Showing posts with label penny arcade. Show all posts
Showing posts with label penny arcade. Show all posts

Wednesday, September 5, 2012

How Indie Games Can Be Cheap and Awesome




I got to go to PAX over the weekend and be on a panel and see cool gaming stuff and meet lots of cool people and fans of my games. One of the things I learned is that a lot of people actually read my blog. This is very gratifying. Although it terrifies me that anyone thinks my opinion is in any way significant.

PAX is great, of course. Though it is in the unenviable position of being permanently unable to satisfy the massive demand for tickets.

(Sure, its success will probably invite others to copy it with their own gaming cons, but those dopplegangers won't be the same without the presence of all the big companies showing off their stuff. And big companies won't go to a lot of cons, as they need to set aside at least a little time to make games. So, from now on, if you manage to score a PAX badge, just cherish it, knowing that your attendance the following year is unlikely. Just think of PAX as a hot but extremely unstable boy/girlfriend.)

I had a lot of little epiphanies while looking at the many, many highly promising indie games on display at PAX. (The PAX 10 looked cool as always, but the much flashier Indie Megabooth next door seemed to be sucking up its oxygen.) And here is the biggest one:

16-bit graphics are an awesome thing, and more indies should use them.

If you don't know what 16-bit graphics are, think early Nintendo/Super Nintendo. If that still doesn't ring a bell, look here. Or here. Or here. Or especially here.

If you are a small game developer, you have a big problem. You want your game to look great. But graphics can be expensive. Or very expensive. 16-bit graphics solve the great mystery of writing a game with a small team and no budget: making decent production values cheaply in a short amount of time.



Here is what 16-bit Nintendo-style graphics have going for them:

1. They work. Heck, people wrote awesome games using them for years.

2. They look good. It's amazing how evocative an icon you can make with a few well-chosen pixels.

3. They're cheap and quick to make. One talented artist can produce a game's worth in an entirely reasonable amount of time.

4. You have the power of nostalgia working for you. To a whole generation of gamers, those icons are as warm and comforting as a Snuggie.

5. Because of #4, anyone who takes cheap shots at your graphics looks like a jerk.

6. Versatility. With care, they can blend with much more detailed and 3-D effects. Fez is a fantastic example of this. You don't have to be pure when you use this style.

Right now, this style of graphics is seen as a pure nostalgia play, a way of saying, "Look! We look like a Nintendo game! We're silly! Tee hee!" But I think 16-bit graphics are better than that. They've been used in a million great games, and they can be used in a million more. The more people use them, the more they will be seen as an entirely legitimate art style, which in turn will make them available to more generations of poor, promising designers.

Indie devs, don't be afraid to be cheap! It is your sacred right and responsibility as an Indie!

Thursday, August 26, 2010

Yes, Buying Used Games Doesn't Make You a Bad Person.

The Big Gaming Argument of the Week is about whether is it's moral to buy used video games. It's legal. Nobody can deny that. But is it, you know, OK? Penny Arcade had a big spiel on it today. Normally I really respect their point of view on these issues, but their anti-rentals-and-used-games screed is way off base.

So here is the question. Creators depend on game disc sales to make a living. Bearing that in mind, is it ethical to buy and sell used games? And, along those lines, is it ethical to buy a used CD? Or buy from a used bookstore? Or check out a book from the library? In all of these cases, you are enjoying the works of creators without putting money in their pockets. So are libraries OK?


That I went straight to the library thing kind of telegraphs where I am going with this. Because, hey, let's look at books for a second. I love books. I really want authors to make a good living doing what they do. And, by the way, I had my
first book published not too long ago, so I actually have a stake in this. Buying new books (and thus putting money in the pockets of authors) is a Good Thing.

And yet, I often buy used books, AND I get books out of the library. And yet, at night, I sleep like a baby. And when someperson buys a used copy of one of my book, I'm cool with that. I'm not going to chase him or her down the street waving a stick or anything.


My games and book are sold used, so I have a personal stake in this, but I'm still for used sales. Because there are other, equally important principles in play here.


Information Is Not Free, But It Should Travel Freely


How can I reconcile these two seemingly contradictory viewpoints? It's not hard. See, there is a principle involved in wanting money to go to authors. But there are also principles involved in being able to give away and sell them.


First
, it is a long-established principle of law that books (like CDs and game disks) are objects. When you buy an object, you can then give it away or sell it or whatever. It's yours. This is a right you have, and you don't have to apologize for using it. (This right can be waived by explicitly agreeing to an EULA that prevents resale, but this doesn't apply to console games. If you're interested in the legal fiddly bits here, you should read about the First-Sale Doctrine.)

