Showing posts with label loser. Show all posts
Showing posts with label loser. Show all posts

Wednesday, August 2, 2017

Persona 5, Cartoon Cats, Depthless Evil, and Dating Your Teacher.

Strap in. This might get a tiny bit weird.
I write long RPGs for a living. Yet, I am the most jaded RPG gamer in the world. I tend to hate playing them. Yet, I force myself to play a long RPGs, because if you become totally divorced from playing the sort of game you write, you are lost.

That is why I recently spent 92 (92!!!) hours completing Persona V, Altus's cool, quirky, cult-hit JRPG. I didn't play it. I sunk into it, like a warm bath. For 1-2 hours a night, for months, I led my band of oddball Japanese high school students through their routine of going to school, dating, capturing demons, crushing evil, and being the best darn flower salesmen and part-time curry cooks they could possibly be.

It's really weird. When I look back on the obscene amount of time I spent on this game, I remember so many flaws. Storylines that were dull and uninspired. Repetitive dungeons and combats. A flawed translation. A lot of padding. A lot of content that was genuinely disturbing.

Yet, let's be clear, this game took over my brain. It’s the best example I've seen in this medium of a work that is much stronger than the sum of its parts. If you love this genre, it’s really worth playing, at least through the end of the first chapter.

So please allow me to go on about it for a while, as I process the experience and try to figure out why it works. Because it kind of shouldn't.

I freely admit that I can be very juvenile in my video game selection standards.
So What Is This Thing About?

Persona 5 is part of the (deep breath, bear with me here) Shin Megami Tensei media franchise, a sprawling web of books, anime, video games, etc. that have been very popular in Japan for 30 years or so. The last video game in this world to gain traction on my continent was the cool and utterly bananas 2011 puzzle dating game Catherine, which I still believe does not actually exist as it was merely a fever dream I alone experienced.

I want to try to explain what Persona 5 is about in a way that will probably agitate Megami Tensei fans to no end but will actually have a chance of getting civilians to comprehend it.

So you play a teenager in high school. You spend your days deciding what to do. You can study, or work at odd jobs, or go on dates, or hang with friends, or go see movies with your intelligent talking cat.

But you are also a, I don't know, a soul wizard. You are able to travel with your friends to the "Metaverse," which is where everyone's souls hang out. There, you can summon demons called Persona and fight the souls of bad people. If you can beat up their souls enough, you can change them and make them be less evil (or just kill them).

However, these enemies are also able to summon their own Persona demons. But then you can capture and use them yourself, in a process that plays out like Pokemon on shrooms.

So it's a JRPG, combined with an anime dating sim, with heavy Pokmemon elements. I am now stepping out of the way of those of you stampeding toward the exit.

What really sucked me in to this game was the first chapter, where you do battle with that most sinister of foes, your school's volleyball coach.

Just don't forget who, in the end, your real enemy is.
The First Storyline

The Witcher 3: The Wild Hunt was, by video game standards, fantastically written. This means that most of the writing was simply fine, but it has one storyline (the infamous "Bloody Baron") that was genuinely good. In game writing, one good story can go a long way.

In Persona 5, when you learn how to summon demons and punch the souls of your enemies, your first foe is the evil volleyball coach Kamoshida. As a famed Olympic athlete, when he retired from competition, your school eagerly snapped him up as a teacher. And then proceeded to look the other way as he repeatedly assaulted his students, the boys physically and the girls sexually. He's famous, so nobody does anything about it.

You discover that he drove one of his students to attempt suicide. You confront him. He then swears to use his position to get you expelled. Thus begins a race, with him trying to destroy you in the real life while you try to wear down his spirit and change his personality in the Metaverse. If you lose the race, the game ends. Badly.

Let's be clear. Persona 5 is a really dark game. Horrible things happen. Some of the enemies are truly evil. Not evil in an abstract Sauron/burning eye/save the world whatever way, but in a skin-crawly "Yes, this actually happens. All the time." way.

Kamoshida is one of the most loathsome characters I've ever seen in a video game. He is so horrifying because he is so believable. It happens in the real world to the point of being mundane. A game like Tyranny can play with evil all it wants, but it's in a world full of magic and elves and cat people, so who cares?

In Persona 5, the bad guy is, and let's not mince words here, a serial rapist. In a seemingly light dating sim RPG. This is what led me to write this blog post. Video games only rarely tackle this sort of extremely difficult material. So when they do try it's worth figuring out if it worked. If so, how?

