Home
Welcome to Pixel Poppers; my website for talking about games. The newest posts are below; you can also check out the about page if you’re new here, search the site, or grab the feed.
Sayonara Wild Brains
I just wrote about how personal variation can result in wildly different experiences of the same game, and now I find I have to force myself to remember this when reading reviews for Sayonara Wild Hearts.
This is a well-received game, with Metascores ranging from 81 on iOS (where the game is part of Apple Arcade) to 82 on Switch and 85 on PS4. I haven’t read every review, but the only substantive complaint in most of the ones I’ve seen is that the game is over too quickly. Whereas I would sum the game up as “beautiful, but only barely playable.”
It has readability problems that make Runner3 look like CliffsNotes. The rules, physics, controls, and camera angles are constantly changing in ways that look great but make it impossible for the player to find a rhythm until they have all the unpredictability memorized. Missing score pickups just costs you points, but hitting obstacles rewinds the song a couple of seconds for you to try again, and if you have to try too many times you can just skip that part of the song - both of which damage the “interactive album” experience.
I feel like if Sayonara Wild Hearts wanted to be a rhythm game, it should have been more readable. And if it wanted to be a playable pop album, it shouldn’t have had failure modes. The compromise we got results in an unfair rhythm game and an album that keeps interrupting itself.
This also feels really obvious to me. Like, when I look at this game, I don’t see how anyone could have come to a different conclusion about it. But while it’s certainly tempting to conclude that all of those reviewers were just wowed by the game’s superficial aspects, I have to admit it’s more likely that my brain is different from theirs, even if I don’t know exactly how.
Capsule Review: Dragon Quest Builders 2
Different Games for Different Brains
I’m starting to think that most of the heated debates that happen around game design choices are due to poorly-understood differences in how our brains are actually wired.
Like, I’ve written before about how some people hate punishment in games and others don’t and how this seems to be related to how we process tension, and how it’s easy to think someone else is a wimp or a masochist for the type of gameplay they like when it actually feels different to them than it does to you. But I realized there are other factors here too - punishment is worse for players who have trouble focusing on things that aren’t novel, which, like… that’s straight-up an ADHD symptom, right? I’ve never been diagnosed with ADHD, but I’ve got a couple of symptoms including that one. Allie has more symptoms, and she’s even more bothered by punishment and repetition in games than I am.
I’ve also talked about how I don’t like games that make you work to find the quality content in exchange for a sense of discovery that rings false for me. But when I saw the following mailbag question in a Shamus Young diecast post, I realized there was something else going on:
Dear Diecast.
The modern Persona games are lauded for their fusion of turn-based combat and social sim gameplay, but I’ve always been bothered by the social sim aspect. It’s less about roleplaying and more about puzzling out the spreadsheet nightmare the designers have conceived so you don’t miss out on story content and have to replay it in new game plus to see it. As such, I always play them with my head in a guide to negate the issue so I can instead focus on enjoying the combat and story.
What’s your thoughts on games that are hard to play properly without using a guide and have you ever found them enjoyable in spite of needing to look things up constantly?
-Victor
My immediate thought was that yeah, I feel the same way about Persona and that this kind of design is stupid in general as just another way to make you work to find the quality content - but I made myself take a step back. It’s not very likely that the designers of several incredibly-popular games are all just making the same obvious mistake over and over and the fans somehow don’t understand the resulting flaws. It’s much more likely that this is another case where players have different but legitimate preferences.
Victor’s question has assumptions baked in - that if you “miss out on story content” you then “have to replay it in new game plus to see it” and that seeing all the story content is the only way to “play properly”. I didn’t notice at first that these were assumptions, because I’m a completionist so to me (and I imagine Victor) they just feel true. Like Victor, I find it hard to enjoy a game if I’m constantly worried that I’ll miss content - particularly story content - particularly if it’s a story I’m enjoying. Like Victor, I often deal with this by using a guide and then lament that the game “requires” a guide.
But like… that seems like something in the area of anxiety or OCD, maybe? I’m not sure exactly what the divide is here, but roughly speaking I suspect some people prefer certainty and control (the completionists) and others prefer exploration and surprise. For the latter group of players, the fact that it’s possible to miss some story content based on your choices is a bonus - it means that you can actually be surprised by what you see, even if you return to play the game again. To me, this is a baffling way of looking at things - but some quick internet research shows plenty of evidence that some people like surprises, some people hate them, and many people in each group do not at all understand the people in the other.
