The Gerstmann Thing

By Shamus Posted Tuesday Dec 4, 2007

Filed under: Rants 58 comments

Most common question here in the comments and in email last weekend: What do you think of the thing with Jeff Gerstmann?

Some people have been waiting for my take on this. Others will have no idea what I’m talking about. I haven’t commented on this yet because it’s one of those things that needs a thousand words or none, and I wasn’t sure anyone would be interested to hear my efforts to join the predictable pile-on now that the story is over and everyone else is dusting themselves off and walking away.

Here is a quick recap of the story. Note that that I’m just passing along details as I read them – the story goes something like this.

  1. Jeff Gerstmann, reviewer for Gamespot, gave a bad review to the newly-released Kayne & Lynch. You can see a subset of his complaints about the game here:

    The game sounds dull and tedious in a number of very predictable ways. We’ve played this game before, as it were, but with more varied gameplay and more likeable characters. Those few minutes of gameplay footage tell a story that hardly needs the narration of Jeff Gerstmann to help make its point.

  2. After the negative review, Eidos (the publisher) pulled their advertising from Gamespot. (Gamespot was drenched in Kayne & Lynch promotions at the time of the review.)
  3. Gamespot fired Jeff Gerstmann.
  4. Eidos advertisements reappeared.
  5. Excuses were made in an attempt to airbrush over what looks to be the abandonment of the pretense of journalistic integrity.
  6. Life goes on.

For an even quicker summary of what people see when they look at this story, check out this Penny Arcade. To those of us pressing our noses up against the frosted glass of videogame journalisim and trying to look inside, it looks a lot like Eidos pressured Gamespot to fire Gerstmann. Of course, Gamespot denies this. Gerstmann has no comment. Eidos isn’t likely to subscribe to this view of events either. Some people doubt. “Anonymous sources” confirm, and hint that the story is everything it seems to be and more.

You can read more about this at Primotech, Destructoid, Kotaku, or Joystiq. I’ll also give the Rampant Coyote a nod for rounding up the above links for me.

Gamespot’s stated reason for canning this ten-year employee – that they had a “problem” with the “tone” of his articles – is nebulous enough to mean nothing, and sounds pretty weak when used as justification for getting rid of a high-profile guy like this. This guy has been with you since the original Quake hit the shelves. A decade. And now his tone is suddenly a problem? Did his tone aburptly change? If not, what did?

Gerstmann claims he can’t comment on his firing, which is only true if what he has to say is negative towards his former employer. A few words from him could take the wind out of this story: “I was fired for repeatedly emptying the office coffee pot and not making more.” He hasn’t done this, which means he probably has something nasty to say and is avoiding doing so in hopes that he’ll be able to find work elsewhere in this industry. Humiliating your former employer is not the way to make a good impression on prospective employers.

Deprived of a reasonable alternative explanation for the firing, this story has gained traction and is quickly becoming the accepted version of events. I guess I’m buying it, since it reinforces my preconceived notions about gaming journalism.

For cynics like me, this just makes clear what I’ve always suspected, which is that mediocre big-budget games tend to garner better reviews than they deserve because the publishers make life difficult for reviewers if they don’t play along. I’ve always thought they did this with the more nebulous threat of cutting off “access”. As in: If you pan this Tomb Raider game, then maybe we won’t bother sending you screenshots, granting interviews, or giving you a review copy for the next one, thus giving the “inside scoop” to other, more malleable game sites and magazines. Review sites went along with this because of their OCD-like obsession with being “first” to review / preview something.

(And this is why I’ve come to loathe game previews. What possible use could I have for a four-page article filled with publisher-approved prose and screenshots about a game? Such a thing is essentially indistinguishable from advertising from the consumer’s point of view. It’s worse, really, since it’s presented as journalism. It’s gotten to the point where more page space is dedicated to previews than reviews, which shows just how screwed up things have gotten.)

