Changing My Tune

By Shamus Posted Thursday Aug 21, 2008

Filed under: Personal 36 comments

Over the past few weeks – when the tone of the site swung from “a little feisty” to “openly antagonizing and feral” a lot of people pointed out I was starting to sound like Yahtzee. It’s nice to know I was entertaining, but was sort of frustrating how far I’d strayed from the intended voice of the site. One of my goals for this place was low-key and thoughtful. (Unless, of course, we’re talking DRM, in which case it’s fire-and-brimstone all the way. This should go without saying.) If I’d wanted to sound like anyone, it would have been James Lileks.

He’s the MacGyver of essayists. Sure, any dolt can bang out 1,000 words on Can You Believe How Crazy It Is Raising Kids These Days? Lemme Tell Ya. But Lileks can start a post armed with nothing more than a coupon for a free 6″ sub and still manage to amuse the reader. Watching him turn the incidental into the insightful is like watching a magic trick. You could lock the guy in a dark empty room for 24 hours, and when he came out he’d tell you stories about the place that would make you wish it’d happened to you.

I do not expect to turn the banalities of my existence into blog posts anytime soon, (aside from the rest of this sentence) but I do hope that things will perk up here now that I’m no longer stuck indoors, sick, wasting away in the dark like Gollum with the One Ring. I don’t need to be Yahtzee, since Benjamin Croshaw has that gig covered.

Later today: A return to form with a review of a twelve-year-old strategy game.

 


 

The Witcher:
The Love Thread

By Shamus Posted Wednesday Aug 20, 2008

Filed under: Game Reviews 38 comments

I’m still getting chided by Witcher fans for dumping on the game. What’s frustrating isn’t that they like the game when I don’t, it’s that their position seems to be: You’re not a real reviewer. Your opinion doesn’t matter, you’re all wrong, etc. etc. Here you’ve got a chance to sell this game to fellow gamers, and instead you just dismiss my opinion without offering anything of your own.

Here is what I suggest: Rather than creating yet another defensive comment as to why my opinion is invalid or wrong, why don’t you spend those words telling us what you liked about The Witcher? What worked? What was fun? What sets this game apart from other RPGs? How was the plot? The ending? The characters? The combat? The dialog? Who was your favorite character? Did any plot twists catch you by surprise? How does this game compare to the RPG classics? (I’ll leave picking the “classics” as an exercise to the reader.) How many times did you go through the game? What took you by surprise? What about those moral choices in the game – how did those affect your perception of the world? What was fun or amusing about the mini-games? What features or conventions from The Witcher do you hope other games adopt?

I’m serious here. I can understand you want other people to enjoy the game the way you did. This is something with which I fully sympathize. But you gotta give them more motivation than “Shamus is wrong, don’t listen to him.”

So let’s hear it. Give your Witcher Love below.

 


 

Games and the Fear of Death

By Shamus Posted Wednesday Aug 20, 2008

Filed under: Game Design 92 comments

The convention is that survival horror games are very brutal and unforgiving. The combat is finicky and mistakes are devastating. Resources are scarce, and consuming too many now can mean hitting an impossible barrier down the line. Your character tends to die often. Even the ability to save is sometimes rationed. Allow me a moment of presumption and arrogance, but I think survival horror game designers have been undermining the very atmosphere they’re trying so hard to build. They’re doing it wrong.

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Consider these two types of fear:

  1. Oh no! The grue is going to eat me! How horrible!
  2. Oh man. The grue is going to eat me and I haven’t saved in half an hour.

Now, if your goal is to just create a serious challenge for tenacious players to overcome (and some people really do like that sort of thing) then routine player death is a required component of that. But I think in most cases the extreme difficulty is part of a misguided attempt to make the game more frightening. You feel the first kind of fear when you’re immersed in the game. You only feel the second when you are not immersed. The first kind is the thrilling kind. The second is an immersion-breaking killjoy. Which means that – counter-intuitively – if you want to scare a player you should make every effort to avoid killing them.