A lot of us have trouble explaining what happens in our own heads, and it’s difficult to realize when something you thought was universal is only true for people with brains like yours. And it’s really hard to see where someone else is coming from if your disagreement stems from one of those things. A lot of the time we’re arguing about things like game design decisions, we’re being much more subjective than we realize, and that leads to heated and unproductive discussions that say more about ourselves than the thing we’re trying to talk about.
Super Mario Maker 2 showed me why I don’t like 2D Mario
In short: its high strictness and punishment plus its regressive difficulty and locking mechanics behind power-ups make it frustrating to learn to play.
I’ve never really gotten into mainline Mario games, but I was intrigued by Super Mario Maker 2’s story mode, which apparently serves as a sort of extended level design tutorial. It features 120 levels each themed around particular level pieces or combinations thereof, showing you how to use them in play and hopefully providing inspiration for how to use them when creating your own levels. I find tutorial design really interesting, and Mario famously teaches through level design, so I checked it out.
Read more...Residual Play Artifacts
Residual play artifacts are objects, whether virtual or existing in real space, that are created by the player during the process of play.
Ian Sundstrom discusses the value of “play artifacts” - things created by players in the process of playing a game that can then be reviewed, saved, or shared. He lists several widely-varied examples from particular games, and observes that it seems to be a growing trend - and since then we’ve seen a proliferation of high-profile games with photo modes and consoles with screenshot or sharing buttons as well.
What Games Are Like For Someone Who Doesn't Play Games
About a year ago, my wife asked if she could play a game. Instead of simply saying yes, I decided to run an informal experiment where I had her play a sampli...
YouTuber Razbuten watched his non-gamer wife try several popular games and the results were fascinating. There are useful implications for game designers (regarding tutorials, player feedback, and how and when to present information to the player) as well as for anybody trying to help a non-gamer get into games.
It’s easy for those of us who’ve been playing games for a long time to take our game literacy for granted. But many common UX conventions are explained poorly if at all in modern titles, putting up an immediate wall for new players and making it hard to get into games without help.
Capsule Review: Snowboarding The Next Phase
Suited for Friendship
So, I definitely miss the customization options in City of Heroes due to the fun of coming up with and designing hero concepts, but it recently occurred to me that they also served a useful social purpose.
I’ve joined a “Free Company” (read: guild) in Final Fantasy XIV and it seems like a group of good folks but it’s hard to break the ice and get conversations started and get to know people. Some of this is how bizarrely difficult it is to play together, but some of it is also that our names and character themes all feel… generic.
In City of Heroes, everyone who put effort into their character ended up with an expressive and distinctive concept, look, name, and battlecry - and there was a place you could write in a little bio or backstory for your character too, which other players could freely read. It was a great way for individual players to be more memorable and it presented plenty of conversation starters.
I still remember, for example, the player I teamed up with once in a pick-up group named Your Pal Phil, whose battlecry was “I’ll loan you the five bucks!”
I can’t tell you the name of anyone in my Free Company in FFXIV.
Capsule Review: Princess Remedy 2: In A Heap of Trouble
A cute little (less than an hour) shooter with minimalist plot, graphics, and sound. As Princess Remedy, progress through a series of areas presented with the look of an old-school RPG as you climb the ominous Boss Tower gathering power-ups and healing everyone you come across.
Each area has a number of NPCs to heal, which is accomplished via playing a quick single-stick shooter level (you continually shoot the direction you last moved in). Each healing grants you a power-up and there are more power-ups to find in the areas you explore. Once you have enough power-ups you can challenge the area boss (a harder/lengthier shooter level) and proceed to the next area.
Read more...You know all the jokes about how D.A.R.E. warned...
You know all the jokes about how D.A.R.E. warned us about these pushy drug dealers trying to force people to take drugs and being all “First one’s free!” and how no drug dealer would ever actually act that way?
They should have been warning us about F2P game designers.
Apple Arcade and Gateway Games
As excited as I’ve been for Apple Arcade, leading up to launch I noticed that a lot of the most-talked about games were ones I’d rather play on a big screen with a controller. Decently big names like Rayman, Shantae, and Sonic, or indie stuff with plenty of hype like Sayonara Wild Hearts or Assemble With Care. And a lot of emphasis was placed on the idea that these games were new and exclusive (although in many cases the exclusivity only applied to mobile - Sayonara Wild Hearts is also on PS4 and Switch, for example).
