This Gaming Life
Just some random ramblings about games
Wednesday, January 5, 2011
Actraiser
An article I wrote last year for my former graduate school advisor Drew Davidson was just recently published! I wrote about Actraiser, an SNES genre-mashing game that I hold near and dear. You can read the article for free online or you can buy the book.
Fallout New Vegas
I’ve played Fallout: New Vegas on-and-off for the past two months or so, and I’ve largely enjoyed my experience despite having a few hang-ups along the way. My current playthrough is actually my second after the first came to a protracted end due to a decision I made that resulted in the game being unplayable.
I was playing a goody-two-shoes character with a focus on the Explosives and Speech skills. About 4 hours into the game, I’d made my way to Nipton, a town that had been raped and pillaged by a band of warriors from a group called Caesar’s Legion. After speaking with Vulpus Inculta, the leader of this particular group, I decided to “stay in character” and kill him and his gang for their actions. The battle was difficult, but I managed to survive and proceed to the next few quests.
About two hours later, as I was traveling through the Wasteland, I was greeted by a group of Caesar’s assassins who promptly decimated me. I booted up from my most recent save and attempted to tackle some different quests, thinking that this encounter was due to the location on the map. To no avail, the same thing happened in a completely different location on the map. I then ratcheted the difficulty setting down to Very Easy, but I still didn’t even have a fighting chance against them. I was exasperated.
I’ve played my fair share of punishingly difficult games, but there’s always some semblance of a strategy to overcome said challenges, even if it is simply a matter of practicing the motor skill or memorizing a pattern. What I was experiencing was different. I suddenly had flashbacks to my WoW days where I was a level 16 Dwarf Warrior in Redridge Mountains getting griefed by a level 60 Undead Rogue. No matter what I did, no matter where I went, this rogue would invariably find me and kill me. My only options were to go to the major cities that were safe, but doing so effectively prevented me from progress in the game. The other option was to simply log-off. My experience this time was shockingly similar, with the one major difference being that I was being griefed by AI. Different weapons, locations, additional items- nothing would be effective since Caesar’s assassins were just that much more powerful than me.
Despite being able to reload my game from a save prior to my decision to kill Vulpus Inculta, the developers should not have presented an option that would result in the player being griefed so harshly such that he or she can’t make progress and doesn’t want to play the game anymore. It’s possible that the AI’s behavior was unintentional given the numerous bugs that have plagued Fallout: New Vegas, but the end result is the same.
I was playing a goody-two-shoes character with a focus on the Explosives and Speech skills. About 4 hours into the game, I’d made my way to Nipton, a town that had been raped and pillaged by a band of warriors from a group called Caesar’s Legion. After speaking with Vulpus Inculta, the leader of this particular group, I decided to “stay in character” and kill him and his gang for their actions. The battle was difficult, but I managed to survive and proceed to the next few quests.
About two hours later, as I was traveling through the Wasteland, I was greeted by a group of Caesar’s assassins who promptly decimated me. I booted up from my most recent save and attempted to tackle some different quests, thinking that this encounter was due to the location on the map. To no avail, the same thing happened in a completely different location on the map. I then ratcheted the difficulty setting down to Very Easy, but I still didn’t even have a fighting chance against them. I was exasperated.
I’ve played my fair share of punishingly difficult games, but there’s always some semblance of a strategy to overcome said challenges, even if it is simply a matter of practicing the motor skill or memorizing a pattern. What I was experiencing was different. I suddenly had flashbacks to my WoW days where I was a level 16 Dwarf Warrior in Redridge Mountains getting griefed by a level 60 Undead Rogue. No matter what I did, no matter where I went, this rogue would invariably find me and kill me. My only options were to go to the major cities that were safe, but doing so effectively prevented me from progress in the game. The other option was to simply log-off. My experience this time was shockingly similar, with the one major difference being that I was being griefed by AI. Different weapons, locations, additional items- nothing would be effective since Caesar’s assassins were just that much more powerful than me.