But until this happened I would never have guessed that money was used this way, that the use of it as a weapon would be this explicit, or that they would have been so brazen about it. If this was some sort of aberration they might have tried to disguise what they were doing. They certainly could have waited a few weeks before taking action, thus spanking Gamespot back into line in a way which would have been undetectable to those of us on the outside. They way they’ve done things indicates to me that they think there’s nothing wrong with doing business this way and they don’t care if we know.

Many times I’ve played a game which had glaringly obvious flaws, and wondered how, during a two-page article filled with squealing about graphics and the mechanic du jour, the reviewer never found space to mention them. Eventually I (and a lot of other gamers) decided that either gaming magazines and websites employed abject masochists, or the review process was broken. I don’t expect a reviewer to predict if I like a game or not (How could they?) but I do expect them to accurately describe the contents and experience of a game. The moment I realized they stopped doing that they became useless to me.

Will gamers care about this in the long run? Is this going to be a blow to Gamespot, now that they have revealed that publishers can essentially buy positive reviews, simply by buying advertising space?

Not really.

I gave up on review sites years ago. A lot of us did. What about readers who still turn to those magazines and sites? Next year, when reviews tell them that the next Tomb Raider game feeds the hungry and heals the sick, will they think back to the whole Jeff Gerstmann story of ’07 and hesitate? I don’t claim to be a psychic or anything, but I’m going to go out on a limb and predict that they won’t give Jeff Gerstmann a nanosecond worth of thought. If their memories reached back that far, they would remember the last review of [overhyped game from a big publisher] and how that compared to the actual experience of playing the game. There will always be a contingent of people who buy first, and use reviews to rationalize their foolishness later. That group is large enough to constitute a market, and Gamespot has decided to go after it.

I do hope Gerstmann is able to find work elsewhere. If I was running a gaming site I’d grab this guy in a second, if only to establish a reputation as a fearless rogue and a tell-it-like-it-is publication. Interesting that nobody has done this yet.

 


 

The Newest Wii Fan

By Shamus Posted Tuesday Dec 4, 2007

Filed under: Video Games 68 comments

We were bitten by the Wii bug over the Thanksgiving holiday. We gathered at my parents’ house for the usual family time, and my little brother brought his new Wii. The experience was remarkably different from the behavior I’m used to seeing around consoles.

In previous years, nobody would have wanted the Playstation 2 to be in the living room during a family gathering. It would have stayed back in one of the bedrooms, and the guys would have taken turns sneaking away from the group for a little fun blowing things up and eviscerating a genre-appropriate bad guy. The older generation and females would have been indifferent to the thing, and they would not have shown any interest in the game if they found themselves in the same room with it for a few minutes.

By contrast, the Wii was a welcome and natural addition to the living room. Everyone enjoyed watching it. Suddenly all the non-gamers were able to connect with the game and care about what they were seeing. My mother actually looked at the Wiimote and asked to take a few swings in baseball, something that would have been unthinkable if we’d been doing the same thing using Dual Shock controllers. My eight year old daughter was able to play bowling against an adult, and the resulting game was fun for both of them and interesting for everyone else.

I’ve heard the Wiimote referred to as a “gimmick”. I didn’t have an opinion before because I’d never used the thing, but now that I’ve held one and experienced it for myself, I will say it is not a gimmick but an innovation. Instead of improving visuals – which are already so good that even bad graphics are still pretty awesome – Nintendo decided to improve the input device. And not by adding another thumbstick or more shoulder buttons, but by looking at the way people played games and figuring out how to make it more fun. It worked. Wii Sports (the game you get with the Wii) is about as simple as they come, and there was never a moment where anyone grew bored of the thing. In fact, we amused ourselves with just bowling and baseball – two of the (I think) six games available in Wii Sports. I’m more convinced than ever that people who laugh at the modest graphical abilities of the Wii and tout the raw visual prowess of the XBox / PS3 are missing the point of gaming entirely.

We decided we want one for ourselves, although now is about the worst time of the year to come to that conclusion. The thing is neigh-unobtainable at the height of summer, and here in the frantic runup to Christmas we may just as well be in the market for Sasquatch on a unicorn.

