Since I’m not making a videogame at the moment, I might as well write some columns, right? First up: The rising cost of videogames and how AAA developers seem to be oblivious to it.
Experienced Points: The Indies Will Ruin Everything!
Since I’m not making a videogame at the moment, I might as well write some columns, right? First up: The rising cost of videogames and how AAA developers seem to be oblivious to it.
I’m feeling the itch to code, but I think I need to let Good Robot alone right now. If you’ve ever noticed how some people tend to drive faster when they get lost, then you have a good idea of how I feel right now. I feel like there’s something wrong with my game, and I want to HURRY UP AND FIX IT so I can stop worrying about it. But hasty changes aren’t any better than hasty driving. I need to wait for some of the feedback and suggestions to sink in, and until then I can twiddle my thumbs doing something else.
So let’s make a screensaver.
When I was a kid, I was fascinated by infinite tunnels. I used to picture plunging down an infinite circular tunnel as I drifted off to sleep. I’m not sure where this came from. Dr. Who existed back then, but I’m pretty sure I hadn’t seen it yet. Was there some other sci-fi show that used the endless tunnel gag in the opening sequence? Maybe Lost in Space or Twilight Zone? I can’t remember.
Anyway, I want to make one.
Continue reading 〉〉 “Passage Screensaver”
It’s been about six-ish weeks since the last update. Nope, the project is not dead.
My last alpha went out about six weeks ago, and I didn’t like what I got back, which is basically the same thing I’ve been getting back since the start of the project: A polite but unenthusiastic response. (Note to my testers: PLEASE don’t try to be more enthusiastic in order to “help me out”. Your honesty is more valuable than anything else.)
Understand that I’m sick to death of the game. Every change requires a few minutes of playing. Some changes require more. And then about once or twice a week I play through the whole thing, which takes a little over an hour right now. I’ve probably played a hundred hours of the thing. This isn’t a game that wears well, particularly in its unrefined state. I’m so sick of playing it that I can’t objectively judge how fun or interesting it might be. I just have to keep my original design goals in mind and trust in the feedback of my testers.
Judging from that feedback, the average tester spends about one or two hours with the game. After running the test, they generally don’t go back and play again. A couple of people have, but mostly this game seems to wear out its welcome pretty quickly. It burns out quickly, and I don’t know why.
Hmmmmm.
Continue reading 〉〉 “Project Good Robot #30: Interesting-ness”
And now for my top five games of 2013. Remember that the order here is pretty loose, and in a different mood I might present them in some other order.
Note also that I’m not doing a “worst games of 2013” list. There’s not that much for me to hate, really. Batman: Arkham Origins was flawed, but not horrible. I avoided Aliens: Colonial Marines, SimCity, Ride to Hell: Retribution, and The Walking Dead: Survival Instinct, which were the real stinkers this year.
Continue reading 〉〉 “Dénouement 2013: Part 2”
The last few years have been dubbed “year of the indies” by various people. (Maybe even me. I don’t recall.) Minecraft was a smash hit, so it was year of the indies. Then The Walking Dead swept the GOTY lists, so it was year of the indies. Well I’m calling THIS year the year of the indies, and if next year is somehow even MORE indie then I don’t know what we’ll call it.
This year is significant because this is the first time my end-of-year list is mostly indie titles. It’s one thing to have a couple of exceptional indies elbow their way onto the stage, but it’s another when you can’t see most of the AAA games because there are too dang many indies in the way.
And it’s not that this was a dud year for AAA games, either. (Note that my last-gen consoles are dead and gone, so I didn’t get to play GTA V or Last of Us yet.) We had some solid titles. It’s just that the games I’m playing and thinking about are mostly indie this year. Is this the start of a trend? Is this just an odd year? Will indies stand out again? Will the industry continue to fracture into more niche markets? Will the freshly minted generation of console hardware herald new and exciting titles that will overshadow the indie market?
I have no idea. Ask me again in eleven months.
This is nominally my “game of the year” list, but don’t read too much into the order. I loved both Gone Home and Tomb Raider, but I have no idea how to sort them in a relative sense. It’s easier when you’re sorting the “worst of” lists, since you can rate games based on how angry they made you. But appraising greatness among disparate items is folly. Which is better: Kung-fu movies, ice cream, or Orbital? Depends on when you ask me.
My criteria for being on this list was that a game should either have lasting ideas of lasting gameplay. If I came back to a game again and again, it was list-worthy. If I was still thinking and talking about a game a month after I played it, it was list-worthy. If I played a game, finished it, and never went back to it, then it wasn’t considered for the list.
So here is what I thought was noteworthy or admirable in 2013, in a numbered list where the numbers aren’t really that important.
Continue reading 〉〉 “Dénouement 2013: Part 1”
Happy new year! Rather than doing a big year-end retrospective, we talked about the here & now like we usually do.
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Note that I produced this episode. Josh usually does it, but he’s visiting his parents and doesn’t have access to his normal equipment. So any complaints about the audio quality should be directed at me. Note also that I make about two episodes a year, so your complaints won’t do any good because I end up re-learning the whole process from scratch every time.
Show notes: Continue reading 〉〉 “Diecast #40: Happy New Years Evesmass-ica.”
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
Two minutes of fun at the expense of a badly-run theme park.
C++ is a wonderful language for making horrible code.
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
Scenes from Half-Life 2:Episode 2, showing Gordon Freeman being a jerk.
The game was a dud, and I'm convinced a big part of that is due to the way the game leaned into its story. Its terrible, cringe-inducing story.
Ever wondered what's in all those quest boxes you've never bothered to read? Get ready: They're more insane than you might expect.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?
Let's count up the ways in which Bethesda has misunderstood and misused the Fallout property.