Thursday, November 3, 2011
Geneforge Saga Now Available On Steam!
When Steam started to carry Avadon: The Black Fortress in August, it was a big thrill for us. The money, the prestige, the ability to feel like real developers. It's awesome. And it didn't stop there.
On Wednesday, Steam released another of our games. Well, five games. You can now go to Steam and, for twenty bucks (20% off the first week) get our entire Geneforge Saga.
The Geneforge Saga is a series of five huge fantasy RPGs, telling one epic tale of rebellion, war and devastation. I am immensely proud of these games. Sure, they are old and very low budget, and the earlier games have pretty rough interfaces. They're also genuinely innovative and cool, and I'm thrilled that a bunch more people can be exposed to them.
I wanted to write a little bit about them and what I think makes them unique.
1. The Setting
People often complain, with good reason, that role-playing games are too mired in fantasy. I have always lacked the courage to totally break out of the fantasy thing, but I've tried really hard to push it as far as it will go. For example, we wrote Nethergate, which was a fantasy game in an actual historical setting: ancient Britain under Roman occupation.
Geneforge was originally going to be science fiction, until I realized that it really would work better as fantasy. It is based in a world ruled by the Shapers, a secretive sect that used magic to create life. Intelligent plants, servant humanoids, living tools. The games are about what happens when the creatures they make to serve them decide to rebel.
The player is a Shaper, and the characters in your party will be loyal mutant monsters made by you. Older gamers play Geneforge for the story. Younger gamers play it because you get to have an army of fire-breathing dinosaurs.
It's a unique setting, and I think it's really cool. And, I don't deny it, I had several strong influences when I made it.
2. The Morality
The Geneforge games are very morally open-ended. I have long been annoyed with fantasy's over-reliance on characters who are all-good or all-evil. I wanted to write a game where you could play through the whole storyline looking for this guy who is evil, meet the guy, listen to his side of the story, realize he has a point, and join him. And I did. It's called Geneforge.
The Geneforge games are full of factions you can join. Some are sensible. Some are insane. Some are peaceful, and some are violent. Only a few of them are truly bad people, trying to do horrible things. I tried to be truly even-handed when making the factions. When writing them, I always had them make the case for their point of view as clearly and convincingly as possible. When I wrote a faction, I was really trying to convince the player to join it.
This is what I am most proud of about Geneforge: I have gotten many e-mails that said, "I loved the games, but I had one problem. I joined [some faction], but I thought you made it too obvious that [that faction] was the right faction and I was supposed to join it." They were all convinced that I was secretly supporting their own pet faction. Hee!
3. The Open-Endedness
I wanted the Geneforge games to be as open-ended as possible. Play by yourself or with a group. Use magic or melee. Use combat or get by with stealth and diplomacy. Join the rebels or the Shapers. Even play as a pacifist and never kill anything outside of the tutorial. Writing the games to allow this much freedom was truly maddening, but the result was something unique. (And I had one very specific, awesome influence.)
Interestingly, this led to what I think are the games' greatest flaw. You see, to create paths through the world for different specialties, I made some routes that required serious combat skill and other that required lots of diplomacy or stealth or tool use skill. The problem was that, to make the choices meaningful, I had to make it so that not all characters could travel down all paths. I didn't want everyone to be able to do everything, and, for any given character, there will always be some zones they can't do.
Some players hate this. Hate, hate, hate it. To be told they can't defeat a place, it drives them nuts. Infuriates them.It's not the sort of design that appeals to all players, to say the least.
Old Games For New Gamers
Yep. They're old. They're rough. They're pretty ugly. But if you like Indie gaming for it's creativity and ability to take risks, they're worth a look. They're five huge games, an almost ridiculous amount of gameplay for sixteen bucks. And, if you just want a sample to see what's going on, there are five big demos on our web site. Hope you like them!
Friday, October 28, 2011
Three Funny Links. (And Our Sale Is Ending Soon.)
So I need to write a blog post to remind people that Spiderweb Software's Glorious October Carnage 10% Off Sale ends in just a few days. But I don't have one of my standard 1000 word infodumps ready. You see I've been busy lately trying to finish our next game and playing Catherine on my XBox. (Working title ... "I Have Serious Issues With Women: The Game.")
