Experienced Points: Nintendo’s Ungaming

By Shamus Posted Friday Jun 26, 2009

Filed under: Column 22 comments

Here is my take on the “demo mode” thing Nintendo is crowing about.

Some additional thoughts, which I cut from the article:

Demo mode is even worse than it seems at first glance. If I understand the patent, it’s actually pre-recorded video, not captured or (better yet) AI directed inputs. They make it sound like you can turn demo mode on and off at will, but the way it reads, it sounds like turning it off just sends you back to some pre-determined checkpoint. So what they are really bragging about is the ability to (basically) watch YouTube videos and play from someone else’s save games. This is even less useful than a simple automated self-play mode. And finally, I don’t see how this system will be useful in non-linear games. In Zelda for example: If I use this feature to skip a tricky boss fight, what it’s really going to do is show me a video of someone else beating the boss, and then download a preset save game starting from just after the boss fight. Is that save game going to retain all of the other state variables? (Hearts, resources collected, etc.)

Well, it’s bad, but at least the other console companies aren’t bending over backwards trying to emulate Nintendo. Man, then we’d really be in trouble.

 


 

Stolen Pixels #102: Left 4 Dumb, Part 18

By Shamus Posted Friday Jun 26, 2009

Filed under: Column 56 comments

Guess who startled the witch?

For the readers who just can’t bear that one of their webcomics is running a series which doesn’t tickle their particular fancy, I am happy to report that your long period of agonizing not-finding-things-as-funny-as-you-would-prefer is drawing to a close. There are about 4 or 5 Left 4 Dumb remaining. And remember, if you don’t find a joke funny, it’s your duty as a human being to scroll down past a dozen comments saying, “This is hilarious” and leave a comment of your own informing the author that his work is stupid and unfunny and he should have quit ages ago. That’s a really important part of the whole webcomic process that far too many people overlook. It doesn’t matter if you’ve never commented before or have nothing invested in the series. The important thing is that you guide someone else’s work through hostility and degradation. If anyone gives you a hard time, just point out that you’re only trying to offer “constructive criticism”.

Thank you. I’m sure with just a little more work we can finally bring about LOLtopia. Don’t give up the dream.

 


 
 

Re-Kindle the DRM debate

By Shamus Posted Wednesday Jun 24, 2009

Filed under: Rants 65 comments

There is a post on Gear Diary tiled, Kindle's DRM Rears Its Ugly Head… And It IS Ugly.

Oh? Did you buy a nice new thing? And you thought you owned it? And then it suddenly went all gone? Oopsie.


Welcome
to my world, book lovers.

I was reading my dog-eared, broken-spine, semi-loose-leaf copy of Fellowship of the Ring the other day. It is now spontaneously balkanizing itself into smaller volumes with each reading, and it will not be long before it is less a book and more a stack of crumpled wood pulp. I am not a book collector. I am a book reader. I have no use for a shelf of pristine volumes, snug in their dust jackets, crisp pages forever facing one another. I buy books for the same reason I buy a package of cheese: I want to assimilate the stuff inside. Step one is slipping off the dust jacket and placing it somewhere irresponsible where it will be lost, buried, or ruined. Step two is leaving the thing face down on the floor beside my bed, which not only holds my pages but also breaks the spine so the thing won’t play hard to get while I’m trying to read. Step three is keeping it close at hand, even if that means keeping it near food and coffee.

As a natural byproduct of this entropy and apathy, I’m going to have to buy Lord of the Rings again. I’m okay with this. I used up my copies in the physical sense of wearing them out through use. It would not be okay if (say) the book suddenly disintegrated and required replacement because I’d moved the volume to a new shelf three times.

How it works on the Kindle right now:

You buy a book. Most of them have download restrictions, which is the maximum number of times the title can be “downloaded”. I don’t know if “download” in this context means re-downloaded from the source, or change devices. It does not tell you this up front. You have to read the fine print. I realize you should “always” read the fine print (because of course, the human life is an infinite thing and we all have limitless capacity for inspecting the legalese attached to mundane transactions for signs of treachery) but perhaps we could forgive book buyers for not checking to make sure their books won’t spontaneously stop existing at some point for no good reason. Buying a book is a well understood transaction, and when people heard “electronic book”, they no doubt thought it meant “a book, in electronic form”, not “a limited single-user license to access a given set of data for a limited time until some perfectly arbitrary bullshit takes place and the license is revoked or expires”.

What makes this system even more fun is the fact that different books have different thresholds and rules, and those are not always disclosed at sales time. (I’m getting all of this from the article linked above. I don’t own a Kindle for the same reason I don’t own Spore. (And to be fair, nobody owns a copy of Spore.) And also because I’m not made of money.) The icing on the cake is that when your license stops giving you permission to read the book you thought you owned, you get a vague failure message that makes it sound like a simple tech problem, thus leading you to waste time trying to “fix” the problem without realizing the device is working exactly according to specifications: It’s screwing you.

