Author Archives: craigbamford

Comics vs. Games 2 at the Toronto Comic Art Festival

I’ve been working on a somewhat-lengthy react to Spec Ops (which I’ve finally played), but since I’m waiting on something else I thought I’d give a breakdown of some of the games I got to try out/demonstrate as part of the Hand-Eye Society, Bento Miso, and Attract Mode’s Comics vs. Games 2 and Bit Bazaar presentations during this weekend’s Toronto Comic Arts Festival.

Where is My Heart 

This one did my head in a bit. Like all of the Comics vs. Games exhibits, this was a game that riffed on the comic aesthetic. It seems simple enough at first, with three little 8-bittish monsters running around being controlled one-at-a-time, as a sort of lo-fi Lost Vikings.

Then it changes, and the screen breaks up into comic-style panels that, crucially, are not directly spacially related to each other. You could start up in a panel on the right, move to the left, and end up in a panel above you, and then a panel below you, and then a panel on the other side of the screen, and then two panels above that one at the same time. And that’s just the start; soon you’re rotating the screen underneath one of the characters in order to get them where they need to go. It was around the point when teleporters got involved that I moved on. I want to go back, though.

(by Die Gute Fabrik, published by the Copenhagen Game Collective. Out on PSN, coming to PC.)

Framed

Enjoyable if short iOS demo. This is a murder mystery where you don’t directly control the main character. Instead, you arrange the panels that he travels through, with the story ending differently depending on how the panels are arranged. It’s got a sorta Lemmings-ish feel to it in its own way, mixed with the sort of “Siliwood” look that went away in the 1990s and that I do sorta miss on some odd level. Demo was only about three or four screens, though.

(By Love Shack Entertainment, coming for iOS and other platforms.)

Gorogoa 

This one was almost disturbingly beautiful. It focused on panel manipulation (definitely a theme here), but this time you were arranging panels on a 2 by 2 grid in order to get…fruit? To stop some sort of …monster? I don’t know, it makes sense in the context of the game. You zoom in and out of gorgeous 2D environments, and can shift around the pictures at nearly any time, trying to create serendipitous arrangements that get your character where he needs to be and get him the fruit(?) that he needs to get. The strangest part is when you move a panel and discover a layer coming off, creating an overlay that needs to be used with a completely different zoom level in a different panel. That happens a lot,  it’s not always terribly intuitive, and certain puzzles just felt annoying more than anything else. When it worked, though,  it did a good job of disrupting the sense of space and embodiment.

(By Jason Roberts, coming out later this year on PC and then later on mobile.)

Storyteller

To my intense surprise, this was the breakout hit. It was almost always mobbed with people.  it doesn’t seem like much at first, just a set of panels and some little 8-bit people to place on them to tell little comic stories. But, quickly, the game starts challenging you to create surprisingly difficult and involved scenarios involving those little people, and then continually reveals that you’ve retold classic stories (like Romeo and Juliet, or Waiting for Godot, or even Star Wars) in three panels or less.

People were ENTHRALLED. It wasn’t any longer than Where is My Heart, but while people would just wander away from that one, people would practically camp out at Storyteller. It’s not that there would be any tension or fighting, either; people would be collaborating to try to figure out how to best tell the story, and to pull off the optional “achievements” for telling the stories in non-intuitive ways.  Some of the best players were kids, too; a fact which surprised and delighted me. Daniel Benmergui has a winner on his hands; can’t wait until he releases it.

(By Daniel Benmergui, coming out later this year on PC/Mac/iOS.)

Here’s a few initial impressions of a few of the Bit Bazaar games I played as well:

Beat Patrol

A fascinating and frankly fiendish combination of bullet-hell shooter and rhythm game. The basic conceit is that it’s a one-on-one fight between a little SWAT-alike bounty hunter (that moves like a shooter ship) and a single big alien that shoots out bullet-hell patterns in time with music. His patterns become your patterns; you have to shoot back in time with the rhythm of the music yourself.

The way I described it to people was like a combination of Space Channel 5, The World Ends With You, and a Cave shooter. The game was clearly rough, and there were certain elements (like feedback on missed notes) that needed work. Still, the core is there, and it’s very clever.

