Showing posts with label nerdrage. Show all posts
Showing posts with label nerdrage. Show all posts

Wednesday, January 24, 2018

Cuphead, Cruelty, and Selling Unfairness to You.

Teacher, mother, secret lover.

When charming indie megahit Cuphead came out, I watched a ton of it on Twitch. How could I not? It's so pretty!

I wasn't planning to play it. I like to play one super-tough game a year, to show I can still game hard like the cool kidz. But I'd already played Bloodborne last year, and my aging heart won't take much more than that.

Then my wife got me a Black Friday sale XBox One so that we could play Gears of War 4 together, so I figured I might as well try Cuphead for real.

Because of what I do for a living, of course, all of the following analysis is being done to find ideas I can steal to make more money.

Yeah, Cuphead Is Really Good

It was a huge amount of fun. I played a lot by myself. A lot co-op with my teenage daughter. A reasonable amount with my 11-year old daughter. Turns out my kids can be serious hardcore "Die 50 times and keep at it!" gamers when the bad guys are saucy mermaid ladies.

What really struck me was how little watching the game on Twitch prepared me for actually playing it. This was because Cuphead constantly uses randomness (RNG, for short) better than just about any game I've ever played.

Ever notice how sometimes a character comes along and every fan artist must come up with their own take on it instantly? I think that's cool. (Link not entirely safe for work.)

The Deadly RNG

Just about every attempt against a boss in Cuphead plays out differently from every other try. It's not only the standard Dark Souls thing where each boss has a move set and it picks an attack at random and you have to react to it. (Though it has that, of course.)

The fights are also random in every other way they can be:

Timing of the Attack - A bull is about to lunge forward to attack. It rears back. Then the amount of time until it actually launches the attack varies. Sometimes it's instant. Sometimes it's a good long pause. And sometimes the wait is so long is throws off my timing entirely and I blunder right into the attack.

Timing of Attackers - Little fireballs run across the screen. Sometimes one jumps up at you. Sometimes the pause between leapers is so long that you think the game is broke and you get complacent and BAM. And then three go all at once. (which can be evaded, but it's a rare enough occurrence that the player won't have a canned response for it.)

Random Attack Sets - In a lavish display of developer effort, some bosses have entirely different skill sets every time you launch the fight.

Multiple Simultaneous Attack Sets - The mermaid has two sets of three attacks, one set from the air and one from the water. It picks one from each set and uses them simultaneously, for nine different attacks to react to.

Random Terrain - Two fights have you battle while leaping along moving, randomly arranged platforms. To avoid an attack, you need to very quickly evaluate the routes available to you and select the best one.

This boss made my daughter cry. I hugged her. Then I beat it quickly and she was mad at me. At least we're having family time.

The End Result

This is why watching the game doesn't convey the experience of playing it. You can't get through Cuphead with patterns. Well, some fights you can. But most of the time, you have to learn how the system works, practice with it, and perform within it, adapting fluidly to surprises as you go.

Sometimes the RNG hands you a really nasty situation, but the vast majority of the time the situation you get is fair and survivable. You just have to take in the situation, come up with a plan very fast, and execute it.

The brilliance of the design is in making a system with RNG that keeps the game unpredictable and tough but still fair. I think this sort of probability manipulation is underrated as a skill in game design.

Obvious Disclaimer For People Who Are Already Yelling At Me In the Comments Anyway

Obviously, a lot of gamers don't like high challenge games. A lot of gamers don't like missions they can fail. Nothing wrong with this.

Cuphead isn't aiming for the casual market. Most of the time, I don't either. I'm looking for ways to better sell to this market.

If you're trying to write a game that will appeal to every single person everywhere, you're probably already doomed.

Unfairness Is a Selling Point

In a game like this, the occasional unfair, unescapable death is a selling point. There are some gamers for whom such a situation doesn't induce a Ragequit. It inspires a determination to excel.

If I don't kill you occasionally, how will your accomplishments have meaning?

Playing the RNG In an RPG

Darkest Dungeon is another game with great use of randomness. When you take your party into a dungeon, you can get a run of savage bad luck. If things get bad, you can pull the ripcord at almost any moment, abandon your run, and save your group (with a penalty). The skill comes in constantly evaluating your situation and deciding when it's time to give up. If you can't do that, you will have a hard time.

I've always tried to have a lot of this in my indie RPGs. I write long games, and I want to make sure it's always interesting and unpredictable and there's a chance that things can go south quickly if you're not careful.

I give enemies large move sets and make sure that they can approach a fight differently each time. I use a critical hit system to make sure you can never get too complacent. Sometimes, enemies run for help, and it's random how long they'll hang around before they do.

(If you want to see this system in action, our new game, Avernum 3: Ruined World, is out at the end of January.)

Heck, the whole genre of Roguelikes depends on randomness of your adventure. You gamble your time and hope you get a situation you can survive.

Of course, video game accomplishments don't have meaning. My job is to create the illusion that they do.

What Is the Gain From this Randomness

Humans like to gamble, and we have loved gambling for all of our recorded history. Gambling doesn't have to be for money, and it doesn't need lootboxes.

The joy of gambling comes from the unpredictability, the increasingly rare life pleasure of being unsure what is about to happen. RNG in your game means bad luck might cause you to fail. Some people mistakenly think that this is a flaw, when it is in fact a great strength.

The ideal for my games is that, for battles of an appropriate level, there is always a tiny chance to fail. Similarly, for Cuphead, unless you're a completely superior player, there is a chance that an unexpected chain of events will outwit and defeat you.