Sadly, this will bring out a fresh batch of clueless rubes who are in favor of “hard” DRM, and who will need to be taught – like so many video gamers before them – that DRM would need to violate information theory in order to work, and the only thing it accomplishes is the harassment of honest customers.

Sorry to hear it Kindle-lovers. If it’s of any comfort, DRM music lasted for about five years before they gave up on it (iTunes notwithstanding) and PC games DRM is gradually following suit. If you wait five years or so, the book publishers might be tired of the support headaches, the customer complaints, the bad press, the licensing expense (DRM ain’t free) and the fact that it doesn’t impede pirates in any way. Perhaps by that point they will have begun the process of starting to deliberate on the possibility that maybe they should try not using DRM on some books, and see how that works out.

 


 

Technologieunterstützung von Franz Kafka

By Shamus Posted Tuesday Jun 23, 2009

Filed under: Rants 54 comments

I was really worried there for a few months. The news that EA was dropping DRM made me a little uneasy, and the news that they were salvaging the beloved Brutal Legend and bringing it to gamers filled me with dread. As the unofficial EA nemesis, I watch my adversary closely in the news and look for chances to engage them in ineffectual rhetorical combat. Any news that they might be turning good is very bad for me. It’s like when an evil pro wrestler turns to the good side. Sure, audiences love the tale of redemption, but the good guy that used to be his nemesis is going to have a tough time finding a match. He can either fade into obscurity or turn evil and rekindle the rivalry.

I was starting to wonder if I was going to have to turn evil when someone forwarded an email to a tale of tech support gone so horribly wrong that it has become clear my earlier fears were unfounded. EA will continue to be a bountiful source of industry-wide evil for years to come, and this recent dalliance with integrity is just a ruse that will be unmasked at some dramatic point in the future.

Consider the story of one guy who bought a digital copy of Crysis to play on his 64 bit machine. The EA loader – Electronic Art’s comically inept attempt to counter Impulse and Steam – was screwing up the works. Originally, the user was able to run Crysis just find by directing Windows to run Crysis in 32 bit mode. But then EA introduced a change to make Crysis dependent on the EA loader, so that the game would not run without the loader. This caused the game to stop working, because (I think, it gets murky for me here) there was no longer any way to force the game into 32 bit mode. (Since the loader was now running the show.) The game broke when this change was introduced, and led to a lengthy exchange between the user and EA support. The tale is long, and filled with injustice and bureaucratic horrors.

Basically, they delayed for weeks. He had to wait a few days for each response from tech support, and each response was another copy / pasted “solution” that was obviously unrelated to the problem. He would protest, and draw their attention to the matter at hand. They would insist, and then he would acquiesce and perform the requested busywork. Then he’d re-open the issue and the cycle would begin anew without them ever speaking about the real problem or doing anything that might lead to a solution. Eventually the user reached the point six months after his digital purchase, and they informed him that he needed to re-download the game. But since his six-month download window had expired, he would need to buy the game again.

Yes, they tried to sell him a second copy of a game which they had themselves broken and for which they had never provided any useful support.

This is the tech support you’re supposed to contact if you run out of Spore installs. This is not the work of a lone, poorly trained tech support jockey. This is a lumbering machine of unthinking repetition and callous bureaucratic indifference that had the audacity to waste a man’s time for weeks and then demand more money while gesturing at the fine print of the EULA and shrugging. (And getting the details of the EULA wrong. Near the end of the war, the tech support guy is confusing a six-month ability to download a game with the ability to play the game, and ignoring the detail that the problem arose long before the download window closed. (AND not knowing that the window (which, again, was completely irrelevant) was for six months and not a year.))

Ah, EA. Welcome back, you evil sons of bitches. You really had me going for a minute.

 


 

Stolen Pixels #101: Left 4 Dumb, Part 17

By Shamus Posted Tuesday Jun 23, 2009

Filed under: Column 7 comments

This begins the final series of Left 4 Dumb comics. In this one I fill in a bit of backstory that I think Valve mistakenly omitted from the core game.

 


 

Left 4 Dead 2: Promises Documented

By Shamus Posted Monday Jun 22, 2009

Filed under: Video Games 49 comments

The story so far:

Valve announced Left 4 Dead 2. Some fans protested. I was unimpressed with the list of complaints. This did not endear me to the protesters. Then someone posted a link to this movie, which shows Valve employees (purportedly VP of marketing Doug Lombardi and writer Chat Faliszek) talking about adding campaigns and monsters to the original Left 4 Dead. Given the gameplay footage we’re seeing, I’m certain these quotes are before the launch of Left 4 Dead.