(By Daniel Orellana and Patrick Rainville, release date TBD)

Lovers in a Dangerous Spacetime

Picture a cross between fl0w and FTL. That’s LiaDS. You and a friend control two little guys that have to manage something like five or six different stations between them in a little asteroid-cum-starship that’s locked in constant battle with an endless tide of killer robots or aliens or whatever. The aesthetic is awesome, like FTL but more so in the cutesy-things-shooting-at-each-other sense, and it’s wildly chaotic fun. Especially when they demonstrated the four-player mode they’d cobbled together.  Picture the shouting.

(By Asteroid Base, release date later this year)

Actual Sunlight

This cross between JRPG and text adventure would perhaps be better called “Trigger Warning”. Anybody who has even a vague knowledge of serious depression will recognize the mental state of the protagonist after bare seconds. After a few minutes of this demo, it starts hitting dangerously close to home. After a few more, it will annihilate you. I hate to even conceive what playing the full game is like.

It’s an important work, but I honestly don’t even know whether to recommend it. Be cautious.

(By Will O’Neil, and you can download the latest build right now.)

They Bleed Pixels

Yes, this one’s been out for a while, but due to my computing situation this was the first chance I’d had to play it. Pity. It’s an instantly engaging cross between Marvel vs. Capcom combat (albeit simplified),  Super Meat Boy’s unforgiving platforming, and Miguel Sternberg’s characteristic (and carefully-thought-out) shareware-era PC aesthetic. I can’t wait until I get to play more.

(by Spooky Squid Studios, out now on Steam.)

So, yeah, there ended up being a darned good crop of indies here in Toronto this weekend. The comics crowd were definitely into the Comics vs. Games exhibit, and Bit Bazaar showed how real-world interaction and engagement can still be important in this era of digitally-distributed-everything. ‘Twas a good time. Even if some jerk did reset one of the demonstration computers that one time.

(Oh, and I finally got to meet Christine Love, who lived up to all my expectations. Even if she is WAY too harsh on Persona 3.)

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New Spurring the Centre on Boston

You can read it here; it’s about the Boston Bombing again, this time about the potential ramifications of the bombers’ possible Caucasian Muslim identities.

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Another StC on Patton Oswalt and the two responses to terror

It can be found here, but I’ll repost it here on LC.

**********

From Facebook:

Boston. Fucking horrible.

I remember, when 9/11 went down, my reaction was, “Well, I’ve had it with humanity.”

But I was wrong. I don’t know what’s going to be revealed to be behind all of this mayhem. One human insect or a poisonous mass of broken sociopaths.

But here’s what I DO know. If it’s one person or a HUNDRED people, that number is not even a fraction of a fraction of a fraction of a percent of the population on this planet. You watch the videos of the carnage and there are people running TOWARDS the destruction to help out. (Thanks FAKE Gallery founder and owner Paul Kozlowski for pointing this out to me). This is a giant planet and we’re lucky to live on it but there are prices and penalties incurred for the daily miracle of existence. One of them is, every once in awhile, the wiring of a tiny sliver of the species gets snarled and they’re pointed towards darkness.

But the vast majority stands against that darkness and, like white blood cells attacking a virus, they dilute and weaken and eventually wash away the evil doers and, more importantly, the damage they wreak. This is beyond religion or creed or nation. We would not be here if humanity were inherently evil. We’d have eaten ourselves alive long ago.

So when you spot violence, or bigotry, or intolerance or fear or just garden-variety misogyny, hatred or ignorance, just look it in the eye and think, “The good outnumber you, and we always will.”

There are always two sorts of ways that these things can go. You’ll see both, always; the question is which is stronger.

First, you have the desire to lash out. The desire for vengeance. The world has been upended, YOUR world has been upended, and you want to make it balanced again. Even if you can’t go back to the way things were, you can “fix the balance” and restore your perception of a just world by punishing the person who did it.

That has a lot to do with the American reaction to 9/11. (Which was and is entirely understandable, and shared by many people around the world.)

The second, though, is what Patton talks about: the people running towards the blast. It’s that desire to stick together and help each other out in dangerous, scary, and difficult circumstances. It’s the desire to prove that you’re better, that you’re stronger, and that you care about your fellow humans. It’s about empathy; about rejecting the attackers’ treatment of lives as objects by showing that you treat other people as people.

That ALSO has a lot to do with the American reaction to 9/11. I don’t think people necessarily understand it as much. Vengeance against the other is easier to grasp than empathy with the members of your community and nation.

Yet I believe that it’s the empathic reaction that is ultimately the most effective. It shows the terrorists that you’re beyond terror. It shows that attacking you will only make you STRONGER. It’s a full and complete repudiation of their treatment of your fellow man as objects.

