This Dumb Industry: "Could Have Been Great" Games

By Shamus Posted Tuesday Aug 8, 2017

Filed under: Column 226 comments

Last week I talked about using polish to turn a good game into a great one, but I deliberately avoided giving examples. That post was already 3,000 words long and there were too many disparate topics to cover that there wasn’t room to enumerate, explain, and quantify what I was talking about. So let’s do that now.

The point of the exercise is to come up with games that felt like they could be vastly improved by just a modest investment of additional work at the end of the project. Let’s imagine we’re aiming for stuff that can be fixed in ~6 weeks or less. Six weeks might sound like a long time, but in terms of AAA game development it’s not all that much. 18 months (78 weeks) is a pretty common development cycle, which means six more weeks is less than a 10% increaseWhich is probably a lot less than a 10% increase in budget, if we assume the team is reduced in size once you enter the polish stage.. Obviously this isn’t always possible. Sometimes the money just isn’t there, and sometimes you need to hit that ship date for Christmas. But if we find ourselves in a position where we can make a huge improvement to the game for only a 5% or 10% increase in budget, then that’s a move we want to make.

This short window limits what we can and can’t do. Obviously you can’t do major story re-writes or add detailed voiced characters. We can’t call famous voice actors back and have them re-do all their lines. Even if scheduling isn’t a problem, that’s not the sort of thing you can do cheaply. You probably can’t make sweeping changes to cutscenes, although maybe you can tweak things like props, timing, camera angles, and musical cues. Bonus points if we can improve the game by simply removing stuff that doesn’t work and still ship a complete experience.

We also can’t do major re-designs to the gameworld. No, we can’t completely change the layout of the Doom Fortress at the end of the game. But maybe we can remove the stupid hedge maze everyone hates. We can’t add all new guns to the game, but we can tweak what we’ve got. We can’t add a whole new village, but we could change an existing village so the player doesn’t constantly get caught on little bits of scenery as they walk around. We can’t redo all the sound effects, but maybe we can add or change a few.

So those are the ground rules. Here’s my list of games that could have been far better with just a little more effort.

Continue reading ⟩⟩ “This Dumb Industry: "Could Have Been Great" Games”

 


 

Timely Game of Thrones Griping 4: The One With the Giant Honking Battle

By Bob Case Posted Monday Aug 7, 2017

Filed under: Game of Thrones 249 comments

This series analyzes the show, but sometimes references the books as well. If you read it, expect spoilers for both.

I’m still moving, and won’t have internet until Wednesday, so this week’s griping is brought to you by that greatest of all public works projects: Starbucks free wifi. For that reason, it might be a bit on the short side again.

Team Cersei Update

We start with Ser Jaime, Bronn, and company on their way back from Highgarden. They have wagons piled high with gold and grain (or some kind of food). Highgarden appears to have had a great deal of gold squirreled away – we later learn it’s enough to repay the throne’s debt to the Iron Bank. That debt was last important all the way back in season five, when Mace Tyrell got the guy who plays Mycroft Holmes to give them a reprieve through a singing-based charm offensive.I just want to say here that I actually liked Mace Tyrell. I’ll miss him.

Last episode Queen Cersei asked for a 'fortnight.' Did an army that's mostly on foot really go from King's Landing to Casterly Rock to Highgarden and back to King's Landing in the space of two weeks?
Last episode Queen Cersei asked for a 'fortnight.' Did an army that's mostly on foot really go from King's Landing to Casterly Rock to Highgarden and back to King's Landing in the space of two weeks?

It seems a little strange to me that House Tyrell had this huge amount of money and no one had ever mentioned it before, but on this show things that “seem a little strange” barely register anymore. Bronn and Jaime exchange a bit of banter, where Bronn refers to Highgarden as “the biggest prize in the world.”

“The biggest prize in the world.” What? Look, I know this is a small thing, but every so often this show throws a line in that makes me wonder if they’re even trying, or if they even have an editing process at all. A line like that shouldn’t make it through editing. If nothing else, it should be changed to something like “you’ve just won a great prize,” or maybe “you’ve just won the biggest prize in the Reach,” or something like that. Don’t call Highgarden “the biggest prize in the world” when it’s clearly not. It’s just sloppy. It speaks to a lack of care.

