Posts by Tag / Thought (335)

Quick, short, often niche posts about games. Sometimes they are brief looks at concepts in art, design, culture, and psychology. Other times they are reactions to specific news items or just something silly that came to mind.

FOMO and Giving Games a Chance

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I can’t find it now, but some years ago I read an article suggesting that players can generally suss out the shape of a game within ten minutes. That’s enough time to get an idea of the game’s core loop and how appealing it is.

Obviously this will vary from game to game - some openings are more representative than others - but I can easily believe that on average ten minutes is where diminishing returns start hitting hard. I wouldn’t be surprised if something like one in twenty games that you don’t enjoy in the first ten minutes is one that you would end up liking if you kept going. In which case, you’ll have less good gaming time overall if you give every game a couple of hours to prove itself instead of cutting off earlier.

This makes sense to me, especially as we are long past the point at which there are more good games out there than anyone can possibly play and they still keep coming. But every time I put down a game because I didn’t enjoy the first ten minutes, I get this pang of fear. I think back to some of my all-time favorite games that I didn’t enjoy at first. Star Ocean: The Second Story. inFAMOUS. Mass Effect. Ratchet & Clank: Going Commando. If I tried those for the first time today, would I get frustrated or bored and abandoned them and miss out on some of the best gaming experiences I could ever have? In truth, any game I put down like that now could be another one of those games - and I would never know.

I have to remind myself that the math still checks out. Most games are not ones I’d love and my time is limited. Thanks to PlayStation Plus and Steam sales and Humble Bundles and so on, I literally own hundreds of games I’ve never played. Even my list of high-priority titles I expect to particularly enjoy has several dozen games in it including some serious heavy hitters that have been there for years. Batman: Arkham Asylum! Her Story! SteamWorld Heist! The list goes on. How can I justify spending more than ten minutes on a game that isn’t grabbing me when Persona 5 and Horizon Zero Dawn are waiting on the shelf?

If I’m not careful, though, this way of thinking replaces the fear of overlooking gems with guilt for ignoring important games. When I play a game that I like but don’t love, I end up feeling bad that I’m continuing with it instead of finally checking out the Yakuza games or something, and it’s just a little bit harder to enjoy my time with it.

It’s easy to say “just relax and play what you want.” It’s harder to do it.

Tetris 99 Is a Hit

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Tetris 99 is fascinating both as a piece of game design and as a phenonmenon. It’s a well-timed deconstruction of the battle royale genre and also an interesting (and by early accounts, successful) experiment in console online service models. I’m a little embarassed that I didn’t predict how big a hit it was going to be, writing it off after playing it once - though in my defense it doesn’t explain its badge system at all and that’s where basically all the strategic depth lies.

I’m happy for Nintendo, but I’m also a little worried about what lessons they’re likely to learn from this. All the previous incentives for subscribing to Nintendo Switch Online have been met with some criticism: You can play games online, but that was free before the service was introduced. You can back up (most) saves to the cloud, but you still can’t back them up via USB. The NES games are neat, but are a tiny set of ancient games we all already have.

I’d love for them to really ramp up the legacy content - put out a bunch of NES/SNES/N64/NGC/GB/GBC/GBA titles. That already wasn’t looking likely, but now I’m worried their takeaway will be “When we put out a few new free NES games, people complain, but when we put out battle royale games, people love us! Clearly we should focus on the latter.”

This might even be the correct takeaway, but it’s definitely not the approach I personally prefer.

#tetris 99 #battle royale #nintendo switch online #nintendo switch online nes #video games #gaming

Tags: Thought, GAME: Tetris 99

Is Burst Re:Newal Too Faithful?

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When is a game remake too faithful?

I’ve been playing through Senran Kagura Burst Re:Newal, a PS4 (and PC) remake of a several-year-old 3DS game. The action has been adapted from a 2.5D sidescrolling brawler to a full 3D one, with many tweaks and improvements to the combat and of course the graphics. The story structure and content are identical, which makes it a weird nostalgic mind trip to actually play. That’s mostly a good thing. But despite featuring easily the best combat the series has ever had, it still has one of the worst boss fights I’ve ever seen.

Late-game spoilers follow, but nothing I’d expect to ruin the game for anyone.

Read more...

Switch Screenshots

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It still boggles my mind that the Switch has a dedicated screenshot button but no way to take high-quality screenshots.

I understand wanting to avoid the case where a kid quickly fills up their small memory card with huge image files and then can’t download more games or save their progress and doesn’t understand why. It seems totally reasonable to me to take 720p compressed JPG screenshots by default. But why not put in the option to take full resolution PNG screenshots for those of us with more space? I’ve got a 400 GB memory card in there; let me use it!

How do you respect the value of shareable play artifacts enough to constrain the hardware with a dedicated button, but then not provide an option to make good use of it? This is a lot like the compromised mechanics I spoke of before, and I can’t help but notice it’s Nintendo again.

PS4 defaults to JPG screenshots but provides an option to save higher-quality PNGs instead. This reason by itself is why I play cross-platform AAA titles on PS4 instead of Switch. If Switch gave me this ability, I’d happily play them there instead.

#nintendo switch #play artifact #video games #gaming

Tags: Thought

I've started Senran Kagura Burst Re:Newal and I'm...

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I’ve started Senran Kagura Burst Re:Newal and I’m not sure what to make of it yet, but it definitely has some wonderful little touches that suggest it’s a labor of love and not a cash-in and engine test on the way to Senran Kagura 7EVEN. Here’s my favorite example.

There’s new portrait art for each character, as is standard for a new installment in this series. But you can actually choose per character whether to use the new portrait or one from the original Senran Kagura Burst era.

I like this a lot, and have made use of it since I tend to prefer the old art to the new art. But on top of that - there’s absolutely no need for a feature like this, and it actually undercuts the new art that they’ve spent time and money on. Putting this in anyway is a sign of respect for the series and its longtime fans. It’s a good thing to see.

Kirby's Adventure is coming to the Switch NES...

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Kirby’s Adventure is coming to the Switch NES thingy! I have been waiting for this since the Switch NES thingy was announced. So this also seems like a good time to muse briefly on why it’s still my favorite Kirby game: the Copy Abilities.

Back in Kirby’s Adventure, each enemy would literally give Kirby one ability. This meant that they were situational, easy to remember, activated with a dedicated button, and you’d learn to use them well. It was exciting to run into new enemies doing things you hadn’t seen before, because it meant you’d get a brand-new ability to experiment with.

In modern Kirby titles, it’s more like each enemy gives Kirby a form with several abilities activated various ways, making them harder to learn and remember (even the pause screen explanations now take up multiple pages). They’re also less distinctive, as there’s a ton of mechanical overlap between ability sets. It never really feels like it matters which ability set you have, so finding new enemy types isn’t exciting.

It’s less about playing with different tools, learning which are good for which situations, and learning to use them well - it’s more about just grabbing any old enemy to power up, and at best picking your favorite flavor of ability set. And I find I get bored with that pretty quickly.

In the opening movie of Justice League: Heroes...

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In the opening movie of Justice League: Heroes, Batman gets called to deal with a robot attack. Superman shows up too, and Batman curtly informs him that he didn’t ask for help. Superman gallantly says, “Well, since I’m here anyway,” and joins in the fight.

When gameplay started, I chose to play as Batman, leaving Superman to the partner AI. As I tried to experiment with attacks and learn the controls as well as the enemy behavior patterns, Superman just waltzed up to the robots and destroyed them.

Never has a game so rapidly, thoroughly, and unintentionally created empathy for the player character.

Games with self-insert developer avatar...

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Games with self-insert developer avatar characters who make jokes about how since they’re the developers they are much more powerful than you are like someone inviting you to their house and in the middle of you having a good time they suddenly make a joke about how it’s their house so they could totally throw you out if they wanted and could call the police if you didn’t like it.

I've released my very first game, Detectivania!...

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I’ve released my very first game, Detectivania! You play as a master detective who keeps forgetting how to investigate mysteries!

It’s a Twine game, playable in your browser, and it’s about half an hour long. You can play it on Pixel Poppers or on Itch.io.

Making it was a great learning opportunity, and I also published a… postmortem? Making of? A dev blog post about it, discussing the goals, challenges, and lessons learned along the way.

