The Culture Ouroboros

By Shamus Posted Thursday Jul 31, 2014

Filed under: Video Games 68 comments

This is a treat. Both SuperBunnyHop and Errant Signal review the same game at about the same time. Er. Not “review”. I mean, “talk about”. See…

I’ve said before that we need a better word for what we’re doing here. We use the word “review” to describe bare-bones, short-and-to-the-point consumer advice: Graphics are great. Story is okay. Four out of five stars. Those are aimed at people who haven’t experienced the work yet and are considering whether they should make a purchase or not.

This is fundamentally different from the kind of “review” we get from Errant Signal, BunnyHop, MrBtongue and (on extremely rare occasions) myself, which is a look at a game with the expectation that the audience has played it and wants to discuss it further. These post-consumption reviews are more like the conversation you’d have with a friend on the way home from the movie.

Continue reading ⟩⟩ “The Culture Ouroboros”

 


 

Diecast #68: Twitch, Crytek, Yogventures

By Shamus Posted Wednesday Jul 30, 2014

Filed under: Diecast 121 comments

Double thanks to Jarenth and Krellen for filling in at literally the last moment. If it hadn’t been for them, there wouldn’t be a Diecast this week.

Instead, you get two! The second half of this conversation will appear later in the week.

Download MP3 File
Download Ogg Vorbis File

Hosts: Josh, Shamus, Jarenth, and Krellen.

Show Notes:
Continue reading ⟩⟩ “Diecast #68: Twitch, Crytek, Yogventures”

 


 

Experienced Points: Has EA’s Origin Service Improved Any Over the Last Two Years?

By Shamus Posted Tuesday Jul 29, 2014

Filed under: Column 143 comments

Don’t let it be said that I never have anything nice to say about large corporations. On the other hand, if you wanted to claim that I rarely have nice things to say about large corporations, then I can’t really argue with that. Well the stars have aligned and it’s time for my rare non-bellyaching post, where I talk about something positive EA is doing.

Although…

Taking two years to figure out something they should have known on launch day, when the launch day in question was about six years later than it should have been, is perhaps not THAT impressive. EA is basically groping their way through this, gradually discovering things their customers have been screaming at them for years.

I realize the PC isn’t a priority for EA, but I don’t understand why they’re being so half-hearted about it. You should either show up to a battle with a plan to win, or you concede the territory. If you don’t want the territory, don’t waste resources by sending some piddly force that’s going to get demolished. Why bother building Origin at all if you’re not going to try and use it to compete with Steam?

Still, I feel the need to recognize growth and improvement when it happens. I’m actually cheering for Origin in my own contrarian way.

UPlay can still die in a fire on Cancer World, though.

 


 

Unrest: An Honest Postmortem of a Kickstarter Success

By Rutskarn Posted Monday Jul 28, 2014

Filed under: Video Games 200 comments

Unrest: An Honest Postmortem of a Kickstarter Success

by Adam “Rutskarn” DeCamp, Lead Writer

Lack of transparency is one of the ugliest trends in game development. Sometimes it's necessary, sometimes even legally required, but the standard of not talking about what's going on with development can't help but hurt old studios and new kids alike. There are a lot of pitfalls in this industry. It's a shame to see people falling into the same ones again and again.

There are people out there setting up Kickstarters who have no idea what they're doing or how they'll allocate the money. Sometimes these people get nothing â€" or sometimes they get hundreds of thousands of dollars. When these teams fail, their follow-ups tend to be face-saving PR statements or grave silence, depending on which is more fiscally advisable. And thus, the way is cleared for another generation of well-intentioned misappropriations.

When we at Pyrodactyl Games launched our Kickstarter last June, we promised that we'd give our backers and the general public a frank postmortem. Now, we never did get in over our heads. We made mistakes, and to some extent I think you can argue we were in over our heads to begin with, but we managed to deliver a game we're proud of. But we saw a lot of ways this project could have gone south, and part of what we're here to accomplish is to make sure future teams deliver as well. This report comes from thirteen months in the trenches; it is based on experience.

