Auto-Adjusting Frustration

By Shamus Posted Thursday Jan 15, 2009

Filed under: Game Design 120 comments

The Birdmen post the other day kicked off an interesting discussion on auto-leveling or auto-adjusting difficulty in games. Now, I’m very much against auto-adjusting difficulty, because it solves one problem – the need for a game to provide the “right” level of challenge to all players – by creating a worse one: Taking away the ability of the player to adjust for frustration tolerance.

Ask people if a game is easy or hard, and you’ll see responses like:

Player1: Pfft. That game was a cakewalk. I only died maybe once a level.

Player2: That game was a pain in the ass. I died on almost every level.

So even among players of the same skill, the same experience can lead to very different perceptions. Some people want to play on a level they know they can handle and hoover up the content. Some players want the threat of failure to enhance their excitement. And some players want constant failure to test them and force them to develop their skills.

Continue reading ⟩⟩ “Auto-Adjusting Frustration”

 


 

Instead of Writing…

By Shamus Posted Wednesday Jan 14, 2009

Filed under: Links 38 comments

…you’re getting a link dump. [EDIT: No, actually you’re getting writing. Unintentionally. Brevity is a cross-class skill for me.] Time pressures this week are preventing me from writing about all the things that are demanding my attention. This stuff will lose some of its relevancy if I wait until I have time to write about them with any sort of depth, so instead I’ll give you the links and leave you to your own devices.

1. Darths and Droids has finished with Phantom Menace. Congrats to the comic irregulars. One movie down, five to go. Then there’s the animated TV series, the CGI TV series, and the Christmas Special. Don’t tell me you’re not doing the Christmas Special!

2. Yahtzee has teamed up with Yug & Matt of Australian Gamer to launch a new show called Game Damage. The leap from “I made this with Windows Movie Maker” to “This is good enough for broadcast television” is a massive one. Maybe they didn’t make it, but I’m amazed at what these guys accomplished with a limited budget and no prior experience.

I really like Yug & Matt, and I tune into the podcast from time to time. I’m often frustrated at the asinine delayed releases, missing titles, censorship, and price-gouging that Australian gamers have to tolerate. What have publishers got against a country with nice beaches and lots of purportedly friendly middle-class people who speak English? Americans often have a saying, “If X happens, I’m moving to Canada.” Screw that. If X ever happens, I’m moving to Australia, and I’d really like to be able to buy videogames when I get there to take my mind off the horrors of X. I have a lot more I’d like to say about this if I had the time, but for now I’ll just point you to Game Damage and say that it’s at least worth a look. (And it’s amazing to see Yahtzee go a full half hour without swearing.)

3. The Escapist has published a letter from the staff. It’s a sort of “position paper” for them, and it makes for an interesting read. As I said in the comments, at first I thought that it could use more depth, but I’m pretty sure that would have the opposite of the intended effect. A number of broad, reasonable statements that everyone can embrace is good as far as vision statements go. As you add resolution and details, it becomes harder and harder to make statements that everyone can agree with. In an effort to please everyone, you end up with a document that everyone can tolerate but nobody will embrace. (It’s like political platforms, really. “Education is good” is something everyone can agree with. But as soon as you propose a particular action, that “everyone” shatters into a hundred bickering clans.)

I also like that while unifying, it gives lots of room for individuals on the staff to embrace different positions. It might be a matter of personal taste, but I don’t become a fan of periodicals, I become a fan of an individual writers working for the periodical. Too many big-title publications go for that one-voice approach, and their voice ends up being a bland monotone. It’s one of the reasons I think blogs are so successful: Even when our page design sucks, our proof raeding is non-exitsent, and it doesn’t load right in your browser of choice, it offers a distinctive voice.

4. And finally, a question about gamertags: If I link to a gamertag thus:

I notice that if I’m not signed in, it doesn’t take me to my profile, but the Microsoft Livemeh signup page. Is this the way it’s really supposed to work? Only Live users can see gamer profiles, and everyone else gets the sales pitch? Please tell me this is just a fluke or that I’m doing something silly. If this is how it works, then I simply do not have the time to marshal the words to covey how much their irritating stupidity and lameness has filled me with indignation.

Ah! I sat down to bust out a quick link dump post, and ended up hammering out a couple hundred words and consuming time I did not have to spare. Apologies. There is no greater shame than a man who works from home but ends up being late for work anyway, so I must run. Good luck with the links.

 


 

No BioShock for Me

By Shamus Posted Tuesday Jan 13, 2009

Filed under: Video Games 64 comments

People keep asking if I’ll be getting BioShock now that I have a Xbox 360. I didn’t want to open up this can of worms again, but the question deserves an answer:

I can’t bring myself to play it. The game is dead to me. I played the demo and was completely underwhelmed. (And hoo boy did that cause a flamewar. I had to close the comments. Some regular commenters left, and I never saw them again. I’d rather not repeat that.)

