like me. Only mean, nasty people are out to genuinely hurt someone who only wants to share neat things with the world.

When I am trying to change the world, it's different. Human beings naturally hate and fear change. If you try to change the world, no matter how noble your cause, you will make some people angry.

Remember what I have egotistically termed Vogel's Iron Law of Anger: If you try to make people angry, intentionally or not, you will succeed.

Now what I am not (NOT NOT NOT) saying is that you should be quiet and never state your opinions. I am NOT saying that. In fact, as a citizen of a republic, I believe it is my sacred responsibility to occasionally speak up and try to nudge opinions.

However, a republic is not a suicide pact. What I AM saying is that I weigh my opinions very carefully. When I decide to speak up and try to change minds, I must ask: Am I currently ready to be shouted at? How much? Is the piece I am about to write a ticking time-bomb that will explode and destroy my career in five years? Then I pick fights that will not overly distract me from my first work: creating.

OK, my reassurance-evaluation algorithm is definitely on the fritz. Give me a second.
5. Beware Twitter. 

Twitter was designed, from Day 1, to enable any random person to send messages directly to any public figure. In other words, from Day 1, it was designed to be an abuse and harassment engine. It's not a bug. It's a feature. All that abuse and controversy is how it gets clicks and money.

They are a publicly traded, for-profit corporation, so they will never change in a way that brings them less money. In fact, being a publicly traded corporation, they receive overwhelming pressure to not do so. Do not trust corporations to make the world a better place. They are not your pal. They do not love you. Beware.

6. I have obtained a weapon for self-defense, and I have become proficient in its use.

Ha. Ha. I'm just kidding.

Or am I?

I'm certainly not going to tell you here.

Online harassment has been around for a long time. Every year, it increases in prevalence, ingenuity, and raw damage. I see no reason why this trend will change. I suspect, five years from now, things will be even worse. I don't know what will happen or how I will deal with it when it does.

I've been lucky. I've never gotten to the point where I seriously considered calling the cops. Not yet. Not because I didn't want to, but because I knew it wouldn't help.

Because who are we kidding? They won't do anything. The Law's ability to deal with crimes that haven't happened yet is pretty much zero. (As so many who have gotten restraining orders against an abuser can sadly testify.)

However, the police might make a note in some database saying that SWAT teams heading to my house should be a little extra-careful. That's more than zero.

Look, I've gotten legit scary messages. I've had nights where I sat up on the couch, scared to death, listening for someone trying to break in. I have explored my gunpowder-based self-defense options.

(If you think I am being over the top here, please bear in mind that I am very intentionally leaving out the details of problems I have personally encountered, as I will NOT say anything publicly that might reawaken those problems.)

Writing about this topic, all I can do is shake my head slowly and take deep breaths and try to calm the anxiety. I tell myself that the person who actually comes to kill me probably won't bother to send a polite warning first. Weirdly, this doesn't make me feel better.

I don't know. I just do what I do and hope for the best. Does this count as advice?

GAH. OK. Time to wrap this up.
Scared Yet?

If you're thinking of being a public figure, you need to be ready for it. I guess I do have advice. If you are nervous now, you have taken it: Be nervous. It's OK. It's the rational path.

And that's all I have to say about it. This is a very unsatisfying way to end the article, but the online environment now is very rough, angry, and in a state of flux. I think things will get worse before they get better. (Spoiler warning: They will never get better.)

I respect the damage harassment can do. I don't blame the victim. I don't back down from every fight, but I am prepared for others to fight back. I am nice and respectful whenever possible. I remember some humans are mean, some are crazy, some are both, and there's nothing anyone can do about it. I also remember that the vast majority of people are quietly decent. Finally, I remember that being a public creator is a tough, noble path, and I am proud of it.

I hope you can pick something worthwhile from this heap of scraps. Good luck.

###

I also say things on Twitter.

Edit (4/17/16) - Replaced the sentence "In fact, being a publicly traded corporation, they are legally prohibited from doing so." with something more accurate.