When you lack a human opponent to provide unpredictability, randomness must serve this role and provide the surprises. This provides suspense and unpredictability. For a large portion of gamers, being surprised is a highly valued product that can be sold at a premium.

It's a leapy boi! Look at him go!


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If you're intrigued by giant indie RPGs with epic stories and tough, unpredictable fights, you can wishlist Avernum 3 on Steam. It's out January 31. News about our work and random musings can be found on our Twitter.

Wednesday, November 15, 2017

I Settle All Video Game Arguments, Part 1: Game Reviews

There was a ridiculous controversy recently because a games journo was bad at this difficult game. All time spent debating it was time wasted. I am writing this so that such time-wastage never happens again. I live to serve.
"You can speak your mind but not on my time."
      - William Martin Joel
 
One of the painful things about being in the games biz for a long (LONG) time is that you see the same tedious arguments brought up and rehashed, again and again, by new generations. I am writing a series of posts to settle these debates once and for all.

Don't bother to thank me. Seeing my own face whenever I look into the mirror is reward enough.

First up, I will settle all debates regarding games reviewers: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators a good thing? Does anyone still care about game reviews?

So the next time someone gets Mad On the Internet about a game review or mega-butthurt because the newest installment of their fave series gets a 91% when they KNOW it should have gotten a 93%, you can send them to this page and get on with your life.

A thoughtful and useful review of Avernum. Hmm. Let me check if it's still, 17 years later, making me money? Yep!!!
Why Are You Authorized to Settle This Argument Forever?

Because I am old, and that makes me wise. Also, once PC Gamer gave one of my most popular and enduring games a 17% review, literally said it was worse than choking to death on your own vomit, and provided a helpful sidebar with a list of rock stars who choked to death on their own vomit.

Believe me, every possible opinion you can have about game reviews, I have had at one time or another.

(Also, we have a kick-ass new indie, retro role-playing game coming out in early 2018, and I want to make sure everyone's heads are on straight before they start reviewing it.)

The Most Important Fact About Reviews

Think about your friends. (For the purpose of this exercise, I will assume you have friends.) When they recommend games/movies/TV shows to you, you take their personalities into account, right?

For example, there are some people who I listen to when they say a movie is good, and there are others who I won't, because they only like cheesy romantic comedies and Shrek. Or some guy will say I have to play Face Obliterator 5000, and I like him and all, but I'm not a fan of the Face Obliterator genre. Or, while his wife is great, no, I don't want to see the new Benedict Cumberbatch movie. Under any circumstances.

They're good people. We just have different tastes. I don't make them watch the long, depressing foreign movies I like, and they restrict their evangelizing Rick & Morty to me to one hour per day. I only accept recommendations from people when I've found their tastes line up with mine. You're the same way, right?

Pick Reviewers The Same Way

Reviewers are just individual humans, with their own tastes, and no one human can be a perfect, impartial justice machine for evaluating a work of art. Any decent reviewer can say how buggy a game is and whether it runs OK on their PC. Beyond that, it's just, like, your opinion, man. 

If you want reviews, don't just sit there. Find a couple reviewers you like and read them. If a web site doesn't have regular reviewers and just uses a rotating stable of whatever recent college grad is most desperate that week, it's not going to be useful to you. It takes work to find a site that works for you, but that's life.

Fun bonus fact: All awards for art, from the Nobel prizes down to video game awards, are arbitrary and meaningless. If you want to obsess about the Oscars, hey, you do you, but don't pretend they have any value beyond distracting you for a minute.
Are Numerical Review Scores Dumb?

On the surface, yes, evaluating a complex work of art and boiling it down to a single number is dumb. I mean, it's not like critics have an Art Scale, and they can put the last Call of Duty on it and say, "This game weighs 8.3 Arts, and the last game only weighs 7.1 Arts, and that's 1.2 Arts more!!! So this game gets a 93%."

Review scores, in practice, are fine. However, remember, a high or low number is just a reviewer giving an opinion, and if you trust his or her opinions, you're fine. High number means they like it. If a reviewer I trust says, "Yeah, this game is a B-," I know what's goin' on.

Is It OK For a A Video Game Reviewer to Be Bad at Games?

Of course. A lot more game reviewers should be bad at games. Fact is, most people who play computer games are bad at them, and they deserve reviewers who advocate for them and can say, "If you blow 20 bucks on this, you'll die 500 times on the first level and hate it. Don't waste your money."

Look, I love laughing at game professionals flailing at games as much as anyone. Remember when that unnamed Polygon writer tried Doom and showed no signs of ever having played it (or any video game) ever before? That was a hoot.

(My favorite bit is when the player unloads a full shotgun blast into a health pack resting on the ground, in what I can only assume is a post-modern deconstruction of late-stage capitalism.)

But some people watched that video and said, "Wow, I should never buy this game," and were right to say it. So the video was useful after all.

This is why I was a huge fan of Conan O'Brien's Clueless Gamer series, before it devolved into a series of tedious celebrity skits. Watching someone who isn't fully proficient in our art form and its weird conventions struggling to enjoy it can be painfully useful.

In the end of Ratatouille, a supposedly heroic writer gives a good review to a restaurant whose kitchen is infested with rats. GROSS! Never trust reviews.


But This Goes Both Ways, Right?

Yes. Some gamers have very little money and lots of time to fill. They don't want to spend twenty of their limited bucks on a one-hour art piece, and they deserve reviewers who advocate for them as well.

Is It OK For a Video Game Reviewer to Have Strong Political Opinions?

Yeah, why not? A lot of people only want games that support their particular political opinions. They can use politics-fixated reviewers as canaries in a coal mine. The writers are exposed to bad opinions so that you don't have to be.

Again, you have to pick a reviewer compatible with you. If someone doesn't like a game because it's too politically whatever or has too much of the color blue, use that person or don't. You get to choose what reviewers you watch.

What If I Think a Reviewer Sucks?

Don't read their reviews. That'll show 'em!

(And leave it at that. Don't be an asshole to them because you don’t agree with them. Not reading them is really the only vote you get.)

Review aggregator sites would have you believe every Marvel movies is one of the Best Movies Ever Made. Which, I mean, Marvel is fine I guess, but nobody will remember any of these flicks in 3 years.
How About Game Aggregator Sites? Are They Cool?

So you can go to a place like MetaCritic, which averages 50 different game review scores to take all those accumulated opinions and blends them together to create one number which represents Objective Truth. (Interestingly, Objective Truth is, the vast majority of the time, between 70% and 90%).

Look, is this useful? Kind of. I suppose.

I mean, look. Suppose ten people you don’t like give you their scores for a game. That won't be very useful. But what if you take those ten dumb opinions, blend them together, and take the average? That won't be any more useful, will it? Do you think that if you mix a lot of dumbness together, somehow smartness is made? Does this work with political parties too?

But it's all subjective. If you get value out of MetaCritic, use it. It's no sweat off my nose.

But Aren't Game Developer Payments Sometimes Determined By Metacritic Scores? Isn't That Bad?

All Metacritic is doing is getting some numbers and averaging them together. Yes, taking this random number and paying developer bonuses based on it is kind of shady. But on the list of Ways the Game Industry Mistreats Its Employees, it's like 893 out of 1200.

And if you look at the list of Concrete Things That Can Be Done to Make Developers' Lives Better, "Being mad at MetaCritic" is not on it at all.

My kids don't even know video game reviews EXIST, but they will buy anything even mentioned by this guy. God. Why do I even pretend I know anything?
One Last, Horrifying Truth About Game Reviews

I'm ancient, and even I don't use them anymore. There's no review that can tell me anything I can't get by watching the game on Twitch.tv for ten seconds and checking the Steam reviews to make sure it’s not too buggy.

In Conclusion

Take responsibility for yourself. Accept that the world is full of people different than you and there's space for all of us. As long as they're not punching you in the nose, people are allowed to have dumb opinions in their dumb heads. When choosing who you allow precious space inside your own head, choose someone you trust.

I will trust in the good people of the Internet to take this sensible advice and act with a bit of basic empathy in the future. I consider this entire discussion closed.

One Final Small Bit Of Whimsy

For a games web site, there's a huge advantage to having reviews written by inexperienced, eager people who try to stir up arguments instead of calming them. Those people work cheaper, and their work tends to stir up anger which gets more clicks. Sure, these poor writers/targets get screamed at, but that's what they were hired for. Their employers don't care as long as the clicks keep coming.

In the end, however, we’re talking about video game reviews. In the global scheme of things, game reviews are REALLY unimportant.

Here's what keeps me up at night: How do we know that the journalists covering politics, the economy, and wars aren't being picked in exactly the same way?

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If you're intrigued by giant indie RPGs with cool adventures and epic stories, you can wishlist our next game on Steam. Give it a terrible review if you want. We just need the attention. News about our work and random musings can be found on our Twitter.

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.

Tuesday, September 30, 2014

Are Addictive Free-To-Play Games Ethical? Let's Fight!

Come with me now, as we stare unflinchingly into the face of Ultimate Evil.
A few months ago, I wrote a blog post defending Big Free-To-Play. You know, the evil, soulless big money mobile game makers us indies are supposed to totally hate and stuff. Because finally managing to turn your mom into a serious gamer was SO BAD.

My piece received rebuttals that were worth addressing, and I want to do a little of that now, because I have a new game coming out soon, and I could use the clicks. So.

Objection 1:

Most free-to-play game profits come from a handful of compulsive whales who spend a ton of money. These games use a wide variety of psychological trickery to force players into being addicted and spending outlandishly. This is unethical.

The first two sentences of the previous paragraph are unquestionably true. The big question is the third sentence. Are these games unethical?

And trust me, the techniques these games use can get really shady. For example, a game might offer you the chance to spend money to win a tough level. If you do this, you may well find that the price to do it goes UP. Once the game identifies you as an easy mark, it will start milking you for cash.

Is this sort of thing morally wrong? If you answered quickly, you might want to rethink it. It's a hard choice. A gray area. Internet debates tend to deal really super badly with issues with gray areas, but we might as well dig in a little. Indies developers tend to want to see themselves as moral people, so the question is how we feel comfortable getting money away from people is an important one.

"Freedom is not worth having if it does not connote freedom to err and even to sin." - Mahatma Gandhi. So you see? I'm right and you're wrong.
A Relevant and Instructive True Story

We used to handle all of my company's sales ourselves. We could charge credit cards, and people would call us to talk on the phone to an Actual Person. Yeah, it was a total pain.

Every so often, we'd get a person who just had bad credit. They'd give us a credit card number. It would be rejected because they were at their limit. They'd give another. At their limit. Again and again, until they finally found a credit card that they could squeeze another $25 credit out of to buy our game.

Whenever this happened, we'd think, "Dude, you are in a lot of debt. You're in trouble. We don't know what you need, but it's not our game."

We could have refused the order from Mister Way-In-Debt. Or, we could have given the game away for free.

We never did either. We took the money.

So you tell me. Was that the right thing to do?

Doesn't the mere presence of this image make my arguments feel more right? (Yes. Yes, it does.)

And Who Cares?