Persona 5's graphic and interface design is relentlessly cool.
Video Games Have No Limits, But They Have Limits

Here is the quandary: Video games are art, and therefore no element of the human experience, no matter how horrible, is off limits. Yet, video games are mostly adolescent power fantasies, so some topics seem too serious for them to address. Much of human experience, therefore, must be walled off in weenie little indie art pieces that nobody plays.

Now look at Persona 5. It is full of horrifying abuse. And wacky JRPG battles and hijinx. With a rapist gym teacher. And a cartoon cat.

Persona 5 is a financial and critical hit. I have read criticism that there are flaws in the ways it addresses the issues it does, but I have not seen anyone, male or female, seriously say that the game is disrespectful or should not exist. If they did, I would not agree with them.

This is a game full of horrors. It shouldn't work. People should recoil from it. But people don't recoil, and it does work. This is a good spot for some meaty game criticism. How do they pull off this magic trick?

To show how it can work, I'll point out one tiny, vital part of the game: how these traumatized kids get their magical powers.

How Can a Game Have Such Horrible Things and Silly Things Next To Each Other and Not Be a Mess

You might be thinking, "How can an RPG contain material like that and still be bearable and not super-gross and offensive?" Part of it is that, when dealing with sexual assault (and it comes up a lot), Persona 5 never jokes. It treats the topic seriously.

More importantly, they use a bit of a narrative trick, which I want to highlight because I think it works extremely well.

OK, so you play a band of teenagers who gain the ability to summon demons to attack the souls of evil people. Fine. How does this happen?

It's not like Harry Potter. A fat guy with a beard doesn't show up and say "You're a wizard!" and you go off to boarding school.

Here's how it works. You have to be betrayed. Someone has to be truly cruel to you, completely take advantage of your trust and weakness (and you've been weak and trusting in a way only a child can be). And then you have to realize it. You have to enter the Soul World to fully comprehend the magnitude of what has been done to you, and you have to completely lose yourself to rage. When this happens, a mask will appear on your face, the visible form of your still belonging to and believing in society. And you have to rip it off. It's AGONIZING. There is blood. And when it's finally off, you're free.

Here is what it looks like. (The one at 9:17 is pretty good.)

It's intense and bizarre and glorious and totally silly and utterly sincere, in a way that the Japanese do really, really well. It’s full of crazy animations and cartoon cats, but it's SERIOUS. I think it's the secret to what makes the game work.

He never saw it coming.
I Love Tonal Inconsistency

Now I know I am doing a super-crappy job of selling this game. I mean, I promised you a totally bananas adventure where you travel through surreal magic lands summoning demons, and then you return to the real world to be a seventeen year old tending bar before going on a date with your high school teacher.

This is a game with a really inconsistent tone. It can switch from weird and silly to dark and heavy in a moment.

I love that. I think tonal inconsistency is one of the necessary traits of a really good story.

It's not just that, if you never allow your tone to vary, your work is monotonous and grueling. It's that, if you want your work to in any way mirror life (and Persona 5, above everything else, wants to be a life simulator), well, life itself has an inconsistent tone.

Persona 5 is about damaged people trying to recover and build happy lives for themselves. It's about having been exploited and having your trust betrayed, and healing and rising above it and building a life. So when the characters recover from the latest outrage by going out for fried octopus balls, it's not a flaw but the whole point.

Window Into a Foreign Land

Persona 5 is a work of Japanese cultural and societal criticism, focusing on the ways in which old people exploit young people (and young women and girls especially). It can get really rough.

So if this doesn't sound like a place where you want to spend 90 hours of leisure time, I'd certainly understand.

I valued it greatly, though, as a window into another culture. This game is thoroughly and unapologetically Japanese, with Japanese characters commenting on Japanese society, in a very, very cynical way.

Politics in the U.S. in the last year has been a bit, shall we say, unsettling. As a big politics and civics nerd, I really liked stepping out of it for a time to be reminded that other societies have arguments and their own problems. They are the main characters in their own stories.

I love works of art that give a view into foreign mindsets and problems, like how The Witcher comes from a very Eastern European point of view.

Of course, selecting any character as "Best Girl" is offensive and problematic on so many levels, and I apologize for any inference that I ever engage with a sincere work of Interactive Art in such a childish way. Video games, as a true art form, deserve better, and so does humanity.
"Enough of This Serious Nonsense. Get to the Important Part."