So I'm going to post links to three thinks I really liked. Because that's what blogs are best at.
1. An Old Short Story
There used to be a magazine called Dragon. It was ostensibly about tabletop role-playing games, but who are we kidding? It was about Dungeons and Dragons. This was back in the good old days when you could play D&D and relax and unwind and keep up with what was going on without a computer, four whiteboards, and a specially trained idiot savant. (If you ever wanted me to write a review of Fourth Edition Dungeons & Dragons, there it was.)
Every month, Dragon magazine also had a short story, for some reason. One of these stories has stuck with me because it was so amazingly prescient. It was about MUDs, but in the story they were weird free for alls and if you did the right thing you could earn game cash that converted to real money. It predicted the existence of Eve Online twenty years before the fact, and other SF writers are just now catching up with the crazy possibilities.
Someone just sent me a link to the story, so here it is:
Catacomb, by Henry Melton
Henry, if you ever end up here and see this, your work had a big, big influence on one particular misfit boy.
2. A New Video
So far, I've managed to avoid writing any blog articles on the subject of The Game Industry Might Maybe Have Woman Issues, Just a Little Bit. To anyone looking in from outside, this statement is about as controversial as saying that water is wet, but it still gets gamers really angry.
Anyway. IGN made some sort of online reality show thingy called The Next Game Boss. It's about indie game developers. That someone made a reality show (even a web one with a micro-budget) about people who want to do what I do is pretty fascinating. Not flattering, but fascinating. Because, um ... watch this cruelly edited selection of highlights from the first episode ...
Hey, Ladies! They're Still Single!
(It gets awesome one minute in.)
There are things I could say about this, but there's really nothing that can be added to perfection.
3. I Like Music
Everyone who knows me in real life is sick of hearing about Garfunkel & Oates. But you don't know me! So I can just drop a link or two.
They really broke big over the last year or so and are now making actual money (plus an HBO development deal). If you poke around on YouTube, you will find that these two have been working their asses off for years trying this and that before they broke big. They are a great example of a universal truth: It takes ten years to make an overnight success.
OK, that seems like enough content to justify a blog post. So. We're having a sale. It's over in a few days. Order one of our series on CD and you can totally get your Hanukkah shopping done early.
So I'm going to post links to three thinks I really liked. Because that's what blogs are best at.
1. An Old Short Story
There used to be a magazine called Dragon. It was ostensibly about tabletop role-playing games, but who are we kidding? It was about Dungeons and Dragons. This was back in the good old days when you could play D&D and relax and unwind and keep up with what was going on without a computer, four whiteboards, and a specially trained idiot savant. (If you ever wanted me to write a review of Fourth Edition Dungeons & Dragons, there it was.)
Every month, Dragon magazine also had a short story, for some reason. One of these stories has stuck with me because it was so amazingly prescient. It was about MUDs, but in the story they were weird free for alls and if you did the right thing you could earn game cash that converted to real money. It predicted the existence of Eve Online twenty years before the fact, and other SF writers are just now catching up with the crazy possibilities.
Someone just sent me a link to the story, so here it is:
Catacomb, by Henry Melton
Henry, if you ever end up here and see this, your work had a big, big influence on one particular misfit boy.
2. A New Video
So far, I've managed to avoid writing any blog articles on the subject of The Game Industry Might Maybe Have Woman Issues, Just a Little Bit. To anyone looking in from outside, this statement is about as controversial as saying that water is wet, but it still gets gamers really angry.
Anyway. IGN made some sort of online reality show thingy called The Next Game Boss. It's about indie game developers. That someone made a reality show (even a web one with a micro-budget) about people who want to do what I do is pretty fascinating. Not flattering, but fascinating. Because, um ... watch this cruelly edited selection of highlights from the first episode ...
Hey, Ladies! They're Still Single!
(It gets awesome one minute in.)
There are things I could say about this, but there's really nothing that can be added to perfection.
3. I Like Music
Everyone who knows me in real life is sick of hearing about Garfunkel & Oates. But you don't know me! So I can just drop a link or two.
They really broke big over the last year or so and are now making actual money (plus an HBO development deal). If you poke around on YouTube, you will find that these two have been working their asses off for years trying this and that before they broke big. They are a great example of a universal truth: It takes ten years to make an overnight success.