Every so often, someone will think, based on my work and writing, they can nail down my political views with a simple label. This always makes me laugh a little. My political views are a dog's breakfast of points of view from all over the spectrum, shaped by a lifetime of experience. Much like yours.

(The United States is in a situation where it seems like each half of the population thinks that the other half are idiots and jerks and their beliefs are utterly wrong and indefensible. Which would mean that 100% of us are wrong.)

One of my points of view is that we must always place great value on personal responsibility. If person A wants to sell something at a given price and person B (freely and without coercion) wants to buy it at that price and the exchange does no clear, measurable harm to any person C, then that exchange is fine. It should be allowed, and any busybody D who has an opinion about it should probably go bother someone else.

This is a really rough philosophical position to take. Is running a casino ethical? Is the state selling lottery tickets ethical? Is selling meth ethical? Is selling tobacco ethical? (My personal answers: No. NO. No. Just barely yes. Though I might change my mind tomorrow.)

And, even if these four things are not ethical, should they be prevented? Because preventing them has a cost: Infringing on the freedom of the people involved to do what they want with their limited time on this Earth.

If I refused to sell a game to Mister Way-In-Debt, I am taking away his freedom. If I give him the game for free, that infringes on my freedom to make a living and buy little trinkets like food and shelter.

And who knows? Maybe selling the game to Mister Way-In-Debt helped him. The $25 price isn't crippling, and our games are huge. They might have kept him out of trouble for 40 hours. Or gave him a few moments of peace from his quite possibly considerable troubles.

The point is that you shouldn't judge. I shouldn't judge. Mister Way-In-Debt is a free person. That freedom is of far bigger importance than the game, or the debt, or your opinion.

This is even true for entertainment products. Remember, I come from a country where the right to "pursuit of happiness" is enshrined in the second sentence of our founding document.

"The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities. But even the strongest, most free individual cannot find the proper mana cost for Starving Buzzard." - Ayn Rand
Whoah! This Is Getting Heavy!

I know, right? That's what happens when you start tossing around trivial little words like "right" and "wrong".

So Answer the Question. Are These Games Right or Wrong?

I don't know. I change my mind about it every other day.

Look, the facts are that these games are almost entirely subsidized by taking the brains of some compulsive, addiction-prone "whales" and cracking them wide open. They spend literally ridiculous amounts of money, and the rest of us get games for free. And yes, this makes me feel icky.

But if I went out of business and had to look for work and the only job open to me was working on a game like that? I'd probably take the gig. I wouldn't feel super-awesome about it, but I don't think it's so objectionable that I'd starve for the principle.

Ethics can be muddy ground. Even on the Internet.

"Here I go with the timid little woodland creature bit again. It's shameful, but ... Ehhh, it's a living." - Bugs Bunny

Gee, Jeff. Thanks For the Wisdom. Would You Like To Close This Out By Getting REALLY Pretentious?

If you don't mind.

I AM SO OUT OF HERE.

Oh, hang on just a second. I'm going to get all bedrock ethical ethos with you.

I don't think it's safe to drink alcohol, or smoke, or gamble, or become a stuntman, or climb Mount Everest, or blog on social justice issues, or do drift racing, or ride horses, or fight in The Octagon. But I have to respect your freedom to do those things, as long as the only person harmed is you. Which means I have to allow people to provide the ability to do these things, because forbidding them would infringe on your freedom to have them.

This isn't kooky libertarianism. This is a fundamental principle of my country.

So think what you want. Say what you want. Try to direct compulsive spenders to more reasonable alternatives. (I think it's bonkers for anyone to spend a ton on Candy Crush when so much cheaper equivalents are available.) And that, I'm afraid, is the end of the issue. If you, with the pure power of prudence and rationality on your side, can't convince the lost to play a different game, maybe your viewpoint wasn't as indestructibly self-evident as you thought.

Monday, February 10, 2014

Why Indie Developers Go Insane

We all have our little mantras we use to get through the day.
After I started writing games in 1994 and went full-time in 1995, I soon came to a conclusion about the people who do what I do for a living: "These people are all crazy."

Then, as I got older, I realized that I am crazy too.

Then, as I got even older, I switched to a better truth: Everyone is crazy. Every human has his or her damage. Nobody gets out of this world alive.

It's just that indie developers tend to have high visibility, high stress, and small support groups. These factors mean that, when these devs break, you see it, and it's spectacular. Twitter has only helped to make self-immolation faster, easier, and more public.

A lot of people love indie games because they can so clearly be the product of real people. They aren't focus-grouped, penny-pinching, soulless chum. At their best, they have character. You might not like my games, but you can tell I CARE. They're works of love, recognizably the product of passionate brains.

And, since we care about the product of these brains so much, it's sometimes worthy to look at the brains themselves. Brains that spend half their time receiving more accolades than they deserve and half their time being the target of laserlike hate. These crazy, crazy brains.

I wanted to write a bit about the brain of the indie developer under stress. I don't want pity. I just think someone might find it interesting to read what it can be like to be in this particular box.

Simple. Free. Ad-supported. Indie. Popular. Addictive. BURN IT!
What Brought This On?

For years now, the iTunes (and lately Google Play) app store has been this gigantic, rushing torrent of infinite money, and everyone has scrambled to grab their piece.

It's the most soulless, joyless, metric-obsessed market/ethics-free-zone imaginable. There is nothing that can't and won't have all fun and creativity sucked out of it to earn an extra penny from the "whales" (i.e. compulsives) who will happily shell out a hundred bucks a month to get Candy Crush Saga to let them play Bejeweled. (Hot tip: Uninstall Candy Crush Saga and play all the Bejeweled you want forever ad-free for three bucks.)

