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Convenience Features and Lazy Asceticism

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It’s common for people to complain about a game getting convenience/difficulty/accessibility/approachability features they personally won’t use and which thus won’t directly affect their own experience. My mental model has been that this happens for several reasons. In no particular order:

  1. Status quo bias. If you already like something, change is scary.
  2. Status signaling. If more people can do something, that thing is less impressive.
  3. Gatekeeping. The more people enter a given fandom/community, the more the community changes to be like the mainstream, and the more the property will change to target mainstream tastes. (I haven’t written about this subject directly yet, though I’ve brushed up against it. My feelings are complicated and mixed: it frustrates me when something niche that I like reinvents itself to chase mass appeal, but there are also properties that I only fell in love with after they did that. Something to dig into another time.)
  4. Opportunity costs. If a developer spends time on these features, that will consume resources that could have gone elsewhere.
  5. The “intended experience”. I disagree with this one pretty strongly, but my attempt to frame it generously would be something like: Giving the player more ways to tweak the experience makes it more likely they will change it to a version significantly worse than what they could have had. (Sometimes this comes with half-hearted concessions for accessibility.)

For the first four of these, I can at least understand where people are coming from. I generally think they are not sufficient reasons to keep these kinds of features out of games (at least games that aren’t super-small and super-niche) but I can at least see the possible outcomes these people say they want to prevent. There’s something real going on there.

But for that last one, “intended experience,” I’ve always been a bit confused. I’ve usually chalked it up to a lack of empathy, with people not realizing these features are for someone else and just because you wouldn’t use or benefit from them doesn’t mean nobody would. Lately, though, I’ve been thinking - what if the problem is actually that people don’t want these features because they would use them?

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Steam Deck and new AAA games

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When I bought a Steam Deck, I wasn’t too concerned about its specs or compatibility with new stuff. As a rule, I don’t exactly rush to play the latest AAA releases. But sometimes I want to play a newish big-ticket game that happens to be significantly worse on Steam Deck.

Sonic Frontiers was one of those games. It’s perfectly playable on the Deck and the graphical issues didn’t get in the way of the experience I wanted, but they did make me laugh when I saw that there was a photo mode.

I do love it when games allow for creative expression that you can capture as persistent play artifacts, but it’s hard to get excited about setting up photo ops when the platform I’m on means the resulting image will cap out at 720p with limits on draw distance and texture quality and possible glitches.

This kind of thing doesn’t happen often enough that it would be remotely worth buying a new gaming PC or current-gen console, but it happens enough to be annoying. It’s another reason to hope that the Steam Deck keeps doing well and becomes a widely-targeted platform by the AA and AAA studios and not just the indies.

The right game at the right time

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So, The Murder of Sonic the Hedgehog was pretty good. But playing it also awoke my long-dormant Sonic fixation and made me want to spend more time with those characters.

The problem is that as a rule, Sonic games are not the kind of game I want to play these days. They tend to be built around mastery challenges, which was great for me when I was learning perseverance but not so much now at a time when I’m uninterested in friction and failure. I just want to chill with Sonic and friends, but Sonic games have no chill. (Yes, there was one RPG, but it was terrible.)

But! It just so happens that the latest mainline Sonic game, Sonic Frontiers, is an open-world game apparently taking some cues from The Legend of Zelda: Breath of the Wild. It has tons of chill!

So I picked it up and am loving it. I’d expect it to be divisive - games that branch out from the formula in crazy experimental ways are normal for the Sonic franchise, but this feels like a more radical departure than usual. And it certainly has flaws, as expected for the first installment with a new structure and gameplay approach, but it hits me in just the right way for what I’m looking for. Some reviewers call the open world empty and desolate; I find it peaceful and calm. Some complain that the platforming segments are isolated and decontextualized; I like that I can approach them on my own pace and schedule. Some complain that the most-traditional elements of the game, the cyber space levels, are so short; I like that they are so manageable and I can generally achieve all of their objectives after just a few tries and then switch to whatever other kind of gameplay I’m in the mood for.