Link (YouTube)

The video is made with an overdose of accusation (tossing the charge of “LIE$$$$$” at Valve) and much too little documentation. (Would it have killed them to throw some names and dates over these quotes, along with citing the source? Bad form, guys.) If the protesters had began with this stuff up front, and presented it in a more pragmatic way, it would have saved the entire community about two weeks of bickering and drama, and would likely have drawn more people to their cause.

Culling the cruft the debate has gathered since it began, I see two main charges being brought against Valve:

1) Left 4 Dead 2 is too small / too much the same to justify a sequel so soon, and thus it should be free / an expansion pack.

We’ve been over this one in detail, but for the sake of being pedantic and comprehensive I’ll set it down once again. Left 4 Dead 2 is larger than Left 4 Dead Original Flavor in both scope and content.

  • Five new campaigns, compared to the four of the original.
  • Three new special monsters, to add to the original five.
  • Twenty weapons, compared to the original eight.
  • Four new characters and dialog.
  • New, overarching story.
  • A fresh slate of common infected models.
  • Other changes, like melee combat and incendiary rounds.
  • New music, new videos.

If Left 4 Dead was big enough to be a game (and opinions differ on this point) then Left 4 Dead 2 is big enough to be a game and then some. If you insist on taking us for a few more laps around this rhetorical premise in the comments, realize that I do not plan to accompany you. I expect we’ll end up where we started, and I am sill dizzy from last time.

However:

2) Valve promised the community specific types of content and has yet to deliver, and in fact it looks suspiciously like that content was simply pushed into the sequel.

On this point I consider the protester’s position to be unassailable. Now that the proofs have been furnished, the case is very clear: Valve did indeed say that they were going to do those things. They did so on camera. These things were said by more than one person. In the six months that followed, Valve never attempted to correct or “clarify” what they had said in those interviews. And these things were said by people of importance, not anonymous insiders or low-ranking employees. Specifically, they were said by the VP of marketing, who should be savvy enough to know you can’t go around publicly talking about stuff you have written on your whiteboard unless you seriously plan on doing those things.

Valve said they were going to give away free stuff to people who bought the game. Fans understandably took it to heart. Now it looks like the free stuff has been rolled into a sequel. There is simply no way you can do something like this without losing face and pissing people off.

To be fair, I can see how this could happen. Unlike the protesters, I do not believe that these were lies told out of malice. This is the company that gave us the Orange Box. I don’t think it does the protesters any credit to accuse the notoriously generous Valve of naked greed and deliberate lies. This is much more likely a lack of competence, communication, and planning than an attempt to defraud their newly-cultivated L4D fanbase.

I’m a big fan of developers being open with the community, but this is a very good example of why so few companies do it. Fans invariably are going to ask about what you plan to do in the future, and once you make a statement about what you plan to do, you can’t ever change it without someone feeling cheated. Everything you say will be interpreted as a “promise”, even if you precede it with words like, “we’d like to” or “we’re talking about”. There are no takebacks in public relations, and so most companies keep shut until their plans are nearly complete.

(This is why engineers and artists are usually forbidden from talking to the press. Engineers love to think out loud and artists love to discuss their next big project, and usually neither has the talent for doing so without putting their employer on the hook for their musings. This is why I don’t talk about my day job here on my own site.)

My own guess as to what happened:

Valve began work on additional L4D content. Each change led naturally to others. Perhaps new infected models made area-based damage work better, which made melee weapons more feasible, which suggested new game play, which led to new special infected, which led to AI director tweaks, which led to dynamic weather, which called for new maps, which led to multiple-route maps, and so on, and on. If you listen to the developer commentaries in their games you’ll see this is how a lot of their ideas come about. They usually get one idea while playtesting another. It’s pretty easy to see how organic development like this would grow in unexpected directions.

Pretty soon they realized that all of these inter-related changes were simply too big (either technologically or financially) to be simply retrofitted into the original game. They decided to make it a sequel, and that decision was most likely made without giving thought to what had been said in an interview a year earlier. Oops.

You can be forgiven for forgetting you made a promise, but that doesn’t get you out of your obligation to fulfill it.

How it did not happen:

It’s October. Left 4 Dead is due out soon. Valve President Gabe Newell has summoned Doug and Chet to his office. Less than thirty seconds later they rush into the darkened room of marble and mahogany, panting slightly. (Last month he forbade them from using the executive elevator.)

“Gentlemen”, Newell growls once they have each given an appropriate bow, “We’re not making enough money.”

Doug’s mouth falls open. Mr. Newell doesn’t usually say stuff like this until he’s looking at the end-of-year reports. Doug looks nervously over to Chet, who seems to have better luck with pacifying Mr. Newell when he’s in one of his moods.

