Category: Editorials

Opinion:  To Review Or Not To Review:  That Is The Question

Words by Greywolfe

This isn’t directly part of my series on why people who comment on reviews have me so baffled, [you can read part one here and part two here] but it does kind of directly follow along from that set of articles.  There’s a point in part one where I say the following:

“I am sort of atypical in reviewer-land in that I tend to write reviews based on the games I actually own.  In other words, I sit down, look through my library of stuff and decide “hey, I think I’d like to review the following, this week” but not every reviewer works this way and not every publication does things in this manner at all.”

And this is what I’d like to talk about – why I – specifically – only review games I own.

"Free" Copies Of Games Make Me Feel Obligated

Review copies - to me - come across as gifts.  And sometimes, gifts end up having strings.

Review copies can sometimes be a dark gift.
First, let’s talk about how I view “review copies.”  Again, this is sort of atypical.  While most of the industry views these as necessary to get their job done, I view it as a kind of gift/bribe.  I can’t stress this enough:  This is not the typical view most reviewers/sites have of review copies.

As a result of my particular perspective, there’s a whole raft of stuff that happens when someone gifts me a game and says, “I’d like you to review this, please.”  The first problem – for me, anyway, is an internal one.  Here they are, giving me a gift and they’re asking me to critique the gift.  What if I don’t like the gift?

One very important thing I got taught when growing up is:  “If someone gives you a gift and you don’t have anything nice to say about the gift then DON’T SAY ANYTHING.”  And this – of course – plays into my mindset when people pass on review copies.

So, I feel kind of obligated to say nice things about those games.  I expect that I’m not exactly alone, here.

There are all kinds of other weird obligations going on in the background, of course.  You have to review the game – usually – before a specific date.  And that just makes me feel pressured.  As in:  now it’s a race to get to some point in the game where I can legitimately talk about it.  And that’s not how I want to play games.  I want to take my time and see the sights.  I want to experiment a little, [if the game allows that] most importantly, though, I want to do the game justice.  And – personally – rushing a game experience doesn’t do it justice.

I don’t really want to get mixed up in all that.  It just leads to sometimes-terrible things.  For example:  the publisher of the game loses its mind completely and you get a situation like you did in 2007 with GameSpot where Jeff Gerstmann gave Kane and Lynch:  Dead Men a “Fair” rating and the publisher got him fired.

Typically, I want to be able to say what I want to say without fear of reprisal.  After all, a review is meant to be honest.  If I can’t be honest, what’s the point?

Sometimes, you get given a game you're uncomfortable with and then /everything/ works against you.

"You must review faster! I don't care if it's not a game genre you like!"

Bias Can Help You, But Not If Something Is Foisted Upon You

There’s one other big problem with being “gifted” a game in this manner.  And it’s an important problem.

But before we talk about that, let’s talk about the kinds of game I really like:  I did a lot of game-playing in the 80’s and 90’s.  Back then, there weren’t really “shooters” – particularly not on PC.  On PC you generally had three broad channels for games.  The first big channel was adventure games.  Adventure games are typically cerebral challenges where you solve puzzles to get to a specific point.  The second big genre was strategy and RPG games [I’m going to lump them together here, briefly, because they were both very mathsy in that era] – generally, here, you took a party/army of people and destroyed some evil.  Finally, there were simulation games.  Games where you could fly a plane, or a chopper or the like.  These had HUGE manuals, because there was a lot going on under the hood.  There was no such thing as a “casual simulation game” in the 80’s and 90’s.

My point is:  these are all slow games.  And I ended up liking those the best.  That is:  My bias is against twitch gaming.  If – for example – Nintendo came along and said – “hey, we’d like you to review the latest Mario game” – I would either have to turn it down or – if I were at a publication where they told you “you must” I would then become obligated to review the game.

And guess what?  My bias would lead me to thinking “this is a terrible game” all the time I was playing it.  In fact, my bias would do several other things to warp the review:  I would be resentful.  I would not appreciate my employer foisting the game on me; I would probably get the logo of the publisher up on a dart board and throw darts at it every time I died in the game.  In short, I wouldn’t be a happy camper.  And you can bet that this will be reflected in my review.  Again.  It wouldn’t be honest.

So, bias can be helpful, but it can only be helpful if you’re not forced to review something that you don’t like.

What Do I Do?

I buy games.  If the game seems interesting, I put the time and effort in to finishing the game off.  Once the game is all done, I spend twenty four hours away from it, reflecting on what I’ve just experienced.  And THEN I write the review.  I do this because I believe it gives me the freedom to do the game justice.  It also removes the bias problem.  Finally, there’s no obligation to anyone.  In this scenario, I am a consumer, just like you are a consumer and I am either enjoying the fruits of the developers labour or I am simply not impressed.

Do I think everyone should do this?  No.  But!  I do think it is important to disclose that they have a review copy from a given source and that this is what they’re commenting on.  [Which – I’m glad to see – some publications are doing.]

As for me?  I will continue doing things my way because it makes the “most sense.”


Images courtesy of Pixabay
PixabayRead more about the Jeff Gerstmann fiasco at Wikipedia

YouTube Gaming:  What Do You Want To Watch Today?

Over the last few years, gaming on YouTube has become a fairly major part of the video service, with folks like PewDiePie, Markiplier and Tobygames pulling in crazy numbers of viewers [as of this writing, PewDiePie has racked up 37,201,347 subscribers] – which all amounts to gaming on the service being a pretty big deal.