OK, that seems like enough content to justify a blog post. So. We're having a sale. It's over in a few days. Order one of our series on CD and you can totally get your Hanukkah shopping done early.
Wednesday, October 19, 2011
The 10000 Hour Rule.
This image appeared on my Facebook the other day, and I really liked it. (The quote is killer, and it is available at a much more readable size here.) It reminded me of a bit of wisdom I value greatly, and I'll pass that on in this blog post. Lucky you.
I am a huge fan of the many Rules, Laws, and related discrete wisdom chunks you can find on the Internet. Sturgeon's Law. Poe's Law. Rule 34. (NSFW) The Iron Law of Oligarchy. But one of my favorite, as an important lesson about How the World Works, is the 10000 Hour Rule.
I would describe this law thusly:
To master any non-trivial field requires 10000 hours of dedicated practice and study.
Sometimes, this law is stated with "10 years" in the place of "10000 hours." Or, as an old saying elegantly puts it, "You have to write a million bad words before you can write a good one."
Drawing. Writing. Chess. Singing. Tennis. Designing Games. Acting. Golf. Playing the violin. Leatherworking. Poker. In each case, mastery requires work. A lot of it.
What does this law mean? It means that fantasy you have, about picking up a guitar and finding that you have a deep, innate talent for playing and that you're the next Hendrix? It's just a fantasy. Better get practicing, pal. You got 10 long years of work ahead of you. Free lunch? No such thing.
I Will Now Deal With Your Objections
People don't like this law. People hate to be told that they can't have Free Stuff, and gaining mastery without sacrifice is the epitomy of Free Stuff. But there are several obvious objections people come up with to rebut this law. I will dispose of them now.
It Doesn't Take That Long To Master Something! I Can Master Tic-Tac-Toe in a Minute!
That's why I said it takes 10000 hours to master something non-trivial. Obviously, some things are easy, but nobody cares about whether you can do them. Learning to tie your shoes is much simpler than learning to play the violin, but nobody will pay you to watch you tie your shoes.
What About Child Prodigies? Mozart Was Composing Symphonies When He was Four!
Yeah, but nobody wants to hear them. They want to hear what he wrote later. Many, many hours of work later.
Child prodigies exist, and they can do amazing things. However, the main advantage of being a child prodigy is that you get to start putting in your 10000 hours at an early age. You still have to work for it.
But Some People Have Amazing Innate Abilities!
People need to believe that they can possibly have the innate ability to do amazing things. Some sort of magical penumbra that gives you the supernatural ability to write or play baseball or whatever. Not really.
Now don't get me wrong. Some people do have the innate ability to excel at a field. It is the opportunity, resources, and drive to put in the many, long tedious hours mastering a chosen field. It's the ability (the time, money, and energy) to sit down and work. That's the only innate ability that really means something.
So I Just Have To Spend 10000 Hours On Something and I Become Awesome?
No. It has to be 10000 of meaningful practice. Learning new things. Stretching your ability. Occasionally failing, learning from your mistakes, and improving. Repeating the same lame thing for one hour 10000 times will not cut it.
I've Hardly Spent Any Time At All Learning To Do [X], and I'm Amazing At It!
Are you sure? One of the main reasons people are mediocre at a profession or activity is that they lack the ability to recognize when they have done it poorly. One of the main things successful craftspeople and artists have in common is a loathing of their own work.
I'm not saying you aren't that great. Hey, I've never met you. But are you sure?
It's an Unpleasant Rule
The 10000 Hour Rule is about crushing dreams. It's about understanding that there are limits to what you can do in the all-too-short period of time we spend on this Earth. It's about giving people who have achieved mastery the respect they deserve. It's about, before taking on a new task, honestly evaluating whether we can afford to give what it takes to complete it. And it's about forgiving yourself for not being able to play the guitar like Hendrix.
I have a lot more to say on this subject and how it applies to writing computer games. Next time.
(If you're interested in reading more about this stuff, I've heard that Outliers, by Malcolm Gladwell, is a good read. I'm not so much a big Gladwell fan, but it's a very interesting topic.)
Tuesday, October 4, 2011
Why All Our Games Are Now Cheaper Forever
Spiderweb Software just started our annual sale. It's ten percent off everything we sell for the whole month of October. That isn't really news. We do this every year, and people seem to like it.