Despite being able to reload my game from a save prior to my decision to kill Vulpus Inculta, the developers should not have presented an option that would result in the player being griefed so harshly such that he or she can’t make progress and doesn’t want to play the game anymore. It’s possible that the AI’s behavior was unintentional given the numerous bugs that have plagued Fallout: New Vegas, but the end result is the same.
Friday, October 23, 2009
The Sum of All Thrills
The Sum of All Thrills, one of the projects that I've been working on at Schell Games, just opened last week! It's a great feeling to see a project that the team has been working on for such a long time see the light of day, and to also see guests having such a great time with it.
Thursday, October 15, 2009
All You Need Is DLC
Beatles Rock Band came out a solid month ago, and I've played it quite a bit. I've managed to get a fair majority of the achievements, unlocked all of the photos, and played it numerous times with my friends. The quality of the Story Mode has clearly set the bar for all subsequent rhythm games devoted to specific musicians and bands. The three-part harmonies, as difficult as they may be, are satisfying the few times that I've actually been able to eek out something close to resembling a harmony. All of the animations and cinematics that occur during the songs are top-notch and, for the first time ever in any rhythm game that wasn't GitarooMan, I actually watched them.
All of these laudatory comments, and yet there's one thing that leaves a sour note: the songs. The songs in the game aren't bad; there are quite a few classics, quite a few hits, and just a handful of filler. What's really lacking is the quantity. Rock Band 1 had 58 songs when it shipped and Rock Band 2 had 80-ish. Beatles Rock Band had 45 songs at ship.
Right when the game was released, "All You Need Is Love" was already available as downloadable content. Starting next week, they'll be putting more and more albums online to fill out the collection. From a fiscal perspective, I've already gotten my "money's worth," but I suppose the issue I'm having is the continued expectation that players who want a "full experience" have to purchase the DLC.
Of course Harmonix isn't alone. I just caught wind earlier this week that Dragon Age: Origins is going to have DLC available the same day that the game ships. Is that entirely fair to the general public? Objectively, I know that development is complicated, content needs to be locked months earlier in order to pass through certification. But my gut says no. Maybe it's a perception issue-- if Bioware simply holds onto that DLC and releases it 2 months from its release, the general public would have little to no issues at all. And hey, doesn't everyone always want more time to iterate anyway?

Right when the game was released, "All You Need Is Love" was already available as downloadable content. Starting next week, they'll be putting more and more albums online to fill out the collection. From a fiscal perspective, I've already gotten my "money's worth," but I suppose the issue I'm having is the continued expectation that players who want a "full experience" have to purchase the DLC.
Of course Harmonix isn't alone. I just caught wind earlier this week that Dragon Age: Origins is going to have DLC available the same day that the game ships. Is that entirely fair to the general public? Objectively, I know that development is complicated, content needs to be locked months earlier in order to pass through certification. But my gut says no. Maybe it's a perception issue-- if Bioware simply holds onto that DLC and releases it 2 months from its release, the general public would have little to no issues at all. And hey, doesn't everyone always want more time to iterate anyway?
Tuesday, June 30, 2009
Remakes
While this article about the success of remakes and reboots is about movies, there are a lot of corollaries to the games industry as well. It's something that's been harped upon by critics and commentators over and over again, and I suppose I just want to echo the sentiments. Stop remaking stuff (badly) unless you're going to pull a JJ Abrams and make Star Trek. Rabblerabblerabble!
edit: And really, what I'm saying is people should stop paying to watch/play crappy remakes and sequels.
edit: And really, what I'm saying is people should stop paying to watch/play crappy remakes and sequels.
Saturday, April 25, 2009
GDC
Man, I'm behind on updating my blog. I started writing this post right after GDC, but a month has past and I'm finally finishing it.
I've attended the past 3 GDCs, and GDC 2009 was the oddest of the bunch. The economy cast a pall over the entire conference: there were fewer recruiters at the job floor, there were fewer companies with booths on the expo floor, there appeared to be fewer talks than previous years, and in general, the conference just felt less crowded.