What?

"Who is Best Girl?"

Makoto. #shotsfired

As for good optional storylines/people to date, a lot of the side storylines are kind of bland. It's kind of a problem, alas. I found the most interesting characters to be Kawakami (teacher) and Tae Takemi (doctor). There's a lot of room for disagreement here. Feel free to point out other good bits of writing in the comments. (Also, be sure to never miss a chance to be mean to Mishima.)

Oh, and as one more aside, I have never liked music in video games. This is the first game I’ve ever played where I really, really liked the music. I still love the main battle theme after hearing bits of it 10000 times.

The Fun of Transgression

One of the coolest things about video games is that they give you the freedom to misbehave. This is one of the unique things about vidya as a storytelling medium. It's one thing to read about someone misbehaving, and another thing entirely to control someone being bad. Even if we know it's not real, when you choose for your avatar to do something crazy or bad, for a moment, it FEELS real.

You play a highly rebellious high school student, and Persona 5 lets you be transgressive in a way a western game could never allow. You can be responsible and do homework and get a job, sure. Or you can get a job as a bartender, or hang out with your alcoholic reporter friend, or, yes, date one of your teachers. (In a storyline that ends up being weirdly sad and touching and is one of the better bits of writing.)

This is just a first bid in picking apart Persona 5.

Be warned. While Persona 5 will allow you to two-time (or 9-time) your girlfriend, there may be consequences.
There's Plenty of Flaws

It's a 90+ hour game, how can it not? It's about 10 hours too long. There's a lot of bland writing and weird translations (in English). The writers had kind of a weird obsession with modeling. The combination of utter weirdness and total sincerity really requires some getting used to. The depictions of gay people are pretty offensive. The character of Akechi (Boy Detective!!!) seems to have been parachuted in from a different, worse game.

But if you care about the art form and the genre, this game is INTERESTING. It swings for the fences. Its reach exceeds its grasp. I haven't even begun to sort out all of the fascinating choices and ideas in this crazy, overstuffed game.

If nothing else, the next time I hear someone gassing on about how, "Video games can't do this," or "Video games can't cover that topic," I can now just say, "Persona 5, fam," and walk off to a more interesting conversation. Persona 5 got me thinking about all the things we can still explore in this young, weird medium, and I'm grateful for that.

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Our very non-JRPG games are always available here, and I am on Twitter.

Wednesday, May 21, 2014

The Indie Bubble Is Popping.

Writing this article really stressed me out. I reworked it over a dozen times. To calm down a little, I will intersperse this with image that came up when I Googled "Free cute animal clip art." Here, we see a teddy bear who is addicted to The Spice.
I've been threatening to write about the popping of the Indie bubble for some time. Everything has finally started to come together. It's a miserable thing to have to talk about, but the conversation is long overdue.

First, a brief history of the Indie bubble. In 2008, big budget developers were doing fine, but they had mostly abandoned a lot of genres many gamers loved (puzzle games, adventure games, 2-D platformers, classic-style RPGs, Roguelikes, etc.)

A few young, hungry developers stepped in and showed that classics can be written on low budgets by young, plucky people with unruly facial hair. (Braid. World of Goo. Castle Crashers. Minecraft. And so on.) They were rewarded with huge accolades and many millions of dollars.

Shortly after, other developers stepped in with their own games. They weren't quite as classic, but they were decent, and these people made fewer millions of dollars. Some old super-niche developers (Hello!) were able to rerelease old games and get caught in the rising tide.

Then even more developers, sincere and hard-working, looked at this frenzy and said, "I'm sick of working for [insert huge corporation name here]. I would prefer to do what I want and also get rich." And they quit their jobs and joined the gold rush. Many of them. Many, many. Too many.

And now we are where we are today.

Indie gaming has seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. C-beams glitter in the dark near the Tannhauser gate. A deer rocketing through a forest powered by its own poop. All those moments will be lost in time, like tears in rain. Time to die.

Is it me, or is this bunny totally murdering this other bunny? IT'S GETTING REAL!
My Thesis. (I Have One.)

Anyone who knows anything about me knows that I am in love with games. Video games in particular. Indie video games in super-particular. I am more smitten with them than I should be.

(That’s why I’m not angry at the big mobile game makers. They found a way to get my parents to want to be gamers! That’s awesome. I could never do that, and I lived with them!)