But this year, there is much more. We permanently lowered the prices of everything we sell. At least 20% cheaper (in addition to the 10% for the sale). For some products, much more. The most expensive game we sell is now $20, and that is likely to last pretty much forever.
It's a big mental shift for us, and I thought it was worth blogging about. I write about game pricing on this blog a lot, and I'm not ashamed of it. Right now, most of the huge revolutions in the game biz are in the new crazy pricing models, and there are still a lot of questions out there about the most efficient way to make a game make money.
Why It Took So Long To Lower Our Prices
We released our first game in January, 1995. That is a long time ago, and much has changed. A few helpful comparisons.
Now: Huge distributors like Steam and iTunes sell massive numbers of copies for low prices, and Indie developers make good money on huge volume.
Then: The World Wide Web barely existed and we scraped by on a handful of sales from AOL.
Now: A quality Indie niche game sells on big portals for ten bucks at most. More than that and people think you're crazy and move on.
Then: Most good shareware games sold for $25. It took me a very long time just to realize that that price isn't normal anymore.
Now: Indie developers can make excellent livings selling lots of copies of cheap games.
Then: Indie game developers were called "shareware developers," and everyone thought they were losers and spat on them.
Now: Want to pirate a game? It just takes 3 seconds of searching on Pirate Bay.
Then: Took five minutes of searching instead of three seconds. This actually made a big difference.
Now: Many new games are given away for free and make their money on micro-transactions from a portion of their users.
Then: FREE games? With micro-WHAT? What are you? A SORCEROR?
(The shift to free games is arguably the most stunning development in the games biz in a very long time. My prediction: Within five years, there will be a successful game that pays you a small amount to play it and makes their cash selling better swords or whatever.)
I'm a dumb person in plenty of key ways, so it took me a while to observe the key fact:
A LOT of money is being made by selling games for cheap.
So now , instead of selling our games for $25 or $28 (!!!), we'll sell them for $20 or $15. I know this still seems like a lot, but I haven't backed off on the key thing I've long said ...
People Who Write Niche Games Can't Charge a Dollar
If you're making a pretty, shiny, highly casual game with cartoon squirrels and you think you can find a million fans for it, go ahead. Charge a dollar. You'll have to.
But if you write games like mine? Low budget, old school, hardcore RPGs with lots of content? If I charged a dollar for it, I'd have to sell a copy to pretty much every interested human everywhere to have a chance of making money.
So I still charge an actual price, an amount of money that still feels like money. Maybe I should have taken everything down to $15. Maybe I'm being too timid in the price drop. But, in a sense, that difference doesn't matter.
There are two sorts of prices you can pay for a game: An amount that is so small you don't care, and an amount high enough that you do. Our newest game, Avadon: The Black Fortress, is $20 on our site and $10 on Steam. That's a big difference, but, in a very real sense, they have the same price: an amount of money that actually feels like spending money. We will always charge actual money, as opposed to pocket change. All I have done is slightly tinkered with the level.
Bonus Point: Why Is Our Game Twice the Price On Our Site Than On Steam
I get asked this a lot, and it's a fair question. The answer:
In any place where your game is sold, pick the price that will maximize the profits. This ideal price changes depending on the nature of the place where it is being sold.
Steam is a big, sprawling gaming bazaar where practically all of the games are cheap. People see a game, spend a moderate amount of money on it, and try it out. People experiment there, and you need to charge a price that encourages customers to pick you as their experiment. Also, if you charge $20 for your game there, it will be on a list with ten good games at half the price, so you will get murdered.
Spiderweb Software's web site, on the other hand, only lists our games. It is generally only visited by fans of role-playing games. People on our site are generally really interested in the specific sorts of games we sell, and so the higher price doesn't scare them off.
This sort of logic isn't my weird invention. It's basic business. World of Goo is $20 on the company site, $10 on Steam, and $5 on iTunes. Each marketplace has its own norms, and you price your game to maximize your earnings there.
And that is why games are now at most $20 on our site. Because of the current standards of the game industry as a whole, I think that will most likely increase our earnings overall. It might not always have been that way, but I feel it is now.
