Thoughts

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.

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Whenever I browse sales on the Switch eShop, I...

Whenever I browse sales on the Switch eShop, I find myself looking at interesting-seeming games and trying to remember whether I’ve looked them up before. Some games go on sale repeatedly and I end up researching them multiple times because I don’t recall that I’ve already decided not to buy them at that price.

So, here’s a new feature I’d like to see - a “below my price threshold” view on sales. Whenever you browse the shop, you can mark games as “not interested at this price”. Then when you go to the “threshold” view, it only shows you games that are currently at a price lower than you’ve ever marked them. So that game that’s been 15% off a few times, but doesn’t really look like your thing? It won’t clutter up your screen again next time it goes 15% off and make you try to remember how you felt about it, but it will show up again when it goes 50% off. (Alternately it could let you specify a price threshold manually - maybe you know you don’t want that game unless it’s 75% off.)

It’s a little hard to explain this concisely and probably not useful to most casual consumers, so I can’t imagine it ever really taking off, but I’d use it a lot.

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Lessons Learned Watching Allie Play Dragon Age

Allie doesn’t play many action games. Her PS4 is mostly for Rock Band 4, though she also enjoyed Until Dawn. She’s now trying Dragon Age: Inquisition after hearing a lot of good things about its characters. Watching her play has been instructive. Here are some of the lessons I’ve taken away just from her first hour.

Read more...

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Bubsy: I’M on Fire??

Once I finished Bubsy: Paws on Fire! (review forthcoming) I happened to check out the Steam global leaderboards. There isn’t an overall combined leaderboard, but there is one for each character. I was shocked to see that for Bubsy I was number five, and for Virgil, Woolie, and Arnold I was number three. (My position may have changed since writing this.)

For a moment, I got excited - I’m so used to being completely buried in any leaderboard that it didn’t even occur to me that I might be on the first page, let alone in the top five. This was after a completionist playthrough (every achievement and every collectible with every character) but I hadn’t otherwise been attempting to max out my combo chains and get the best possible scores. If I wanted to, I could probably top all four leaderboards.

But then I realized that of course the reason for this was that there’s only a couple hundred people even on these leaderboards. (At time of writing, 200 for Bubsy, 165 for Virgil, 164 for Woolie, and 130 for Arnold.) And for a game that I like this much - for any game that I like enough to get high scores on, really - I’d much rather it be popular enough for the leaderboards to totally drown me. I don’t want to be high on the leaderboards if it means the game is low in the sales charts.

I’d rather have a sequel than a top score.

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#gaming #video games #bubsy: paws on fire! #leaderboards #virgil reality is my spirit animal #i want a virgil reality amiibo

Tags: Thought, GAME: Bubsy: Paws on Fire!

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Save My Sanity

Here’s a feature I want all games to have - sanity checks on save file overwrites. It should be easy to overwrite a sixty-hour save with a sixty-one-hour save. It should be harder to overwrite it with a twenty minute save.

The latter is why I stopped playing Star Ocean: Integrity and Faithlessness. That game reorders your save slots based on time updated and I got confused and saved to the wrong slot and there was no change in the UX.

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What Makes A Review Useful?

My frustration with Bubsy: Paws on Fire! reviews has me thinking about what makes for a good review in the first place.

The term “review” is a bit overloaded, but let’s leave aside critical analysis and close readings and focus on the traditional consumer-advice-style review. The goal of such a review is to give potential consumers the information they need to make a purchasing decision - on top of information that comes from elsewhere, such as the product’s current price and the consumer’s current life situation. So what is that missing information that the review should provide?

It’s tempting to say that it’s the game’s quality level. The review should convey whether the game is good or bad - often by providing a number indicating where it falls on the spectrum.

The problem is that once you’re above a fairly low baseline, this isn’t universally-applicable. As long as a game basically works, then people will react to the experience it provides in widely different ways. I have played and disliked many popular and acclaimed games - and while I believe Graham Banas is honest when he gives Bubsy: Paws on Fire! a 2/10 on Push Square, using that site’s own scoring policy I’d easily give Paws an 8 or 9. There’s no way to objectively say that one (or both!) of us is wrong in our assessment of the game’s quality, so it doesn’t seem like that could be reasonably considered the core of the review.

I think the actual core - the missing information that a review should provide - is the game’s audience. Most games that basically work and the vast majority of games that get reviewed would be enjoyed by some group of people out there. A useful review is one that makes it clear who is in this group so that readers can determine whether they are a member. A high quality level for a game suggests that the group is large but doesn’t mean any given reader is necessarily a part of it or that they would like the game.

This is easier said than done, of course. It’s simple to say “If you like Bit.Trip Runner’s gameplay and the Bubsy characters, you’ll like Paws on Fire!” but that won’t be much help to someone unfamiliar with those franchises. Finding the right balance of specificity and brevity is tough. But it’s a worthy goal, and it’s what I try to keep in mind when writing my own reviews.

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Expawtation Meownagement

I think Bubsy: Paws on Fire! hurt its marketing and review scores by not incorporating Bit.Trip Runner into the name.

The upcoming Cadence of Hyrule is an interesting comparison point. Both games are non-traditional installments in established franchises (Bubsy, The Legend of Zelda) in the style of and by the developers of an unrelated rhythm-hybrid game (rhythm platformer Bit.Trip Runner, rhythm roguelike Crypt of the NecroDancer).

The Zelda/NecroDancer game is called Cadence of Hyrule for short - the full title is Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda. The short title reflects that it’s a crossover - it’s the main character of NecroDancer, Cadence, in the setting of Zelda, Hyrule. The subtitle includes the name of both parent franchises, and makes it clear that this is more of a NecroDancer game than a Zelda game.

This is really solid expectation management, and it’s working. Whenever I see the game mentioned in a news item, it’s described as a Zelda spin-off or crossover. Not many people are likely to mistake it for a mainline Zelda title.

The Bubsy/Runner game is called Bubsy: Paws on Fire! - that’s the full title. There is no mention of Bit.Trip Runner at all. It’s just Bubsy.

The result is that people expect a Bubsy game unless they happen to look deeper and notice the different developer. A lot of people wouldn’t look that closely - even game reviewers and journalists are hit-and-miss with this and I certainly don’t see the game referred to as a spin-off or crossover in news items. And if you go in expecting traditional Bubsy, you may well end up surprised, confused, and disappointed by the actual gameplay - especially if you aren’t familiar with Bit.Trip Runner.

I really like the game and want to see it do well, but the mismatched expectations seem to have hurt the review scores. The most frustrating to me is Push Square’s 2/10 review which describes the game as “an auto-runner style platformer” and makes no reference to Bit.Trip Runner or developer Choice Provisions. There’s a lot I think is unfair or misleading about this review, but in particular I notice that a lot of the most valid complaints also apply to the Runner games but give no idea how the reviewer feels about those games.

Someone who dislikes Runner gameplay won’t like Paws on Fire! any more than someone who dislikes NecroDancer gameplay would like Cadence of Hyrule, but it’s much less clear that’s a consideration here - enough so that the reviewer doesn’t even bring it up and multiple commenters express disappointment that the game is bad since they like the Runner games. They took the reviewer’s word that the game was bad despite the reviewer failing to establish that the review even applied to players with their tastes.

I chimed in suggesting they give the game another look. I want Bubsy: Paws on Fire! to have the best possible chance to reach its audience.

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TY for the memories

I mentioned how I’m frustrated when games don’t treat rewards as rewards. There’s a more subtle and complex example of this in TY the Tasmanian Tiger 2.

Ty’s central gimmick is his collection of ‘rangs (boomerangs) with varying effects. Some of them affect environmental objects, such as fire ‘rangs that can melt ice or ice ‘rangs that can put out fires.

In TY 2, the Bush Rescue HQ is a safe zone where you can experiment with your abilities, similar to Peach’s castle in Super Mario 64. It’s dotted with minor platforming challenges that reward small amounts of in-game currency. But some of them require ‘rangs you don’t start with.

