Posts by Tag / TOPIC: Signaling (6)

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My Bad Dark Souls Take

(Disclaimer: I don’t play Souls games and I have absolutely no idea what I’m talking about.)

So I have this theory that a big part of why Dark Souls games attract so much “git gud” toxicity is because they actually aren’t that hard.

A common argument for why Souls games don’t need easy modes is because they already have implicit difficulty options and things you can do in-game to make the game harder or easier on yourself. Figuring out which builds are overpowered and how you can increase your self-heal abilities and so forth isn’t as obvious as picking a difficulty option from a menu, but it does integrate better into the game’s world. This fits with these games' trend of relying on atmosphere and obliqueness rather than direct explanations, drawing the player in to learn through exploration and experimentation (though of course in the internet age you can also just check the wiki), and overall provide an experience of encountering somewhat difficult but ultimately conquerable challenges and learning to overcome them. The games are supposed to be about mastery, so they are intended to be masterable.

And, like, that sounds pretty cool, right? It’s not what I look for but I get why these games are well-liked.

But the combined result of these design decisions is that the games look hard when actually they are inscrutable. And I think that naturally encourages a lot of hostile bullshit signaling/gatekeeping that frames the games as especially difficult and the people who can handle them as just better.

For a game (or any skill) that’s actually exceptionally difficult, you generally don’t see top performers saying “git gud.” They’re much more likely to share useful advice, because that advice isn’t enough. Knowing what to do doesn’t take someone all the way if they still need tons of practice and skill to actually pull it off, and in those cases telling people what to do actually makes the top performer look more skilled. It shows that they aren’t threatened by giving other people the tools to get on their level, and also equips those others to understand just how good the expert is since matching their performance is still quite difficult even knowing exactly how to do it in theory.

On the other hand, if there’s just some slightly esoteric information you need and that’s most of the difference between success and failure, the opposite is true. Giving people that info would make them see how easy it is to get on the “expert” level, thus threatening experts' superiority. So if you’re trying to protect that superiority, you’ll guard that info like the password to a secret club.

Because the Souls games are hard to read, somewhat difficult, and quite masterable once you know the secrets, they’re in a sweet spot where “secret club” membership is easy enough to attain that the group is pretty large and thus will have a lot of status-seekers in it, but small enough that there are plenty of non-members to exclude and show off to, who will think the game is hard and that being an expert in it is impressive.

I suspect that if the games were more readable, they wouldn’t have a reputation as being super hard, and status-seekers wouldn’t flock to them the way they do and basically nobody would be telling others to git gud. If for some reason you want that kind of community around your game, make it somewhat hard to play but definitely hard to read.

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I complained before about how the Nintendo Switch...

I complained before about how the Nintendo Switch Online NES SP Editions started out as ways to increase the approachability of games designed in a different era, but became about just skipping content instead. I’m relieved to see that this month’s batch are back to the old philosophy - there’s one for starting Kirby’s Adventure with Extra Game and Sound Test already unlocked, and one for starting Zelda II: The Adventure of Link with maxed out Attack, Magic, and Life stats. Great to see!

It’s also been a bit interesting to me since I’ve previously argued that the reason why hardcore gamers sometimes object to Easy Modes in their favorite games is because it makes it harder for them to use those games to signal their own skills. This is the first time I’ve really gotten a taste of that myself.

I have a tradition of fully completing Kirby’s Adventure on every platform it becomes available on. I was planning on posting a screenshot here when I’d done that on Switch, where I have just finished unlocking Extra Game on all three slots. Now the SP Edition lets anyone start right there. I have to acknowledge that one of my gut reactions to this news was mild annoyance.

But I recognize that having to clarify in my screenshot post that I didn’t use the shortcut is a small price to pay, and I’m glad people have the option to use it.

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Curating Steam: Moral Complexity versus Automatic Norms

Steam, owned by Valve, is the world’s biggest digital distributor of computer games. For years, it’s had frustratingly inconsistent and unpredictable rules on what games could be sold on its platform. After the most recent kerfuffle, Valve’s Erik Johnson published a post to the Steam blog titled “Who Gets To Be On The Steam Store?

