Wednesday, June 1, 2011

Seven Tips For Giving Good Tech Support.


When you try to start a business selling indie games (or any software product, really), writing and releasing the game is only half the battle. You then have to market and support it. Marketing is difficult, but there are lots of good resources to advise you on how to do it. Providing tech support to confused users is a much more arcane task, and I know of few resources to teach the hapless young developer how to do it well.

As a small developer, you have to provide timely, personal tech support. The ability to do so is one of your best Magic Powers as a small developer. Large companies are horrible at providing support, and people are used to that. As a result, a single personal e-mail to someone having a problem with your product can make you a fan for life.

But at the same time, as a small developer, you have very little time to spare for support. Time spent getting the game working for one person is time not spent making a new game for everyone. You will need to develop a sense of when the time lost helping a person is not worth it, either because you won't be able to solve their problem or because they will not able to implement the fix you provide.

It's Not a Simple Job

Supporting a game is hard. You will get complaints from people with the most amazing jury-rigged computers: motley assemblies of shoddy parts, duct tape, components bought at the cheapest possible price, and video cards found at the bottom of boxes of cereal. Machines that should, if there was any justice in the world, evaporate into a cloud of flame and self-disgust the moment they are turned on.

And while dealing with the infinite configurations of computers in the world is challenging, dealing with their owners can be worse. No matter how perversely disobedient a machine can be, humans are more difficult. People will report problems to you in only the vaguest possible terms, have no idea how their computers work, or outright lie to you about what they have been doing.

If you want to stay in business, you have no choice but to support your game. So here, based on my experience, is some advice and observations from someone running a small company who needs to do tech support.

Tip 1 - Be Patient

Dealing with other humans is frustrating, but you have to do it. You want, whenever possible, for them to go away satisfied. Be prepared, especially when dealing with a customer on the phone, to take a deep breath, count to three, and be as friendly and professional as possible. I know. You want to get back to working on your game. Time is short, and this person doesn't even know whether he's using Windows or Mac. Do your best to talk him through it. Remember, you can make a fan for life.

Tip 2 - Don't Be a Pushover

Some people will want you to teach them on the phone every detail about how their computer works. Some people are desperately lonely and want someone to talk to. Some people will have a machine so old or messed up that your game will never work. Politely and firmly cut these people off.

Remember: It's only worth the time to do tech support if you have the chance to, in a reasonable amount of time, fix a problem and make a loyal customer. If you realize that, at the end of the road, you aren't going to end with a happy person and a working product, end the conversation as quickly and pleasantly as possible.

Tip 3 - Be Ready To Ask Questions

The people who use your product are not generally tech experts, nor should they have to be. They will have no idea what information they need to provide to help you troubleshoot their problem. If I had a dime for every time an eight-year old (or a sixty-year old) sent me a bug report saying only, "The game crashed. What should I do?" then I would have, well, a lot of dimes.

Prepare a list of information people need to provide to help you solve their problem. Windows, Mac, or Linux? What version of the operating system? What brand of computer? Exactly what went wrong? Was it the installer that went funny or the game itself? Did rebooting the machine help? When you get a tech support request that doesn't give you enough information to have a clue what's going on, one option is to send the list of questions.

Generally, when you do this, one of three things will happen. One: They'll answer the questions, and you'll have enough info to start to help them. Two: They will resolve the problem on their own. Yay! Three: They will be unable to answer them and you'll never hear from them again. This is unfortunate, but, honestly, if the user isn't technically apt enough to answer a handful of basic questions, they will likely be unable to enact any fixes you suggest.

Happily, the list of questions is not something I send out very often. I deal with most problems by sending out my list of generic things to do to solve any problem. This takes care of the vast majority of issues, and I will share my list with you in detail in an upcoming post.

Tip 4 - Computers Are Delicate Mechanical Devices

I'm going to go into this in much more detail in the next installment, but this point is so very important that I have to bring it up now. Computers are incredibly complicated and delicate machines. Sometimes they go wrong. Sometimes files get corrupted. Sometimes RAM gets corrupted. Even a flawlessly bug-free program running on a perfectly maintained computer can break.

A huge chunk of your support will just involve having people reboot their machines and reinstall their programs (and drivers). This will fix 90% of reported problems, if you can get the user to do it ...