What’s the deal, Nintendo? You’ve had a whole year to work out this production problem. You’re missing out not just on the money you’re not making by not selling units that people want to buy, but you’re missing out on all the money they’d be spending on games and controllers. You’re pissing away millions, if not billions. Convert some of those giant robot factories you’ve got over there in Japan, fill it with Meganekko schoolgirls, hire some Ninjas, do whatever you gotta do. Just build some damn Wiis already.

 


 

Half-Life 2 Episode 2: The White Forest

By Shamus Posted Monday Dec 3, 2007

Filed under: Game Reviews 38 comments

I never got around to finishing my thoughts on Half-Life Episode 1. I enjoyed the game, but I wasn’t driven to write a lot about it at the time. Fans of my long, rambling posts and self-indulgent blather will be delighted to hear that this is not the case for my Episode 2 commentary. It weighs in at around 6,000 words and will be split into a number of different posts. I’m not sure why I’m inflicting this on you, except that I feel a need to get this stuff out of my system and this seems to be the most expedient way of doing so. That fact that you’ll likely go blind trying to read it all is indeed regrettable.

One final note is that these posts are going to be rife with spoilers, so use discretion. Continue reading ⟩⟩ “Half-Life 2 Episode 2: The White Forest”

 


 

NaNoWriMo

By Shamus Posted Saturday Dec 1, 2007

Filed under: Random 47 comments

So I see that National Novel Writing Month is over.

A lot of people criticize NaNoWriMo, saying that:

  1. 50,000 words (the NaNoWriMo target) isn’t really a novel.
  2. Writing all the time just for the sake of reaching a predetermined word count is a great way to force yourself to write crap.
  3. If you want to write, do so! Don’t wait for an arbitrary start / stop point just because everyone else is doing it.

Those are all fair points. Everyone works a little differently. Some people are goal-oriented: I want to be a published writer and therefore I need to sit down and crank out a book even though it’s a lot of work. Other people – like me – are more obsession oriented: I have this idea and I need to get it out of my system by writing it down, even if it never gets published. I’m most certainly the latter, and something like NaNoWriMo is useless to me. But the former sort of person can probably get a lot out of it.

I’ve already written a novel, and I don’t feel any strong desire to do so again. If an idea strikes me, then I’ll end up writing one whether I want to or not.

One thing I don’t understand is why NaNoWriMo is in November of all months. In the US November means Thanksgiving, with all the related chaos of guests, huge meals, Christmas shopping, etc. Rotten time to write a book. January, February or March would be a lot better. There aren’t any major holidays, and (in the northern hemisphere) the world is a dark, joyless ball of ice. Good time to stay inside and write a book.

I write between four and seven thousand words a week here on this site, which means I’d fall short of the NaNoWriMo goal even if I replaced all of my post-writing with novel-writing. Fifty thousand words, despite not being enough for a “full” novel, is still a huge honkin’ load of words to put together in the space of a month.

But I’m curious how it went for people. I wonder what percentage of participants reach their goal? What fraction of those people go on to write a “complete” book? What (miniscule) portion of those people go on to get published? What (even smaller) portion of those folks manage to sell enough to justify the time spent on it? It’s a tough gig.

Did you take part? How did you do?

 


 

Free Game: Art of Theft

By Shamus Posted Friday Nov 30, 2007

Filed under: Game Reviews 59 comments

(For those who are familiar with Ben ‘Yahtzee’ Croshaw: Read the following bit in his voice and it’ll make a lot more sense. Thanks – Ed.)

Art of Theft
It turns out that Ben “Yahtzee” Croshaw, popular game reviewer for The Escapist, fancies himself a game designer. This is an odd hobby for a fellow who spends his time making crude animations that portray game designers as a bunch of drooling, adolescent dog-molesters. And that’s for games that he enjoys. In the very likely event that he doesn’t enjoy a game, his reviews will probably exhaust his thesaurus’ supply of synonyms for “offal” and then use little stick figures and MS Paint to depict the method in which he’d most like to see the designers die.