The rise of indie gaming over the last few years has been fantastic. It’s given birth to a lot of good, well-funded companies, that have the chance to make great products. (Like Transistor, that, as I write this, just came out.) As long as these companies keep making top-quality work on a reasonable schedule, they’ll be fine.

But lots and lots of other companies are trying to enter the space, and I’m not sure how many of them are aware that things are changing rapidly. Strategies that were sold to them as the Way To Go are rapidly becoming less effective, while forgotten strategies from back in the day may deserve new consideration.

(Of course, I'm talking about PC indie gaming here. On mobile, big free-to-play stomped out the little guys years ago.)

So what this grumpy old fart is saying is that there are Issues. They should be discussed. There are new obstacles that should be planned for and forces you may blame for your problems that, in fact, you shouldn’t. If you are a green developer, face these facts, or I believe destruction awaits.

The easy money is off the street. If you want to make it in this business now, you have to earn it. It's a total bummer. Blaming Steam won't help.

Enough preamble. Let's get to the evidence, shall we?

This adorable dinosaur is mocking your dreams.
The Big, Big Problem. The Only Problem.

The problem is too many games.

How bad has the problem gotten? How towering, bleak, and painfully unavoidable? It's gotten so bad that even the gaming press has noticed it.

Steam released more games in the first 20 weeks of 2014 than in all of 2013.  I don't know why anyone acts surprised. How many times last year did we see the article, "Another 100 Greenlight games OK'ed for publishing!"?

This wouldn't be a problem if there were a demand, but there's not. After all, almost 40% of games bought on Steam don't get tried. As in, never even launched once! At least the people who download free-to-play games try them.

(To be clear, this isn't a problem because these games will keep people from buying new ones, though there will be some of this. People mostly don't play these excess games because they didn't want them. The problem is that a business based on selling things people don't want is not a stable one.)

Because this flood of games is so unmanageable, Steam has been doing everything it can to throw open the gates and get out of the messy, stressful business of curation.  This is absolutely inevitable. It's also going to winnow out a lot of small developers, who don't have the PR juice to get noticed in the crowd. (Think iTunes app store.)

With so much product, supply and demand kicks in. Indies now do a huge chunk (if not most) of their business through sales and bundles, elbowing each other out of the way for the chance to sell their game for a dollar or less. Making quick money by strip-mining their products, glutting game collections and making it more difficult for the developers who come after to make a sale. (I am NOT making a moral judgment here. It is the simple consequence of a long series of calm, rational business decisions.)

Indie gaming started out as games written with passion for people who embraced and loved them. Now too much of it is about churning out giant mounds of decent but undifferentiated product to be bought for pennies by people who don't give a crap either way.

It's not sustainable.

When I asked this lion, "Will Steam Early Access make things better?", it made this face. And then it mauled me.
It Really Is the Only Problem.

It's simple math.

All gamers together have a huge pool of X dollars a year to spend on their hobby. It gets distributed among Y developers. X stays roughly constant (up a little, down a little), but Y is shooting up. A fixed pool of money, distributed among more and more hungry mouths.

Those mouths are your competitors. All your heroes? Notch, The Behemoth, J. Blow, etc? They’re your foes now. Are you ready to fight them?

You can talk all you want about how mean Steam was to you, or how much "discoverability" is a problem, or about how important it is for developers to go to GDC or the PAX Indie Warren or to cool game jams or whatever. It's all a distraction.

X dollars, Y developers. That's all that matters.

And if X stays constant, the only way to solve the problem is for Y to go down. I'll give you a second to work out the consequences of that for yourself.

Another Dimension To The Problem

I can already sense people are unconvinced with my "proof" of why a shakeout is ahead, so I need to point out something else. It's the problem with being a middle-sized developer (a problem that extends to many fields, not just games).

Suppose you are a super low-budget micro-developer like me. It's not super-hard to survive, because I can get enough sales to get by with a little cheap marketing and word of mouth advertising. I'll be all right.

Suppose, alternately, you are a huge AAA developer with massive budgets. You can afford the massive marketing necessary to generate the big sales you need to pay for your expensive games. You'll be all right, until you're not.

But suppose you're a mid-tier (sometimes called AAA Indie) developer, with $500K-$2 million budgets. You have a problem. You need advertising to get sales, as word-of-mouth won't cover it. But you can't afford a big campaign. The only way you will turn a profit is if you get huge free marketing from Steam/iTunes placement and press articles. (Which is why going to big trade shows and cozying up to the press is so important.)