Tip 5 - The Users Will Lie To You

I blame this one on the horrible state of tech support in the industry in general. Much of tech support involves giving bad or time-consuming advice in the hope that the user will just go away. When I am asked for help, the person asking is generally angry, frustrated, and full of mistrust. This leads, alas, to lots of e-mail conversations like this one:

User: "I have this problem." (That I know is fixed in the newest version of my game.)
Me: "OK. Uninstall your copy, download the newest version, and install it."
User: "I did that. The problem is still there."
Me: "I see. Now what you need to do is uninstall your copy, download the newest version, and install it."
User: "OK. Done. I still have the problem."
Me: "Unfortunate. Now, please, I beg of you, in the name of God and all that is holy, uninstall your copy, download the newest version, and install it."
User: "I did that. It fixed the problem."
Me: "I can taste colors."

To hear users tell it, their computers are flawlessly-maintained, their drivers are all up-to-date, and every program in the world works but yours. They aren't necessarily intentionally lying. They might just not know that, say, newer drivers have come out. Just don't take anything you are told as gospel, especially if you know they're wrong.

Tip 6 - Know When To Give Up

There are some problems that I just give up on. If the machine is too old or too underpowered. If the problem is with the mouse cursor not moving right. (I get this sometimes, and, beyond suggesting trying a different mouse, I really don't know what to say here.) If the keyboard starts to not be recognized. (This happens sometimes too, and it's an OS/Program Incompatibility problem that I can't really handle.) If the graphics aren't working and the drivers for their freaky, off-brand video card aren't being updated anymore.

It sucks, but sometimes all you can do is apologize and offer a refund. The point of tech support is to fix the problem. If you have no capability to fix the problem, all you can do is give their money back and hope for their business in a future life. If you treat people fairly, when they get a new computer, they may very well come back to try again.

Tip 7 - Have a Standard List of Troubleshooting Steps

Once you have helped people long enough, you will come up with a list of steps that fix the bulk of their problems. Once you have this list and someone says they have a weird problem that definitely isn't a bug, you can send this list and most of the time that's enough to close the ticket. The items on the list will vary depending on the game and the platform. In a future post, I'll share Spiderweb's list. You might find it helpful.

That's a rough guide and a good start. In the next post, I will go off on a philosophical treatise about the nature of computers as physical machines. Then I will reveal my standard tech support checklist. Say tuned!

Friday, May 13, 2011

The Final Answer For What To Do To Prevent Piracy

(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.)


This article is my decisive statement on how developers should deal with pirates. It includes humorous anecdotes about how dumb I have been in the past. And, believe me, I've been pretty dumb.

I am very confident about what I have to say on the subject. I have used these guidelines for protecting our newest game, Avadon: The Black Fortress. So I'm not just putting my money where my mouth is, I'm putting all my money. If I'm wrong, my kids don't eat. So I hope I'm right.

One of the most common questions fledgling developers ask me is how they should protect their games from pirates. My answer is, generally, "The minimum amount you can get away with." That is because I have learned never to forget the following guideline ...


Whenever you find yourself starting a sentence with, "I don't want people to pirate my game, so I am going to ..." you are very close to making a big mistake.

I really, truly believe this rule. Here are two examples of times when I have forgotten it, and the grim consequences.

Trying To Protect My Hint Books

From the very beginning, I have sold hint books for my games. People like them, and they are easy money. When I started, in 1994, there was no convenient format like pdf for online file delivery, so I had to print and mail actual books. This cost lots of money and boxes of hint books took up tons of space in my house.

Then pdf files happened and people started to request that I send the book in electronic form instead of making them wait a week for the post office to do whatever it does. I refused  this reasonable request for two reasons. First, I was afraid people would buy the pdf version and send it to their friends. Second, I didn't know how to create a download link for the file that couldn't then be e-mailed around to everyone in the world. So I kept spending money and precious storage space for the booklets, inconveniencing my paying customers as I did so.

Finally, three years ago, I got fed up with it. I made hint books available as downloadable pdf files. (People who want a printed version can get one for an extra two bucks, but they almost never do.)

But how did I secure the download link so it couldn't be shared? Here's the brilliant part. Ready? I just put it in with all of our other files. Anyone can download it. Anyone who knows how to use ftp can find it. When people order the hint book, I send them the download link, but they could have found the file for themselves if they looked around.