Hearing that Yahtzee makes games is like finding out that Godzilla likes to dabble in architecture. You’d think that being one of the most gleefully sadistic reviewers in the business would cause him to shy away from the production end of things and stick to the easier and safer practice of administering verbal sodomy to anyone foolish enough to allow their game to fall into his hands. The Escapist already buys him videogames and then pays him money to play them and make little videos about how much they suck. I’m not sure what he hopes to accomplish by making a game using stone-age graphics and then giving it away for free. The only thing he’s doing is giving his future prey some rhetorical ammunition. The next time he accuses Peter Molyneux of defecating in a box and putting it on the shelf in EB Games, Peter will be able to respond by pointing out that at least his game had more than 256 colors.

Croshaw’s “latest” effort – not that I’m aware of what his previous efforts might be – is Art of Theft, a sort of stealth / RPG / platformer / oldschool / puzzler / adventure game… thing, centered around taking things without asking. If it sounds like I don’t know what genre to put it in it’s because I have no flaming idea in the world what genre to put it in, a problem that Yahtzee himself apparently suffered from when he wrote the damn thing.

Art of Theft
I’d love to give him a taste of his own medicine in the form of a scathing and needlessly hostile review, but this is actually a fun little game. You play as Trilby, a skilled if oddly named thief who lives in an American city and pays his bills by robbing the most hated of all minority groups, Rich People. Just like a real American city, the place is inhabited entirely by unarmed security guards with poor low-light vision and intense OCD that makes them pace back and forth in a ceaseless and predictable manner. I’m not sure why he’s named Trilby*, as it sounds like a nickname for “trilobite”, perhaps an allusion to the heretofore-thought-extinct concept of keyboard-only interface used in this game.

The game is mission-based. You must sneak around each level while evading guards, picking locks, disabling security cameras, and filling your pockets with the most prized natural resource: Rich People’s Money. You earn points based on how well you performed during the job, and can use those points to “buy” upgrades to your abilities, which seems like a cynical attempt to trick people into thinking they’re playing some sort of character-building RPG. Even more annoying is that it seems to have worked. There is a story here, which unfolds in text and noir-style images at the end of each mission like some sort of 8-bit version of Max Payne.

Art of Theft
Croshaw has been a harsh critic of the God of War – style “Simon Says” games. You know, the classic “press X to not die” things that are all the rage on consoles these days. For some unfathomable reason he put one of these in his own game. However, since he’s savaged this gameplay mechanic to death, he’s already thoroughly explored all the ways in which to describe how stupid it is. Thus it’s impossible for anyone to criticize this aspect of his game without resorting to plagiarism. Well played, Croshaw.

The game is available for the low price of $0.00 Australian, which I think works out to something like $-20.00 American. You can’t go wrong with a price tag like that, even if the game does have fewer colors than a KKK rally and the pixels are jagged enough to put your eye out. You see, this isn’t just a re-textured version of a successful game. This is something that actually tries to be new and interesting even while looking old and stale. It’s a nice trick if you can pull it off, and even if you can’t you can always go back to making little animations of flying turds to illustrate how awful it is that The Escapist is paying you money to play Super Paper Mario.

Not that I’m jealous or anything.

* Trilby turns out to be the name of a kind of hat in other parts of the world. Not that I would know. In America all we have are baseball caps. Which we all wear backwards. To cover up our mullets.

 


 

The Previous Idiot (Also Me)

By Shamus Posted Thursday Nov 29, 2007

Filed under: Personal 27 comments

My post on programming the other day elicited a surprising number of responses. I had no idea that many coders visited this site. Compare this to my post on the Half-Life 2 fan commentary, which barely elicited a shrug. Considering that this is a blog ostensibly about tabletop games and videogames, you’d expect the opposite reaction.

There was a comment in there (but I can’t find it now, dangit!) where someone mentioned cringing at their early code and wanting to tear it out and re-write it. I’m going through that now with PHP. A couple of years ago I had to write some complex (to me) PHP for my job. Up until that point the only PHP I’d done was mucking about with WordPress themes. Simple stuff. But I suddenly found myself needing to write professional-grade code (instead of half-assed hobby code) which needed to interface databases, process complex form data, and do a bunch of other stuff I’d never had to deal with before. I needed to make my code readable to my eventual successor (or my future self) and I needed to idiot-proof the thing. As icing on the cake, the time budget for this project was more or less devised with the assumption that the guy writing the code knew what he was doing. Which I didn’t.

