I feel like a lot of Nintendo's choices make more...
I feel like a lot of Nintendo’s choices make more sense if you don’t think of them as a video game company but rather a collectibles company that happens to make video games.
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I feel like a lot of Nintendo’s choices make more sense if you don’t think of them as a video game company but rather a collectibles company that happens to make video games.
The first Picross game I played was Pokémon Picross over five years ago. I’m curious how many people followed this pattern: when the My Nintendo loyalty program launched, its most intriguing reward was an exclusive game, My Nintendo Picross: The Legend of Zelda: Twilight Princess. I was only dimly aware of Picross and wasn’t sure I wanted to plunk down 1000 Platinum Points to pick this game up, but Pokémon Picross had come out fairly recently and was free-to-play, so I used it as a Picross demo. I quickly learned that I liked Picross, abandoned Pokémon Picross, and started in on the many non-F2P Picross offerings on 3DS: the Twilight Princess one, Mario’s Picross on the virtual console, the PICROSS e series, Pic-a-Pix Color, and Picross 3D Round 2.
Between those and some other Picross games on mobile and Switch, I’ve now solved somewhere in the vicinity of two thousand Picross puzzles. And I can confidently state that the 3DS is straight-up the best place for Picross. The combination of buttons, touchscreen, and stylus in a light handheld are perfectly suited to the gameplay. Using just a mobile touchscreen or just buttons on Switch is so clunky by comparison. A lot of Picross games on the Switch don’t even support touchscreen controls, which is baffling to me.
When I got a Switch and basically stopped using my 3DS, I also basically stopped playing Picross games because they just weren’t as enjoyable anymore. This is one of the biggest reasons I’m sad about the loss of the DS/3DS/Wii U paradigm.
But I’ve been picking my 3DS back up recently and have been tucking back into Picross there. I still have three more PICROSS e games to get through (apparently there’s a final Japan-only one? and the 3DS is region-locked, so I can’t just sign in to the Japan eshop to pick it up? how expensive can it be to localize a friggin’ Picross game when you’ve already localized all the UI for it? sigh) plus Sanrio Characters Picross, but that’s about it - there were a couple other Japan-only games and nobody’s putting out new Picross on the 3DS anymore.
So I figured I might as well take a second look at Pokémon Picross too. And it definitely lands a bit differently with me now. When I was using it to learn Picross, I considered its time targets aggressive - five minutes for a 10x10 grid stressed me out. Now I solve those puzzles in about one minute. I also wrote that “the Pokémon are mostly just a way to cheapen the core puzzle gameplay” since their abilities were either just assist features or shortcuts to solve part of the puzzle for you and “[i]f you don’t want to solve the puzzle yourself, why play Picross?” Now, after solving thousands of puzzles, I find those features add some interesting variety and flavor to the game, where before they were a crutch that robbed me of much-needed practice.
But the fact that I now actually enjoy the game only makes it that much more frustrating that, a couple days in, I’ve run into the monetization wall. The game quickly got a lot less fun to play and I have no desire to monetarily reward a design that so clearly sacrifices the quality of the experience to persuade me to open my wallet.
Unlike most F2P titles, there at least is a cap in how much you can spend, after which the “fun pain” goes away. But my understanding is that while the game is about twice the size of a PICROSS e title (about 300 puzzles as opposed to 150) that spending cap is five times the cost of a PICROSS e game ($30 in the most efficient method and of course the IAP structure is confusing, compared to $6 for a PICROSS e title). The non-spending alternative makes use of a daily reward (which I dislike) that has to be earned every day for about a year to unlock everything, and that’s if you are careful to optimize rewards in ways that make the game less fun to play.
So, ultimately, my review of Pokémon Picross stands. It’s best used as a demo to see if you like Picross before moving on to better-priced and more-respectful options.
But being honest with myself, I think there’s a real possibility that once I exhaust the other options on 3DS, I will sigh, roll my eyes, and plunk down the $30 to be able to enjoy Pokémon Picross. Because it’s still going to be better than Picross on Switch.