There were a number of other changes that happened this year compared to the last two GDCs that I attended:
Not a student
This was the first year that I attended GDC not as a student. I've been in the games industry for only a year now so I'm still green, but the experience actually proved to be quite different than in previous years. Though at the previous GDCs that I had attended, I already had offers for internships or jobs at the time, whenever I would chat with people and say that I was a student, I sensed an immediate disengagement with some people. Perhaps they were assuming that I'm only chatting with them because I want a job. Either I was much more at ease with myself this time around or my badge didn't say "Student", or both. Either way, I found that people opened up much more when I was chatting with them than in previous years.
Economy
The economy is on everyone's minds in just about every industry. As for how it related to GDC, there were far fewer people at the conference, the expo floors were quite small, and weirdly enough, it seemed as though the expo floor had lots of middleware companies and not very many development or publishing booths. I'm no economist, but at least from my observations, the game industry is definitely not immune to the economy. How this will affect game development moving into the future is not clear either.
At least as an observation, again, it seemed as though indie games haven't been affected by the economy; in fact, there appeared to be even more indie games than ever before. There are probably a combination of reasons for this:
Indies are now Mainstream
With World of Goo and Crayon Physics being the forerunners, it's clear that indie games are no longer hobby-projects that people work on in their garages– they're big business too. With so many methods of delivering independent games directly to players (WiiWare, Steam, Impulse) indie games are proving that they're able to be quite successful without having to play into the "OMG WE HAVE TO SHIP CHRISTMAS" mindset. It's been said over and over again in the past, but I think it finally sunk in to everyone's mind this year; you don't need millions of dollars to make a good game, and if you make a good game, people will play it.
While this comment from Warren Spector was written regarding OnLive, the video games on demand business that debuted at GDC, I think it's an interesting point regarding the games industry overall.
I've attended the past 3 GDCs, and GDC 2009 was the oddest of the bunch. The economy cast a pall over the entire conference: there were fewer recruiters at the job floor, there were fewer companies with booths on the expo floor, there appeared to be fewer talks than previous years, and in general, the conference just felt less crowded.
There were a number of other changes that happened this year compared to the last two GDCs that I attended:
Not a student
This was the first year that I attended GDC not as a student. I've been in the games industry for only a year now so I'm still green, but the experience actually proved to be quite different than in previous years. Though at the previous GDCs that I had attended, I already had offers for internships or jobs at the time, whenever I would chat with people and say that I was a student, I sensed an immediate disengagement with some people. Perhaps they were assuming that I'm only chatting with them because I want a job. Either I was much more at ease with myself this time around or my badge didn't say "Student", or both. Either way, I found that people opened up much more when I was chatting with them than in previous years.
Economy
The economy is on everyone's minds in just about every industry. As for how it related to GDC, there were far fewer people at the conference, the expo floors were quite small, and weirdly enough, it seemed as though the expo floor had lots of middleware companies and not very many development or publishing booths. I'm no economist, but at least from my observations, the game industry is definitely not immune to the economy. How this will affect game development moving into the future is not clear either.
At least as an observation, again, it seemed as though indie games haven't been affected by the economy; in fact, there appeared to be even more indie games than ever before. There are probably a combination of reasons for this:
- With more and more indie successes like World of Goo, Crayon Physics, etc., more people are making games on their own time.
- There are simply more and more people getting into the games industry every day.
- This last explanation is a stretch, but maybe due to all of the people getting laid off, they're spending time that they now have making the games that they've always wanted to make, but never could given, well, their jobs.
Indies are now Mainstream
With World of Goo and Crayon Physics being the forerunners, it's clear that indie games are no longer hobby-projects that people work on in their garages– they're big business too. With so many methods of delivering independent games directly to players (WiiWare, Steam, Impulse) indie games are proving that they're able to be quite successful without having to play into the "OMG WE HAVE TO SHIP CHRISTMAS" mindset. It's been said over and over again in the past, but I think it finally sunk in to everyone's mind this year; you don't need millions of dollars to make a good game, and if you make a good game, people will play it.
