Thursday, January 28, 2010

Why I Won't Get An IPad

As a big Mac-head since the early days of forever ago, I was really interested in the iPad, Apple's next Machine To Change Everything. I don't currently actually own a laptop. I wanted to get my own personal, shiny Hitchhiker's Guide To the Galaxy, take it to coffee shops, and use it to do design work on my games while all the losers looked on in envy and awe.

Because, at that size and price, I expect a computer. And thus, I can't by it. Because of this little chain of logic.

If a computer doesn't have a fully functional web browser, it's not worth buying.

A fully functional web browser needs to support Flash.

The iPad does not support Flash.

Ergo, no.

Now, I don't care whether Flash is good or devilspawn and whether so much stuff (games, Hulu, etc) should be running on it. The fact is that Flash is a big thing, and I want the things it runs.

But I love my new iMac, and it's not even broken, so Apple is still OK by me. It's just that they seem to think bigger iPod Touches are the future of computing, and no, I don't think so. Versatility makes technology complicated, but it also makes it awesome.

What? Some Indie Games Made Money?

I think the XBox LIVE Indie Games project is really cool and exciting. For the first time, random losers like me can write a game and sell it on consoles. This really excites me, because my games are far too small and niche and low-budget to have a chance of getting on, say, XBox Live or WiiWare.

Sure, there are problems with the service. It has predictably taken a bit of time for the quality to come up. And I think you should be allowed to charge more than $10 for a game. But this is still a darn cool opportunity for small developers, and Microsoft should be applauded for it.

But that leaves a big question: Can any developers actually make money on the darn thing? Well, we now actually have some hard numbers for earnings of the top games. Take a look. They are very interesting.























1. Good stuff makes money!


The top two games for numbers of sales are I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 and Avatar Drop. And, coincidentally, they're the two games on the service I've actually bought. I MAED A GAM3 is the best dollar I've ever spent on gaming. (Just narrowly edging out CrushCrushCrush on Rock Band.)

Excellent party games, and you should buy them.

1b. I'm just sayin' ...

If someone makes I MAED AVATAR DR0P W1TH ZOMBIES 1N IT!!!1, I will buy it.

2. Don't undercharge for your work!

But look at the profits column. Two of the three most popular games had developers who wisely chose not to charge a paltry dollar for their labors. Though the amusingly named "ezmuze+ Hamst3r edition" is down at #18 in number of sales, its higher price helped it to make a pile. The $2.50 games are making more than the $1 games, because that price increase (from almost nothing to almost nothing) isn't causing sales to drop by 60%.

I MAED A GAM3, to make a lot of money at a dollar price, had to get a LOT of exposure. Most developers won't get that lucky. You can luck into a quick payout, but you can't build a lasting business (meaning making a living off of multiple titles over a period of years) making dollar games. I've said it before, and I'll say it again. Don't race to the bottom! Figure out a fair price for your work, and stand by it.

3. The kids love the vibrators.

I hate it when people act like Indie developers have some obligation to be always super-creative and artsy and like Jesus or something. I know some people are miffed by the popularity of the "massage" games, two of which are on the top twenty. But freedom to do whatever you want will result in a lot of ... Well, try out The Drinking Game, and you'll see what I mean.

I personally think that the "massage" games are pretty innovative. They saw demand for something nobody else was doing, and they made it. That is what innovation is. Which teaches a valuable lesson. Even when you get the innovation you want, it will still probably suck.

Thursday, January 21, 2010

Why Bushwhacking Your Players Is a Bad Idea

When I started writing role-playing games for a living, I had a lot of ideas for how an RPG should be. Many of those ideas were good. And quite a few were stupid. This post (like a similar post a few weeks ago) is about one of the errors I've made in the past. And error I've made again and again, with increasing energy, until I finally went way too far in Avernum 6 and made a resolution to never, ever to do it again.

It's like this. I have long thought it was cool to, in any given area in a game, place one encounter that was far harder than the stuff around it. It would be some special named or boss with tougher abilities and better loot. These little nuggets of toughness were always optional and always had special text warning the player that there was a really nasty foe here.