Between this and the fact that Twitch.tv is arguably leading the pack with regards to game streaming has led the video behemoth to set up its own, dedicated “version” of YouTube especially for gaming.

This new portal will be called YouTube Gaming.

What this seems to mean – in practise – is that while gaming content will still show up on YouTube, the Gaming channel itself will be a space dedicated solely to things like Let’s Plays, Speedruns and gaming music videos.

The other big change is that live broadcasts will not have to be scheduled anymore and can simply happen on the fly and as you’re ready to stream your gaming prowess to the world.

Most interesting, perhaps, is that games that have their own pages.  So, for example, if you wanted to watch just people playing and enjoying The Witcher 3, or if you were looking for different speedruns of The Legend of Zelda, you can now do that by finding that specific game and adding it to a “collection” of games that you regularly watch content of.

Naturally, all of this will come bundled with an application that you can put onto your ‘phone for quick and easy access.

This new “version” of YouTube is going to be rolled out during summer of this year [2015] with the United States being turned on first, followed by the United Kingdom.

Twitch’s response?

Google posted via it's youtube twitter:

Twitch are clearly not worried about youtube joining the "gaming fray."
It seems like they’re not too worried.

Here’s to a summer indoors, watching video games!


WoW Devs:  You’re cleared for takeoff

When World of Warcraft: Warlords of Draenor was released people who played the game noticed one big concept missing. Flying. The concept of flying had been dispatched for the expansions release with no tell tale signs of it coming back. Long time players of the game were almost miserable, stating that they had played the game for years trying to earn specific achievements to get new mounts only to now have no use for them.
Picture

Ain't she a beauty.
 It wasn't until a few weeks ago when Blizzard announced Patch 6.2 that players started to get antsy. Patch 6.2 opens up a new zone within the game called "Tanaan Jungle," which adds more quests and objectives to the current expansion. It also releases the final raid zone for the expansion "Hellfire Citadel". Though it is not the last patch for Warlords, Blizzard has turned more of their attention to the next upcoming expansion.

As more information about the Patch was being released one major question was still left unanswered. " Would there be flying in this expansion?"

After much consideration Blizzard Dev Ion Hazzikostas in an interview with Polygon announced,  "Having looked at how flying has played out in the old world in the last couple of expansions, we realized that while we were doing it out of this ingrained habit after we introduced flying in The Burning Crusade, it actually detracted from game play in a whole lot of ways, while there was certainly convenience in being able to completely explore the world in three dimensions, that also came at the expense of game-play like targeted exploration, like trying to figure out what's in that cave on top of a hill and how do I get up there."

The summary is a big fat whopping, "No."

This drove the community mad, forum posts from angry players started to pile up. Players were commenting on the amount of content they had already seen versus what they had now and could not see the same viewpoint. Mmo-champion which has been a website dedicated to major MMO's for years had its comments section on the initial news release flooded with negative comments from players who were just plain upset. Some stating that they never even left their new garrison because they couldn't fly.

Apparently this amount of backlash had not gone unnoticed. As of a more recent post to the Blizzard forums, Hazzikostas come forth saying that they will now be implementing flying. However, it's only for those who earn it.

By earning I mean, completing a series of achievements and grinding out reputations with in-game factions.

Picture

This post has seemed to calm most of the community.

Picture

These achievements basically take the player through all the content that Blizzard wanted each person to experience without flying when the expansion was first released. Mmo-Champion posted a current graph of the percentage of players that have already earned the Meta achievements required, and skeptics say the rest of the achievements aren't going to take much extra time either.

As for me, I'm going to be spending my time leveling my fishing. See you in a few years.

As Always,

~Tisnight


That’s Just Your Opinion, Man Or Why People Who Hate Reviews Have Me So Confused (Part 2:  Confusion Boogaloo!)

Last week, we talked a little about why folks seem to have such negative perceptions about reviews.  This week, I’d like to talk a little more about that.  About the things people say in passing about reviews and how flawed some of those particular ideas really are.

We covered the idea of “the reviewer not paying the game enough attention” as well as the idea that reviewers get paid to write reviews.  So let’s tackle some other things that people say that have me totally baffled.

Sometimes, folks misunderstand bias to be a bad thing, but in the same way plants are biased toward the sun, or dragons like treasure, so humans are predisposed to certain formats of media.  Some prefer RTS games.  Some just like a fun platformer.  It's all good.

Like dragons are biased toward treasure, reviewers are biased towards certain themes or game genres.

Why Are You So Biased?

This comes up a lot when people don’t like the review for various reasons.  It might be that the person in question panned the game, or it might be that they’re praising the game without seriously looking at any of the flaws.  Either way, this – to the would-be commenter screams bias, which might also include being “paid to write that review.”

The truth is: everyone is biased in some direction or another.  I’ve been mulling a lot about this idea lately, because I’ve been thinking I want to review things outside of my comfort zone, but the problem for me is that because those things are outside of my comfort zone, I’m probably never going to do them justice.

I’ve talked about this before, but I’m going to bring it up again:  I don’t like shooters ...of any kind.  My very biased and overly opinionated view of shooters is that they’re lowest common denominator games that are played by people with either too much testosterone or who are sadistic to the nth degree.  These people would probably have no trouble with selling their grandma for their next inhale of Call of Duty.  [or whatever’s current in shooter circles right now.]

Now, the truth of the matter’s probably wwwwaaaayyyy more benign.  Those guys who I just wrote off as lowest common denominator pond scum?  They probably buy their girlfriends great anniversary gifts and take long walks on the beach with their dogs reflecting on life, the universe and everything.