While this comment from Warren Spector was written regarding OnLive, the video games on demand business that debuted at GDC, I think it's an interesting point regarding the games industry overall.
New distribution methods can have an effect on game design. I am sick and tired of the movie model that we have adopted as a business. Frankly, all we get to do in mainstream games is tent-pole games. We do summer blockbusters. That’s crazy. It’s a terrible business model. We should be thinking more like television with serialized content. With this, there is a direct conduit between me and my players. I can get at lower commitment gaming, where players can drop in and play an episode of a game. You have to think about how you would do narrative in a different way if you do a serial narrative that has to keep people hooked for a long time.Some developers and publishers are doing this already (Telltale Games, Hothead Games, about 49808421 indie developers), it'll be interesting to see more and more "mainstream" studios attempt to follow this model and create longer-lasting, and quite different games.
Sunday, March 29, 2009
Cleaning up clutter
I've recently been trying to trim down on the amount of stuff that I own for a few reasons. I've been shedding primarily CDs, DVDs, books, games, and comics, though that has also expanded to random knick-knacks, toys, kitchen supplies, furniture, electronics, and just about anything else that I feel like I don't really need. I've sold things at the local Record Exchange, half.com, and Craigslist, donated to Goodwill, or recycled them at a great Pittsburgh recycling center called Construction Junction.
The first reason for this purging of stuff is spatial; my boyfriend Kristopher and I are moving in together in August so we're going to need to consolidate and purge a lot of our redundant furniture and kitchen supplies. Having fewer things in my apartment also makes for a cleaner-feeling and less cluttered place.
The second reason is financial. I'm not in dire straits financially, but I've been attempting to be better with money now that I'm not in school anymore. I'm not getting rid of things to make a substantial amount of income, but getting a little bit of extra cash gives me a nice buffer.
The final reason is psychological. Over the years, I've been accidentally collecting more and more things, and every time I move, I end up being amazed at the amount of clutter that I've accumulated. It'll be easier and less wasteful if every time I move I just have fewer things to actually move or throw away or recycle.
Another point tied to this purging of stuff is just not acquiring new stuff as well. I have resolved not to buy any new games until I play through all of the games that I currently own and haven't touched. Once I finish all of the games that I currently have, I'll restart my Gamefly account for playing other new games.
There's a much larger topic in how our current society has transformed us into a horde of consumers, but I'll leave that rant to people who are more qualified than me; the main goal that I've set for myself is making sure that I don't fall back into the habit of buying and collecting new things that I really don't need.
The first reason for this purging of stuff is spatial; my boyfriend Kristopher and I are moving in together in August so we're going to need to consolidate and purge a lot of our redundant furniture and kitchen supplies. Having fewer things in my apartment also makes for a cleaner-feeling and less cluttered place.
The second reason is financial. I'm not in dire straits financially, but I've been attempting to be better with money now that I'm not in school anymore. I'm not getting rid of things to make a substantial amount of income, but getting a little bit of extra cash gives me a nice buffer.
The final reason is psychological. Over the years, I've been accidentally collecting more and more things, and every time I move, I end up being amazed at the amount of clutter that I've accumulated. It'll be easier and less wasteful if every time I move I just have fewer things to actually move or throw away or recycle.
Another point tied to this purging of stuff is just not acquiring new stuff as well. I have resolved not to buy any new games until I play through all of the games that I currently own and haven't touched. Once I finish all of the games that I currently have, I'll restart my Gamefly account for playing other new games.
There's a much larger topic in how our current society has transformed us into a horde of consumers, but I'll leave that rant to people who are more qualified than me; the main goal that I've set for myself is making sure that I don't fall back into the habit of buying and collecting new things that I really don't need.
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