Tucked away on a particular rooftop is a broken-down generator. It’s a little hard to find and a little hard to get to. A mobile platform carrying some currency hovers in midair nearby - but too far away to jump to. It’s obviously a tutorial for the electric Zappyrang that can start up machinery - you’re supposed to wonder how to turn on the generator, remember it when you get the Zappyrang, come back and use it to get the currency, and then be all set for generators you encounter later in the game. The currency itself barely matters - it’s a small amount, just there to make sure you have a reason to remember the generator.

So when I got the Zappyrang, I excitedly went back to HQ to turn on that rooftop generator. And sure enough, the nearby platform came closer… and then moved away again. It went back and forth and even at its closest, I wasn’t sure it was quite close enough to jump to. I tried over and over and kept missing. Each attempt was separated by taking several seconds to climb back up to the rooftop (longer if I didn’t turn back in time and fell off the hill the building was on and had to get back up that first) and then waiting for the platform to come closer.

I didn’t even care about the damn currency - I could easily get more in less time. It was the principle. It was the fact that I’d gotten the Zappyrang and remembered to come back and find the generator. It was the fact that the setup implied that was supposed to be the hard part. I’d earned the reward, and collecting it was supposed to be easy.

But I never pulled it off. I eventually gave up and moved on. I still don’t know whether I was supposed to be able to make that jump or if there was something else I was supposed to do.

So to me, that moment failed in three ways, each of which increased my frustration.

First, by teasing a reward that was then withheld. As a Zappyrang tutorial, collecting the reward should have been dead simple: activating the generator should have moved the platform very close by and left it there so that it was easy to jump to.

Second, by being overly punishing. The platform could easily not have been positioned such that jumping for it meant going off a cliff if you missed and didn’t turn around in time. There was no reason for each attempt to take so long to get back to - this wasn’t part of some kind of endurance or mastery challenge.

Third, by providing unclear feedback. A ledge that you can almost jump to is actually the exact example I used to illustrate why challenge profiles should be clear - I had no way to tell whether I was supposed to be able to make the jump or not. It seemed unreasonably hard, but I saw no indication that there was anything else I was supposed to do to get onto that moving platform. If there was in fact another step, that should have been made clear; otherwise the jump should not have been borderline-impossible.

By itself, this was not enough to make me stop playing. But it absolutely decreased my confidence that I could trust the game’s designers to provide a quality experience. And when I ran into other issues later on, I considered whether they were worth dealing with and found that I was unwilling to give the game the benefit of the doubt. I put it down and haven’t looked back.

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Unrewarding Rewards

Here’s another pet peeve: when games forget that something is positioned as a reward and get stingy with it.

I was thinking of this recently because of Hyrule Warriors. Similar to Fire Emblem Warriors, it has a system where you can scan up to five different amiibo per day and for each one get a semi-random reward of in-game currency, materials, or a weapon. Characters from the game’s actual franchise get special treatment, but any old amiibo will give you something.

Currency is generally the worst reward in my opinion, as that’s the easiest resource to farm in-game. You can get different amounts of it, though, and 50,000 rupees is nothing to sneeze at. Unfortunately, one of the possible rewards - which I have gotten several times - is one rupee.

I normally have about one million rupees on hand. One rupee is basically worthless. It would almost be less insulting and frustrating if you got nothing at all.

This might be a reasonable outcome if everyone just got five pulls on this slot machine every day. I think I’d still rather balance the rewards so the expected earnings were the same but there weren’t any duds like this, even though you’d still probably get something decent from five pulls. An engagement reward shouldn’t be insulting.

But pulls aren’t free. They are a reward for buying amiibo and an attempt to add value to them as a platform. (Even if Nintendo has largely abandoned this.) I bought a figurine expecting to be able to use it in a variety of games, I go to the effort to fire up the game for the day, go to the amiibo menu, and physically pick up my amiibo and put it on the controller - and the game blows me a one rupee raspberry in response.

I’m glad they figured out this was a bad idea. This “reward” was dropped from Fire Emblem Warriors, and the smallest amount of currency you can get from an amiibo there is five hundred.

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