After seeing me play Ratchet & Clank: Rift Apart, Allie was intrigued by the story and characters and suggested we could finally watch the Ratchet & Clank movie.
We didn’t like it.
As a quick reminder - in 2016, there was a Ratchet & Clank movie which rebooted the franchise’s story, changing at least as much as it kept from the plot of the original game. Alongside this was a game called simply Ratchet & Clank, which was sort of a remake of the original 2002 game, but also a direct adaptation of the film, which was itself loosely based on that original game.
I’d previously understood, thanks mainly to Super Bunnyhop’s analysis, that the 2016 game was technically solid but had its story and characters substantially worsened by needing to conform to story beats from the film, which itself was a mediocre and generic kids’ movie. After seeing the film, I think this was a generous assessment or that I’d overestimated the quality I could expect from a mediocre kids’ movie. The film’s storytelling and characterization is also quite weak (weaker than most of the games; Allie’d been intrigued by Rift Apart and was bored by the movie) and there are multiple out-of-place-feeling scenes that seem to only exist because of the tie-in game.
While I’d previously been frustrated by the negative impact the movie had on the game, I’d assumed this was due to Sony and others prioritizing the movie and so at least the movie had probably basically achieved its goal. This doesn’t seem to have been the case. The movie lost several million dollars, which resulted in the Sly Cooper movie getting shelved. So this was a purely destructive trade-off. The story reboot doesn’t even seem to have stuck; while Rift Apart doesn’t directly contradict anything from the 2016 film/game, it also doesn’t acknowledge any of its events or characters but does directly follow up events and plot threads of other previous games.
What a waste that movie was.
In looking into this, I found out there’s also an upcoming TV series. Based on the pilot, it’s not quite in line with the canon, tone, or characterization of the games but is at least better constructed than the film and more like what I had pictured as mediocre kid’s media. I don’t think it’ll do as poorly as the film, but I don’t think Allie or I will want to watch it.
(Also it’s weird to me how many references to the games are in both the film and the TV pilot. I feel like the people who catch them are also the people who would be upset at how much those adaptations change the canon and the characters.)
an analysis of the apparent controversy surrounding the enumeration and classification of the mainline series of games within the Mario franchise
We all know that there are a lot of Mario games. But how many games are there in the mainline Super Mario series? As jan Misali shows us, this turns out to be a difficult question to answer because of all the questions you have to answer along the way.
Some of the more-divisive ones include - is it still Super Mario if the gameplay changes significantly? Arguably, the New Super Mario Bros. games, which can be seen as their own side series, are more like the original Super Mario gameplay than, say, Super Mario 64 or Super Mario Odyssey. What about initial entries in sub-series spinoffs that are titled like sequels to mainline games, like Wario Land: Super Mario Land 3 and Super Mario World 2: Yoshi’s Island? And given the existence of enhanced ports and remakes, what even counts as a game? Is there a game called Bowser’s Fury, and if so is it an entry in the Super Mario series? It’s difficult to come up with a consistent set of definitions and answers to these questions that results in a list of games that feels correct.
To me, the main value of an analysis like this is as a reminder that categories are inherently slippery since they are more about grouping similar characteristics than hard and fast binary definitions, and furthermore that they can never really be true or correct - only useful. It’s something I try to keep in mind whenever people start arguing about genre definitions. Surely membership in a well-established game series is much simpler and more clear than membership in a broadly defined genre. If we can’t even agree how many Super Mario games there are, how can we hope to agree which games count as roguelikes? And if we can’t reach consensus on that question, then maybe it’s actually not that important.
If you were interested in learning about movies, music, poetry or any art form from China, you could easily find hundreds of books…
Providing another reminder that gaming is bigger and more diverse than many of us think, Felipe Pepe sets out to examine the history and influence of RPGs in various countries, pointing out that “[y]ou hear all the time about how big Fortnite is, with its 30 million daily users…. and then you find that a game from Vietnam has 100 million daily players.” In this first installment of the series, he examines China.