But from my biased perspective, all I see is a group of sweaty man-children screaming into microphones about how that guy who just killed them should die in a fire.

So, I could never review a shooter as a result.  And if I did review a shooter, you can imagine that I probably won’t give it terrifically high marks, EVEN IF it is the most innovative shooter, ever.

Bias is OK.  Bias means that the games I love, I really do love with all my heart and soul.  And I will review those games well, paying attention to every little thing – nitpicking them, even.  [I’ve certainly done this before:  I liked the idea of Rise of the Dragon a whole lot, but phooey, that timer!]

My point is, very often, once you “connect” with a reviewer, chances are you’re coming back to that reviewer for their writing [one would hope] but also because their bias – the games they like – meshes well with your own.

Bias is good.

Just like it's easy to lose a piece of a puzzle, so it's sometimes difficult to fit everything you want to say into a review.

Skyrim. A reviewer's dilemma. There will always be missing pieces in any review of that game.

Your Review Is No Good!  You Missed Nitpicky Item Y!

Before we talk about this, we need to talk a little about the review process.  Usually, if you’re doing reviews, and you’re doing them large-scale – I’m talking one after the other in short succession, like you normally would for a paper publication or a site like Twinstiq, chances are, you are SWAMPED with things to review and there’s no good way to get any of your work done on time.

The other big problem with review writing is that – very often – the editor will set a word cap on how much you may write.  If you were reading some of the old magazines in the 80’s or 90’s you would see everything from real short “micro reviews” all the way to six page mammoth spreads that detailed the game in great depth.

What I’m driving at is that UNLESS you were looking at the spread, you could count on having one thousand or so words to get your point across.  If it’s a big game like Skyrim, or even a little one like To The Moon [which is quite complex under the hood, for the story it’s telling and the themes it’s hinting at] as a reviewer, the problem becomes, “what do I talk about?” and inevitably, something slips through the cracks.

So, that mini game that you fell in love with while playing?  The reviewer might have had to skate over that because of the deadline.  Or when you found weapon x hidden in cave y and it changed the game for you?  Maybe the reviewer didn’t have time to go off the beaten path to do that.  Or maybe it was something smaller.  Like how the character jumped between platforms.  All of these things are small things that might have made a momentary impression, but in the grand scheme of things, the reviewer just forgot that particular instant.

Again, this is OK.  Usually, if it’s important enough, the reviewer will tell you about it in a sentence or so.

Conclusion

Lots of people get bent out of shape for all sorts of reasons with regards to reviews.  Over the last two weeks, we’ve talked about some of the issues facing a reviewer.  Ultimately, when next you read something by someone else putting down their thoughts, be glad they were willing to share them with you.  And share back.  There’s never “one true, completely valid opinion.”

But do try and keep it civil.  This works best if we’re having a conversation where differences are expected, not a screaming match in which one side is absolutely right and the other is always wrong.


Images courtesy of Pixabay
Pixabay

Quick Look: Turmoil

I took a quick look at the newly released alpha of Turmoil and while I can’t recommend the game yet, I did find it relaxing and interesting enough to share the above video with you. Would make a really enjoyable tablet game.

That’s Just Your Opinion, Man or Why People Who Hate Reviewers Have Me So Confused

Words By Greywolfe

I try and write a review of a game every week.  [You can read my reviews here.  This link will take you off site and open in a new tab/window.] So, every weekend, I sit down and I go through my library of games and I try and think of something I want to experience.  Typically, these are older games, now – about the newest games I’ve tackled are “Wolf Among Us” and “Back To The Future,” both episodic Telltale releases.

But I’ve been reading reviews for a very long time now, and let me tell you:  people think all kinds of things about products, music, movies and books.

But gaming?  Gaming is in an odd place.  People don’t always like that someone will look into a game and critically dissect it to point out its faults or to praise it.  And this...it puzzles me.

One method of reviewing something is to allocate a numerical value to how well or how poorly that thing performed.  I've always found this idea a little puzzling when referring to games.

I give this opinion piece 0 stars out of 5!

A Review Is Simply A Stated Opinion

First of all, let’s talk about what a review really is:  a review is someone sitting down, playing through a game [or in the case of a MMO, playing through some swathe of the game] to get an understanding of how the game functions and to see what story there might be in that piece of software.

Assuming the reviewer is doing their job correctly and assuming their observational skills are on point, they will make notes as they go about things they like and things they don’t like.  They will then take these notes and string them together to form a coherent “narrative” about their time with the product.

What you end up reading is that person’s narrative, their particular take on the game in question.

In large part, what you are reading is THEIR STATED OPINION on the matter.

Each soccer player has a very different role to play in a soccer game.  So they all end up seeing

If I'm the goalie in soccer, my opinion of the game is very different from someone who's out in the front lines.

You're Allowed To Have An Opposing Point Of View

When I read comments posted to reviews, there are often a handful of things I can bank on seeing.

One of these is someone saying in screamy capital letters that THEIR OPINION TROUNCES YOURS BECAUSE IT IS MORE RIGHT NEENER.

Here’s the thing, though:  Because a review is basically just a distilled opinion, it means that your opinion is often equally as valid.  And that’s quite healthy, but it’s only healthy if it’s done in a non-screamy way.  Remember, we’re all here to talk about the games, not get frustrated at one another because we hold opposing points of view.
(Interception by Dr. S: Opinions are never equally valid. Mine trumps everyone elses)Besides, if done in a non-screamy way, your opinion might very well change people’s perspectives on that particular game.  I am not – for example – a great fan of third or first person shooters at all.  [in fact, anyone who’s been following my writing or any length of time is probably aware that I think shooters are generally the dregs of gaming]  But I will – begrudgingly admit – that after having read about Portal, I was swayed in that one particular case.