But here's the thing. Anyone who wants to pirate pretty much any PC game can do so easily. That means all of my orders are from honest, nice people. So why waste our time figuring out how to hide the hint book from them? They will pay for it because they know selling things is how I stay in business and make more games for them!

Here's the punch line. Want to know how switching to undefended pdf files affected sales of hint books? It didn't. The sales rate was practically unchanged. Know what that means? All those years humping around boxes of hint books, all those thousands of dollars sent to printers, all those slaughtered trees, all wasted. All because I was scared of people pirating my lousy hint book.

But there is a more gruesome example of my foolishness.

The Worst Registration System Ever Devised By the Hand of Man

In 1994, electronic distribution of demos was very much in its infancy. My plan was to release a demo with a small fraction of the game. Then, when the correct key was entered into the game, it would unlock and everything would be playable. A sound plan. The problem was the implementation.

At first, I thought I'd just generate a key when someone ordered and send it to them. But then I thought, hey, I don't want people to pirate my  game. If I just send them a key, they can make it public or send it to all their friends. So here is my brilliant idea. I will ... will ...

God. It hurts to even think about it.

Here's what I did. When you ran the game, it generated a random code, a 4 or 5 digit number. When you ordered, you had to provide that number. I would use it to generate a key specific to your copy of the game. I'd send you that key, you'd enter it, and the whole game would be unlocked.

So what does this mean? First, when you tried to order a game, you had to have this number with you. Did you realize you needed it? Probably not. So you'd be at our online store trying to give us money, only to have to leave to dig up some stupid number. Want a tip for running an online business? When a customer is at your web page, credit card out and in hand, do not give them a reason to leave!

The system was confusing, and this wasn't helped by the fact that we were the only ones ever to use it. Oh, if only we could have back the countless hours spent explaining the system to confused parents. Countless more hours making new registration keys for people who switched computers or had to reinstall their OS. The weird system made us look unprofessional at best, deranged at worst. And, as a special bonus, it did exactly zero to stop people from pirating our game. Name a way to crack our registration system, and people did it a hundred times.

We stuck by this system for fifteen years. Might as well have just made a big pile of money and set it on fire. At least we would have gotten the warmth.

A year ago, I finally got fed up. New system. When you order our newest game, Avadon: The Black Fortress, we send you a serial code. Enter it, and you're up and running. Buy the game for the Mac and want to play it on Windows too? Enter the same key. Want to register your copy again ten years from now? Use the same key.

And the result of switching to a slightly less secure, infinitely easier to use system? Sales of Avadon are the highest of any game we've put out in years.

Just Do the Minimum

You need some way to force people to pay. Not because they are evil or dishonest, but because they procrastinate. Registration is a pain. They'd rather be spending their time playing your game! If you don't do anything at all to make them pay, they'll just forget.

But tread lightly. Once you have any barrier in place at all, you'll get your payment from all the honest people, the people who know that, if nobody pays, you won't make more awesome games for them. Anything beyond that will inconvenience your paying customers and do little to nothing to prevent piracy.

It took a long time for me to learn this. Too long. And, whenever I start to forget, I look at the monolith of boxes of old hint books gathering dust in my garage. If you're an Indie developer, be nice to people. In the end, the ability to be nice is one of the best weapons you have.

Friday, May 6, 2011

On Making Lots of People Angry

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

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

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

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

Here's Your Audience, Wrapped Up In a Bow

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

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

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


And One Final Word For RPG Codex

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

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

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

Wednesday, May 4, 2011

Avadon Out For Windows, Responding To Critics.


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

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

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

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

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

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

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

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

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

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

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

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

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

Oh. Come. On.

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

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

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

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

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

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

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

Sheesh.

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

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

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

I think we'll be just fine.

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

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

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

Thursday, April 28, 2011

Mixed Bag Of Fun

I have been putting the final touches on Avadon: The Black Fortress for Windows in the hope of releasing it next week. I have also been shepherding the game through beta-testing on the iPad. The rest of my time has been spent trying to convince myself that I'm not having a heart attack. Also, wishing they made office desks with hutches with space in the middle for a large iMac.