(And, yes. I set game prices to maximize my earnings. Of course I do. Astonishingly, some people seem to take offense at this. I don't care. I'm not going to neglect to send my kids to college just so I can satisfy someone's arbitrary standards of Indie cred. I'm too old for that, and children persist in their irritating need to eat food.)
So. Anyway. A Sale.
Our games are cheaper forever, and even cheaper than that this month. We're getting a lot more sales, and I don't feel like the dumb jerk that still charges $28 for three year old games anymore. If you like old school role-playing games, you could certainly do worse.
And it will be a while before I write about pricing again. Believe it or not, I have other things to say (and make fun of). Time to get going on that ...
Wednesday, September 21, 2011
The Hardest Game. For Adults.
I have come to realize that, for adults, Minecraft is among the most difficult of all video games.
Bear with me.
Minecraft is amazing for kids. All of the children in our social circle have been completely absorbed into the Minecraft collective. They make huge towns. They discuss the relative merits of the Adventure Update. They install mods. They set up LANs and explore each others' worlds. Whatever its merits as an educational game, it's certainly made our kids learn what an IP address is.
When we took our nine-year old daughter to PAX, she insisted on waiting in line to have her picture taken with Notch, Minecraft's creator. I spoke with him and mentioned that I run Spiderweb Software. He said that he'd played Avernum. This one fact did more to elevate me in her view than any single event since her creation.
The kids are mad about the game, making spiraling towers, roller-coasters, water slides, and mad dreamscapes.
But what about the adults?
What Adults Frequently Say About Minecraft
Many of the guardians of these children tried Minecraft themselves. Few of them played more than an hour or two. Now note, these are nerd grown-ups, gamers, people who actually finish games. Grown-ups rarely have time to play games. These are people who make time. But I played for more than any of them, logging a mere ten hours.
But that's not what got my attention. What I found so fascinating was that, when I asked my fellow olds what they thought of it, I always got a similar response:
"I didn't know what to do."
"I didn't see the point of it."
"I didn't have a purpose."
And then they looked at me as if all this made perfect, self-evident sense. And the thing is, it did. I always nodded with genuine sympathy.
And then I realized how depressing that is.
A Thought Experiment
Suppose you asked an adult, "What do you think of Legos?" and got the response, "I don't like them. I just look at them, and don't know what to do. What is the purpose? What is their point?"
What would you think of this response? Would you find that person to be Awesome? And not, maybe, I don't know, just a wee bit depressing?
Tell me, what do you think of paper? "It's blank. That stresses me out." What about clay? "I don't know what to make, so it's pointless." Look. You can make things with this. "But creativity makes me tired."
I'm not pretending I'm not the same way. I don't think I'm any better than my peers. I'm just the same.
Look What I Did With It, Because I'm So Great
I had a blast playing Minecraft! I built a little house, so that I could be safe from monsters. I made a mine. And then you know what I created?
I built a two story house for a family of four. Bedroom for the parents. Bedroom for two children. Kitchen. Workshop. Field of crops so we could eat. A big wall to keep us safe. I even baby-safed the damn thing, to keep my non-existant Minecraft four-year old from falling down the stairs and into a lava pool.
And then I was done. I recreated the world I see around me every day, to the maximum fidelity cube-world would allow. And then I stopped playing. Success.
Isn't that extra-depressing? Even in my fantasy world, I had to have a mortgage.
Why Minecraft Is the Hardest Of Games. For Adults.
I have not made any big, unique discovery here. It's been common knowledge for a long time that a kid can have just as much fun with a toy as with the box it came in. We take this loss of creativity as we age for granted. It's only when it happens with a video game, the sort of thing adults can play, with weapons and monsters and gold, that it comes into much sharper relief. Of course adults don't color with crayons. That activity is in a box in our brains labeled "Kid Stuff," and we can ignore it safely.
But Minecraft is new, so we have to evaluate it with fresh eyes.
To play Minecraft (before the release of promised updates with boss fight and goals and other dreadful things), you have to play. Not in the linear way, walking down a hall and shoot guys in the face on the one course the designer created for you.
To play Minecraft, you have to Play. Playground-style, without fear or hesitation or second-guessing. You have to, without self-consciousness, be creative. My old, withered, linear, fight-or-flight, calculate-reward-for-effort brains just can't do that anymore, not without great strain. To play Minecraft for more than a few minutes, you have to act like a kid again, in the good way. And that is HARD.