With some games there's always a question of

I'm a flask-half-full kind of guy. I'll play half of the game and tell you how I REALLY feel. [I'm just kidding. I'd never do that :)]

You Didn't Play Enough Of The Game To Be Well Informed!

This particular one gets levelled at reviewers who – in particular – try to look into Massively Multiplayer Online Role Playing games.

The problem with MMORPG’s is time and scale.  For the most part, a MMORPG isn’t something you can sit down and beat in sixty hours or so [like a “good RPG”] and, consequently, this creates a writer’s dilemma:  at what point, exactly, do I put pen to paper?

Some would argue that if you don’t “have fun” in the first hour or two and you’ve seen most of the simpler systems and you don’t like those, then that’s enough to run with.  Others will argue that the only time you can write a review is if you’ve been in the trenches, playing the game and you record its state /just/ before it drops a new content patch and/or expansion.

The answer – for reviewers – is that they need to play enough of the game that they can discuss it in a reasonable manner.  This happens to be the case for other reasonably-sized games, too.  And for those of you keeping score at home, sometimes, that means playing for a week or two and then writing about that particular experience.  The land of reviews is vast, and there’s always something new you need to be tackling.

[For the sake of clarity:  I’m generally in favour of writing a review-over-time for something like a MMORPG – that is – you note your first impressions, then keep playing, updating those impressions until you’re “happy” with your final opinion.  But not every reviewer will feel this way.]
Some folks think that reviewers get paid by the games companies to do reviews.

Money, money money, must be sunny, in a reviewers world! I guess that didn't turn out as well as I thought it would ;)

You Got Paid To Write This Review!

This is the one that I think deserves the most scrutiny.  And trust me, we will get back to it.

I am sort of atypical in reviewer-land in that I tend to write reviews based on the games I actually own.  In other words, I sit down, look through my library of stuff and decide “hey, I think I’d like to review the following, this week” but not every reviewer works this way and not every publication does things in this manner at all.

Typically, a games site [or magazine] gets what’s known as a “review copy” of a game from a publisher.  That publisher expects that you will review the game in good time. [Usually before the release window.]  Sometimes, they will place an embargo on when you may go public.  That is:  you may have your piece written well in advance, but you may only publish it on the day of release.

If all of this is “working as intended” then NO money should ever change hands at all [in this particular setup, anyway] – so, a good 99% of the time, if a publication has scruples, they will be getting a game, reviewing the game and publishing that review without “any interference” from either side.  The only point where money exchanges hands is where the publication [the games website] pays the reviewer for their review.

So a great deal of the time, this is just a knee-jerk statement from a person who’s read the review and doesn’t always agree with what’s being said.

Next Week!

We’ll look into a little more on this topic, because it’s worth pursuing.  There seems to be a decided lack of common sense when it comes to reviews, and hopefully, this will help set the record at least a little straight.

Images courtesy of Pixabay
Pixabay

An Interview with David Pittman, from Minor Key Games.

This week I sit down for a quick interview with David Pittman, co-founder and one half of Minor Key games to discuss his new release, NEON STRUCT. Previously, he released the well received Eldritch, a Lovecraftian rouge-lite.  His twin brother and partner Kyle, is responsible for the excellent platformers: You Have to Win the Game and Super Win the Game.

NEON STRUCT is a first person stealth game with shades of Eldritch, Thief, and Deus Ex. These influences are just smaller parts of a whole. It's clear to see, NEON STRUCT stands on its own two legs. But enough sneaking around, here’s David Pittman in his own words:

TV: You just released your second game under the Minor Key banner, NEON STRUCT. Can you tell us what it brings to the table?

DP: NEON STRUCT is a political thriller stealth game. Set in a neon-and-concrete Brutalist world and loosely inspired by the modern surveillance state, it casts the player as agent Jillian Cleary, an ex-spy on the run from her former agency.

 TV: In what ways did real world events, such as Snowden, Manning, and Assange inform the gameplay and story?

DP: Edward Snowden and the NSA leaks were the initial spark for the concept of NEON STRUCT. I felt like there was a nice thematic and mechanical harmony in casting the player in the Edward Snowden role in a stealth game.
One of the primary characters has similar motivations to Assange, but otherwise, NEON STRUCT's fictional characters do not closely shadow any real persons.

TV: The soundtrack for the game features The Home Conversion.  There could have been a lot of stereotypical soundtracks for a game like this. What lead you to do something different with music in relation to the setting?

 DP: The Home Conversion's music was actually an early inspiration for the tone and feel of the game. When I heard their song "Cave Living", I envisioned a distinctive 1980s neon-lit world, which gradually developed into the style of NEON STRUCT's art.
So they were naturally my first choice for the game's soundtrack, and I was thrilled when they offered to not only provide their existing songs but write and record new material for the game.

TV: You mention the Brutalist choice of architecture in the art book. Can you tell us what lead you to that decision and how it fit the world you were building?