It’s worth reading in its entirety, but here’s my summary: Deciding which games can be sold on Steam is a hard problem that Steam has struggled with for years. There’s a long list of controversial topics and kinds of content - and for each one, many people in Valve’s huge multinational audience feel strongly that it should be allowed on the store and many people feel strongly that it shouldn’t. Many of these topics are also controversial among Valve’s own employees. So rather than continue to struggle with the increasingly impossible goal of consistent curation, Valve is scaling back to block only games that are illegal or “straight up trolling” (later clarified somewhat to mean “designed to do nothing but generate outrage and cause conflict"). Valve’s efforts will instead go toward creating tools to allow people to control what content they see - customers will be able to block specific kinds of games from their own slice of Steam and creators will be able to avoid harassment if they release something controversial.

We’ll have to wait and see the filtering and anti-harassment tools to know whether this plan will succeed, but the reasoning and intent seem solid and likely to lead to a vast improvement over the current unpredictable mess. So I was shocked to see that the reaction from the game journalism community featured widespread rage and contempt.

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I Wrote This So You'd Know I'm Smart: Games Criticism and The Beginner's Guide

The Beginner's Guide

Spoiler warning for The Beginner’s Guide.

The Beginner’s Guide is a short (ninety minutes or so) narrative game by The Stanley Parable creator Davey Wreden. I like it a lot and recommend it to folks interested in how we create and talk about games. If you’re intrigued by the game but haven’t played it yet, you might want to do so before reading further. The game has generated a lot of analysis and discussion - my personal favorite being Ian Danskin’s video essay The Artist is Absent: Davey Wreden and The Beginner’s Guide - but there’s a trend among some critics that I find troubling and want to dig into.

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Danganronpa and Trustworthy Reviews

Danganronpa: Trigger Happy Havoc is overrated.

The game is basically fine. It oozes personality with a distinctive aesthetic that’s serviceable at worst and compelling at best. It boasts some clever twists and well-done mysteries. It’s also a bizarre mishmash of mechanics, some of which work and some of which don’t (the “Re: Action” system is flat-out the worst attempt at conversation branching I have ever seen in a game) featuring paper-thin characters and a bevy of plot holes. (There are also a few moments that are shockingly insensitive or offensive, but that’s another story.) It borrows heavily from influences including Ace Attorney, Zero Escape, Persona 4, and Battle Royale, but almost always in shallow ways that fail to emulate what made them great. The end result is entertaining, flashy, and kind of dumb.

Danganronpa box art
The game’s producer has even said in an interview that the characters are deliberately exaggerated and that the variety of game mechanics were sprinkled in after the story was already written because visual novels are on the decline:

[Gamasutra:] A lot of the characters fit into really strong stereotypes. The concept of being “The Ultimate” whatever means they stand out as stereotypes. Can you talk about why you went in that direction?

[Game Producer Yoshinori Terasawa]: What were we thinking about? It’s hard to answer that! [laughs] The scenario writer, Kazutaka Kodaka, he’s the one who basically thought of those stereotypes, and he created those characters. He’s the one who thought it up. When I spoke to Mr. Kodaka, I requested that he make [the player character] Makoto as non-special as possible, and make the other characters stand out in their own way a lot, and that’s why there’s this balance. That’s how Mr. Kodaka was able to create these characters.

Unlike a lot of other visual novels, there are a lot of other gameplay elements such as free exploration, and the trials having multiple different gameplay elements. Did that grow from the story or did those ideas come first?

YT: It was originally a basic visual novel, but visual novel games are not that popular in Japan anymore, either. So we figured that if Dangan Ronpa were to be just a visual novel, it would not be as popular we wanted it to be, these days. So that’s why, in order to show that the game is really interesting, we decided to add a lot of different features – after the scenario was written.

—Christian Nutt, Dangan Ronpa: Death, stress, and standing out from the crowd

Still, there’s a ton of potential here. If they’ve learned from their missteps, the sequel could be amazing. So we just have to wait for the Danganronpa 2: Goodbye Despair reviews, right?

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Status and Signals: Why Hardcore Gamers Are Afraid Of Easy Mode

Firefly cast

I’ve met a lot of Firefly fans. I’m one myself. Apart from enjoying the show, we all have one thing in common: we want there to be more Firefly fans. We want to share the show with others. We want more people to have the experience, to know how great it is, to laugh at the jokes and fall in love with the characters. We want more people to talk with about the show, who will know what we’re talking about and share our enthusiasm. We want more people to buy the DVDs, to cast an economic vote of “more like this!” so that maybe Joss’s next show won’t get screwed over.

It’s an inclusive fandom. We want there to be more of us. More Browncoats is better.

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