So for the last couple weeks, people, when they weren't raging about EA's pillaging all of their happy memories of Dungeon Keeper, were noting the runaway success of a tiny, free, ad-supported game called Flappy Bird.

Let's be clear. It's not a great game. It was written in three days by a young Vietnamese man named Dong Nguyen. It's really simple, crushingly difficult, pretty derivative, weirdly addictive, and marketed purely by word of mouth. And it became a huge hit, sucking the attention away from a million equally derivative money-sinks.

According to the author, Flappy Bird was averaging $50K a day. So here come the haters ...

Shut up, canada.com.
If You Think There Is Something Bad About Flappy Bird, Here Is Why You Are Wrong

The Internet exists to crap all over everything. And Flappy Bird is simple, silly, derivative, and casual-friendly, so it was sure to bring the self-styled Defenders of Gaming out of the woodwork.

And why do people object to it?

One. The gameplay is similar to many earlier games. Well, of course. Flappy Bird is very similar to a host of press-the-button-to-make-the-helicopter-or-bird-stay-in-the-air games going back years. So what? Here's a news flash. If you write any sort of simple game, there is a %99.999 chance somebody already did it.

You can't copyright gameplay for a reason. If you could, small developers (including me) would never stand a chance.

(Many have claimed that Flappy Bird is a ripoff of a game called Piou Piou, which is laughable if you bother to actually try the games. They play entirely differently.)

Two. The art style is super-similar to early Nintendo games. Yes, Flappy Bird's art is reeeeeally close to some Nintendo games that came out in the last century. I've never seen proof that assets were lifted. It's just similar.

So what? Again, you can't copyright an art style, for a reason. If your art style could never be similar to someone else's, small developers (including me) would never stand a chance.

Three. The game is pretty rough. So what? If people choose to play it, nobody voted you the Queen of Gaming. It is so, SO not your business. I think players of Candy Crush Saga or mobile Dungeon Keeper are getting rooked and could get a lot more similar fun elsewhere for way less money, but I'm not running up and down the subway slapping the iPhones out of their hands.

Want to see people hate on Flappy Birds for no good reason? Look at this gross bit of anti-journalism from Kotaku. As of my writing this, the article begins with an update that basically says, "We changed the title of this article as it was pure slander." (Kotaku has since apologized for this piece, so thanks for that, I guess.)

Or look at this vicious example. Or this straight-out slander from the famed game critics of, um, canada.com. (At least Kotaku apologized.) Or, on in the best pretentious grad student style, this hilariously bizarre article in The Atlantic.

Or read the petty, jealous comments of any article on it. I promise you the author has. Every single one. Which is why this happened ...

Going ...
Rough Lessons In How Humans Work

Dong Nguyen quit. A fortune coming through the door, and he walked away. As I write this, Flappy Bird has been removed from app stores.

Think about this. I mean you, personally. Think about what it would take to make you run from a gold mine like this. Really. Think about why someone would do this.

This is not about money.

If you've experienced any time as a public figure, especially one that is mainly hated on, it makes a lot of sense.

Dong Nguyen is a young guy. He wrote a game for fun, put it out there, and found himself at the target end of a massive wave of attention, much of it negative. I can't stress enough how insanely terrifying this can be, and he wasn't ready.

Hardly the first time this happened. Remember when Phil Fish, the successful author of Fez, canceled Fez 2 and quit the industry in a fit of pique? I've never been Phil Fish. I don't know exactly what was happening in his head when this happened. But it did happen, and I can totally relate.

It can be hard to understand why someone would kill a product that's making a fortune. Anyone can say, "Oh, gee. He has money. Who cares?"

Well, I promise you, there are things that money can't buy. If you are going mad, you can't buy yourself sane. Some people can take this sort of attention. Not everyone. And some people can take it, but it makes them ... weird.

... going ...
I'm Crazy Too.

I've been the target of my fair share of hate. Real example: E-mails from angry schizophrenics. People who tell me they hope I go out of business and my kids never go to college. Pictures of me Photoshopped in various unflattering ways.

And, of course, the occasional truly unhinged message that I forward to my friends and ask, "Tell me honestly. Should I be worried about my safety here?"

I've been doing this for a long time, and I have a pretty thick skin. Even then, this stuff has an effect. You can't help it. It's part of being human. One angry message has more effect than ten friendly ones. It has a real psychic weight. And, once you know it's there, turning off your computer and avoiding Twitter doesn't remove it.

When my games had their own Humble Bundle, I should have been happy. I mean, I was, in a way. It'll help send my kids to college, and who could argue with that?

Yet, I spent that week in my room quivering with terror. When my developer/writer/artist friends find themselves in similar situations, they are often the same. I've been asked, "This is going so well. Why do I feel horrible all the time?" We neither expect nor deserve sympathy, but that's what happens.

And when an indie dev becomes the hate target of the day, isn't up to it, and loses it a bit, the public responses are the same.

Suppose one day I get one insult too many, I go nuts and quit or freak out. Here's what people will say about me: What a weakling. What a wimp. What an idiot. Why does he care? Why doesn't he just turn the social media off? Why can't he be tough and awesome like me? Screw that guy.

All this, of course, from people who have never experienced being in even remotely the same position.

A Quick Aside

Everyone jokes about how supposedly soulless PR and marketing people are, but dealing with the masses is difficult, time-consuming, and an actual skill. To survive emotionally in a high-profile situation, you need a layer of protection between yourself and the raw feedback of humanity.

If Dong Nguyen got a PR flack, stayed off forums, and just wrote games, he could make a lot of money. However, as he has said himself, this isn't the sort of life he wants to live, and I can't blame him.