I did a slightly weird thing this last weekend. I played Ratchet & Clank.
I mean, that’s not the weird part. I’ve been a fan of R&C since the first game in 2002 and have played every game in the series (including re-releases) usually to 100% completion and usually multiple times (the multiplayer-focused All 4 One and Full Frontal Assault presented challenges in that area as none of my friends then were as into R&C as I was).
To get to the weird part, you have to know that I don’t have a PS5 and that the recent Ratchet & Clank: Rift Apart is so far the only PS5 exclusive that I care about. I want to play it, but I don’t want to pay several hundred dollars to play it (while supporting the casual erosion of privacy along the way). But one of Allie’s friends turns out to be as big of an R&C fan as I am, and he has a PS5 and the game. He offered to loan me both for a weekend so that I could play it.
I had several reactions to this. First, I was excited that I could get a chance to play the game without buying a PS5. Second, I was grateful that the friend was willing to be so generous. Third, I recognized that this couldn’t possibly be the best way to experience the game and I would probably enjoy it more if I just waited for an opportunity to play the game under less time pressure. And fourth, I found myself wondering if I could do it. In sort of the same way you might decide to try spending 24 hours in a Target - you know it’s going to be a bit rough, and it’s not like it’s a notable achievement or anything, but you kind of want to know what it’s like and whether you’re up to the challenge. So I thanked him, accepted his offer, and set out to complete Ratchet & Clank and get the platinum trophy within a weekend.
He showed up with the PS5 on Friday evening and I started Rift Apart at 7:00 PM. I proceeded to binge-play it in a way I haven’t done with any game since I was single, unemployed, depressed, and hooked on WoW. I played for a few hours, went to bed, woke up early Saturday morning, and went right back to playing. Apart from dog-walking, some quick bio breaks, and a brief trip to the carpet store with Allie, all I did on Saturday was play Rift Apart.
It was a bit disorienting. It started fun, but every time I reached a point where normally I’d want to put the game down and do something else, I forced myself to continue. By Saturday night, I was convinced the whole thing had been a mistake. I was clearly still at least an hour or two away from being done, but I was tired of the game and could no longer enjoy it. I had burned my entire Saturday for a rushed, sub-par experience of a game I’d rather savor. Probably the biggest issue is that while I usually get steps while I game, for some reason trying to do that here made me dizzy. So, I got very little exercise all day which left me feeling a bit lousy. I decided I didn’t want to throw good days after bad and I’d probably just give up on the game and have a normal Sunday at least.
But after sleeping, when I got up Sunday morning I decided to give it another shot. And the game was fun again! The same content that I’d found frustrating the previous night was now a blast. By 11:30 AM, I’d completed the game and most optional objectives and earned the platinum trophy. (I had gotten all the collectibles, including those for which there is no trophy, but did not complete a challenge mode playthrough because of the time constraints. Normally I don’t consider a R&C game completed until I’ve finished challenge mode, but under the circumstances compromises had to be made.) And then I had a half-normal Sunday and got some exercise before returning the PS5 that evening.
Overall, I’m glad I did this and grateful to Allie’s friend for the loan. I rose to the challenge and it was an interesting experience. I already knew that my mood, energy level, and burnout could strongly affect whether I enjoyed a game, but this was a really stark example of it - I was ready to write the game off Saturday night, but both before and after that I enjoyed the game a lot. (Definitely increases my empathy for game reviewers who have to rush through titles to get release-day reviews up.) And frankly - the fact that I enjoyed the game as much as I did (it’s easily the best R&C since 2009’s A Crack in Time) when I played it this way means the game is really good! Just imagine how much I’d have enjoyed it if I could have really savored it.