But this post isn't just for indie devs, and it's not just for our backers: it's for anyone who considers backing a game in the future. Before you support a project, it's important that you know what money does for indies and what making a game with a small studio looks like. This is something that even the press sometimes doesn't understand, if some of the questions we've gotten are any indication.

First warning: the content that follows may come off a little bittersweet. That's just what things are like for indie developers. Know before I continue that we are all personally, deeply, humbly grateful for each and every person who took a chance and backed Unrest. We loved making Unrest, we are all incredibly proud of it, and that we hope it will succeed. I don't know if I've ever worked on something I thought was so wonderful, different and rule-breaking. I'm deeply grateful to the people who made it possible.

Next warning: I am going to be talking about things that are almost always considered taboo. I will discuss my salary. I will discuss the salaries of other team members. I will discuss what my work situation was like and how we stand to fare in the future. I will do this because practically no-one else does, and it's a gaping hole in the discussion.

But firstâ€"let's talk about the biggest mistake you can make.

Continue reading ⟩⟩ “Unrest: An Honest Postmortem of a Kickstarter Success”

 


 

Bulletstorm: Lowbrow, Loud, Juvenile, and Proud

By Shamus Posted Sunday Jul 27, 2014

Filed under: Game Reviews 64 comments

I loved Bulletstorm. You think it’s strange seeing those words on my website? It feels even stranger to write them. It’s the most coherent shooter I’ve played since Spec Ops: The Line. I’m sure that also sounds strange. Spec Ops was a blistering condemnation of mindless violence and Bulletstorm is a gleeful celebration of it. Spec Ops was a dark, disturbing look at quasi-real-world warfare and Bulletstorm is a funhouse ride where you murder screaming space mutants.

In both cases we have games that know exactly what they’re doing and what they’re about, without the strange gameplay / cutscene dissonance that so many shooters suffer from. They nail the tone early on, and and use the conventions of the shooter genre to support their message rather than seeing them as an unwelcome obligation that the game designer has to meet between story beats. In both games you’re treated to absolutely gorgeous visuals that demonstrate that you can make a world “gritty” without making it dull, repetitive, and beige.

Also, both games have you playing a crazyman who is chasing a general who is responsible for mass destruction. That’s not supposed to be a profound parallel or anything. I just thought it was interesting.

Continue reading ⟩⟩ “Bulletstorm: Lowbrow, Loud, Juvenile, and Proud”

 


 

Skyrim EP53: You Win at Skyrim!

By Shamus Posted Friday Jul 25, 2014

Filed under: Spoiler Warning 201 comments


Link (YouTube)

We give Bethesda a hard time for how shallow and unambitious the ending sequence is. And it really is. But in their defense, only 30% of all players ever see itOnly 30% of players have the Dragon Slayer achievement, which is given after completing the main quest.. (I only saw it once, despite the many hours I’ve clocked in Skyrim.) So if they want to focus their efforts on the parts of the game people are more likely to see, I can’t really blame them. On the other hand… where did they focus their efforts? Sure, there’s lots of fun / interesting / cool / hilarious stuff in Skyrim, but none of it stands out as particularly polished. Oblivion was criticized for being a mile wide and an inch deep, and Bethesda responded to this by making Skyrim even wider.

None of this makes it a bad game. It’s just that Skyrim is an incredible toybox of ideas and gameplay that always leaves me feeling vaguely unsatisfied.

 


 

Project Unearth Part 7: Oh Please, Shut Up About Shadows Already

By Shamus Posted Thursday Jul 24, 2014

Filed under: Programming 68 comments

I know this shadow volumes stuff is getting to be pretty tedious. I kind of whiffed my initial explanation, so lots of people are a little confused about how it works. Then I’ve endlessly fussed with it without clearing up the earlier confusion. I think this is the last time I’ll bring it up for a long while. It won’t even take up the entire entry. And next we’ll do something fun. Just humor me for a bit longer.

Right now the world is cut up into chunks, and those chunks are often irregular shapes. In 2D, they’re something like this:

Continue reading ⟩⟩ “Project Unearth Part 7: Oh Please, Shut Up About Shadows Already”