 DP: In the months immediately after Eldritch's release, before it was clear how successful that game would eventually be, my plan was to rapidly develop something new and different but using as much of the same engine and core technology as possible. I would have to continue using that game's voxel engine, but I wanted to avoid the Minecraft visual style this time around.
The solution I found was to emulate Brutalism, a style of architecture that was already known for its imposing blocky shapes and right angles. The fact that Brutalist buildings are also strongly associated with the Cold War era and that distinct kind of political fear made the choice even more appropriate for NEON STRUCT.

An example of the architecture in NEON STRUCT.
TV: Where there any ideas of level settings you thought would be fun, but just wouldn’t fit into the game’s world?

DP: I cut two levels during development. The first was a network of underground tunnels running from downtown Philadelphia to the outskirts of the city. (For those who have played NEON STRUCT, this level would have followed The Old Basilica.) It had sounded like an interesting space on paper: a crumbling maze of train tunnels and sewer lines, where fugitives from the surveillance state eked out an existence in ad hoc underground towns. But in game, it was dull, didn't advance the plot, and didn't feel "NEON STRUCT-y" enough.
The second level to be cut was an underwater train ride across the Atlantic. It never existed in the game in any form, and was cut because it was superfluous to the story and I wasn't sure a train could ever be a good space for stealth gameplay.TV: Can you tell us a little about how the art style came to be?

DP: Because of the size of the game, compared to its very small team, I needed to find clever ways to reduce the amount of work. I wanted to make something as low-fidelity as Eldritch, but without that game's Minecraft-ish style.
The thin, flat, faceless character design was primarily inspired by the style of Nigel Evan Dennis's graphic tribute to Game of Thrones, "Where Have All the Wildlings Gone?" (http://www.wherehaveallthewildlingsgone.com/)

TV: Your last game, Eldritch; didn’t have much dialog or as involved a story. Was writing for these characters daunting?

DP: After Eldritch, I began to worry that without the constant presence of my former coworkers in the AAA industry, my skillset would stagnate. So on NEON STRUCT, challenged myself to tackle certain kinds of work I hadn't done before. The first was stealth level design, and the second was writing dialogue. I gave it my best effort, but I also tried very hard to keep the dialogue minimal, so every line would tell the player something important about the game, the world, or a character.

A neon soaked night club.
TV: Care and respect seem to be taken in portraying characters of different race, gender, and faith in NEON. How did you go about developing these characters?

DP: Diversity in the cast was one of my goals from the start. When I was developing the plot outline and the major characters, I tried to make sure that there was a good mix of genders, nationalities, and more. I also developed a random character generator for the AIs, so guards have a broad range of skin colors and a 50/50 chance of using either the men or women body/hair meshes.
One of the challenges for me was presenting non-male or non-white characters authentically. In certain cases, I consulted with people so I could learn more about the identities of the characters I was trying to write. For better or worse, I often wasn't able to make the story about those identities, and it is possible that the characters are a little interchangeable as a result. But I have tried to avoid stereotypes and to treat each character respectfully.

TV: Has having to be your own PR department and community manager without the insulation afforded by a large publisher been a blessing or a curse?

DP: After years in AAA games, I still find it refreshing that I can be so transparent about what I'm working on and why. I think it fosters a better relationship between developers and players (or developers and press) when we can speak directly and honestly with each other.

TV: What can we look forward to next from Minor Key?

DP: Our next planned title is Kyle's Gunmetal Arcadia, an NES-styled platformer roguelike set in a war-torn fantasy world. He is documenting its progress weekly at its devlog: http://gunmetalarcadia.com/wordpress/
And coming out very soon is a big update and relaunch for Super Win the Game, with new content, enhancements, and a lower price tag.

TV: My editor is Austrian and is curious about the German subtitle. What lead to that choice?

DP: In the very early days of NEON STRUCT, I wanted a non-English title that might evoke the globetrotting nature of the game. I tried the phrase "the eyes of the world" in a number of languages, and chose German because I liked the sound and because one of the later levels is set in Hamburg.

NEON STRUCT is available now on Steam and Humble (DRM-free). A demo is also available: http://store.steampowered.com/app/368320/

Opinion:  Why I /Will/ Pay Full Price For Indie Games

Words By GreywolfeLast week, I talked about why I don’t buy AAA games at full price any more.  For the most part, these problems boil down to bad Quality Assurance, the slow upward trend in prices as games release content piecemeal and charge for it in the form of “downloadable content” [a terrible, terrible misnomer] and the fact that games are almost always packaged in the form of “hits” with yearly game cycles.

This week, I’d like to talk about the contrast – at least for me – with indie games.  I will [and have] paid full price for many an indie game and you know what?  Often, those indie games have rewarded me with far more interesting experiences than most regular AAA games have.

In the same way I no longer trust the EA name or the Activision name, I absolutely trust Yacht Club Games and Freebird Games.  They've made wonderful experiences in the past and I expect they'll do so in the future.

When I figure out who you are and I know you make good games, I will keep coming back.

Your Name Matters

Maybe the biggest single difference between an AAA publisher and an indie developer is that the indie developer is pretty much tied to the internet, now and the related issue with that is that indie developers cannot get away from being “out in the open.”

In years past, when the indie scene was also the shareware scene, it was easy-ish to make a demo, get it submitted to a shareware library and see how it did.  If it didn’t pan out, that was fine.  The world of shareware was such that you could always just put on a new name and try again with a different demo.

The internet has made that nigh-on impossible.  Some of this, of course, is bad, because we’ve seen people actively be pushed out of development as a result of perspectives they hold that aren’t related to gaming [or that are, but which are entirely just opinions.] So, in the modern era, your reputation as an indie studio matters.  Make a good game and that reputation will follow you all over the place.  Make a bad game and you’ll probably end up in some kind of trouble, because someone will rip you to shreds.