But when there are so many games competing for free marketing, you have a serious problem. According to their site, the Indie Megabooth at the last PAX had 104 games. 104! At one PAX! Just indies! The games industry doesn't need that many games this year, period. #mildexaggeration

If you are an established developer journalists love, like Supergiant with Transistor, you have a chance to stand out from this horde. If you don't already have a hit, I don't know what to tell you. If I were you, I strongly suggest you write an utterly flawless, ground-breaking title and utterly blow everyone’s minds.

It's a rough spot to be in, and that's where a huge chunk of current indie development has placed itself. Some will shrink down, some will leap to the higher tier. But it's going to be super rough in the middle. Again, to see how this works in real life, look at iTunes.

Oh, and by the way? If you disagree with me on any of this? I HOPE I'm wrong! I want you to convince me I'm wrong!

Anyway.

Um, I said "cute" animals. Come on, Google. YOU HAD ONE JOB!
Stop Blaming Steam!

I am somewhat irked by developers blaming Steam for their problems. "Why don't they publish me? Why don't they feature me? Why won't Steam make me rich!?" All of it said in exactly the tone of voice my 8 year old uses when she's angry her older sister got a bigger piece of cake.

If there has been one true hero in this story, it has been Steam. If, in 2008, I'd written my dream list of what a publisher could provide to help the little developer, Steam would have done it all, and then some.

I have a private theory, that's really only in my own brain. It's this. Valve is full of really cool people, who truly love games. But, at some point, with Steam, these basically nice people suddenly found themselves in the position of deciding who lives and who dies. It's a stressful, miserable place, and they didn't like it. It just made it harder to get out of bed in the morning.

In the last few years, Steam workers were the ones who handed out the golden tickets. They gave one to me. (Everyone on Steam made a lot of money. Even niche-developer dingleberries like me. You could put Pong on the front page at $20 a copy and still make a fortune.) The guy next to me who didn't get the ticket? He was angry. At Steam, at me, at the world. But mostly Steam.

Steam found themselves in a position of being hated for something it could do nothing about. Not to mention the fact that the sort of curation they were doing was impossible in the long term. You shouldn't want the games you can buy to be controlled by some guy at a stand-up desk in Bellevue, WA. They aren't wizards. They can't tell what's going to be a hit any more than anyone else. The free market has to do that job.

So they stood aside and opened the floodgates. Supply shot up and demand stayed even, which means, by a certain law of economics (the first one, in fact), prices have to drop. Which brings us to the bundles.

Christ. How long does this blog post go on for anyway?
The Bundles. Oh, So Many Bundles.

I've long been a vocal fan of Humble Bundle. They're good people who want to make the game industry cooler. Their sales widgets are an amazing tool. We use them ourselves. Their bundles started out as a fantastic way to showcase what our slice of the industry has to offer and help charity to boot.

Now, however, there are a lot of bundles. Many of them. Their main purpose: help established developers squeeze a few more dimes out of fading (or faded products). They are a product of the glut.

As I write this, Humble Bundle is running two weeks of DAILY bundles. That's, like, 3-10 full-length games a DAY. Spend a hundred bucks or so, and you'll get enough solid titles to keep you occupied for years. You should do it. It's a bargain. Then you'll only need to pay full price for the one game a year you really care about, and you won't need to worry about risking cash experimenting with new developers.

Then, give it 2-3 years, and you won't have to worry about new developers, because there won't be any.

Again, there is NO moral judgment here. We're all making calm, rational business decisions. I'm just saying where it's going. Where it has to go.

It just can't last. Bundles used to earn a ton, but they don't anymore. If making pennies a copy selling your games in 12 packs is the main source of a developer's income, that developer is going to disappear. Also, all of the bundles and sales encourage users to expect to pay a price too low to keep us in business. It’s just the same race to the bottom as in the iTunes store, except this time we were warned, and we did it anyway.

And hey, I’m not blameless in this. My games have been in a million sales and bundles. It’s what you have to do now, and I’m just as fault as everyone else.

If someone tells you this is the slightest bit sustainable, they are misleading you. There are lots of different reasons to do this. Maybe they need to fool you. Maybe they need to fool themselves. Just don't believe them. X dollars, Y developers. That's all that matters.

"FTL, what is best in life?" "To crush your enemies, see them driven before you, and to get sweet iTunes store placement."
Just One More Data Point

Actually, what drove me to write this, more than anything, was the first minute of last week's Zero Punctuation. It's kind of a gut punch.