(Things like this happen needlessly in large companies, but I work for a small company and sometimes us little guys have to survive on our wits and duct tape. We can’t just run out and hire someone every time we have a gap in our knowledge. Sometimes this MacGuyver style development can be exciting, but sometimes it’s just annoying, and you’d rather just have the big pile of money required to do it right.)

I was both in a hurry and learning as I went, which is a great way to take newbie mistakes and set them firmly in stone. I got through it and finished the job, but now I look back on that old PHP code and I cringe. I could probably do the whole thing in half as many lines of code, make it more readable, and make it more re-usable, but there isn’t much of a justification for doing so. It works just fine and my time is needed elsewhere. But the fact that there is this snarl of ugly code under the hood bothers me whenever I use it.

Coders are used to the sensation of looking at a block of code and wincing, “What idiot wrote this mess?” It’s a rotten situation when that idiot is yourself.

By the way, if you want to nitpick my code and point out all of my crimes against C++, you can check out my terrain project. The final page gives the source code.

 


 

Half Life 2: Difficulty

By Shamus Posted Wednesday Nov 28, 2007

Filed under: Game Reviews 32 comments

Another note on the Half-Life 2 Episode 2 stats from yesterday: About 75% of players leave the difficulty on Medium – the default. 15% play on Easy and the last 10% play on hard. (It’s actually a pie chart, those are eyeballed percentages on my part.)

When I was young and poor I tried to get the most out of my games by ratcheting up the difficulty. I’d play through on Medium, then Hard, then “Nightmare” (or whatever super-hard was called in the given game, if it was available) and then continue to play at the highest difficulty with various self-imposed limits.

The most obsessive was when I beat Quake on Nightmare difficulty without dying. If I died, I started a whole new game over from the very beginning. I suppose you could call this “Sisyphus” difficulty. It took several tries to make it, but it did a good job of squeezing some additional hours out of the game. I can’t believe I did that. I would find that sort of thing infuriating and tedious now, but as I’ve aged I’ve been increasingly stingy with how much time I’m willing to spend re-experiencing the same content.

In fact, I seem to do the opposite now. I start on Medium, but on subsequent play-throughs I’m not really interested in the combat. I’m usually experimenting with scripted situations, looking for hidden areas, and testing alternative solutions to problems and puzzles. When I do this I usually play on “super-easy” by cheating my way through the thing.

In Half-Life 2 the main sort of cheating I enjoy is upping the allowed ammo restrictions so that I can carry tons of whatever weapon I’m currently interested in, and then going to town with it. Allowing myself tons of grenades or (better) alt-fire explosives for the machine gun is a favorite of mine. Those are very powerful and tend to be severely rationed in the normal game, and it’s fun to cut loose and bomb the enemy senseless. It would ruin the game if I did this on the first play-through, but on later trips it can be fun. Giving myself a pistol that does 2,000 damage is also stupid in a hilarious sort of way.

But all of that is just a diversion. The real goal on later trips is to is see how the game behaves when you do things the designers don’t expect. You have to be careful with Valve games, because they are very tightly scripted and thus not very flexible when you leave their tightly scripted rails. (In HL2, during the final push to the Citadel, you have to fight your way past a bunch of Striders. If you kill them before the game intends – before you reach the crate of rockets – you can get trapped because the Striders aren’t around to blow open key walls for you.) Note that in this case being “tightly scripted” (or railroaded, if you will) is not a bad thing. It enables them to fill the game with lifelike reactions from the NPCs and movie-like pacing. The more sandbox the game is, the more generic it has to be. With most games I’m always wishing for more freedom, alternate paths, open-ended play, and divergent choices, but in the case of Half-Life I’m willing to trade freedom for story because they do it so well.