(Boy. It would be funny if I really did have a heart attack now. People would link to this blog post and go, "Wow! Irony!" in the same way everyone gets totally tickled to find the Facebook page of a recent mass-murderer. And remember, if I do die, and you pirate Avadon, I will then be able to totally haunt you and I'll be floating by the ceiling when you use the bathroom, making spooky noises.)


(I'm just sayin'.)

In the meantime, if you want to satisfy your cravings for hearing me discuss finer points of computer design in my weird voice, you should go here. It's a Podcast Interview for The Veteran Gamers, and it turned out OK. It should be worth your time, as I talk very quickly.

Finally, as I write this, the Playstation Network has been down for eight days. What's up with that? Networks go down. That's what they do. But eight days? Wow. Can you imagine the apocalypse of sleep-deprived horror going on at Sony now? Something crazy much be wrong.

Normally I wouldn't care, because most of my gaming is single-player, but my PS3 is my Netflix device. I can't watch Netflix on my XBox because the fans in that thing sound like a jet engine powering up. And Netflix on the Playstation requires PSN to work. Because everything about PSN has always been designed from a place of deep hate.

Thursday, April 14, 2011

Dragon Age II Review: Get a Grip, Folks!

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

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

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

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

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

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

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

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

Great Writing

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

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

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

Cool Character Development

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

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

Some Really Good Ideas For Combat

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

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

The Theme Still Works

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

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

In Closing

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

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

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

Wednesday, April 6, 2011

"Whom" Is Dumb.

This will be one of those blog posts where I go and court controversy. No, it won't be about software piracy. Something worse. I'm going to tempt the anger of grammar people.

I make my living as a writer. Sure, game design and programming are part of it, but the main selling point of my games has always been the stories. Each game I write has over one hundred thousand words, enough for a decently sized novel. That means that many young, impressionable minds have spent hours and hours reading my writing, being infected by my questionable grammar and unwholesome penchant for. Sentence fragments.

Thus, when I take the side of the Visigoths who want to simplify the rules of our language, I get to have a actual (if small) influence on how my young readers write, simply by being a bad example. It is a grim responsibility, and, at times, I must take a stand. I must use my awesome Role Model power to Make a Difference. Therefore, I must make this proclamation.

I will never use the word "whom" again. It's stupid.

Turning My Ignorance Into a Sacred Principle

Actually, I still have no idea exactly when to write whom and whomever and whomungous. I must have had bronchitis the day they covered that in school. (The same day they explained how to tell what syllable is accented and how relativity works.) So, for the sixteen years I've spent writing my million words and counting, I've never used "whom" properly unless prompted by proofreading beta testers. The rest of the time, I used "who" and "whoever."

And you know something? Hasn't done a bit of harm. Hasn't harmed comprehensibility at all. Hasn't earned me a single complaint from a customer in sixteen years. And, believe me, I get complaints about everything.

Don't get me wrong. Grammar has its place, and its rules should be obeyed. First, however, it is fair to evaluate those rules and see if they carry their freight. Does the effort to have the rule justify itself with better communication?

In this case, no. Everything "whom" does can be done with "who." This inefficiency offends my soul.

Also, using "whom" makes one sound really, really affected and twitlike. Which is not usually my goal. (Only sometimes.)

So I'm done with it.

But I Believe In Compromise.

I have to admit that the word "whom" sounds pretty nice. It's an elegant, cultured sounding word, the sort of word that might be used by Jane Austen or an Ent. I can see that some might be saddened by its loss.

Therefore, I propose this compromise: You can use the word "whom" when it would be correct, under the old, dead rules. In addition, you can use "whom" whenever you would say "who," or whenever it would sound good, or at any other point.

For example, by this new, simple, elegant rule, the following sentences are considered to be correct:

"Whom just fell into the wheat thresher?"

"You must be the hobbits whom are from the Shire?"

"Whom whom whom hello there whom whom whom whom whom."

Ahhhh. That Felt Kind Of Good.

I hope that all whom are reading this join me in my crusade against "whom." Being a Visigoth is really lots of fun. Give in.

And I wish upon all of you whom the same blessing I have been given: That, when you want to spend some time tearing down instead of building up, you also have access to at least a few young, impressionable minds. It's awesome. Whom.