I think this is yet another reason why it’s borderline meaningless to try to assign review scores to games as though their quality and enjoyability are objectively quantifiable, instead of just clarifying what kind of experience they provide. Frontiers is not an objectively great game, but it’s great to me, today. If I’d tried it some years back or even when I was just in the wrong mood maybe I would have dropped it quickly.

What games did I correctly dismiss years ago that I’d actually really enjoy today?

NFT discourse isn’t about NFTs

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Here’s what frustrates me about the discourse around NFTs in games: it’s not actually about NFTs.

We’ve already had, for a long time, digital marketplaces for artificially-scarce virtual goods. There are many games where players can buy, sell, and trade their in-game goods, but to prevent counterfeiting and fraud the players need to go through a central server to do so. If the server is down or inaccessible you can’t do any of this, and if there’s real money involved the publisher-or-whoever takes a cut to pay for that server. Moving a system like this to an NFT-backed one would allow players to trade directly with each other regardless of central server availability and without needing to subsidize its maintenance.

This was a decently-well-known possibility for years, but no big publisher implemented it, because while it would have improved the player experience, it would have cut off a revenue stream. Taking a cut of every transaction pays far more than just the associated maintenance costs and can actually be the main way these games make money. No publisher is going to just give that away.

So when NFTs did catch on with publishers, it wasn’t for valid and player-friendly use cases in games where it made sense. It was for illegitimate cash-grab bullshit forced into games where it didn’t fit at all, or as the basis of a scam or pyramid scheme. And when those started getting big is when most people first heard the term “NFT”, and so it’s what they associate it with.

Players rightly deride these schemes, but this derision is now associated with terms like “NFT” and “blockchain” because the bad use cases are the only ones most people have encountered. So now if a game comes along with a good NFT use case (such as a digital trading card game that uses NFTs to make cards into unique and distinct entities that can be upgraded, traded, and sold player-to-player), it has an uphill battle because for most players it will be lumped in with the bad use cases and dismissed as just another scummy NFT game.

The problem was never the NFTs. The problem was the short-sighted player-hostile money-grabbing. But since that’s how a lot of people were introduced to NFTs, the conceptual well was poisoned. Once it gets in that state, the problem is self-reinforcing, because player-friendly publishers will mostly want to avoid tarnishing their games with this reputation, while player-hostile ones with nothing to lose will keep pushing for the player-hostile revenue streams.

I played a game with zombies in it

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I never owned an Xbox. But for several years I maintained a list of games I wanted to try if I ever got one. The list grew and shrank over time as new interesting games came and eventually got ported to other platforms, but for basically its entire lifetime the list’s top game was I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1

Released in 2009, Z0MBIES was a quirky and bite-sized twin-stick shooter (at a time when I was very into those). The game was small and mechanically simple, but this was the start of the indie games boom and the game was downloadable for a single dollar. Plus it had a personality that catered to what was popular on the internet at the time, with an irreverent and self-referential soundtrack, references to other popular games, and of course a leetspeak title. It was one of the most successful indie console games of 2009, and though it wasn’t enough to persuade me to buy a Microsoft console when I already had Sony and Nintendo ones plus a gaming PC, I always wanted to try it and be part of the moment.

The game isn’t talked about much anymore, but I recently found out that in 2021, it was ported to Steam. This would make me happy on grounds of games preservation and art history regardless, not to mention the generosity of releasing the game for free–but I was also just really excited that I was finally going to be able to play this game. I could hardly believe it.

It’s been a long time since I’ve been into arcadey twin-stick shooters. My gaming in general has slowed down considerably and I’m particularly uninterested in chasing high scores. But I was so happy to install this game onto my Steam Deck and finally give it a whirl. For a few minutes there, it was 2009 again. A very different time in the life of the games industry, and in mine.

I still don’t plan to buy an Xbox. But I guess I can finally take this game off the list.