The basic idea behind this was that it gave the player a challenge. A place to stretch his or her abilities. Something to come back and try later to test your strength and see how much power you have gained. Sure, it'll slaughter you the first couple of times you run across it, but it will give you the motivation to work harder and prevail! It's a hardcore gamer way of thinking. This sort of thing is something I think is neat and has a place, if you're very, very careful about it.

But in Avernum 6, I went way, WAY too far with this. There were way too many encounters that were rough and meant to be returned to later. I actually had one bandit dungeon where the boss was super-tough. "Ah," I thought, in a moment of exhaustion and idiocy. "This will be cool. The player will kill the early bandits, get some lewt, and then see that the final boss is an entirely different sort of character and back off and come back later."

How sadistic and stupid is that? To let the player fight through a dungeon and not give the satisfaction of finishing it off. To add one more item to an ever-increasing list of things to remember to return to. To doom most players to several attempts to kill the boss and getting slaughtered before they figure out that they have to return later, wasting their time and goodwill.

I just patched Avernum 6 and removed a bunch of those dumb encounters, but the structure of the game means there are a few that have to stay. That really aggravates me. But, at last, after fifteen years, I think I have finally learned the main lesson:

Difficulty In a Game Should Have a Curve With As Few Bumps As Possible

When you are supposed to enter an area, you should be able to handle all of the encounters and quests in that area. Want to put in something tough? Save it for the next area. Seriously.

There is no way around this. If you put in a little nugget of difficulty, most players will still try to take it on. And they will fail and be frustrated and hate you and not play your next game.

When you suddenly make the game's difficulty jump without warning, you aren't playing fair with the player. And if you give a warning, most players will ignore it. I swear, I put in "OMG this room ahead is megahard guys srsly!!!" warnings all the time, and nobody ever listens to them. Nor should they. Characters in games tell them how lethal the territory ahead is all the time, and then they enter it and prevail. No reason to think things should be different here.

If there's an unexplored area, people will enter it. And, if they get killed, they won't remember that they were warned. They'll just hate you.

Also, making players go back to already-explored areas is bad form. People have enough to worry about in their lives as it is without remembering where they left behind some giant they need to go back and kill. Some games pad out their length by making you paw over old dungeons looking for secret goodies (and Batman: Arkham Asylum and Shadow Complex do manage to make this fun), but, unless you handle it really well, most of the time it's best to just let the player go on to cool new stuff.

Of Course, There Are Exceptions

There's no need to be absolute about it. Putting one or two badasses in your game can be all right, if they're cool. A perfect example is in Dragon Age: Origins. There's this valley with a dragon in it. When you enter, you see the dragon sleeping there. Then you find a gong. And, if you ring the gong, the dragon wakes up, flies over, and hands out the pwnage. You can beat it, but it's really tough.

This is a perfect example of how to handle a difficulty spike. Totally optional. Very clear that it's there. And, if you get yourself killed, you totally know you deserved it. And it's the ONLY encounter like that. So that's OK.

But outside that? Players hate to lose. You're in the Adolescent Power Fantasy business, after all. If the player has every reason to expect that they should be winning, you should let them win. Or, at least, have a very good chance of not dying.

Tuesday, January 5, 2010

Another Nerd Sounds Off About Avatar!

(This article contains some spoilers about Avatar. And, since you've already seen it, it doesn't matter.)

A week after everyone else on the planet, I finally managed to take some time off from writing games to see Avatar (original name: Jake Sully Versus the Hippies From Space). I saw it projected on a flat surface, as opposed to in 3-D, because I am very old.

I agree with the conventional wisdom: The movie is super pretty. The plot and writing are a bit dopey, and the characters are cardboard. But, ooh! Shiny! It's fun enough to be worth seeing.

But whenever anything is seen by that many people and worms its way into the culture, it's fun and worthwhile to get all nitpicky and start digging into it ...

1. This io9 article, about how movies like Avatar are big First Worlder White Guy Wish-Fulfillment Fantasies, it perfectly designed to make the Internets explode with rage. The article is also kind of on target.