It took me a bit to figure out why I was so looking forward to a game subscription service when every game on the service that I’d actually heard of was something I’d rather play on a different platform. But I think I’ve figured it out.
The sort of person who pays attention to Apple Arcade announcements is already a nonrepresentative sample of the population. But even for most people in that slice - when they think of mobile games, I suspect they think of annoying wallet parasites that are maybe good for killing a few minutes in line or whatever. I think most of these folks associate the problems with these games with the mobile platform itself. They see them as just what mobile games are, rather than seeing them as the result of the combination of low-friction micropayments, persistent online connections for metrics gathering, and a race to the bottom enabled by poorly-designed storefronts.
So when they hear about mobile games unshackled (and indeed, actually blocked off) from those particular market pressures and tied instead to a subscription, that’s not enough for them to see the possibilities. For these folks, you also need the legitimacy associated with the names and designs that have earned respect on PC and console - even if those types of games don’t really work well on mobile.
My excitement came from the fact that I’ve seen plenty of evidence that designers know how to make good mobile games if they can just get away from the freemium/gacha bullshit. My optimistic assumption was that beneath the games that were getting all the marketing, the ones that were there to get you to pay attention to Apple Arcade, there would be excellent mobile experiences proving that mobile can be a great gaming platform with its own particular strengths and demonstrating how to make use of them. And once you’re paying for the subscription, you’ll try out those other games because why not, it’s free, and you’ll find something wonderful, and you’ll realize what mobile games can be.
This is how Apple Arcade could be the start of a mobile gaming revolution. This is why it’s more exciting than Google Play Pass, which is arguably a better value in some ways but only bundles games/apps that were already available on Android. That’ll only work on you if you’re already open to those games - it doesn’t open new doors, bring in new players, which a subscription-based platform will need to have to be successful. This is why Apple invested so heavily in flashy exclusives, and it might pay off. I mean, jeez - if it worked on Penny Arcade, it can work on anybody.
ErotiSim: Sex and The Sims
It was the phone calls that made me certain. The Sims was going to cross over, one way or another. I worked in a cramped games magazine office for just shy of
The broad appeal of The Sims has always been fascinating, but it’s always had a lurid undertone as well. This 2007 article by Kieron Gillen unpacks that, examining how The Sims functions as a particularly effective safe space to explore, experiment with, and work through interpersonal issues, especially in the fraught areas of romance and sexuality. (It’s also one of a small handful of classic articles that demonstrated to me that it is interesting and worthwhile to write about games and which inspired me to start Pixel Poppers.)
Making People Understand And Care About Your Game
An exploration into the customer value proposition, AKA the full, persuasive explanation as to why someone would want your game and what they’d get if they bought it.
It’s easy to forget how to explain the appeal of your game to outsiders who haven’t been immersed in it the way you have. Victoria Tran of Kitfox Games provides a clear and helpful set of guidelines on what to focus on and what you’ll need to know to frame your value proposition effectively.
Capsule Review: PictoQuest
Five Bucks a Month
Let’s review. What does five bucks a month get you in mobile gaming?
On Apple platforms, five bucks a month gets you Apple Arcade, which is a curated library of games still rolling out but supposed to total over a hundred this fall - and several of the games out so far are well-reviewed. There are no ads, no in-app purchases, and no behavior tracking. Games can be downloaded and played offline, though you can also share your progress between devices via iCloud. Games can be shared between up to six family members and can be played with popular game controllers.
On Android platforms, five bucks a month gets you Google Play Pass, which is a curated library of over 350 games and utility apps that are already out (and apparently more to come each month). Many of these games and apps are quite well-regarded. They also have no ads or in-app purchases and can be shared with up to five other family members.
And in Mario Kart Tour, five bucks a month gets you the Gold Pass, which gives you some in-game items and features in a single game that still also requires a persistent internet connection for its always-on DRM and which still also has a microtransaction-backed gacha-based unlock system.
I think it would have been obvious the Gold Pass was a bad deal anyway, but the timing of the announcements here casts it into really sharp relief. It’s so disappointing to see Nintendo fall to such sleazy depths, and I really hope it stays contained to mobile. I’ve still got Mario Kart 8 on my Switch and I’ll be playing that instead.