Second, books are works of art and media for transmitting ideas. Art and ideas are good things, and we as a society want them to move around freely. This helps us to have, you know, a culture. Not to mention the free flow of competing ideas that is necessary for a healthy republic. And, if you take video games seriously as works of art and human expression, as I know the Penny Arcade guys do, you should want a similar freedom to apply to them.


(By the way, when I wrote not long ago about
times when piracy is OK, many people told me that they pirated games when they were young because they had no money. In the world of books, this simple fact is understood. That is why libraries exist. As much as the publishing industry might not want them too.)

I often buy books new. I see it as part of my duty to support that industry. Someone has to do it, or there will be far fewer new books. But, at the same time, libraries and used bookstores are Good Things. I bet if you went to Gabe and Tycho and told them it was immoral to go to a library, they would think you were an idiot and throw poo on you. But here they are taking this exact point of view for video games. Which are also works of art and media for distributing ideas. Honestly not sure what they are thinking here.


Oh, and one quote from Tycho:


"I traded in games for a long time, there's probably comics somewhere in the archive about it - you can imagine how quickly my cohort and I consume these things. It was sort of like Free Money, and we should have understood from the outset that no such thing exists. You meet one person who creates games for a living, just one, and it becomes very difficult to maintain this virtuous fiction."

Um, no. It's not difficult at all. I will look anyone in the eye and tell them that the trade in used games is both legal and ethical. And then they, if they want, can look me in the eye and tell me that buying used copies of my book and used CDs of my games is OK too. Living in a country where people have rights and ideas freely circulate is a good thing.


There are more principles at stake here than just how many dollars goes to this or that guy.


On the Other Hand


Publishers have recently experimented in programs to give extra features to those who buy games new. This is totally cool and legal and, in come cases, a practical necessity.


For example, some games now come with a key that you need to enter to play in online multiplayer. Buy the game used and you have to pay a small fee to get multiplayer.


This is fair. Why? Because the publisher is paying the ongoing costs to maintain the servers. If I give my old copy of The Stand to a friend, it doesn't directly harm the publisher. The publisher doesn't know that I exist. But if I give a copy of Halo 3 to a friend and he goes online, his presence on the servers costs a (small) amount of money. In return for providing the online service, the publisher is allowed to ask for money. If you don't like that, you don't need to buy that game used.


Publishers can legally and ethically hobble used games. They're certainly heading in that direction. They can do it, but it's not wise. People get really smart when it comes to their money. When someone buys a car or house, they pay attention to resale value. It goes the same for video games. If resale is no longer an option, the $60 for that disk suddenly becomes a lot more expensive. If publishers think that crippling used sales is going to suddenly make angels drop piles of cash on their heads, I think they are due for a crushing disappointment.


But if I've learned anything in the last few years, it is to never underestimate the death-wish of either the music industry or gaming companies.

Thursday, May 20, 2010

Video Games Are Art. Kinda. Sorta. If You Squint.

I'm coming to the Roger-Ebert-Games-Are-Art-No-They-Aren't shoutfest a little late. But playing God of War 3 sort of got me thinking about it again.

I've gotten e-mails asking me for my opinion of Ebert's trolling, but, as much as I respect the guy, he makes it clear in his writings that he is totally uninformed about the art form/activity that he is writing about, and he has no intention of becoming otherwise. That he would call out computer games without, so far as I can tell, actually playing any is kind of stunning. I don't know what he's thinking. He never seemed like a flamebait kind of guy. But, unless he ever shows any interest in learning about the field, there's no point in engaging him in any way.

But this is another of those times when I think Tycho at Penny Arcade summed it up with uncharacteristic clarity, brevity, and conclusiveness.

"He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things."

I have occasionally obtained from computer games the mental and emotional stimulation that I get from quality works of art. Because of that, for me, there is no argument about whether video games are art. They have been art to me, and you can't tap two blue mana and counterspell my experiences.

I have had that engaged, moved, elated feeling when playing Shadow of the Colossus. And Planescape: Torment. And Dragon Age: Origins. And Portal. And Grand Theft Auto IV. (Don't laugh.) And Bioshock, a little.

But, while that is not an exhaustive list, it is pretty close to one. I've been playing computer games for over thirty years, and I can easily count on my fingers the number of successfully truly artistic moments I have seen in games. Have you noticed that rebuttals to Ebert always name the same handful of games? I mean, sure, most game have stories, but they're so flimsy and perfunctory and two-dimensional that even gamers can't seriously defend them as art. Even a bad story is art, I guess, so then all games are sort of art, I guess, but that's a pretty thin gruel. We should be shooting for a better argument then, "Yes. They are art. Crappy, terrible, crappy art, undeserving of the attention of thinking people."

And that is why criticisms about games not being art have such sting. The simple truth is that, for the most part, the people who make them have absolutely no interest in engaging the players in more than a very limited number of ways? The game industry is great at making adrenaline surges and not much else, and the incredible potential the medium has is pretty much entirely wasted.