It is the triumph of the Good, and I believe that that’s where true security comes from.

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Boston bombing reaction now at “Spurring the Centre”

I’ve just started a new straight-politics/policy blog called “Spurring the Centre“. I named it after this weekend’s Spur festival in Toronto, and intended it to talk mostly about the Spur festival. I’ve got a few entries on that, but clearly the events in Boston have intervened.

By training and disposition, at least, I’m a conflict analyst. I know security issues pretty well. So I’ve written up an early response to the Boston Bombing. Yes, this may well have a big impact on games, but right now I’d prefer to focus on security.

I’ll try to remember to link them here.

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Dan Cook and the value of academics

There’s a good piece in Gamasutra by Dan Cook talking about older game designers and the “rebellion” against them that seems to be going on among younger and/or indie designers. I’d recommend you read it.

That said, I was a bit disappointed by the comments. I feel like some people have missed the point. (Or maybe I have?)

It doesn’t seem like Daniel’s trying to argue that the schools are terrible, though he’s certainly making a backhanded case for certification. It seems to be more that there’s a tendency to treat older designers like Cook and Koster as a sort of Authority handing down Law About Games.

Koster’s “Not-A-Game” tendencies aside, that isn’t really how they see things. They’re a generation of tinkerers and wonderers, trying to feel things out, who made some mistakes, had some triumphs, and developed some ideas. They don’t believe that they have all the answers, nor that they’re Authorities to be obeyed or rebelled against…they just have insights and beliefs that come from a long history of design.

(And, as Cook said, the biggest failing of absolutely everybody involved in gaming is that they’re completely blind to history.)

Where I part ways with Cook is on the question of academics. He came across as dismissive. Yes, academic analysis can be dry and jargon-ish. It’s still valuable. Academics worth the name specialize in turning experience, data, and cases into theory. Sure, they may not be game designers, but that isn’t their job, any more than it’s the job of a military historian to strap on a broadsword and go carve up some knights.

I know I keep on banging on about the guy, but that’s one of the reasons I find Grant Tavinor’s work interesting. Yes, he’s an academic. Very much so. But because he’s an academic, his work does a good and careful job developing theories that seem to elude off-the-cuff designers. The reason why his definition of video games is so good…

X is a videogame if it is an artefact in a digital visual medium, is intended primarily as an object of entertainment, and is intended to provide such entertainment through the employment of one or both of the following modes of engagement: rule-bound gameplay or interactive fiction.

…is because he employed the theory of disjunctive definitions (where two things can be sufficient yet neither are necessary) in order to solve the knotty problem of whether games need to be systems-focused.

This definition doesn’t come from vacuum. It’s the culmination of a long and fairly dry essay about the nature of video games. It’s an end-point of a lot of careful, slow thought, instead of some sort of blinding insight. That’s why it works so well. Sometimes you have to take it slow and work it out.

Yes, it has jargon. Yes, it’s kinda tough going. Yes, the linked essay and Tavinor’s excellent book Art of Videogames can reveal the sort of reservations and cautions that you see in all good academic analysis. And, yes, reading Tadhg Kelly bang on in bite-sized bloggy chunks about characters-as-dolls and about how the Zinesters don’t get how tabletop proves that players only really care about systems is a lot easier.

But it’s  worth it.

Academics have their place. And, if the job’s done right, they don’t pretend to have all the answers. There’s room for rebels and discontent; in fact, the best academic writers and thinkers practically BEG for rebellion and discontent. They practically feed off it. Something to think about.

(Oh…and they love talking about history.)

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STOP IT. Stop with the formalism thing. Stop it right now.

A very simple response comes to mind:

“Tadhg Kelly, please stop trying to tell me ’what games are’. To be extremely blunt, judging by both your site and your CV, I don’t think you’ve earned the right.”

Granted, I haven’t earned the right to tell anybody what they should think is or isn’t a game either. But I’m not trying to claim it

You know who HAS earned that right, though? Anna Anthropy. Remember her? The woman who’s supposed to be at the vanguard of the “zinesters”? Her output has been excellent. Lurid title or no, Lesbian Spider-Queens of Mars demonstrated a clear mastery of simple, elegant, oldschool game design, and she went into no small amount of detail in explaining exactly how she employed that mastery. She’s done that over, and over, and over. She’s a good critic and a great designer.