It's the time of year when Yahtzee normally shines his giant flashlight on some under-noticed, deserving indie game and elevates it to the big leagues. Instead, he threw up his hands and reviewed the 2012 title FTL. FTL!

Seriously, what sort of review can you write about FTL in 2014? I can cover it in four words: "Yep. It's still FTL." What? There's an iPad version out? Fine. Ten words: "It's still FTL. Also, the iPad version doesn't crap itself."

(To be clear, FTL is a very good game. But I suspect that, at this point, its authors wouldn't mind sharing a smidge of the spotlight with a less established developer.)

With so many games out, picking the good ones out of the crowd is a huge job. As far as I can tell, nobody, and I mean nobody, is willing to do it. This is why, despite such a flood of product, so few games have broken out from the crowd so far this year.

If most of the indie developers went out of business, are we so sure that, outside of the game dev community, people would even notice? Are we so sure a hearty herd thinning isn't what they secretly want?

I Shouldn't Have Written This.

Because it's redundant. I mean, we knew all of this, right? Gamers certainly know. It's been a few years since looking at the new indie games went from, "Ooh! Let's see what treats await me today!" to "Aaaahhh! So much stuff! I am stressed out now!"

Also, it bums me out. I feel like some jerk who sees a guy's pants fall down and points and laughs and shouts, "HA HA! Your pants just fell down!" The pants-down guy has my sympathy. My sales are way down too, so if you hate me, I hope that fact gives you a little smile.

But all this stuff seems pretty obvious. Someday, as things shake out more, I want to try to get into a much more interesting, chewy topic: What happens next? And, if you still want to write indie games, perhaps a grizzled old survivor of multiple booms and busts can provide some helpful ideas.

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Edit: I fixed a date and corrected the number of games in the Humble Daily Bundles. I swear I fixed that once, but the correction was lost in the flurry of rewrites. Also, anyone who wants to hear more of my natterings can follow me on teh Twitter.

Friday, October 16, 2009

Reviews - The Beatles: Rock Band and Guitar Hero 5.

I've written a lot about music games. How saying people should learn an instrument instead of playing them is dumb. How I think the genre is kind of doomed. But I'll love them while they last.

I've spent a lot of time lately with The Beatles: Rock Band and Guitar Hero 5. I am not proud of it, but it keeps me from playing with my children, so it's time well spent.

REVIEW OF THE BEATLES: ROCK BAND!

It's like a Rock Band game, but it's all Beatles songs. Therefore, it is awesome.

(That's pretty much it. But there is one interesting thing. Rock Band has totally changed the way I listened to music. Instead of hearing the song with all the instruments mushed together, I find I now often listen to individual tracks. I'll listen to the bass for a while, then the drums, and so on. It's a side-effect of listening to the songs and paying attention to individual notes, and it's pretty cool.

Thanks to the game, I find that my Beatles albums sound fresh and different. And, considering that I've heard these songs so many times they're part of my DNA, that alone makes the game worth my sixty bucks.)

REVIEW OF GUITAR HERO 5

I've always had the subtle feeling that Guitar Hero games hate me. Guitar Hero 5 is a huge step forward. It hates me, but only a little bit.

It has a million songs. Two of them I was desperate to have in a music game. (Smells Like Teen Spirit. Bullet With Butterfly Wings. Both awesome.) And 999,998 that make me go, "Whuh? Who?" 29 of the games 85 tracks are from the last three years, and none of them make me feel that there is any point in humanity producing more music from this point on.

The party modes are totally excellent. Anyone can play any instrument. The harsh tyranny of ever having the "Who's gonna' have to play bass?" conversation is gone forever. The campaign is really relaxed ... you can play each song on any instrument at any difficulty. The individual songs in the campaign mode each have a special challenge attached to them (hit all the notes in a certain section, play a bass song with only upstrums, etc), and these are surprisingly fun. Everything is much more polished.

Also, you can play as Kurt Cobain. My current basic line-up is my XBox Live avatar and three Kurt Cobains. This is just as awesome and appalling as it sounds. Especially when I play Jessie's Girl. Which is daily.

Also, the ability to play Cobain or Johnny Cash keeps you from having to look at the default musician models, which are just as unpleasant as ever.