I don't know if I can do it. One of these days, some rare, free afternoon, I really need to sit down for an hour, just an hour, and try.
Tuesday, August 30, 2011
Snarky Review: L.A. Noire
(This review contains a few L.A. Noire spoilers and slightly more adult humor than normal. If you are below the age of forty, do not read it. Instead, go to a more family-friendly web site.)
I played a lot of L.A. Noire recently. I got about twenty hours in, had a decent amount of fun, and realized that my parental, old-person life doesn't really encourage playing long games any more. Which is worrying, as that is the sort of game I write. Whenever I look at my work and go, "I have no interest in playing games like this," I get to worry. But that's another story.
L.A. Noire is a fairly fun and reasonably innovative game, published by Rockstar Games and developed by Team Bondi, a bunch of Australians. It's a combination of investigation and interrogation mechanics that have appeared in adventure games in the past, combined with the gigantic open world setting of Rockstar games like Grand Theft Auto and Red Dead: Redemption. It's seemed like Rock Star has been trying to see in recent years how much you can stretch this format and still make a good game (e.g. Bully, Red Dead: Redemption). L.A. Noire may be on the outside edge of how far you can push this.
There was a bunch of things I liked and a bunch of places that were rough. I always feel bad mocking those who tried to push the envelope, but hey, they're huge and sell millions of copies, so they can survive my little blog.
You play a detective in late forties Los Angeles, who, if I recall correctly, has a name. Something virile, like Blake Manfulness. His voice and motion capture were done by Ken Cosgrove, Accounts.
You are told to investigate crimes. You go places and search for clues. Then you interrogate subjects and persons of interest. You have to pay very close attention to what these people say, how they say it, and what facial expressions they show (the facial animation software being the big breakout feature of this game), and, when they lie or hedge the truth, confront them. Then, when the case is solved and someone is arrested, you get a star rating to determine how well you did. So that's the game.
I'm a natural target for this sort of thing. I am a huge sucker for a police procedural. Homicide: A Year On the Killing Streets is one of my all-time favorite books, and, in the manner of all fans of The Wire, I am really annoying when talking about The Wire.
So, for me, the clue-hunting and interrogation were very much the fun of the game. When I was interrogating people, I found I was really concentrating and thinking. When I put a few clues together and caught some rat bastard in a lie, I really felt that my brain power enabled me to do something cool, and that's something that I rarely experience in games these days. So that part of the game was awesome. I didn't even really mind the fact that you can't ever actually lose a mission or let the suspect get away.
But, alas, there are also lots of driving, chasing, shooting, and sneaking sequences straight out of Grand Theft Auto. They are, you know, fine. But very rote and familiar, not the sort of thing I want to spent tens of hours doing anymore. Also, while their enormous rendition of Los Angeles is lavish and awesome, there are very few things you can actually do in it. When playing Red Dead: Redemption, I was constantly being distracted by cool stuff to do. But here, apart from a fixed set of side quests, L.A. seemed a little dry. And if you can't let off steam by going on a rampaging, horrifying kill spree before being gunned down in the street by tanks like the rabid dog you are, what's the point of playing a Rockstar game?
And, double alas, the farther you get into the game, the less important the questioning becomes. The game ends not with an awesome Prime Suspect-style battle of wits between detective and suspect, but just another gunfight. In a sewer. I've been a gamer for a long time. I'm tired of gunfights in sewers.
So there is ambivalence here. I admire Rockstar greatly for spending a ton of money to make a big game that's not a sequel and actually tries to do new things. That is hugely to their credit, and there's plenty of good stuff here. I just wish they'd taken the cool stuff that works and concentrated it into a much shorter game.
A few other thoughts ...
This game is really for adults. Even by Rockstar standards. After working on the murder cases, all I wanted was for one of the dead women to have some clothes on, for God's sake. Though their pubic hair rendering engine is first rate.
Along these lines, L.A. Noire contains more checking for semen than any video game I have ever played. This is entirely to their credit. Also, the game played much faster once I went into settings and mapped Check For Semen to the right trigger.