But if you've ever seen a public figure (politician, actor, musician, and yes, game designer) have a weird, inexplicable public flame-out, it might make a little bit more sense now.

... gone. You see? Trolling does work!
Nothing Can Be Done, Of Course.

Reality is what it is. We devs would never have our attention and success without the Internet, but you have to take the good with the bad. If you want the attention, you also have to face the Hate Machine.

Sometimes it seems (accurately or not) like every gamer on the Internet seeks out their own little rantbox. A place to direct rage at their chosen target. Young male teens on one side, social justice warriors on the other, general cranks everywhere. Everyone has their axe to grind, and shouting is fun.

People have the right to give feedback, too. If I want to call out the Dungeon Keeper app or the hacky articles I linked to above, it's something I should be allowed to do. If you make your work public, people get to respond.

Trolling is annoying. (Though one man's troll is another man's brave truth-teller.) People troll because it works. When someone writes, "[Some developer] is a moron and his games suck," and the developer reads it, it hurts. You can't prevent it. It's just how our brains work.

I don't think this can ever change. (Though less slander from reporters who should know better would be nice, of course.) It's not about a broken system. It's about understanding, empathy, and remembering that the work you are shouting about was written by another human. An actual human, with feelings and stuff. And humans can be surprisingly fragile.

Saying that won't make any difference, of course. Haters gonna' hate. Trolls gonna' troll. But it feels nice to remind people occasionally, just the same.

---

Anyone who wants to hear more of my ramblings can follow me on teh Twitter.

Edit: Fixed a typo and made it clear one of the pieces linked was not actually by a grad student.

Monday, January 13, 2014

Yes, It's a Game. They're ALL Games. STOP ARGUING.

Yes, in fact, I do have Know Your Meme bookmarked. Why do you ask?
I've been taking a long break playing through the dozens of unplayed indie games in my Steam queue. My biggest surprise was that all of my favorite experiences were what I privately call Storytelling games: Games with minimal gameplay, that mainly exist to tell a story.

You've been hearing about them for months. Gone Home. Stanley Parable. Papers, Please. (In my opinion.) To the Moon. Amnesia: Machine For Pigs. Storytelling Games really broke big in the last year.

But it's still the Internet. There is no conversation so interesting and new that someone won't break in and try to derail it into a pointless argument. So ...

Stop arguing about whether a game is a game or not. It's a useless distraction. STOP IT.

Why?

When someone says, "That isn't even a game," they are actually saying something else.

One. It's Impossible to Define What a Game Is.

No, seriously. Try it. Whatever definition you come up with, half of everyone else will disagree. The other half will instantly poke a ton of holes into it.

We're talking art here. Getting a firm definition of anything is impossible.

Consider Big Fish Games, a hugely successful publisher of casual games. Think of it as Steam for your grandmother.

Have you looked at casual games lately? One of the biggest categories on Big Fish Games is Hidden Object Games, which is exactly what it sounds like. "There is a squid somewhere on your screen. Click on it."

This is an activity that doesn't involve pwning a dozen robotorcs while cycling through a dozen hotkeyed abilities at top speed, so plenty of hardcore gamers wouldn't consider it worthy of the lofty title of "Game." But Big Fish Games does sell games. You can tell because they have "Games" right there in their name.

(Of course, whenever anyone says, "That isn't a game," it's just thinly disguised bragging about how awesomely hardcore they are. Whatever the filthy casuals are doing over there, it doesn't deserve to be lumped in with the cool kid stuff we do.)

Personally, I think a Hidden Object Game barely even counts as an "activity." But it's still a game, and if a Hidden Object Game is a game, everything is.

A screen from the delightfully aggressively named Witches' Legacy: Hunter and the Hunted. Now click the squid. Click, it, DAMN YOU! CLICK IT!

Two. Dividing Games Into Games and Not-Games is Useless.

I mean, why would you even want to come up with categories like Game and Visual Novel and whatever? It wouldn't do any good, as everyone has a different idea of what a game is.

You know something? I've decided that I don't think simulators should be considered games. Gone Home is like a Hidden Object Game, so it's a game, but Call of Duty is a war simulator, so it's not a game. So there! (Drops mic.)

What did you think of that last paragraph? Do you think I sounded like a crazy person? Well, that's how YOU sound if/when you say Gone Home isn't a game.

Coming up with different ghettos to stick games into doesn't do any good, and it keeps us from doing what's really interesting: Talking about the works themselves.

Three. You Really, Honestly Can't Come Up With Something Better To Talk About, Seriously?!?!?!?

This is a time of wonders for gamers. 2013 saw the release of a huge number of fantastic, innovative, and ground-breaking titles, on the indie and AAA level. It was a year of delights. Even games I had a lot of problems with were still super-fun.

We should be spending out precious and limited time talking about the games themselves. What they did right. What they could have done better. What is still technically or budgetarily impossible for them to do. (The last one is a really important, under-discussed topic.)

That someone could be greeted with all of these delights and all they can do is pick a semantic argument? The art form is growing fast now, guys. It's way, WAY too early to start pigeonholing things yet.

---

As always, we're still on Facebook and Twitter.

Thursday, October 3, 2013

Never Write a Wacky Surprise Ending Again.

I am Jack's incredibly tired writing trick.
One of the sad things about the video game industry is that it has very little institutional memory. People go into it young, get burned out on infinite crunch hours for minimal pay, realize they want to raise a family/live their lives, leave, and never go back.