The matters.  Especially when the indie studios are often willing to talk back to their fan-base, something that an EA or an Activision basically refuse to do.

Photographers and sound engineers and others in the busines of rendering entertainment sometimes like offering us new artistic vistas.  The AAA games are generally idea-bankrupt, whereas the indie games have a lot of interesting thoughts on old mechanics, or new ways to use pixel art or even just a new spin on an old gaming formula.

Just like the features of a new and alien landscape, so some indie games are willing to tread where few AAA studios would ever dare set foot.

Your Games Can Be interesting

AAA Developers are only starting to realize this, but gaming can be lots of things.  One of these things is small, interesting experiments that don’t have to run into millions of dollars by way of budget.  There are some amazing little games that Ubisoft have tried which go a long way to restoring some faith in a company that has churned out nothing but terrible Assassin’s Creed fodder for years – in fact, parts of Far Cry 4 [the Shangri-La sections] almost seem informed by indie design.

As an actual, bona fide indie, though, there are lots of things that you can try that an AAA would never bother with.  Do you want to make your game more story heavy and less fixated on mechanics?  You can do that.  Do you want to try different genre mash ups to see what sticks?  You can do that.  Do you want to go retro with your graphical style and make your game stand out that way?  You can do that.

By not having to walk the tight rope of being every game to every gamer, indie games have been able to champion ideas, graphical themes and styles and game play ideas that AAA developers would never bother touching.

Quality is a word that - too often - gets thrown around lightly around computer programming projects.  Especially games.  Quality should be built into the game making process and, often, with AAA games, it feels like it never is.

Way back when, Nintendo used to have a Quality Seal of Approval that basically meant that what you were getting was probably going to be awesome. We need a system like that again.

Quality Games That Have A Defined End And Price Point

Because indie games are often smaller than their AAA counterparts, they’re also often cheaper.  [to an extent]  I paid $15 for Shovel Knight.  Now, admittedly, most folks would finish Shovel Knight in anything from four to six hours in their first play through.  It took me twelve.  I just don’t have that sort of hand-eye co-ordination.  Did I think it was worth it?  Oh, God, yes.  There were problems with that game, but it provided everything I wanted.  It gave me a complete game [with no DLC that I had to buy later] which had a defined end [beat the big boss at the end] and did all of this in a fairly well executed manner [there were no/few Quality Assurance issues with the game in question.]

Would I buy a game made by Yacht Club Games again?  Yes.  In a heart-beat.  They’ve proven that they can deliver quality and that they know their name counts for something.

The same is true of the more modern indie games I’ve bought.  Almost all of these have turned out far better than any of the more modern AAA releases I’ve even thought about picking up.

Games can be like music - or like food - in the sense that they can be consumed in vast chunks or in small bites, but ultimately, indie games - to me, at least, seem to be a little more interesting in terms of

A good game is like a good wine. It tastes good, it gets better with age and you're always looking forward to sharing it with your friends.

Some Of This Is Entirely An Issue Of Taste

While I think that indie development keeps getting better and better and while I certainly hope that there will be far more good indie games that come to market, I realize that this isn’t a choice many are willing to make.  Many – sadly – associate “indie” with “terrible games” that “are casual’ and “that don’t matter in the grand scheme of things.”

While this might be at least a little true, it is arguably also true about AAA games.  There is a lot of dreck out in AAA land.  Dreck that never gets tested properly.  Poor games that merely exist to sell you more of themselves.  Surprisingly awful games that have very little challenge, because they have to be everything to everyone.

Since that is the case – according to me, anyway – I will keep the indie games I love close at hand.  AAA development studios could certainly never pen a Primorida or a To The Moon, and I am grateful both of those games exist.


Images Courtesy of Pixabay:
Pixabay

First Look at The Witcher 3: Wild Hunt

A word of warning before you start reading this one, I am only abut 5~6 hours into the game at this point. So opinions may change later down the line, but I certainly didn't want to rush out a review of what could potentially be a thousand hour game just for the sake of getting it out there. What this first look will provide is my unfiltered thoughts and feelings about the game so far, and my experience with it. I hope you enjoy my story, and with that out of the way feel free to read on:
I finally walked through my front door after spending ten hours of my day at work under fluorescent lighting and the smell of dust settling on my desk. I walked through the door carrying the latest mail package that arrived on time for once, thank god, that day was the launch of a game I’d been eager to play. I opened the package and inspected my new video card, I knew this would be enough to crush the software known as The Witcher 3 into submission. I took the dog out one last time, fed her and the cat, and made sure I would have no distractions. I swapped my old GTX 570 out of my rig for my new piece of hardware and installed the latest drivers. After rebooting I loaded up GOG Galaxy and saw my previously installed game finally ready to be played, pre-loaded, with a very inviting play button. I turn on my PS4 controller and wait for it to connect to my bluetooth, after reading about the poor mouse acceleration issues in the game I wanted no part in messing around with it, even if there was a fix I could care less. I entered the settings menu once the game loaded up to do one thing and one thing only. To turn everything up to 11. Grass quality, Ultra. Water quality, Ultra. Textures, and everything else, all to Ultra. All the fancy post processing bells and whistles including Nvidia Hairworks, all turned on and maxed out. Just when I’m ready to hit new game and see if the graphics downgrade was real or not, I hear a strange sound through my headphones. It’s the damn cat, crying about her dirty litter box and takes a dump right on the recently cleaned carpet. I unequipped my controller and California Silverados to deal with real life one last time.
last time
After finally returning to my seat, I take up arms, select my desired difficulty, and I’m gone. Not right away, but the opening cinematic, coupled with the music, reminded me what was happening since I last adventured as Geralt, hunting down Letho. After playing the game some way through, up to the first tavern, and was free to explore the opening region, which didn’t seem huge at first, I realized just how invested I was in everything around me. I was stopping to listen to every NPC talk, I mourned as they mourned, I saw the effects of war in these people’s hearts and souls and wanted to help (even if that’s not a Witchers priority, I made it so) I had no idea why these things pulled me in as much as they did, but I was there. The edges of my monitor no longer existed, the concerns of poor visuals, performance issues, the dog chewing on something she’s not supposed to, and stresses in the workplace had all vanished. There was simply Geralt, and whatever damned beast he was dodging attacks from at the moment. I was reading through every document, studying the bestiary for each new foe, and found myself taking on a player role I hardly ever fall into, the completionist. A completionist player archetype is someone who achieves every little thing within a game, no matter how long it takes, something I have rarely done in video games.
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It escaped me for a long time as to why this particular adventure had me hooked by its teeth, then I realized something. This game itself doesn't just have a heart and soul, everything within it does. A soul resides not just in the games mechanics and visual effects, but it’s character, and the characters within it. Even the main protagonist who by all means could easily be another cookie cutter, bland, no personality, grizzled white dude. And while Geralt may be grizzled, he has more personality than any main character I've seen in a game in a long time, and I needed that. The world I move him through animates with the weather, creatures, and stillness of abandoned buildings. Which all seem to breathe life and, again, character into the world around me. Let alone the countless other non player characters that for once feel like actual characters who all live their own lives, have their own dreams, and their own issues. Most of whom do not want your help. The old trope of only one or two npcs in an area having a quest for you seems to make its own great deal of sense in this way, as witchers are looked upon as abominations by most, and many would not stoop to such levels to ask for your help. It’s this level of at least fabricated confidence that the Witcher 3 stands tall. Everything feels connected, and you're able to simply fall into its capable hands while it lets you explore what it has to offer.
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I guess the Witcher re-taught me the difference between my wants and my needs. I wanted a game that offered a lot of playing time, I wanted a game that looked better than any game out there, I wanted a game that lived up to the hype, and I really wanted a game that actually worked for once **Cough**Ubisoft**Cough**  And yet, I needed a game that felt cared for, I needed a game I could get lost in, I needed a game that had a soul, I needed a game that I felt a deep connection too, I needed a game that could take me away from the real world for a bit, and I desperately needed a game to call home. While I may not quite know why I needed these things yet, I don’t feel like I need to know everything.

5636298_orig

All I know after the short time I have spent playing is that, I got sucked in by a world, it captivated me enough to stay in said world, and I did not want to leave. Thankfully though, a part of me will never leave. It’s the same part of me that is still standing at the top of the Throat of the World, the same part of me that still remembers making John Marston walk out of that barn, the same part of me that still guards the forests of Darkroot Garden, and it’s the same part of me that will always be watching over Megaton at night, fending off  those who dare approach my city. And if I stopped playing Witcher 3 right now, I’d be proud of the short stories that I get to tell. Stories that I was only able to make thanks to the tools Witcher 3 provided me with. And I know that I’ll be damned if I let another Wraith get the best of me.

So needless to say, it's alright.
Would play again.
Silver/10

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Game -The  Witcher 3: Wild Hunt
Developer - CD Projekt RED
Source - Free Code with the Purchase of a GTX 900 Series Card

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Opinion:  Why I Refuse To Pay Full Price For AAA Games

Words By Greywolfe

I wrote this on the 18th of May, 2015.

It is important to note the date, for a change, because I will be talking about the current gaming industry and anyone looking back on this article might have to take it with a large grain of salt, because things might have changed.

Right now, I’m looking at the website for a games store in my local area, scouring the boxes of games to see what’s happening in AAA-land.

Their big “scroll ads” are for The Witcher 3, Dragon Age:  Inquisition, Call Of Duty III, Batman:  Arkham Knight, and Assassin’s Creed:  Syndicate. Some of these have added extras such as: pre-order bonuses or “buy now to enter the exclusive beta test.”

Naturally, they have other games on offer: The “reboot” of Elder Scrolls: Online, Mortal Kombat X, Battlefield: Hardline and a veritable wall of AAA-ness that screams “buy me now!” But I’m afraid I can’t. The state of the industry compels me.
The state of the industry is such that they absolutely have to release day one patches into the wild to squash bugs that they couldn't catch in beta.  Butwhen your patch is about as big as the game?  Houston, we have a problem.

I really should have stuck one of those mutilated faces from Assassin's creed here, but I didn't want this article to have nightmare fuel.

Your Games Are Full Of Bugs. Please Fix Them

One hallmark of the AAA industry from about twenty years ago was the rigorous Quality Assurance that used to go into almost every product. See, the internet was just a dream to those developers, for the most part. They would only really get one shot at releasing their game. If the game was riddled with bugs, then you were effectively throwing away $60. So they absolutely had to get it right. [or mostly right. Some games had patches that you could get from magazines and the like.]
Right now, though, AAA games release with showstopper bugs that render those experiences unplayable. But the internet always comes to the rescue with an enormous day one patch, patches which – in some cases – are so large that they’re fundamentally rewriting the game disk you bought.