Look. I'm going to go out on a limb here and say that surviving in a jungle wilderness, full of hostile creatures and food you have to hunt down yourself, is tricky. This is true whether you're in the Amazon or on Pandora. And I don't think I or anyone reading this could master the environment and learn everything you need to know AND learn the language AND master a whole new BODY in 30 days. Or 30 years. The life of a tribesman is hard, yo. Saying otherwise is clueless and condescending.

I, personally, would be too busy being eaten by a snake.

You can call me politically correct for saying this if you want. I will comfort myself with the fact that I am completely and obviously right.

But that's not to say that I think Avatar is all right-wing. Exactly the opposite ...

2. The Onion AV Club had an awesome article about how, no matter what you think of the plot or CGI, the movie Avatar pulls its weight by being so awesomely politically subversive.

Make no mistake. Those bloodthirsty marines (well, ex-marine corporate mercenaries, not that any of those exist in real life) and soulless corporate drones we're rooting against are there to represent us. They're out there shooting the natives and doing anything it takes to bring back the Whateverium, and the people back home couldn't give less of a crap. The movie gets us to cheer while they (we) are killed or kicked off in chains. It gets us to see ourselves as the bad guys. It's amazing what you can get away with when you're James Cameron.

I think the most fascinating thing about Avatar is the way it gets us to realize, in our bones, that the Na'vi will never, ever want to be us. They will never buy all that we're selling. I mean, they'd like some schools, and yeah, the medicine is nice, but we will never remake them in our own image. No price is high enough for them to let us have their Plotpointium.

It's a subtle point, and I doubt it will register much with many people. (Ooh! Shiny!) But it did make me think. I love our country, and our culture, and the Constitution and the principles we try to live by, even if we sometimes do our best to ignore them. And yes, it's OK for us to try to sell our ideas to other people. The whole story of human progress is the story of competing ideas.

But pick a country, say, Afghanistan. They have their own cultures and traditions and ideas, millenia old. And a lot of people there would rather die (or kill) than give up their idea set, no matter how tempting elements of ours might be. Avatar provides a nice reminder that some (probably most) people will never want to be us, no matter how much we offer in return. Of course, the movie really stacks the deck by making Pandora this hippie paradise with floating mountains and glowy flowers and crap like that, instead of an endless expanse of desert or rocky, inhospitable crags, but this actually kind of doesn't change anything. Living in a cruddy place doesn't make you any less attached to your fundamental worldview.

Not that the other cultures wouldn't like our goods and services, I'm sure. Medicine would be nice, thanks.

3. So the hot blue CGI boy and the hot blue CGI girl went and did it under the big, magical soul tree. OK, fine. But where were the other couples who went there to make out? Was that a privilege reserved for the chief's daughter? That's a pity, because that scene would have been a thousand times better for me if we were also hearing dozens of blue couples having rough, wild, noisy, awesome jungle sex in the background.

4. Actually, rooting against the marines did creep me out a little bit. I just finished watching the truly awesome Iraq war miniseries Generation Kill. I didn't always like the marines in that, but I sure was rooting for all of them to live.

5. I'm not sure what will happen in the years after the movie ends, but I strongly suspect that the words "orbital bombardment" will be involved.

6. Science fiction wanker note. If you want to see how similar storytelling ground was covered in a superior way over thirty years ago, track down a copy of The Word For World Is Forest by Ursula K LeGuin. Damn fine book.

There. More words written about Avatar. Obama saw it, so it must be worth the effort.

Thursday, December 31, 2009

Listen to Me Talk.

The Active Time Babble podcast at 1up.com has a new, long interview with me. There's a lot of stuff about Avernum 6 and a few tidbits of information about the new game I'm working on. Just the thing to help you not work.

Tuesday, December 29, 2009

MiniReview - Dragon Age: Origins

I really did want to go on a bit about Dragon Age: Origins. Over the years, I've found that I've gotten pretty tired of computer RPGs. The single-player ones only rarely have any surprises, and MMORPGs only want to eat my life. And yet, I found Dragon Age to be entirely enchanting. Bioware is very, very good at what they do.