Next Jaime has Bronn and the Tarlys collect the Reach’s last harvest. That’s presumably the last harvest before a winter that will last several years. So… did Jaime just condemn an entire region of Westeros to starvation? I’m not sure. I guess we’ll find out.

Continue reading ⟩⟩ “Timely Game of Thrones Griping 4: The One With the Giant Honking Battle”

 


 

The Best of YouTube Part 1

By Shamus Posted Sunday Aug 6, 2017

Filed under: Random 109 comments

Steve C asked a question last week:

Shamus, what Youtube channels do you watch?

I remember you mentioning on the Diecast that you don't watch TV anymore. That your recreational TV time has been replaced by Youtube. Personally I wish I could do that. There's just not enough of stuff on Youtube I want to watch. Except I know that I'm wrong. With a few million years worth of content on Youtube I know that there has to be more than stuff on there that I'd like, I've just never found it.

So I'm curious what non-TV options you fill your time with.

It’s not completely true that I don’t watch television. That’s only mostly true. There’s exactly one traditionally big-media show that I’m into. I’ll talk about that at the end of this post series. The rest of my passive entertainment comes from YouTube.

Here’s a list of the channels that I’m into these days. We’ll start with the ones of mild interest and work our way up to the channels that I never miss and which have have remained engaging through repeated archive binges. For each channel I’ll list a “viewing suggestion”, which is one particular video that’s either remarkably good, a personal favorite, or a suitable starting point for new viewers.

And yes, the title of this post is a lie. This is not remotely the “best” of YouTube. But “The Stuff I Happen To Watch On YouTube Because I Subscribed Six Months Ago And I’m Too Lazy To Unsubscribe And Besides It’s Mostly Pretty Good” isn’t as catchy.

Continue reading ⟩⟩ “The Best of YouTube Part 1”

 


 

Steam Backlog: The Room

By Shamus Posted Friday Aug 4, 2017

Filed under: Game Reviews 22 comments

Sometimes you come across a game that’s not doing anything particularly new, but it’s re-treading old ground with such a dedication to quality that it feels new. “I never knew this sort of game could be this genuinely enjoyable.”

Mechanically, The Room is a descendant of the classic “escape the room” titles that were all the rage among browser-based games a decade ago. Through careful examination you discover a sliding panel, which reveals a button, which pops open a container, which contains a key, which opens a safe, which contains a scrap of paper, which details the correct arrangement of some previously-inscrutable switches, which unfastens a lid, which reveals a clock, which you get the idea. In this game you’re working your way into a puzzle box rather than working to exit a room, but it’s the same basic idea. Either way you’re unraveling the work of some obstructionist jackass who has confused obscurity with security, leaving their plans vulnerable to someone with a flair for lateral thinking and lots of free time.

The trick for me here is that it’s really hard to quantify what makes The Room so good. Which kind of sucks, since that’s my job. But in order to sustain my thin veneer of professionalism, let me take a half-assed stab at it…

Continue reading ⟩⟩ “Steam Backlog: The Room”

 


 

Borderlands Part 4: Diamond in the Rough

By Shamus Posted Thursday Aug 3, 2017

Filed under: Borderlands 107 comments

Based on what the developers have said about the game, Borderlands was apparently a title that came together at the last minute. It shows. Almost every part of the game seems to be missing something obvious.

The Airing of Grievances

The field of view is so narrow it's genuinely uncomfortable. It doesn't look too bad here in a screenshot, but trust me: It's really pronounced when you turn your head.
The field of view is so narrow it's genuinely uncomfortable. It doesn't look too bad here in a screenshot, but trust me: It's really pronounced when you turn your head.

In the PC version, the multiplayer matchmaking was handled through the now-defunct Gamespy, which was awful and inconvenient when it wasn’t outright broken. The game had voice chat but no real interface, which means that once you joined a game it was always just broadcasting your default microphone with no option for push-to-talk, no ability to mute yourself, no control over the volume, and no hint that this was happening. The field of view was shamefully narrow, to the point where it felt like you were “zoomed in”, as if you were always looking down iron sights. I actually find this nauseating. Even today, the only way to fix this is to hack config files.