Friday, May 6, 2011

On Making Lots of People Angry

The other day, after Avadon: The Black Fortress came out, a certain community of hardcore fantasy RPG fans jumped on it with universal loathing.

I thought that I had a lot of good points to be made about the perils and opportunities of listening to feedback from fans (or ex-fans), so I wrote a blog post about it. This had the entirely predictable effect of infuriating the previously mentioned community.

Now, in the light of day, I feel kind of bad about it. I think what I wrote was fairly mild and I do still stand by every word of it. However, I think I kicked a group of my fellow gamers when they were down, and, being a lifelong gamer myself, I regret that. I've been reading their posts and chatting with them and I think I understand where they're coming from a lot better now.

I am only bringing this up because this blog is mainly about indie gaming, and I think this a great opportunity to make a huge point in that area.

Here's Your Audience, Wrapped Up In a Bow

Fledgling developers write me all the time asking for advice on what sort of game to write. What I tell them is that they should look for an underserved niche and serve it. This is the Great Magic Power of Indie developers.

Here, as I see it, is the story of RPG Codex. These people love, love, love old-school hardcore RPGs. The sort that used to be common on the ground and have faded away. They were forsaken by Sir-Tech, and Origin, and SSI, and Bioware, and now me. There was a thing that they loved, and it is gone, and they are angry about it. The anger might manifest itself in unappealing ways, but it's real. Nobody likes losing what they love.

You want to do what I do? You want to make a living writing RPGs? You have skillz? Go there. Talk to them. Pick past the ranting, find the reasonable things they are after, and write that game. Do it well, and you can make money.


And One Final Word For RPG Codex

I am still a gamer at heart. The gritty, hardcore elements in Avadon are later in the game. I put them there to not scare off more casual gamers. Teh casualz need to be eased into that sort of thing.

Were you my fan, but the Avadon demo turned you off? Well, here's a challenge. We have a one year no questions asked money-back guarantee. Buy the game. Give it a few hours on Hard or Torment difficulty. (I suggest until the boss fight with Zhossa Mindtaker.)

Still disappointed? Then I don't want your money. You get it back. My lips to God's ear.

Wednesday, May 4, 2011

Avadon Out For Windows, Responding To Critics.


We finally released Avadon: The Black Fortress for Windows. So far, it is functional and selling very well. I am really heartened to the reaction to the game. It is doing way better than I thought it would, and it's doing me a world of good to know that a game I put so much heart into doesn't appear to suck.

Because my morale is so high, I am going to do something I almost never do. I am going to go to a forum full of people who hate my games, my writing, and the mere fact that I still draw oxygen on this planet. Namely, the Avadon thread on RPG Codex.

RPG Codex is an interesting place. It is inhabited by people who like role-playing games, but love hating them. It's full of anger and enough raw bigotry that I would never advertise there. But, if you want to keep your self-esteem under control and read bad things about a game you wrote, go there. Just don't ever let those people get into your head.

So, if you are interested in what it's like to write a game and get feedback from the vast madness of the internet, take a look at these threads (mildly NSFW). Here are some comments from the thread, and my responses to them.

"I love Vogel's games but damn the demo is so boring..."
"The demo area is small and extremely crappy"

Demos are always boring. Tutorials are always dull. There are two ways of doing a demo. One - Put the player in a training wheels dungeon and teach him or her enough to play the real game. Two - Set up a really big, flashy set piece to start the game, and have the player wander through it doing nothing.

They both have their points. I've done both. But tutorials are always work. That is life.

By the way, while my demos are smaller than they used to be, they are still some of the longest demos out there. My demos used to be longer than some other full games, but, to be brutally honest, that's just bad business.

"Anyway, party members not dying but being just unconscious and resurrected after combat ends. DECLINE"

When you're designing an RPG, there are lots of toggles you have to flip. Will people recover from their wounds over time or do they have to go back to town? Will the party jump between towns/dungeons or will the whole outdoors be explorable? Will items be automatically identified? Do you have to keep track of ammo for your bows? Each answer to these questions has its good as bad points. There are no right or wrong answers. You just pick what works best for the design.