As a result, you don't get enough skilled crafters who put in the decades it takes to get really good at it. (Not to mention the obvious effects of having an entire art form almost exclusively written and designed by young people, still mostly men.) This is especially clear when it comes to the storytelling.

Good storytelling requires a very fine understanding of humanity. How it acts. How it develops. How people react to success and failure. And, sorry, this sort of fine awareness is only helped by living, experiencing things, and thoroughly absorbing what others have learned and experienced.

(ProTip: If you want to write game stories or anything else, you should be a voracious reader and watcher of things. Cast a broad net. If you take any sort of visual storytelling seriously and haven't seen, say, The Godfather, or Casablanca, or just about anything by Orson Welles, you're doing it wrong. Money on the street, and you're just walking by.)

The surprise ending, it turns out, is that Bruce Willis is actually an Uruk-hai.
So, in the absence of a lot of writing experience, young writers tend to grab what they know. What's cool and shiny. What did they grow up watching? The wild, unexpected twist ending. The Sixth Sense, Fight Club, Saw, every Shyamalan movie and every other film that, while they might have been good, should perhaps not be taken as a template for all storytelling forever.

(And yes, a lot of these movies are good. One of my favorite films is The Crying Game, and everyone got so overheated about its crazy twist that they often failed to notice it's a fantastic film about how complex and unpredictable love can be.)

Surprise wacky twists were good for a while. Now they're in half the games I play, and we need to take a break. They are the enemy of good storytelling.

Yeah, You Read That Right.

Good storytelling is, in the end, about humanity. About the choices they make, the results they have, and how those results affect us.

You know something? Those results are almost never surprising. That's the point. It's part of being human: The things we bring upon ourselves, good or bad, are often entirely predictable. You saw them coming a mile away (or you were deliberately not paying attention).

The patterns in the lives of others are frequently obvious, but the patterns in our own lives are often almost impossible to see. We can only recognize them when they are shown to us, so we can go: Oh. Yeah. That's me. Or that's not me, and I know why.

That is how great storytelling works. THAT IS WHY WE HAVE ART.

(Which is why it's so horribly depressing that our schools have been systematically purged of arts education in lieu of eternal test prep. A cynical person might think that we're removing anything that creates fully rounded humans and citizens of a Republic so that we can instead mass-manufacturer mindless work drones ranked and measured according to meaningless test scores. Happily, nobody has ever accused me of being cynical.)

Pictured: Art.
A Caveat

I am not trying to eliminate all surprises in drama. You can have big reveals. What I am specifically calling out are wacky twists, defined as those that require withholding key information from the viewer, out and out lying to the viewer, or using other storytelling tricks to obscure a key fact that would otherwise be instantly obvious.

Why Surprise Twist Endings Are Stupid

Here are some reasons.

1. They lie to the reader/viewer, or they withdraw key information. When you're telling a story and trying to make an emotional connection, you're doing something difficult. Don't waste your time. Focus on creating your characters. That's a tough enough job! Say the most relevant, interesting things about them. If you do your job right and make them compelling, you don’t need secrets in the first place.

2. They degrade the viewer's trust in future works of art. When I played Spec Ops: The Line, I was constantly distracted from immersion in the story by the suspicion that I was being lied to and some crazy twist was coming at the end. Of course, it was.

3. You're risking all for an uncertain payoff. The movie The Sixth Sense worked because the insane twist at the end was pretty cool. It's also a very fragile thing. If your ending isn't really that clever, or if someone spoils it, your movie better be able to stand on its own. Which is usually can't. And if your movie could stand on its own, why did you need the twist in the first place?

4. There's just a better way. There is nothing in the world, not spaceships blowing up, not a guy turning into a big green guy, nothing more interesting than human beings, the dumb ways they act, and why. Real stories, stories that LAST, are always about this. (And if you aren't trying to do this, why aren't you? Life is short.) If your wacky twist doesn't make your story be more about real people, you're just wanking. Throw it away.

And, finally, one key point specific to video games.

5. Most people don't finish video games, even short ones. If you put the crazy detail that makes your story make sense at the end of your game? Then, for most people who play your game, the story will never make sense at all! It's a big waste.

You may want to find out how the game ends before you get too comfortable ogling those.
A Real Life Example

I enjoyed Bioshock: Infinite a fair amount, but I really didn't get into it the way most people seemed to. It seemed to feel obligated to have the trademark, crazy "Bioshock twist," which resulted in a story with far less punch than it could have had.

(Spoilers ahead for Bioshock: Infinite, of course. Stay calm.)

So here's the story. You play this guy named Booker who is hired to rescue a woman named Elizabeth from this floating racist city in the sky. When you find her, she's missing the tip of one of her fingers. As you run around and shoot racists, you explore the mystery of where she came from and why you are there.

You learn, at the end, that Booker is Elizabeth's father. He sold her to pay off a gambling debt, and, when he tried to get her back, the tip of her finger was cut off.

Holy crap!

What a fantastic set-up for a story. A tormented father, guilty of a horrible crime, given a chance to redeem himself. A confused young woman who learns who her rescuer is and has to come to terms with what he did to her and the violent creature he has become. (Because it's a video game, so he's still spending a lot of time decapitating racists with his robot hand.) There's potential for a lot of cool, meaty drama and dialogue here.

Of course, none of that happens. Because Booker's relationship with his daughter (and that she is his daughter) has to stay secret until the very end of the game, for no reason.

It means that the whole, long game is spent with none of the characters ever talking about what they should be talking about. Elizabeth constantly goes on about her Disney princess "Oh, I wonder what life is like on the land?" issues, and expressing ambivalence about Booker's psychotic violence that doesn't come to anything, and constantly bugging you about the five dollars she found, instead of getting into any of the cool stuff that the story should have been about in the first place.