Rockets didn’t work properly, character classes weren’t really balanced, and it was far too easy to grief people and far too troublesome to deal with griefers. The developers bragged about how they simulated bullet trajectories instead of using the more typical hitscan approach, but in practice it was wonky and the only time you’d notice the difference was when it malfunctioned. The game ran poorly compared to contemporaries. Claptrap would pester you constantlyEven interrupting combat and story dialog! if there were quests available that you hadn’t yet accepted. The interface was obnoxious to use with a mouse and keyboard. Some simple gameplay conceptsLike respawn stations or the bounty board. were patronizingly over-explained by voiced characters while other less obvious topicsLike weapon proficiencies and ammo storage limits. weren’t explained at all.

Continue reading ⟩⟩ “Borderlands Part 4: Diamond in the Rough”

 


 

Overhaulout Part One: New Game

By Rutskarn Posted Wednesday Aug 2, 2017

Filed under: Video Games 116 comments

EDIT: Not sure how I managed to turn comments off. Fixed!

If someone hasn’t already heard that Fallout 3‘s story stinks, they probably don’t care—and they don’t really have to,

It doesn’t matter if you can line up all the ways the game’s characters were thin, the plot didn’t make much sense, and the choices were odd and insubstantial. A fan of the game might listen, might even end up agreeing. They’ll nod, shrug, and admit that yeah, it sure wasn’t Shakespeare. Congratulations! You’ve successfully argued that the story of Fallout 3 is bad. But thought it might seem self-evident, you haven’t actually made an argument that the bad story made the game much worse to play, and that a good story would have made them like it even more. The fan is a fan for a reason. They didn’t hallucinate a better storyline than existed, they were just satisfied with the moral choices and combat and exploration and worldbuilding that they got. If they didn’t really notice or care that the economy didn’t make sense, how can you effectively argue that the game would have been more worthy if it did?

At the end of the day, the only sensible thing to do is accept the disagreement, allow people to enjoy things, and move on. And instead of doing all that, I’m rewriting Fallout 3.

Actually, mostly just the big parts. And of those big parts, as little as possible.

Art pictured is concept art from the game. As best as I can tell, all of it's the work of the late Adam Adamowicz<b>.</b>
Art pictured is concept art from the game. As best as I can tell, all of it's the work of the late Adam Adamowicz.

Continue reading ⟩⟩ “Overhaulout Part One: New Game”

 


 

This Dumb Industry: Free Advice Part 2

By Shamus Posted Tuesday Aug 1, 2017

Filed under: Column 90 comments

Last week I gave some advice to the leaders of the videogame industry. This week I’m going to wrap things up.

3. Stop with the Perma-Crunch

The working conditions here are AWFUL. It's like the bosses are Nazis or something.
The working conditions here are AWFUL. It's like the bosses are Nazis or something.

I already dedicated two entire columns to this topic last year, explaining why crunch is a bad idea and why crunch should be saved for emergency situations. The short version:

It’s been well known for years that productivity drops off sharply as hours increase. Above a certain threshold, increasing hours worked can actually DECREASE the amount of work accomplished! And that’s just regular boring office work. The effect is even more pronounced in creative fields. (Protip: Game development is a creative field.) You are making your employees miserable, un-creative, and disloyal, while generating negative press, and at the same time also fueling a high turnover rate within the industry that’s driving people out just as they’re getting good at their jobs. And after all that damage, you’re probably making games SLOWER than if you just ran a proper business. You are screwing everyone else in order to screw yourself harder.

Yes, there’s an extreme glut of would-be game developers out there. The game colleges are pumping out wave after wave of sad-sack graduates who are dragging heaps of student loan debt into the workforce. They’re enough to replenish the exodus of experienced workers. I’m only saying this because you’ve evidently figured it out already. (Otherwise, why would you be treating your workforce this way?) But the point still stands: Just because you can get away with treating people this way doesn’t mean there’s any benefit in doing so.

Do you know if it really makes business sense to rely on a work force of disgruntled, burned-out, and inexperienced creatives? Have you ever tried doing things the other way?

Continue reading ⟩⟩ “This Dumb Industry: Free Advice Part 2”