Capsule Review: Rumu
A short narrative adventure game where you play as a robotic vacuum cleaner named Rumu who is designed to clean messes and feel love. It soon becomes clear that things are not as they appear and there are mysteries to solve - possibly deadly ones.
The game features a sleek, ultramodern aesthetic with visuals that wouldn’t be out of place in some kind of near-future interactive IKEA catalog or a commercial for Aperture Science. Rumu itself is adorable with bright expressive eyes and friendly audio chirps - as if the Roomba had been designed by the people who made AIBO. This consistent, plausible design philosophy makes the world feel believable - and provides a perfect contrast for the hints of horror lurking beneath the surface.
Read more...City of Friends
Given how important the social aspect is to MMORPGs, I’m always confused by design choices that get in the way of making friends and playing together. I wrote about how City of Heroes let teammates target through the tank, which makes teamwork smoother than in later games like World of Warcraft and Final Fantasy XIV. This is just one of several such mechanics present in CoH that I’ve been shocked to find missing from later MMORPGs.
Read more...Target Through the Tank
In MMORPGs that use the “holy trinity” of tank/DPS/heals, it’s generally really important that other party members target the enemy the tank is currently targeting. Both because it’s beneficial to burn down individual enemies quickly to remove them as threats and also because attacking enemies that aren’t the tank’s focus risks pulling them off the tank, which can easily lead to party wipes in tough battles.
There are often in-game aides to make this easier. In Final Fantasy XIV (and as I recall, World of Warcraft, and probably most similar MMOs) the party leader can ‘mark’ enemies with icons visible to other party members to indicate a planned targeting order. And it’s generally possible to see what your current target is targeting, so you can always click your tank in the party roster to target them, and then click to their target to target that.
But the marks won’t help if the plan goes to hell, and having to constantly target back to the tank to see what they’re targeting adds a lot of finicky steps and opportunity for error - what if they switch targets immediately after you switch to their target? It’s really easy for a situation that goes wrong to quickly go more wrong as DPSers accidentally pull aggro off the tank and the healer can’t keep up. These tools are not enough - and in fact, some quick internet searching on the topic turns up discussions for several MMOs including both FFXIV and WoW on how to set up macros or add-ons to make it easier to consistently target what the tank is targeting. It’s clear that this is a persistent need in basically every MMO of this kind that has yet to be solved in-game.
…except that it was fully, simply, and intuitively solved before any of these games came out.
City of Heroes came out in April 2004, several months before WoW and several years before FFXIV. And in CoH, if you use an attack ability while targeting a party member, instead of failing with an “invalid target” message, the attack will trigger against the party member’s target. All you have to do to keep targeting the enemy the tank is targeting, no matter how often they switch, is to just keep the tank as your target. That’s it.
I don’t know if City of Heroes was the first to do this, but it definitely should not have been the last. I don’t know why every MMO since hasn’t stolen this.
I suppose one could argue that doing so would “dumb down” the game, as target management is an actual skill and part of the challenge of tough encounters. To which I’d respond that what’s hard about a game should also be what’s interesting about it. The interesting part of target management is primarily a tactical challenge, not an action one, and is mostly the tank’s responsibility. Once the tank has decided which enemy should be the group’s current target, it is not an interesting challenge to have the other party members scramble through several clicks to change over to that target. Furthermore, it’s not something players can practice on their own in a safe space - it only really comes up in high-pressure group situations, where one person messing up can create a frustrating experience for several players. Given how heavily these games tend to incentivize teaming up, even with strangers, it’s incoherent design to then not smooth over these kinds of coordination problems as much as possible.
Letting players target through the tank, as CoH did, keeps the actual tactics of combat just as interesting but streamlines away a fiddly source of uninteresting challenge in a way that makes it less frustrating to play with strangers. It’s an obvious win. Every MMORPG should do this.
Every game should copy Death Stranding’s “Very Easy Mode”
Not every player wants to suffer through gatekeeping challenges just to see a game.
Kyle Orland shows how the upcoming Death Stranding’s “Very Easy Mode” is just the latest high-profile instance of an ongoing and laudable trend of increased options making games more approachable and accessible for players with different skill levels and interests.