We should take a moment to remember the lost. After L.A. Noire came out, there were allegations that Team Bondi pushed its employees to long stretches of hundred-hour weeks to make this game. Based on the standards of the industry and the obvious amount of work in this game, I entirely believe it. This sort of crap is why I am determined to stay an indie developer as long as possible. I have children. I'd like to, you know, see them.
L.A. Noire is guilty of my current least-favorite writing flaw: Having one mission completely nullify all of the story elements of the several missions before it. You see, int he part of the game where you are a homicide detective, you have six cases. In the first five, you investigate murdered women and arrest a perpetrator. In the sixth case, following a series of tedious puzzle-solving and climbing sequences, you learn that the previous five men you arrested are all innocent and the murders were committed by some crazy guy that you shoot in a tunnel or something.
If there is any flaw that really bugs me about this game, it's that it says, "You can be a badass detective and investigate crimes and outwit criminals." And then it makes you spend a huge swath of the middle game arresting the wrong guys for crime after crime. What a waste. It shows a lack of respect for the player and the premise.
But still. It's something different. It's ambitious. It's had decent sales. Everyone involved deserves applause for making this thing, and I'm really glad it didn't tank. At this point, we gamers have to take all the innovation we can get.
I played a lot of L.A. Noire recently. I got about twenty hours in, had a decent amount of fun, and realized that my parental, old-person life doesn't really encourage playing long games any more. Which is worrying, as that is the sort of game I write. Whenever I look at my work and go, "I have no interest in playing games like this," I get to worry. But that's another story.
L.A. Noire is a fairly fun and reasonably innovative game, published by Rockstar Games and developed by Team Bondi, a bunch of Australians. It's a combination of investigation and interrogation mechanics that have appeared in adventure games in the past, combined with the gigantic open world setting of Rockstar games like Grand Theft Auto and Red Dead: Redemption. It's seemed like Rock Star has been trying to see in recent years how much you can stretch this format and still make a good game (e.g. Bully, Red Dead: Redemption). L.A. Noire may be on the outside edge of how far you can push this.
There was a bunch of things I liked and a bunch of places that were rough. I always feel bad mocking those who tried to push the envelope, but hey, they're huge and sell millions of copies, so they can survive my little blog.
You play a detective in late forties Los Angeles, who, if I recall correctly, has a name. Something virile, like Blake Manfulness. His voice and motion capture were done by Ken Cosgrove, Accounts.
You are told to investigate crimes. You go places and search for clues. Then you interrogate subjects and persons of interest. You have to pay very close attention to what these people say, how they say it, and what facial expressions they show (the facial animation software being the big breakout feature of this game), and, when they lie or hedge the truth, confront them. Then, when the case is solved and someone is arrested, you get a star rating to determine how well you did. So that's the game.
I'm a natural target for this sort of thing. I am a huge sucker for a police procedural. Homicide: A Year On the Killing Streets is one of my all-time favorite books, and, in the manner of all fans of The Wire, I am really annoying when talking about The Wire.
So, for me, the clue-hunting and interrogation were very much the fun of the game. When I was interrogating people, I found I was really concentrating and thinking. When I put a few clues together and caught some rat bastard in a lie, I really felt that my brain power enabled me to do something cool, and that's something that I rarely experience in games these days. So that part of the game was awesome. I didn't even really mind the fact that you can't ever actually lose a mission or let the suspect get away.
But, alas, there are also lots of driving, chasing, shooting, and sneaking sequences straight out of Grand Theft Auto. They are, you know, fine. But very rote and familiar, not the sort of thing I want to spent tens of hours doing anymore. Also, while their enormous rendition of Los Angeles is lavish and awesome, there are very few things you can actually do in it. When playing Red Dead: Redemption, I was constantly being distracted by cool stuff to do. But here, apart from a fixed set of side quests, L.A. seemed a little dry. And if you can't let off steam by going on a rampaging, horrifying kill spree before being gunned down in the street by tanks like the rabid dog you are, what's the point of playing a Rockstar game?
And, double alas, the farther you get into the game, the less important the questioning becomes. The game ends not with an awesome Prime Suspect-style battle of wits between detective and suspect, but just another gunfight. In a sewer. I've been a gamer for a long time. I'm tired of gunfights in sewers.