But then, there is the hate. The guitar songs always seems to be a little bit unnecessarily complicated and overcharted, as if the designers wanted to make my hand hurt. The Guitar Hero people also haven't picked up Rock Band's knack of only picking songs that are fun on all instruments. Sure, having Sympathy For the Devil on your music game sounds awesome. Then you realize that the song is basically piano and conga drums. It's as awful to play as it sounds.

And sometimes, the hate is just mischievous. You know. Playful hate. For example, they boldly answered the call of the multitudes and put in a song by 70s rock sensation Peter Frampton. And, of course, the only reasonable option was to go to a live album and pick out a song FIFTEEN MINUTES LONG. Thinking about teenage boys going head to head online and randomly getting this song make's me giggle.

But, overall, it's fun. I've played it a lot, something I can't say for Guitar Hero: World Tour. Plus, buying Guitar Hero V early netted me a free copy of Guitar Hero: Van Halen, which I got in the mail last week. It's an awesome game ... If I place the disc on my new coffee table and then set my drink on it, it does an excellent job of keeping the moisture from damaging the wood.

Friday, August 7, 2009

Sometimes, I Link To a Comic Strip.

Bwaaaaahahahahahaha.


I have two things to say about this.

First, every aspiring Indie developer should set this comic as their screensaver, so that it flashes up at any moment when you are foolish enough to feel hope.

Second, I love the term "Indie games" because it doesn't have all the Loser connotations that "shareware" did. I now realize that it's only a matter of time before "Indie game" gets all the same connotations.

If you don't believe me, drop by XNA Community games (Soon to be XBox Live Indie Games. Thanks Microsoft!) and try those out. (Shudder.)


Thursday, May 14, 2009

So Someone Has To Dislike the Star Trek Movie

God, I was looking forward to the Star Trek movie. I really, really did. But I ended up being the living embodiment of that awesome Onion sketch about nerds hating Star Trek. It just seemed like a mediocre action movie with the names of some characters from a TV show I like spackled on top.

Why do they make movies with this enormous special effects budgets and edit them so spastically I can't ever just sit back and go "Oooh!" Why did they have to take the already brain-churningly lame science of Trek and double down on that? (As much as I'd like a tiny vial of black hole making goo for myself.) And why couldn't Kirk win the Kobayashi Maru without being such a fratboy douchebag about it?

There were high points, of course. It was thrilling to know that, when Kirk listens to the Beastie Boys, he only does it on his Nokia. So there is that.

So, as much as I fought it, I've ended up being That Guy. Oh, Lord. Please don't let Up suck. Please, please, please.


Wednesday, March 11, 2009

Shareware is dead. Long live shareware.

The first thing I want to do in my official position as author of this blog is thank whoever first came up with the idea of using the word Indie to describe what I do. Indie developer. Indie game design. Whoever did this, you deserve the Nobel Prize in Awesomeness.

I will explain.

When I started this business in 1994, when the web barely existed and I did most of my business over AOL, CompuServe, and BBSes, what i wrote was called Shareware. From the Latin roots 'ware', meaning "Loser" and 'share', meaning "Big, Fat".

Sometimes, people would ask me what I did for a living. I said that I wrote shareware. Then one of two things happened. Either they didn't know what shareware was, in which case they looked at me with bovine incomprehension. Or they did know what shareware was, in which case they'd ask, "Ah. And what do you do for a living?" And then, in both cases, I'd say, "Actually, I squeegee car windows downtown for spare change." And this would make them nod approvingly, because it was far more plausible.

Shareware doesn't really exist anymore. Selling software by freely distributing a demo is standard operating procedure now. (Go read the first paragraph of the Wikipedia page on shareware. Doesn't that describe all software now?) And now I despise the term 'shareware,' because of the connotations of shoddiness and amateurishness the term carries. But that left me needing a new way to describe myself.

Now, when someone asks what I do, I say, "I run an Indie game company." And it is completely sweet.

Isn't that a great word? Indie! It has this aura of cutting-edge and danger about it. Like Indie rockers. Like I'm Kurt Cobain, if he never left his basement or something. Indie means I'm cool, and independent, and fighting The Man. And it even goes a long way to explain why my games look like they were made on basically a zero budget. Because they were. But it's all right. Because I'm Indie. MAN!

It's even in the header of this blog.

I suspect it sounds like I'm attaching too much importance to this, but I'm really not. If you want to do something for a long time, self-respect is important. Feeling like a bottom-feeder gets to you after a while. I'm doing something cool and difficult. I want a term that reflects that.

So, "Indie" guy? Thanks.