If she’s calling stuff like Dys4ia a game, I’m going to be very reluctant to disagree with her, because she’s actually really good at making and judging the things.

The funny thing is that I’m not actually a gigantic fan of the anti-mainstream backlash. I get it, but I think that there’s more mastery and craft in mainstream than the “zinesters” are necessarily always willing to admit.  I also  don’t root my disagreement with Kelly in the political and identity elements of games as Anna does. (Though I do respect those responses.)

I’m simply not impressed by these attempts to turn games into empty systems of rules, and to straitjacket criticism by forcing critics to engage them solely as systems of rules. If that was EVER the case, it’s long over. It’s over in board games, it’s over in card games (CCGs are far more than their rules), and you’d best believe it’s over in video games.

If you want to know “what games are”, you don’t need Kelly. Go read Grant Tavinor for the definition of games:

X is a videogame if it is an artefact in a digital visual medium, is intended primarily as an object of entertainment, and is intended to provide such entertainment through the employment of one or both of the following modes of engagement: rule-bound gameplay or interactive fiction.

INTERACTIVE FICTION. “Rule-bound gameplay”… OR INTERACTIVE ‘EFFING FICTION.

This problem is solved. This discussion is OVER. Grant Tavinor solved it back in 2008. Now go do something productive.

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Diablo 3 Auction House was “a mistake”. (Guess who WASN’T mistaken?)

So here’s Blizzard talking about the auction house on Joystiq:

[Diablo 3 Director Jay] Wilson said that before Blizzard launched the game, the company had a few assumptions about how the Auction Houses would work: He thought they would help reduce fraud, that they’d provide a wanted service to players, that only a small percentage of players would use it and that the price of items would limit how many were listed and sold.

But he said that once the game went live, Blizzard realized it was completely wrong about those last two points. It turns out that nearly every one of the game’s players (of which there are still about 1 million per day, and about 3 million per month, according to Wilson) made use of either house, and that over 50 percent of players used it regularly. That, said Wilson, made money a much higher motivator than the game’s original motivation to simply kill Diablo, and “damaged item rewards” in the game. While a lot of the buzz around the game attacked the real money Auction House, “gold does much more damage than the other one does,” according to Wilson, because more players use it and prices fluctuate much more.

A “mistake”, you say. “Everybody uses it”, you say. “made money a much higher motivator than killing Diablo”, you say. “Gold does much more damage”, you say.

What’s that phrase?

Oh.

Yeah.

F**KING NAILED IT. 

[D3 is a] CASH economy. In previous RPGs, you’d generally trade time and a little luck for your gear and capabilities. In a game like World of Warcraft, for example, there were stark limits on what you could buy; most high-level gear needed to be earned through gameplay. Not in Diablo 3. Everything can be legitimately bought and sold in Diablo 3, whether on the Auction House or just between players. Absolutely everything.

Gear? Just buy it with gold. Enhancements (gems, in this case?) Gold. Weapons? Gold. It doesn’t matter whether it’s early-game magic gear or end-game legendary weapons dripping with power, all of it can be yours if you have enough gold. And, sure, there’s also the real-money auction house, but that’s only one small part of it. Gold and real money are interconvertible currencies as well; gold in Diablo 3 is a currency as much as any other, albeit one that’s backed by a game-maker instead of a state.

That changes things a lot. It makes the game’s economics ultimately much like the real world’s economics, where the value of things are usually reducible to cash. Your time, your luck, your skill in acquiring gear—it really just determines your gold-earning power…

…Look a little closer, and you’ll see why these things are contributing to the sense of ennui and dissatisfaction that is plaguing the game, and have been plaguing it since the game was launched. It’s why people are complaining that they just don’t find it “fun” like they did Diablo 2—and it might just be why the reviews seem not to capture these issues.

Unseemly to gloat? Maybe. Don’t care.

You all better recognize.

(Yes, yes, h/t to Ben Kuchera, who needs to get over it and unblock me on Twitter already.)

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What makes something art? Copyright law!

This has to be the most elaborate troll of the gaming community I’ve seen since Jack Thompson. “games aren’t art because they’re code, and that’s proven by how they’re copyrighted”? Glorious.

Kudos, Liel Lebovitz. Not only for writing something so ridiculous that it defies Poe’s Law. Not only for artfully avoiding both the fact that code is copyrighted all the time and the fact that language itself is quite literally a code. Sneaking in the implication that books and musical notation aren’t art, though? Opening the door to arguing that ANY digitized medium isn’t art, since digital media is nothing more than elaborate computer code?