I had honestly been ready to write off R&C as an effectively dead franchise - I’m both relieved that Insomniac is making good R&C games again and annoyed that this probably means I will eventually get a PS5. Because when the next R&C game comes out, I’d like to have a bit longer of a span to enjoy it.
The Steam algorithm actively works against ... small games with short pre-launch marketing periods. The algorithm is purposely trained to suppress games that are made and launched in rapid succession.
Curation and discovery are tough problems for game storefronts. The easier it is for legit games to get onto a store and be seen by customers, the easier it is for asset flips, shovelware, and outright scams to do the same thing.
In this writeup, Chris Zukowski discusses several of the current trade-offs being made by the Steam store to combat the flood of fake or low quality games that came with Steam Direct replacing Steam Greenlight. It’s clear that the same barriers which make those games less viable on Steam also make small-scale, low-budget, but legit games less viable as well. It’s less clear whether there’s a better solution.
First, Linden Lab is banning gacha mechanics in Second Life. I’m slightly embarrassed that my first reaction to this news was “There’s gacha in Second Life?” I’ve known for ages that people could make and sell content and services in that game, but I frankly haven’t thought about Second Life since before the lootbox controversies and so it simply never occurred to me that users would be using gacha mechanics there. Once mentioned, though, it’s totally obvious that it would happen.
But what’s interesting to me about this is that the announcement specifically says this move is because of “a changing regulatory climate”. I’m not aware of recent changes to regulations around gacha, so I’d love to know more about what prompted this action and what the discussions around the “difficult decision” were like.
It’s worth noting that we have gacha in real life and have for a long time. There are the physical capsule/gashapon machines from which the mechanic get its name, and also things like blind-boxes and CCGs. Why aren’t these seen as just as problematic and exploitative? Why isn’t there a “changing regulatory climate” around these?
I think that it’s mostly because the physicality of the product creates a secondary market. If you like buying a surprise, you can buy through gacha; if instead there’s a specific item you want (either because you only like some of the items in the set or because you’re looking to complete a collection) you can buy from someone who already found that specific one. And if you buy a bunch through gacha and decide you don’t want to keep everything, you can recoup your expenses by reselling your duplicates or undesirables to someone who does want those specific ones. Heck, you could plausibly buy a bunch of gacha, decide you don’t want any of them, and sell them all for a profit.
This flexibility makes the entire system less exploitative. Resalability both makes gacha-purchases more valuable and prevents anyone from being “forced” into gacha and potentially-bottomless spending to get the specific thing they want.
I would argue that what makes gacha a problem in video games (game design considerations aside) is lack of resalability. This is what makes it a money hole that takes more money from consumers while providing less value in return - other cheaper options are removed for users trying to get specific things and users have no way to get any portion of their money back after spending.
I have never played Second Life, but my understanding is that the in-game currency can be easily exchanged with real-world currency via an external market and that user-created goods are resalable - indeed, Linden Lab’s announcement refers to the ability to re-sell items that had been purchased through gacha and indicates this remains intact. So that means that gacha within Second Life does, in fact, have a secondary market and thus avoids the pitfalls and exploitations of non-resalable in-game gacha.
I previously wrote that “it’s very hard to write a law that prevents evil loot boxes while not preventing similar things that aren’t evil.” If Second Life has to remove gacha mechanics because of regulations written to stop abuses by companies like EA, I think that counts as an example of this kind of failure mode.
The second news item that struck me today is that Chinese conglomerate Tencent will be curbing time and money spent in games by minors after Chinese state media called online games “spirital opium”.
Maybe you think that specific plan is a good thing and maybe you don’t, but what’s interesting to me about this is that I’ve been watching Tencent somewhat nervously as they gobble up ownership stakes in a number of international game companies, many of which have huge audiences. It’s hard to tell yet what the effects of this will be, but I can’t help but read it as a bit of a harbinger. It seems likely that Chinese state views on gaming and the Chinese “regulatory environment” are going to have an effect on a lot of popular games developed outside China and played worldwide, for better or worse.