Chet swallows hard. The smoke from Mr. Newell’s cigar is stinging his eyes. Then he screws up his courage and says carefully, “Sure thing boss. What do you have in mind?”

Doug nods. Good answer.

Mr. Newell silently swings his high-back leather chair around and looks out over Bellevue. There is a long pause while a column of cigar smoke rises and gathers around him like a storm cloud. Chet and Doug shuffle nervously, afraid he might have forgotten about them again. Eventually he answers in a calm but mockingly polite voice, “What about that ‘Lots of Dead’ thing you’re working on?”

“You mean Left 4 Dead?”, Doug corrects him without thinking.

“Yeeees. That’s the one.” There is a long, menacing pause while the cloud thickens, “I want that game to sell three million copies. That’s one million copies for every year of development you’ve squandered on it.”

Three million?”, Doug squeaks in a terrified voice. “How can we do that?”

The leather chair whirls around, spinning the smoke cloud into the shape of a hurricane. “You do your jobs!”, he roars. A meaty fist slams down on the desk, “You get out there and make people buy the damn thing. You get your stupid jibbering face on one of those idiot TV shows and tell them how great it’ll be. Beg if you must. Lie if you have to.”

Doug is cowering, but Chet retains his cool, “We could always promise them free updates later.”

Newell glowers at him silently.

“Er…”, Chet falters as he realizes he’s miscalculated somehow.

Doug jumps in, “We’re not suggesting we actually give them free updates.”

“Heavens no!”, Chet adds with a forced laugh, “I’m not a complete idiot.” He looks over nervously to Doug, wondering where this is going.

Newell seems to want to know the same thing. He raises his eyebrows and waits.

“Well”, Doug continues, “We could promise them free maps. Maybe new weapons, like we’re doing with Team Fortress 2.”

“Or new monsters!”, Chet practically shouts.

“Yes! Monsters!”, Doug agrees. “Maybe even new game modes or something. Anyway, that should get people to buy the game.”

“And then later”, Chet adds hopefully, “We could… not give them those things?”

Mr. Newell relaxes and smiles, “One of my great joys in this life is when I am able to get a couple of complete imbeciles to think for themselves.”

“Yes sir.”, says Chet.

“Thank you sir!”, Doug adds.

“Now get out of my office.”

Call me a raving fanboy, but I’m just not seeing it. The idea that Valve would – on purpose – promise something which they did not plan to deliver is ludicrous. To believe that, you would need to set aside everything we know about the company. Note that if Valve had never said anything about their future plans, then this entire controversy would have centered around the more mundane topics of how this sequel will affect multiplayer and if the content of the game warranted the pricetag of a full release.

The protesters are justified in holding Valve to their promise, but the charge of “LIAR$” makes no sense to me. Doug Lombardi had this to say to the critics:

I think the short answer is: trust us a little bit. We've been pretty good over the years, even with L4D going back just a few months, about supporting games post-launch. Gabe's always talking about providing entertainment as a service â€" it's not about making a game any more. That's one point of it.

I’ve made it abundantly clear in the past that I’m not crazy about the games-as-a-service model. I’d much rather just fork over money, get my game, and have that be the end of the transaction for both sides. But if we’re going to accept the service model then we’re going to end up with situations like this one, where a game being “done” is a nebulous idea and the only way customers have of gauging the value of the “service” is by listening carefully to what the developer says in public and using that to guide their purchasing decisions. If they buy a game based on the promise of future content, then they can rightly be outraged if you change your mind later. Welcome to service-based gaming, Valve.

Getting down to specifics, in the interview Lombardi promised:

  1. New characters
  2. New campaign[s]
  3. New weapon or a new monster to go with that campaign
  4. An SDK was promised “a few weeks after launch”. I assume that when the guy said “SDK” he was talking about the recently-released level editor. (The term SDK is supposed to refer to a Software Development Kit, but it gets really, really mushy when non-coders start using the term.)

Adding a weapon or monster is probably not that big a deal. They could simply take one of the existing Left 4 Dead 2 monsters or guns and shoehorn it into Left 4 Dead. But the “new campaign” promise is much more difficult. Campaigns represent a tremendous investment of hours in building, testing, and tuning. Adding a new campaign to the original means adding a new campaign for the existing characters and set in western PA. (All of their new stuff is for the Louisiana campaigns, which is built around the new characters and uses the new AI director. In order to keep this promise, they’re going to have to make a new “Bill, Francis, Louis, and Zoey” campaign from scratch. (Although they could recycle / re-work the new lighthouse level to serve as the finale.))

The ball is in Valve’s court. We’ll see what they do for Left 4 Dead.