Continue reading ⟩⟩ “Games and the Fear of Death”

 


 

Talking to Pirates

By Shamus Posted Wednesday Aug 20, 2008

Filed under: Random 35 comments

This link is long overdue. I intended to put it up last week, got distracted, and it slipped off my radar.

Cliff Harris is an indie game developer. A while back he asked on his blog for pirates to let him know why they pirate games. Now, we’ve had that conversation here many times, but this is the first time a game developer has begun such a dialog, and the results were pretty interesting. After being Slashdotted and linked all over the place, he had quite a stack of replies.

Harris then wrote this response. It’s a must-read for anyone interested in the subject, as he outlines a lot of the reasoning and then goes on to talk about what he’ll be doing differently in the future based on this feedback.

I agree with Jay Barnson, in that you have to take a lot of the responses with a grain of salt. The most flagrant pirates aren’t going to openly admit, “I pirate software because it’s cheaper and I can.” Those people will either cultivate more nuanced justifications, or they will probably avoid taking part in the discussion.

But even allowing for that, it’s an interesting read. It also gives me hope that no matter how badly EA and 2kGames salt their own fields with DRM, indie developers will be there to provide for our gaming needs.

 


 

The Witcher:
Final Thoughts

By Shamus Posted Tuesday Aug 19, 2008

Filed under: Game Reviews 61 comments

A lot of people are faulting me for being overly critical of The Witcher and not giving the game a chance, and they’re right. This series has been too divisive, and so I thought we’d wrap it up early, on a conciliatory note.

It turns out I never really took the steps needed to enjoy the game. I’ve been unfair. Luckily, people have provided me with lots of helpful tips on what I’ve been doing wrong. It turns out that to really enjoy the game you just need to:
Continue reading ⟩⟩ “The Witcher:
Final Thoughts”

 


 

Stolen Pixels #13:HypoCRITICAL

By Shamus Posted Tuesday Aug 19, 2008

Filed under: Column 0 comments

Stolen Pixels #13 is now up. Go now and read my thoughts on the wasteland that is internet humor, a problem to which I am an eager contributor. There is also a song, if you’re in the mood for that sort of thing.

Some director’s commentary stuff below, but you should probably read the comic first. But, you know, do what you like. I’m not your mum.

Continue reading ⟩⟩ “Stolen Pixels #13:HypoCRITICAL”

 


 

The Survival Sneaker

By Shamus Posted Monday Aug 18, 2008

Filed under: Game Design 106 comments

In response my article on the decline of Survival Horror, Luke Maciak suggests a different kind of SH game, and while I always love discussions on gameplay mechanics, this one really scratched my particular itch. I think it would make a tremendous game.

What he’s proposing is a Survival Horror game that focuses on the strengths of the genre (being in frightening situations) and de-emphasizing the things it does poorly. (Combat, which also undermines the scare factor of a game.) Read his bit for the full set of ideas, but the short version is that the game should focus on hiding from monsters as opposed to fighting them.

Allow me to join in with the armchair game design… Continue reading ⟩⟩ “The Survival Sneaker”

 


 
From The Archives:

Ludonarrative Dissonance

What is this silly word, why did some people get so irritated by it, and why did it fall out of use?

 

I Was Wrong About Borderlands 3

I really thought one thing, but then something else. There's a bunch more to it, but you'll have to read the article.

 

Spec Ops: The Line

A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?

 

The Strange Evolution of OpenGL

Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.

 

Bethesda’s Launcher is Everything You Expect

From the company that brought us Fallout 76 comes a storefront / Steam competitor. It's a work of perfect awfulness. This is a monument to un-usability and anti-features.

 

Punishing The Internet for Sharing

Why make millions on your video game when you could be making HUNDREDS on frivolous copyright claims?

 

Artless in Alderaan

People were so worried about the boring gameplay of The Old Republic they overlooked just how boring and amateur the art is.

 

id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.

 

Secret of Good Secrets

Sometimes in-game secrets are fun and sometimes they're lame. Here's why.

 

Batman v. Superman Wasn't All Bad

It's not a good movie, but it was made with good intentions and if you look closely you can find a few interesting ideas.