I’m really excited. Planning on doing a bunch of these in 2019. This is just the first. :)

#gamedev #twine game #video games #gaming

Tags: Thought

Dragon Quest Gives Me Pause

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Is it a thing for some reason that modern Dragon Quest games don’t want the player to be able to pause?

I was surprised in Dragon Quest Builders that opening the menu or suspending the game (at least on PS4) didn’t pause the game. This would be bizarre in any offline single-player game mode, but in DQB with a day/night cycle, hunger meter, wandering monsters, and speedrun rewards it’s downright obnoxious. I eventually figured out that the game seemed to pause when I viewed the map, but there was no in-game cue to suggest this.

DQB had some other interface oddities (like having ‘menu’ and ‘interact’ be the same button) so I chalked it up to a generally unpolished UX, but then when I played Dragon Quest XI it also was a jerk about pausing. Opening menus or suspending the game (again, at least on PS4) didn’t stop monsters from wandering around or the day/night cycle from progressing (and though I haven’t tested this, apparently cutscenes will continue while the game is suspended). There isn’t even a map pause with this one.

So… is this just a thing? Dragon Quest hates pausing? Enough to buck convention and popular expectation that any offline game would pause in menus and absolutely when suspended and the player can’t even see that things are happening? Enough to - in multiple games across multiple years - punish players for having actual lives with interruptions? Oh, I just started a cutscene and the dog needs to be let out? Ha ha, that was sure my fault and I deserve to miss the cutscene!

It’s such a weird patch of player-hostile design in otherwise warm and friendly games.

Promises vs Teasers

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So, Chrono Trigger on the SNES had an opening movie that played if you left the game on the title screen. It was sort of a highlight reel cut together in a spoiler-minimizing way, showing impressive moments from throughout the game with enough context for you to tell they were significant events but not enough context to understand that significance. It was a teaser of some of the cool stuff you’d get to do and see if you played the game, and it was a trustworthy promise because you could see it was rendered in-engine, down to including battle menus for a few of the scenes.

I remember revisiting this cinematic repeatedly during my first playthrough, excited every time by new moments where I’d say to myself, “Oh! I did that! I know what that is now!” After playing the game, the movie became a highlight reel of my own adventure.

On the PS1 port, they replaced this opening with a fully-animated anime-style movie that introduces the cast via a mix of scenes that basically happen in the game and ones that totally don’t. This accomplishes a very different goal - it shows the characters and sets the mood, but it doesn’t really promise anything specific about what you’re going to do in the game, and even once you’ve played it it just shows things generally reminiscent of your adventures - the animators didn’t extrapolate what people and events look like the same way each player’s imagination did. While the result is more impressive than the in-engine visuals, I can’t help but feel like something has been lost. It feels like an advertisement rather than a highlight reel. A teaser rather than a promise. So I’m glad that more recent ports use both movies.

These days games don’t really do the whole in-engine versus animated/pre-rendered scenes thing anymore, so it’s less clear what you’re seeing in these kinds of movies. I’m a few hours in to Dragon Quest XI and by coincidence I happened to rewatch the opening movie and partway through I was suddenly saying to myself, “Oh! I did that! I know what that is now!” I realized that this was an old-school Chrono Trigger style highlight reel, and I got excited to continue on the adventure and find out what all the other moments in the opening were about. It was good to have that feeling again.

Compromised Mechanics

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I’m fascinated by game mechanics that seem to have been rendered nearly pointless due to what looks like design by committee.

The last few Super Smash Bros. games have had “Challenges” that give various rewards for accomplishing various in-game goals. They’re basically Smash’s Achievement system, but some (generally minor) game content is also locked behind particular challenges.

Each Smash game with challenges also provides players with “golden hammers” that can be used to clear challenges without actually doing them. The challenges feature most or all of the game’s various modes and range widely in difficulty, so if someone doesn’t like a particular gameplay mode or isn’t capable of mastering it hammers let them skip those particular challenges without missing out on whatever content is locked behind them. But only a handful of hammers are available, so the challenges are still a meaningful goal for completion. Players can just file off the roughest, least appealing parts of that goal - which will vary from player to player. And hardcore completionists can still get bragging rights from clearing all the challenges without using a hammer. This is great!