There are people who will, for religious issues, say they will never ever buy your game if you make one of these choices or the other. Ignore them and do what is best for what you're trying to do.

Oh, and there are some people who will respond to things about your work by posting an angry smily or some other image meme. Ignore these people. If they had anything valuable to say, they would use words, like people, instead of jpgs.

"I do loathe the worldmap. A single large continent shaped like a rough circle does not an interesting map make. Dunno why it bothers me the way it does but it does. "

Oh. Come. On.

There is an important lesson here for indie developers. When you make a game with a small team, you have millions of decisions to make and little time in which to make them. There isn't time to second guess everything. For a lot of stuff, you have to make the call and move on.

When people nitpick, you can't take it to heart. You have to forgive yourself. People will always nitpick. To borrow a phrase from my favorite SF story ever, the dogs bark, but the caravan moves on.

"Got bored with the demo as soon as I was sent to the beginner dungeon to fight rats and spiders. What a lousy piece of shit game."

You are right. I'm sure those two minutes of gameplay were crushingly disappointing!

"It seems like he put in a lot of effort to attract the casual crowd. The "casual" difficulty mode for people who are "new to fantasy RPGs"?"

A lot of complaints that the early game, especially on Normal difficulty, is too easy. When someone says that the default difficulty should be harder, what I hear is, "You should make a pile of money in your backyard and set it on fire."

I make the default difficulty easy enough that 90% of players can get through it. If this doesn't give you a challenge, play on a harder difficulty level. That is why it is there!

Sheesh.

"Yep, Jeff fucked this one up a bit - although not as bad as some people put it. Give him some credit, go to TPB and help yourself."

By TPB, the poster means The Pirate Bay. In other words, he's saying to go pirate it. I honestly think that most of these complaints are not sincere. They're just pretending the game is bad to justify their pirating it (and playing the whole thing three times). Another good reason to be very careful about whose feedback you accept.

"I am seriously disappointed. Shittiest Spiderweb game so far. By a lightyear.  Will definitely not register the demo."
"Hope that it'll flop commercially"
"Started the game right now and I'm lacking words to describe my disappointment."
"Jeff Vogel went full retard"
"I wonder if Spiderweb is going to survive it..."

I think we'll be just fine.

As I said, the game is doing great. A lot of people are playing my bland, dull, derivative demo and saying, "Hey! Want more of that!" This is the biggest lesson for small developers. People who post on forums are a tiny, tiny portion of your audience. Read them occasionally. Pick through them for the rare tidbit of good feedback. But otherwise keep a respectful distance.

And, to those who have registered, thank you so much! I love flattery, but, in the end, there is no compliment better than a credit card number. That people are actually giving me their real, hard-earned money is incredibly flattering, and I thank you for making it possible for me to write Avadon 2.

Edit: I've closed comments. I think everyone who wanted to say something has had a fair chance. Thank you for the bits of interesting feedback. I will be doing more blogging on some of the issues raised. If you have more reasons why I am not cool anymore, you will have a chance to share them then.

Thursday, April 14, 2011

Dragon Age II Review: Get a Grip, Folks!

(This article contains mild Dragon Age II spoilers. Such as: There are dragons!)

Since I raved so enthusiastically in this space about Dragon Age: Origins (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.

It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who writes games myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.

The best place to see this confusion is over on Metacritic. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!

But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.

In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named Hawke Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.

But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.

But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.

Great Writing

Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially Varric. When my companions talked to each other, I always stopped whatever I was doing to listen.

Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!

Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!

Cool Character Development

I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.

The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.

Some Really Good Ideas For Combat

Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.

The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. (Which is my way of saying:  I really should steal that idea.)

The Theme Still Works

His writing is as impenetrable as ever, but Tycho over at Penny Arcade does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.

Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.

In Closing

Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.

A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.

But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.