The plot, at its best, has this epic Lord of the Ringsy feel, in a good way. The voice acting and the writing are marvelous, and the game is frequently hilarious. The side chatter from your group when you take all of the evil characters out with you is worth the price of admission.

But the thing that struck me most is the role-playing aspect. (I'll have some very gentle spoilers in this bit.)

Attempts at having role-playing in computer games are frequently and justifiably mocked for giving facile choices between "Angelically Good" and "Absolutely Evil". When you find a hungry puppy, you can either crush it with a cinderblock or buy it a house of its own. There is no middle ground. And yes, Dragon Age has some of that.

But what impressed me is the number of situations where there are a lot of options, none of them are very good, and you just have to muddle through. For example, in one part of Dragon Age, a young, magically skilled boy has been taken over by a demon. He's been merrily trashing the countryside. It's a crappy situation, and you have to help them out of it. You can off the boy. Or let the mother sacrifice herself to enable you to challenge the demon. Or travel to the wizards' tower to maybe get a way to expel the demon, losing valuable time. And, should you challenge the demon, you can kill it or, in return for one of several lavish rewards, let it stay in the kid, hidden.

When I reached this point, I didn't see a perfect option. I had my own, "OhgodohgodwhatdoIdo?" moment. And my choice was, in retrospect, not a great one. But there is little I love more in an RPG then when I'm forced to stop, gobsmacked, and go, "Wow. I'm really on my own here. I'd better think about this ..."

Similarly, late in the game, the country is without a leader and you have to figure out who will end up king (or queen). This leads to a brief, marvelous series of conversations, full of power politics, ugly compromises, and the constant awareness that there is no "right" choice. That you can maneuver things so that you end up on the throne only adds to the awesomeness.

And, just before the endgame, when it seems that horrible sacrifices will happen, one of the characters approaches you and makes an offer that ... well ... I wish I had the audacity to put something so spectacularly bizarre and twisted into one of my games. (I really don't want to spoil it. And yes, I did take her offer.)

I tried to play the game as a goody-two-shoes. But Dragon Age has a way of making sure no good deed goes unpunished. By the end of the game, I was acting a whole lot more evil. Sometimes, evil just works better. And I think, more than anything, the way the game got me to smoothly and naturally make a shift like that says a lot about how subtle the "good" and "evil" choices within can be.

So I recommend it very strongly to anyone who likes computer RPGs. Just one warning. Normal difficulty can be pretty darn tricky, especially on a console. I love my XBox, but it's not really made for precisely controlling a group of four characters.

Tuesday, December 22, 2009

A Big N00b Visits Las Vegas

(Please be warned that this article might have more adult content than other articles on this blog. For that reason, it should not be read by anyone below seventy years of age. Everyone else should go somewhere more family-friendly.)

I have long been in love with the concept of Vegas. I love games. I love theatre. I love math. And Las Vegas is a city that is built on games and theatre (of a sort).

And, even better, it is an outpost in the middle of a desert that is built entirely on the concept of punishing people for being bad at math. How could anyone not be thrilled by this?

And yet, my love has always been from a distance. I studied probability for too many years to be able to kid myself even the slightest about the end result of most any gambling endeavor. I learned to count cards while playing blackjack and started to get the hang of it, but that felt too much like work for me to want to keep at it. I already have a job.

So I stayed away from Vegas for over a decade. However, since my wife had never seen it, in all of its gaudy splendor. It really is something every American should experience before death, so we went for a few days. We didn't gamble (much). We just took in the experience. These are a few observations about my stay, which might aid and amuse those who aren't so familiar with the place and are planning to go.

Vegas Is Fun

Las Vegas, as it exists now, was constructed by some of the smartest, savviest people in the world, using many billions of dollars, in order to be the most fun experience possible for the largest number of adults possible. They have succeeded. I don't care how superior to it you think you are. If you have a few hundred bucks to burn, Vegas will provide you with two or three days of enjoyment, crass or sophisticated. There are some really smart, funny shows and some restaurants that are fantastic by even the most picky standards. You don't have to gamble a cent.

