I’ve been trying to figure out what to say about this for a month.
On the one hand, it’s a gratifying surprise that No Man’s Sky’s 4.0 “Waypoint” update seems like it finally deals with the problems I had with the game, and I went ahead and redownloaded it. But it’s also bittersweet, because Shamus Young had the same problems, so my immediate reaction to the news is to wonder what he’d have to say about this—
I still don’t know what to say. I wrote before that I no longer had heroes in the talking-about-games-online space. Shamus was the closest thing left. I don’t think there was anyone I looked up to more.
I never met Shamus or even managed to have a direct interaction with him, but it’s hard to overstate his influence on me. I’ve been reading his work for something like fifteen years. There’s a reason he’s the first link in my blogroll and I’ve quoted or linked to him several times. I’m going to feel his absence for a long time, and I’m not the only one.
No Man’s Sky is just one game, and though Shamus wrote about it several times it’s not in the top handful of games that are most associated with him. But I can’t help but find it tragicomic that after he revisited the game multiple times and repeatedly found that its core issues weren’t fixed, they finally are and he didn’t live to see it.
You have to find the humor in these things, because otherwise there’s only the darkness.
Players who are new to this specific game, but familiar with other similar games or the conventions of the genre.
Players who are new to this game’s genre and conventions, but familiar with gaming in general.
Players who are completely new to gaming.
Players who have played this specific game, but have put it down for an extended period and are returning - especially if it is a live-service game which may have changed considerably in the meantime.
All of these players need some amount of guidance (or at least reminders) to understand how to play the game, but the amount and nature of guidance needed varies considerably between them. One might expect games to thus present a few different levels of optional guidance to cater to each group, but it’s typical for games to design their tutorials and onboarding for only the first group, providing little help for the “new” players of other kinds.
Shamus Young coins the term “domino worldbuilding” to refer to storytelling in which events are (sometimes surprising) consequences to each other, rather than just a bunch of things that happen to serve the needs of the plot. He provides the first Mass Effect’s backstory as a particularly good example and discusses the value of this approach in games.
Recently, your friend and mine Cliff Bleszinski wrote an essay defending microtransactions in general and EA in specific. There are a lot of things to be said about this essay - some of which are said expertly by Jim Sterling here, and some of which touch on concepts discussed by Shamus Young writing a couple of years ago about Bobby Kotick here and here.
You may have heard that there’s been a bit of a kerfuffle recently in response to some news about Diablo III. I’ll walk you through it - but first, we need to talk about Ubisoft.
The challenge/punishment confusion is a major source of disagreement about video game difficulty, but it’s not the only one. Even when we have set punishment aside and are very clearly discussing only challenge, we run into trouble. Let’s take a look at the question of how much “easy” there should be in games:
Difficulty in games is a popular and thorny subject. Are games easier than they used to be? Does easier mean worse? Are games being “dumbed down”? And how do the dreaded “casual players” fit in?
The problem with these questions is that it is not productive to discuss difficulty as a single quantity. The term “difficulty” as it is commonly used encompasses two almost completely separate phenomena, with profoundly different effects on the player: