This comic is about playing online games when you don’t have access to the computer, which is apparently a thing that people want to do?
Some behind-the-scenes stuff below:
Continue reading 〉〉 “Stolen Pixels #202: UR AFK? NP!”
This comic is about playing online games when you don’t have access to the computer, which is apparently a thing that people want to do?
Some behind-the-scenes stuff below:
Continue reading 〉〉 “Stolen Pixels #202: UR AFK? NP!”
I want to stress again how silly it is to have such flagrant and absurd plot holes in the game. It’s one thing for a player to gloss over a plot hole or two during fifteen minutes of exposition spread out over forty hours of gameplay. It’s another thing to spend months writing and recording dialog and building up a world around those plot holes. Dad is supposed to be kind, wise, and brilliant, and yet his actions indicate he’s careless, selfish, short-sighted, and stupid.
I’d be so ashamed if I was ever fortunate enough to get Liam Neeson to enact my dialog, and then I handed him something that wasn’t even consistent enough to support his character.
And as somone pointed out earlier in the series, Bethesda didn’t always behave this way. Morrowind had its flaws, but the plot was stable enough. Oblivion fell short of Morrowind, and the character motivations were a bit questionable, but the thing still managed to make some kind of sense. Now we have Fallout 3 where the premise is absurd, where the characters either have no motivations or their actions make no sense, and where you can’t say and do perfectly reasonable things because the nonsense plot says so.
These three games do seem to indicate a sort of trend. Our only hope to reverse this malignant development is for all of us to band together as gamers and complain about it. On the internet. On a blog. To each other. Long after the game has faded from the public interest.
![]() |
If their games don’t improve, it means you haven’t been complaining hard enough. Do your part!
Like I said in the Big Freaking Podcast podcast I linked earlier today, the Shamus Plays series is the most fun part of the work I do.
This week Lulzy has to help an herbalist make a potion, and you know what that means.
You might remember that I as a guest on the Big Freaking Podcast back in January of this year. Well they had me on again, and this time we talked about games we love and hate at the same time.
Since recording the episode I’ve discovered a new game to love and hate: Dance Dance Revolution. My kids got a copy as a gift. The game had always looked sort of dull to me. I mean, it’s just doing what you’re told, right? I didn’t see the appeal until I stepped onto the dance mat myself. Then I discovered that the game could be quite fun, and creates one of those experiences where you can clearly see yourself growing in skill.
The “hate” part of the equation didn’t kick in until the next morning, when I found that all of my joints were ruined, my legs ached, and I was worried that I might actually survive the horrifying experience. And yet… I still wanted to play some more.
You could argue that it’s not Konami’s fault that I’m a brittle old geezer, but your pro-Konami rationalizing sounds pretty thin over the sound of my heart exploding. So back off.
I strongly suspect I’ll be sick of DDR by the time I’m actually in good enough shape to play it.
Anyway. Listen to the podcast if you want to hear the discussion. (Which was a lot of fun.) Thanks to Ivan and Shamrock for having me on again.
(Also check out last week where they had Cory Doctorow, and several weeks ago where they welcomed my arch-nemesis Jack Emmert of Cryptic Entertainment You may recall that one time I said not-nice things about one of his games.)
So, what games do you love and hate?
Now that we know that the Final Fantasy VII remake isn’t going to happen, we can begin to rationalize about how this is a good thing.
I’m holding out for a Thief remake. I’m sure they wouldn’t turn Garret into a slab of beef with a auto-fire crossbow and re-imagine the whole game as a linear cover-based shooter with regenerating health.
They wouldn’t!
Shut up!
Ok, so we want to research how much piracy costs the portable market. The methodology:
Researchers arrived at this number by searching for Japanese versions of the top 20 releases from 2004 to 2009 on the top 114 piracy sites around the world. The retail cost of the games and their ratio of sales were then factored in to determine the cost to the Japanese market; that figure was multiplied by four, “under the assumption that Japan accounts for 25 percent of the world’s software market,” to come up with the worldwide figure.
They came up with a figure of $41 billion.
Let us, for a moment, ignore the absurd notion that 1 download creates losses equal to the full price version of the game on launch day. I know it’s hard to ignore this, because it’s a very, very silly assumption. But I think it’s important to look past this pedestrian madness so we can examine the more unusual madness underneath.
The Nintendo DS has sold 128.89 million units to date. The PSP has sold 66.7 million. This comes to 195.59 million units. Those 195 million owners have managed to rip $41,000,000,000 USD from the hands of honest, hardworking game developers worldwide. If every single handhheld owner was a pirate and they all pirated in equal measure, then every one of them would need to steal $210 worth of software.
But not all of those units are in service. Some are broken, lost, or simply sitting in a drawer somewhere with a flat battery and a fine coating of dust. Then there are people who bought the DS Lite when they already owned a standard DS. So the actual number of active gamers is much lower than 195 million. And this study looked at activity over the past five years, but the distribution of portables was lower five years ago and sales have followed a nominal curve. And of course not all users are pirates.
I have no idea how you’d combine these userbase numbers to make them useful against the flat $41 billion figure because I never took any fancy statistics courses. The kind of courses you’d need to take if you were going to “research” piracy by Googling for pirate sites and multiplying by a number you made up.
And then there is the used game market. People have claimed that used game sales are eating 75% of the publisher profits. So even if these pirate sites went poof, it stands to reason that 75% of them would just buy used. (Ignoring the fact that many would just go without.)
And now we can circle back to the original point that not all downloads are lost sales.
What we have here is about the most absurd, sloppy, arbitrary, and lazy figure possible. It’s outrageous to even call this “research”. This is guesswork where all of your assumptions are tilted in favor of the conclusion you wanted to arrive at before you began collecting “data”. These guys are obviously charlatans, but I have to admit what they’re doing looks like fun.
Moreover, I want to try it:
Currently the ads on this site make me about $beer money per month. But! I get less than a million page views a month. Something like 10k visitors a day. (Google Analytics is hard for me to understand sometimes. But I’ll bet the researchers had a tough time squeezing data out of Pirate Bay, so it’s cool.) There are 390 million people worldwide with access to the internet. If all of them visited my site, my traffic would increase by a factor of 39,000.
In the end, all of you people who read this site but don’t forward links to your friends are costing me over one million dollars a month!
You people make me sick! You are stealing a million dollars worth of bread out of the mouths of my children. Do you know how much bread that is? And I’m not even talking about the expensive Pepperidge Farm stuff that’s all tiny and made of nutrients and comes in the fancy bag. No. We’re decent, honest, sensible people and we’d only buy the cheap stuff that’s mostly air and processed chemicals or whatever, so that the million bucks could go as far as possible.
![]() |
But that’s not good enough for you people, is it? You’d rather see us all starve because of your selfishness. I hate you so much.
Anyway, thanks for visiting and be sure to visit my sponsors!
My picks for what was important, awesome, or worth talking about in 2013.
This version of Silver Sable is poorly designed, horribly written, and placed in the game for all the wrong reasons.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
My picks for what was important, awesome, or worth talking about in 2017.
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
My picks for what was important, awesome, or worth talking about in 2012.
My picks for what was important, awesome, or worth talking about in 2011.
Why Google sucks, and what made me switch to crowdfunding for this site.
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.