Wow.

If only we all didn’t have better things to do.

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I’ve Had an Extraordinarily Bad Day

…but this isn’t the place to talk about it.

(If you’re THAT curious, email me. Who knows? You might even be able to help. Yes, you. You, in the sweater.)

(That’ll put Gmail’s spam filter through its paces.)

Instead, I’m going to relay a really brilliant comment I read about SimCity on RPS.

Excellent question. Sure, you might have just been trolling, but it is important to ask, “why are people so concerned about this game?”

Pull up the chair, and let ol’ Granpa tell you a story. When I was a but a child, I went to a Community College and had a job. My job was playing computer games in a small office, back when “software testing” was something you not only could do while going to Community College, you could get paid for.

Remember when companies paid people for things?

Moving on…

We were an independent contracting house. Most of the games were the shovelware crap of the day — I have my share of war stories.

One day, we were asked to do final external testing on this Mac game from some small company out in Orinda. Yes, it was SimCity, and yes, it was an amazing game.

But it was more than an amazing game, it was amazing code. I remember we only encountered one showstopper bug. You could move around the city, but the city itself was frozen in time.

On the phone to Maxis, the reply (probably from Jeff Braun) was straightforward, “Yeah, that just means the simulation crashed; the interface will keep running.”

I know this sounds like basic game coding 101, but between the games I worked on and the ones we had in office for “research”, I was seeing between a half-dozen and a dozen games a week, on all platforms, and I’d never seen a game that was so well behaved as to have the simulation hang without bringing down the whole thing. And the stability was right up there with the titles from the PCEngine that we were certifying for the US market: frankly, there weren’t very many bugs, and those that we found were so minor as to be inconsequential. This was clean code.

The original was a rare thing: one of the few perfect games. Flawless code, easily readable, immediately accessible, SimCity gave birth to a genre while it marked a fond spot in the memories of a generation.

So it hurts to see it become the predictable result of groupthink mediocrity, a vision darkened by the urge to monetize and blinded by the buzzword-laden venom spat out by suit-wearing asps whose MBAs give them the right to override common sense and computer science.

For those managers who think the blasphemy of SimCity can all be attributed to teething problems, let me state clearly in your terms the problem: As long as you treat games as having a retail channel, you will be following a marketing model that flogs week 1 sales. DRM necessarily affects the core functionality of a game and necessarily changes continuously (out-of-date DRM might as well not be used). If you attach DRM to such a game, you will then increase significantly the chances that a significant percentage of your customers will not be able to play the game; that is, you will increase the number of dud products you sell. If you require internet-connected DRM, then you increase those odds by several orders of magnitude.

Always-on, Server-client games require a “Games as Service” business model. That business model is simply incompatible with a Week-1 spike in sales. A blockbuster movie has people waiting in line to see it. A video game with a long queue only generates hostility.

Your job is only safe until someone comes up with a metric to show how many millions you’ve wasted. Until then, enjoy laying off the people who actually contributed positively to the project.

So in short, what was a revolutionary title built on solid code, is now a “me-too” adaptation to the Social Network of 2008 with code that evokes comparisons to WWIIOL at launch.

I can’t add much to that…except that the story that it was linked to is one where a Maxis insider confirmed that SimCity doesn’t actually need the servers at all. Ayup. Doing a single-player version of SimCity isn’t just possible, this insider confirmed that it would be trivial. The only parts that wouldn’t work would be the “region” stuff, and while I’m sure that that sort of thing is neat, it clearly isn’t justifying this debacle.

I find it hard to care. People in the sorts of situation I’m in have trouble caring about stuff as abstract as digital rights management, which is one of the reasons why they can get away with that sort of thing in these dire-as-hell days.Yet it’s good to know regardless. It could have been different. It could have been better. And it WAS BETTER.

Just remember that.

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Women’s take on the DC Universe

Not my normal subject for discussion, but I ended up really enjoying Women Writing on Comics‘ breakdown of the “New 52″ DC comics universe.  Especially their discussion of Wonder Woman: several of the commentators pointed to some issues that I hadn’t thought about, like her lack of agency on the whole WW/Superman thing that fans always seem to be banging on about, or the fact that it would make her a “supporting cast member” for ol’ Kal-El instead of a character in her own right.

(Tell you what, though; it’s REALLY making me miss DCUO. I have to get a better computer sometime soon.)

Anyway, check it out.

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