But it seems like somebody didn’t want the individual challenges to lose their potential for bragging rights, because some challenges don’t let you use a hammer - usually the hardest ones for each game mode. As a compromise, this almost completely destroys the value of the hammers. Now you can’t just file off the roughest parts of the challenge completion goal - and why bother filing off the less-rough parts? If you can beat the hardest challenge in a mode without using a hammer, then you can beat the easier challenges in that mode too. And if you can’t, then you’ll never completely clear the challenges anyway, so why bother hammering any? Now the only reason to use a hammer is if you want the specific content locked behind a specific hammerable challenge that you can’t do for real or don’t want to bother with.

Not only have I never used a single golden hammer in any of the Smash games with challenges, when I realized in Brawl that the “Boss Battles” challenges that I knew I’d never beat on the higher difficulties didn’t allow hammers, I lost interest in all the other challenges too. I had a similar experience in the 3DS Smash. It looks like Ultimate is the first Smash where I’ll actually finish the challenges (all I have left are the grind-out-online-matches ones) but the hammers still didn’t help.

I have to wonder whether Nintendo is particularly susceptible to this, because the other example that comes immediately to mind is the Super Guide that can help stuck players in certain Mario titles but carries a lot of weird restrictions. It really should have been permanently available but activated from a menu; instead, it becomes available when you die a certain number of times, guaranteeing that players who want it will need to suffer through the requisite amount of frustration first and that players who don’t will see it as the game mocking their failures.

The very first version of the Doctor Professor...

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The very first version of the Doctor Professor persona was also my first character in City of Heroes (I really miss that game). This was his bio:

With the combined powers of a doctor and a professor, there is no stopping: Doctor Professor! Armed with a prescription for justice and a grad student in liberty, he uses his vast array of personal gadgetry to fight crime, disease, and ignorance, up close and personal. The Doctor… is in. Evil, take your seats.

He’s a rather different character now, but I’ll always be fond of how he first started.

An early-game screenshot from the current alpha...

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An early-game screenshot from the current alpha of my first game, Detectivania! I’m creating it to teach myself Twine, to answer the question of “what if you had a Metroidvania that was a conversation game instead of a platformer,” and to prove to myself that I can make games instead of just talking about them.

I’m really excited with how well it’s going, and I’m hoping to release it by the end of the month!

#screenshotsaturday #gamedev #twine game #video games #gaming

Tags: Thought

What games would the ST:TNG cast play?

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Silly, but something I had fun thinking about.

#gaming #star trek the next generation

Tags: Thought

Q.U.B.E. 2 and Binary Ending Choices

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After how much I loved Q.U.B.E: Director’s Cut, it was a foregone conclusion that I’d be playing Q.U.B.E. 2 - even though my favorite thing about Q:DC was the story and Q.U.B.E. 2 did not have the same writer. I expected to be disappointed, but had to give it a chance anyway.

When I played it, I was unsurprised to find that most aspects of the game are polished and improved over its predecessor, but the story is (unsurprisingly) worse. I wrote an overall review but I also want to talk about something it does structurally. It’s something a lot of games do, but Q.U.B.E. 2 serves as a sterling example of how badly it can go. I’ll avoid plot details, but structural spoilers follow.

Read more...

Sequels Dilute Economic Votes

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It’s not clear to me the extent to which various game developers/publishers understand that sales within a franchise can be a lagging indicator.

For example, I used to love the Senran Kagura series of games and I was happy to support it by buying the first several installments - especially the ones that were clearly experiments to see if the games would sell in the west. But the series has clearly lost steam, and the last few games have each been noticeably worse than the one before.

Now here comes Senran Kagura: Burst Re:Newal, a remake of the 3DS original for PC/PS4, and it sounds much better. The original story’s emotional and moral depth is what hooked me on the series in the first place, and this title not only returns to the brawler-style gameplay but apparently improves on it.

This is probably going to be the first Senran Kagura game that I rent instead of buying. My willingness to throw money at this series is dulled considerably after playing the fine-I-guess Estival Versus, the disappointing Peach Beach Splash, and the terrible Reflexions - all of which I did buy. So now I’ve supported bad games and won’t be supporting the presumably-improved one.

I just hope that either most players aren’t like me or the decision makers here understand how this works. But I guess if Burst Re:Newal is totally amazing, I’ll probably go buy it just in case.