QA has gotten less and less money over the years because games cost so much to merely push out the door. The result is that actually bothering to test them has become an expense the game companies don’t want to bear. The solution?  Shift that expense to the customer, offering them “an exclusive beta” if they’ll just pay over money to the publisher without seeing a great deal of the game at all.

And I want none of that. I don’t want to support a model where we are paying the publisher [of all people!] to beta test. The publisher should be paying QA testers to do that job.
Call of Duty.  Assassin's creed.  Battlefield.  All of these have now-early-releases, absolutely killing their longevity.

Just like funfairs of yore, your franchise might turn into a yearly affair.

Yearly Game Cycles

The related problem is that publishers want to rush sequels to us as fast as they can. If they believe that something is a hit, then they’ll want to replicate it over and over and over again, every year, until that franchise has effectively killed itself.

You don’t have to look very far to see casualties of this particular design choice: Harmonix very nearly fell on it's own sword to give Activision a whole bunch of Guitar Hero games. The yearly iteration of Call of Duty and Battlefield games is leading to a stalemate where neither game moves forward very much and where at least three teams have to work on each franchise, because burnout would otherwise destroy those teams.  [not, of course, that the publisher would care if that happened.]
These yearly game cycles also lead to consumer fatigue. Go ahead. Ask yourself: When was the last time you were really excited for a Call of Duty? Or an Assassin’s Creed? Or a Battlefield? They’re all pretty much the same game with slightly nicer graphics for each yearly iteration, at this point.

I don’t want reskins. I certainly don’t want to help a model along that shuffles teams just to that they can give me a nicer looking shooter every year. It’s bad for the teams involved, bad for the consumers involved and generally terrible for the industry at large.
Games sometimes ship incomplete.  And to get them to a complete state, the publisher will push out a day one patch.  Or worse:  sell you that game mode later.

Ah, my log cabin in the woods. The builder assures me he will put windows in next year! "It's not a bug," he claims, "it's a feature!"

The Game Is Almost Never "Complete" At Launch

Even if that yearly release is managed in some way and happens without bugs [Ha! Not very likely!] there are other related issues to contend with. Right now, if I pick up an AAA game, I am almost assured that I will not be buying the whole game as intended. No, instead, the publisher will parcel out little dribbles of extra stuff in the form of Downloadable Content [or DLC].

The games industry has an amusing way with words. Often, these words say one thing, but mean entirely another. “Downloadable Content” implies that you will be able to connect to the internet and just grab that extra stuff by clicking “download now!” But what’s this? You have to give them your credit card details before you do?

That’s right. The $60 cost of a game has ballooned to $80 or $100 as publishers seek to get you to pay more for less. This is especially true in light of the slow movement to “games as a service” rather than “games as an entertainment medium.”

And we’re not even touching on the crazy, crazy idea of season passes yet.

Long story short: that game you’re buying? It’ll never be done. The publisher will keep foisting “content” on you in little bits until they “stop supporting” the game. Now, certainly, we used to have expansion packs and those were fairly pricy, but they came along about a year or so after the game was out and generally added more to do to the game. Or sometimes shook it up entirely. What you’re getting with DLC often borders on the banal. “Here’s another half an hour mission. Or a map pack we thought you’d like, culled from the last iteration of the game. Are you a collector and need everything? We’ve got a shiny outfit for your characters that you can buy.”

Worse still:  the disk you bought at retail might actually not have the whole game. Instead, you will have to sit down with your new purchase and muddle through forced downloads that are sometimes as big as the game itself while your product is updated so it can have “all the features” because of a Day One patch.

I am patient. If it means waiting for the Game of the Year version to show up, I’ll do that just so that I don’t have to sit through the release day silliness. [And even then, I am almost virtually assured that not only will I not get the whole game, but I have to get a patch for that version of the game, too.]
Just like with music [but on a scarier, more expensive scale] gaming seems to want to reel from one hit to another, with no pauses or thoughts between. And that's terrible.

Hit music can be very "hit" or "miss." [Did you see what I did there?!] - The games industry is exactly the same.

The "Hit" Industry

Because the industry was much smaller [hits were marked with far smaller numbers than they are today] reputations mattered. EA was on its way to tanking their reputation, but their brand still carried “enough weight” at the time that you could sort of trust them. Then, they bought a whole collection of companies and destroyed them. And EA was never quite the same.

See, EA were looking for companies that could produce hits, because that’s all the industry seems to understand. Can’t produce a game that sells like gangbusters?  Then it must be a failure. And, naturally, the hit industry is great bedfellows with the yearly release cycle: Where one leads, the other inevitably follows. The AAA industry is so tied up in knots about producing giant jackpots that once they score on that front, they feel compelled to keep burning that rope until it’s all gone.

I like experiments. I like games that tread a little to the left or to the right of mainstream ideas. I can’t think of a worse world to live in than one that offers “reskinned shooter, 2015” as a “new, innovative experience” that I “have to try” because “last year’s iteration was amazing!”

[As an aside:  Cody Hall recently wrote an excellent piece for Twinstiq about the concept of the Long Tail [and why publishers should embrace it] - an idea I completely endorse/support.]

Conclusion

AAA gaming seems to press all the wrong buttons for me. It’s too generic, too expensive, too buggy and often just too much of a letdown. You expect the sun, moon and stars, because PR [and the publisher, often] promise the above, but what you get is often...lacking.

Next week!  We will discuss why, by contrast, I love independent developers.

Images courtesy of Pixabay
Pixabay