I try really hard in my games to create stories and characters that really grab the imagination, as much as my limited budgets allow. For some people, I succeed. Enough to keep me in business, anyway. But it's lonely work, and I am grateful that people like Roger Ebert are jabbing at us and suggesting that maybe we could do more.

I'll write more on this topic and God of War 3 once I've played it a bit more. There are still a few Gods left that I haven't brutally slaughtered.

Thursday, November 12, 2009

Review: Brutal Legend

I just finished playing Brutal Legend, and I wanted to hold forth on it. (The 'u' in Brutal is supposed to have an umlaut, but I'm too lazy to figure out how to type that. Sue me.) I was pretty much destined to play the game once I found out that Tim Schafer designed it. He did Psychonauts, which is one of the best video games ever. So he's earned some trust.

I really, really enjoyed the game. It's one of the very few games I've ever played where, at the end, I wished it had gone on longer. (Though, admittedly, this might mean it's too short). The main storyline is a mix of mindless battle, driving, and strategy game, and they all totally worked for me. It was also balanced to be, on Normal difficulty, pretty easy, which I appreciated. The storyline is pleasant, the writing is truly funny, and the voice acting is top notch.

And yet, the game has been lambasted by some sources I really thought would appreciate it, like Penny Arcade and Zero Punctuation. For exactly the reasons I liked it. Which bothers me in several ways.

(Well, Yahtzee, the guy who does Zero Punctuation, should be expected to hate it. That's just what he does. I have actually seen people consider Zero Punctuation to provide a serious and worthwhile critical judgment. Do Not Do This. Yahtzee makes his living saying bad things about games. That's his right. That also means he has a strong financial motive to not like games. Yahtzee is either a person who pretends to hate games to provide material for his videos or a guy who really does hate all games but still feels compelled to play them. Let us all hope, for his sake, that it is the former.)

The main source of contention is the strategy missions of the game. In these, you are still a warrior on the ground, doing battle and kicking ass. But the game then sucks in elements of real-time strategy games so that you can summon units to fight alongside you. What's more, you can combine with the units you make to use special badass attacks. For example, you can make tanks to fight beside you, but you can also jump in those tanks, drive them around, and shoot stuff. Or summon your armored car and screech around the battlefield and run people over. Or dive into the middle of attacking hordes and lay waste. Or just fly high up in the sky and pretend you're playing Starcraft. It's very open-ended.

I love this, because it means that the boss fights aren't all just tedious hackfests where you have to find out the enemy's oh-so-clever weak point. They are epic battles, and they should be. And it feels unique to me and (well, here comes the word) innovative.

But that's the problem.

People say they want innovation. But actually give them something different that they have to adjust to and they get all angry and full of nerdrage.

And, since he made something that plays in a new and different way and this threw some people off, Tim Schafer wrote a public letter giving some strategy advice. He received some mockery for this, but he is in the right. If unfamiliar gameplay makes some people freak out, some gentle tips for how to get back on the right track are all to the good. And he isn't at fault here, because the game has excellent tutorials and tips for how to play. And the thing really is balanced to be easy. And there is a huge amount of freedom in how you play the boss battles. You can try a lot of different things and win. You just have to, you know, try.

Now, the game isn't perfect. I think that the main quest is still a bit underfed to justify a full $60 price tag. I rented it. Though I've heard the online multiplayer is pretty good, which would goose the value a bit. But, in terms of fun, Brutal Legend is aces with me.

Now back to Dragon Age and Torchlight. My world is full of stat-building, horrifying brutality, and trying to unlock the lesbian sex scene.

Tuesday, October 27, 2009

Penny Arcade Calls It.

I normally have a hard time reading the main page text of Penny Arcade. Tycho's proclivity for plethoric verbiage can make reading his writing onerous. My eyes tend to just slide off of it.

But sometimes he just calls it completely perfectly:

It is not a mischaracterization to say that conversations with the hardcore PC community about software theft follow these tenets:

- There is no piracy.
- To the extent that piracy exists, which it doesn't, it's your fault.
- If you try to protect your game, we'll steal it as a matter of principle.

It's like, who wouldn't want to bend over backward in their service?

I would also add: "Trying to protect your game never keeps anyone from stealing it no matter what ever."

I've harped on DRM a lot in this space, and I imagine I will continue to do so. There's a good reason for that. It is THE issue now for music and software and (as eBooks become more popular) publishing. Intellectual property gets easier to steal pretty much daily. Coincidentally, profits at game developers, music publishers, and (soon) book publishers decrease on a pretty much daily basis.

It's a process, and we have not seen where it will end. No matter what your views on copy protection are, this should make the topic of great interest to anyone who likes music, books, or video games.