(If you want to see the superior drama that comes from letting a violent old guy and his young female ward talk about what they should be talking about, I plan to write about The Last of Us soon.)

And, again, a huge number of people don't finish games, unless they read the Wikipedia page. On Steam, as of this writing, only 58.2% of people who got the game achieved the Tin Soldier achievement, which means finishing the game at all. That's actually a really big percentage.

It still means over 40% of the people who bought Bioshock: Infinite on Steam never learned one thing about Booker and Elizabeth and the finger and what was going on. I honestly feel that if all the crazy bananas stuff was openly presented in the beginning, it would make people more engaged in what was going on then just another generic Mystery Box.

Like I said, fun game. I did enjoy it, and there were a lot of good things about that story. And yet, I am allowed to be bothered by wasted potential.

That's right. I said something critical about Bioshock: Infinite. Now's your chance to jump ahead to the Comments and fix me.
But Jeff, I've Played Your Games. Your Stories Suck!

That's right, kid. Get it out of your system. Nothing easier than a big, categorical cheap shot. Still the Internet, after all.

The writing in my early games was, frankly, lousy. It's a side effect of having to spend the 10000 hours it takes to gain proficiency in public.

I have tried, over the last two decades, to write games with good stories. My resources are limited, and I have to write a game at the same time as the plot and dialogue. This is not to excuse my many failures, but to explain them.

I do believe I've written some cool stories, and I think they're getting better. I have some story ideas for a new game series, which I might be able to write someday, that I think are fantastic.

But if you think my stories suck, hey, cool man. Some people like them. De gustibus non est disputandum. 

It's Just a Fad

I'm not really worried about it. Wacky twist storytelling is a cul de sac. There's really only so much you can do with it, compared with the infinite potential variety of simple stories about actual people doing actual things. As video games evolve as an art form, there will be a lot of dead ends.

And look at the bright side, if a writer is taking the time and effort to construct a twist, it at least means they care. They're trying! That is such a step up from game storytelling in the past.

The fact that this conversation could happen at all means we've come a long, long way.



Wednesday, September 18, 2013

A Few Fundamental Truths About Game Reviews, So Stop Being So Mad

Always remember: If it makes lots of money, it is perfect and immune to criticism.

To catch you up: There's a game called Grand Theft Auto V. Maybe you've heard of it. Like all games in the series, you commit horrible, violent crimes. Arguably, in V, those crimes tend to be a bit more on the gruesome, appalling scale than in earlier games.

Reviews are coming out. Greg Tito of the Escapist gave the game the shocking, war-crime level rating of 3.5 stars out of 5, saying "only buy Grand Theft Auto V if you're prepared to play as characters with no justifiable motivation for doing awful things to people."

Predictably, their forums exploded into haterage, as a huge portion of gamers are nothing but giant, ambulatory, exposed nerves mainly good for the spraying of spite

So Greg Tito had to back up the largely obvious, expected, self-evident points he made earlier with a long follow-up article. It's worthy reading.

Man, I loves me some good internet drama. It's like fudge. I can eat it all day. Keeps me from working. But ...

oh god why am i trying so tired so tired

A Few Sanity Comments

1. Evaluating the worth of a work of art with a number, a clump of stars, or the positioning of one's thumb is completely arbitrary and useless. We know that, right? Ignore it. You can't judge a work of art with a number. It's not like there's some Art Scale you can put art on and weigh it and say, "This weighs 7.32 Arts, so it's good."

2. The point of a critic is to criticize. Anyone in our developing art form who actually tries to stand up and make real points is worth applauding, even if we don't agree.

3. If you, as a critic, don't ever make a bunch of people angry at you, you're wasting your time. If you're never challenging anyone, why are you bothering? 

4. Also, ProTip: When a carefully reasoned comment makes someone angry, that means you're on the right track. When you are being calm and thoughtful and people still rage at you, it means you hit a nerve that probably needed hitting.

5. As the art form matures, you have to expect that really egregious crap is going to get called out more and more. Sure, you're allowed to make a game that's morally repellent. But realize, as gamers grow up, have kids, and start to lose family members, they’re learning just how funny death isn't. The voices saying, "Why are the biggest, most glorious, most expensive worlds in the game industry being used for such a horrific end?" are only going to get louder.

6. This just makes me appreciate Saints Row IV so much more. Practically all of the comical violence in it is directed against evil, invading aliens or computer simulations. Makes it go down easier for us olds. And, yes, I am plausibly pointing out Saints Row as the sane, mature option, which is how we know that the world has gone mad.

7. A lot of the comments claim everything Greg Tito says is invalid forever because he gave Dragon Age II 5 stars out of 5. One, if you're wrong once, it doesn't mean you can't be right 500 times after that. And, two, read Sanity Comment #1 again. 

8. That Grand Theft Auto V depicts what it does and yet is as popular as it is is very interesting. I think it says something about us as people. And I'm not about to get all liberal and sensitive and say that it's something inherently bad. I think the game addresses less the desire to do wrong and more a deeper, fundamental frustration. Not sure. Just a hunch. Bears more thought.

9. Finally. If we are going to assign numerical values to represent the value of a work of art in a storytelling medium (which we shouldn't, because it's dumb and useless), it is necessary to take the quality of the story into account. I mean, right?

Yeah, I'll probably play GTA V one of these days. For as long as I can stand it, anyway. It sounds like a stunning technical accomplishment, the sort of thing a game designer has to play to keep one's skills current. I just dream of a day when the most technically spectacular games can be played with my kids in the room.