So there is ambivalence here. I admire Rockstar greatly for spending a ton of money to make a big game that's not a sequel and actually tries to do new things. That is hugely to their credit, and there's plenty of good stuff here. I just wish they'd taken the cool stuff that works and concentrated it into a much shorter game.
A few other thoughts ...
This game is really for adults. Even by Rockstar standards. After working on the murder cases, all I wanted was for one of the dead women to have some clothes on, for God's sake. Though their pubic hair rendering engine is first rate.
Along these lines, L.A. Noire contains more checking for semen than any video game I have ever played. This is entirely to their credit. Also, the game played much faster once I went into settings and mapped Check For Semen to the right trigger.
We should take a moment to remember the lost. After L.A. Noire came out, there were allegations that Team Bondi pushed its employees to long stretches of hundred-hour weeks to make this game. Based on the standards of the industry and the obvious amount of work in this game, I entirely believe it. This sort of crap is why I am determined to stay an indie developer as long as possible. I have children. I'd like to, you know, see them.
L.A. Noire is guilty of my current least-favorite writing flaw: Having one mission completely nullify all of the story elements of the several missions before it. You see, int he part of the game where you are a homicide detective, you have six cases. In the first five, you investigate murdered women and arrest a perpetrator. In the sixth case, following a series of tedious puzzle-solving and climbing sequences, you learn that the previous five men you arrested are all innocent and the murders were committed by some crazy guy that you shoot in a tunnel or something.
If there is any flaw that really bugs me about this game, it's that it says, "You can be a badass detective and investigate crimes and outwit criminals." And then it makes you spend a huge swath of the middle game arresting the wrong guys for crime after crime. What a waste. It shows a lack of respect for the player and the premise.
But still. It's something different. It's ambitious. It's had decent sales. Everyone involved deserves applause for making this thing, and I'm really glad it didn't tank. At this point, we gamers have to take all the innovation we can get.
Thursday, August 18, 2011
I Don't Finish Games Because I Am Old
This article is getting a lot of play today. Short version: Very few people finish really long games.
Duh. I've pretty much given up on playing any long game (say, over 20 hours) that I'm not sure is completely awesome. I just quit L.A. Noire a good eight cases from the end, and I feel like I played it for too long.
I mean, a game that takes 40 hours? A whole workweek? In this day and age? Who can do that? People don't leave games unfinished because they're weak or dumb or lazy or bad people. It's because, unless the game is really awesomesauce, playing it for 40 hours just isn't a worthwhile use of one's time.
Which puts me in a weird position, because I write long games. I try to put a lot of work into the endings, even though I know most people won't see them. Maybe this is a warning that I should start doing something else, but I don't know what. I tried to make Avadon: The Black Fortress a shorter game but a higher quality experience. Dunno if I succeeded, but that's the direction I wanted to go.
It's one of the reasons the industry is moving towards shorter, cheaper games. And I'm moving along with the trend, a tiny bit. But I'll be writing longish games as long as there is a market for them. The main strength of my games is the sprawling, epic stories. I can't really do that in a ten hour game. So I'll keep doing basically what I do, even though I hear the distant rumbling of impending doom.
Duh. I've pretty much given up on playing any long game (say, over 20 hours) that I'm not sure is completely awesome. I just quit L.A. Noire a good eight cases from the end, and I feel like I played it for too long.
I mean, a game that takes 40 hours? A whole workweek? In this day and age? Who can do that? People don't leave games unfinished because they're weak or dumb or lazy or bad people. It's because, unless the game is really awesomesauce, playing it for 40 hours just isn't a worthwhile use of one's time.
Which puts me in a weird position, because I write long games. I try to put a lot of work into the endings, even though I know most people won't see them. Maybe this is a warning that I should start doing something else, but I don't know what. I tried to make Avadon: The Black Fortress a shorter game but a higher quality experience. Dunno if I succeeded, but that's the direction I wanted to go.
It's one of the reasons the industry is moving towards shorter, cheaper games. And I'm moving along with the trend, a tiny bit. But I'll be writing longish games as long as there is a market for them. The main strength of my games is the sprawling, epic stories. I can't really do that in a ten hour game. So I'll keep doing basically what I do, even though I hear the distant rumbling of impending doom.
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