However, Vegas is a money town. If you have no money to spend, it hates you and you suck. There are free entertainments, but not many of them. It's not New York City or Paris. Even a city as legendarily expensive as London has awesome things to do for free. In Vegas, nothing is cheap except the escort ads they pass out on the Strip.

Some Things Are Cheap

It is possible to get hotel rooms for very cheap, as long as you avoid the luxury joints. For example, as of this writing, you can stay at the Hooters Casino Hotel for $29 a night. Oh, and the Hooters Casino Hotel is a thing that exists.

Valet parking at casinos and hotels is always free. Since most of the tourism in Vegas involves driving to various hotels, this is awesome.

You can occasionally still find dollar shrimp cocktails, if you enjoy frozen shrimp and vomiting. If you are determined to pay bottom dollar for seafood in the middle of a desert, you deserve what you get.

Vegas Is a Hotel-Based Ecosystem

For most tourists, the Vegas experience involves going from one enormous, mind-bogglingly expensive hotel to another. Most of these are on Las Vegas Boulevard South, also known as The Strip. It is also where restraint and moderation went to die.

The warrenlike reputation of the hotels is accurate. Once inside, it is impossible to find anything without walking through the casino eight times. There are no windows and no clocks. There will be shiny things and people carrying open drinks and lit cigarettes. Coming from Seattle, which is basically Communist Russia with more salmon, seeing people actually smoking indoors without shame is marvelously exotic.

When touring the Strip, I strongly recommend visiting The Venetian. It is very nice, with murals, marble, and a shopping mall with an indoor canal. It is also the only hotel on the strip that is actually less touristy than the real-life location it is based on.

The Planet Hollywood Resort, also on the Strip, features a Pleasure Pit. Basically, it's like every other set of gaming tables, except that all of the dealers are young women in lingerie. So, if you ever dreamed of visiting a place called the Pleasure Pit, I regret to inform you that it contains far less pleasure than you hoped for. Though it is wonderful to find any place that makes Hooters look classy.

Oh, Yeah. Some People There Will Sleep With You For Money

One feature of walking up and down the Strip is that guys will constantly be trying to stuff thick packs of cards into your hand. Each card bears clip art of an attractive young woman, an improbably low price, and a phone number. Dial the number on the card and a woman who looks nothing like the picture will come to your hotel room and charge an amount nothing like the listed price to give you an experience nothing like what you were hoping for. Alternately, you can collect several handfuls of these cards, stack them up, and pretend you're about to play the most awesome game of Pokemon evar.

You can also find thick magazines full of escort ads. These work just like the cards, only there's many more pictures of women that look nothing like the women you will get. Also, the descriptions of the escorts within are frequently awesome. Actual example:

"I'm half Japanese and half American. People call me an Amerasian. I am independent and an Amerasian. I am independent and available to entertain you."

In other words, Rain Man is now a Vegas prostitute. Please try to be done quickly. She gets really upset if she's not out of there before Wheel of Fortune is on.

You Can See Shows

There are many shows in Vegas. There are shows that feature magicians, ventriloquists, singers your grandmother loves, and, of course, boobies. All shows in Vegas are 90 minutes, on the dot. Because why would anyone ever have a show last for more or less than that? It would be unthinkable! A 92 minute show? An 88 minute show? Pure anarchy, I tell you!

Happily, you can always go see Cirque de Soliel. They have six shows on the Strip as of this writing, soon to be seven, and only a few of them suck. I saw Mystere and Ka, and both were great (the former far more than the latter). They also feature isolated moments of quiet subtlety, and elegance, because someone in Vegas has to.

We also saw Penn & Teller, which was a great show. A lot of remarkable bits and well worth the large cost. My general opinion of magic shows is the same as my view of improv comedy: Neither should be performed by anyone under any circumstances whatsoever. But I'll make an exception for Penn & Teller, bless their cynical, arrogant, atheistic hearts.

One More Thing, Which I Think Says a Lot About the Whole Tenor of the Experience

I saw one bar (in Mandalay Bay) which featured a 100 oz. daiquiri for $35. What sort of person sells that? And, my God, who would buy it?