Keep in mind, System Shock is my super-extra-special favoritest game ever. I wrote a novel about it. BioShock is supposedly the “spiritual” follow-up to that, but it’s missing all the parts that made the series appeal to me. To play System Shock without the inventory, the mad AI, the electronic music, the cyberpunk setting, the taut resource management, the level-up abilities, and using thumbsticks instead of the mouse? No, I will not do that.

I don’t begrudge those that love the game. I understand the story is good. But the game I loved is dead. I’m not going to go and snuggle the corpse for old time’s sake. Leave me to my grief.

 


 

Stolen Pixels #55: Crass Effect

By Shamus Posted Tuesday Jan 13, 2009

Filed under: Column 0 comments

Role-playing games: Now with lesbians!

 


 

Mass Effect:
Nitpicks Part 2

By Shamus Posted Tuesday Jan 13, 2009

Filed under: Game Reviews 37 comments

It’s unusual that I have to break up my nitpicks post into two parts, but Mass Effect has forced my hand and brought this punishment on itself. The game is not nearly as awful as these posts might make it seem, but it does have egregious flaws that need to be recorded and cataloged.

Loading Screens

The game is saddled with heartless, incessant, and tediously flow-breaking loading screens. Some are disguised as elevators. The game is just a jerk when it comes to squandering slices of time. For example, if you have a mission that calls for you to visit the Citadel:

  1. Bring up the galaxy map, set the destination.
  2. See a short but un-skippable animation of the ship going through the Mass Relay.
  3. Back to the map screen. Use the map again to direct the ship to dock at the Citadel.
  4. Loading screen.
  5. See a short but un-skippable animation of the ship pulling into dock.
  6. While not a loading “screen” per se, the game pauses for a few seconds while the word “Loading” appears.
  7. Exit the ship and choose your away party.
  8. Loading screen.
  9. Get in a mandatory long-ass elevator ride. (A loading screen, really. A long one.)
  10. Once out of the elevator, use the “fast” transit system to go to the right part of the station.
  11. Loading screen.
  12. Unless you’re very lucky, you’re going to have to hike for a distance to reach the person you’re looking for.

This adds up to a couple of minutes of semi-interactive waiting so you can have a fifteen second conversation.

Continue reading ⟩⟩ “Mass Effect:Nitpicks Part 2”

 


 

Mass Effect:
Nitpicks Part 1

By Shamus Posted Monday Jan 12, 2009

Filed under: Game Reviews 50 comments

As promised, I have compiled my gripes with this game into a single, easy-to-access (and also easy to ignore) list of problems, complaints, issues, and little grievances.

I do this ostensibly as a sort of armchair game design and analysis, but in the case of Mass Effect I’m doing it also as a form of catharsis. Some of these flaws truly grate, and served to yank me out of my entertainment for a helping of petty annoyances at regular intervals. I will not feel like justice has been served until I have unpacked the full list. This will take two posts.

I have tried to arrange my complaints in order from the trivial to the traumatic, but this is an imprecise process at best.

This is spoiler-free, aside from the sections blocked in red.

Continue reading ⟩⟩ “Mass Effect:Nitpicks Part 1”

 


 

Mass Effect:
Codex

By Shamus Posted Sunday Jan 11, 2009

Filed under: Game Reviews 34 comments

Sometimes knowing (or thinking you know) how a game operates can work against you.

Early in my first Mass Effect play-through, I noticed the codex. There were only a couple of entries in it at that point, and they were things I’d already heard about. Now, a lot of games have this sort of journal feature that stores facts given to you by NPCs. This is a nice courtesy feature for absent-minded players, for players who might have overlooked or misunderstood something said to them, or for players who return to a game after a long absence. It’s a great feature, but you usually don’t need it. And that’s what I thought the Mass Effect codex was.

It wasn’t until someone in the comments of my first impressions post mentioned how rewarding the codex entries were that I went back for another look. While a couple of them are just a re-hash of things said to you in the game, most of them are a gold mine of details that bring the setting to life and address some (would-be) holes in the setting. Bonus: Most of them are read to you, and have nice pictures to go with them. (Yes, it may be childish to like “pictures” with your prose, but audio and visual does make the ingestion of information more fun.) Double bonus: The voice of the codex is the voice of the narrator from the Leisure Suit Larry games. As I play the entries I keep listening for the double entendre that never comes. Particularly during the Asari entry.

Anyway, an example of a seeming plot-hole which is covered in the codex: I thought it was stupid that the Krogen “didn’t have any scientists” to work on the genophage. If you guys don’t have any scientists, then how did you make it into space? But the codex reveals that the Salarians discovered the tribal and warlike Krogens, and brought them into space. Krogens don’t really have the disposition to try and invent things, but they’re smart and cunning in their own way, and can learn to use technology as well as anyone else.

Suddenly the Krogens went from being Klingon rip-offs to a fascinating race with a proud history but a tragic yet inevitable downfall.

Now that I know how useful it is, the codex is having the intended effect: I’m foraging for data by exhausting the dialog tree of every NPC that will consent to conversation.

I wouldn’t have ignored the codex if I hadn’t thought I already knew what it was. Funny how that works.