The Steam Machine is good hardware. It works remarkably well as an appliance, not a fussy PC. Gaming is great on it. It just feels like a gaming console. And compared to PS5 or Xbox, Steam has access to a huge variety of interesting little games, the whole indie gaming scene.
The important thing is that the Steam Machine just works. I’d feel entirely comfortable giving an ordinary person one to use, there’s no need for any Linux hackery. I’ve been using Linux in earnest for awhile now, including a mini PC plugged in to my TV before I got the Steam Machine. It works but has a lot of rough edges. Valve has sanded off all those rough edges on the Gabecube. They’ve had a couple of years with the Steam Deck to get the experience right.
I’m not as sold on the Steam Controller. It works great as a normal gamepad. But the extra stuff, the two touchpads and the gyros and the extra buttons and all… I only interact with those for games that don’t have good gamepad support. And despite their best efforts to substitute as a mouse it is very clumsy. The controller mapping software is also a little awkward. I find myself only playing games that have gamepad support as a first class feature and don’t much use the extra Steam Controller features.
There was a lot of disappointment when the price came in at $1100. At $700 it would have been a no-brainer, $1100 seems like a lot. But given electronics shortages it’s a fair price. It’s well built hardware. Also thoughtfully designed, the GPU is nicely beefy and can run most any game well at 1080p.
The Steam Machine can do more than just Steam. It’s pretty easy to add alternate game launchers, emulation… There’s a whole desktop mode to use it as a general Linux system (with limitations). But I think its real strength is as a simple game console running Steam and PC games. It does that very well.
PS: 512GB models are available pretty much right away in the US. There’s still a long wait for the 2TB. There’s various options for external storage so 512GB is not too limiting.
Subnautica is
one of the best games I’ve played in a long time. It marries a good
narrative with excellent gameplay and a rare balance of complex game
systems. It’s beautiful too and a nice mix of the pleasure of a well
scripted game embedded in what looks like a complex naturally
generated world. The rest of this post has lots of
spoilers. It’s been five years since the game came out but
if you haven’t played it yet I urge you to consider stop reading
this post and play it instead.
My first comparison for Subnautica is Firewatch. Yeah, it’s a
weird comparison, but it’s more than just a similar rendering style.
Both games have a very strong narrative arc, a beginning to an end.
Both games plop you alone in the middle of an unknown world with
mysteries to explore. And both rely on a sense of wonder, occasional
fear, and beauty. But while Firewatch is a great story it’s barely a
video game, it’s the quintessential walking simulator. Subnautica
manages to deliver both an excellent scripted story and have
great gameplay.
The primary gameplay loop in Subnautica is survival crafting games.
It’s often compared to Minecraft, Don’t Starve, No Man’s Sky.
It’s a fair comparison, a lot of your time in Subnautica is spent
finding resources and using them to progress along a tech tree so you
can explore more dangerous and rewarding parts of the game. But those
other games often end up becoming very resource heavy, rewarding
collecting enormous amounts of materials for mass production.
Subnautica’s crafting game is much tighter. You only need a few
items of each type to build something and you typically only build one
thing of that type: one weapon, one upgraded oxygen tank, one Seamoth.
You do end up making a lot of food and water but even that is nicely
constrained; about a third of the way through once you get one planter
full of Marblemelons you’re basically set for life.
I love the subtlety of the tech upgrade tree, how awkward
the advanced items are. Most games give the player a power fantasy, by
the time you get all the best gear in Minecraft you’re god-tier
power. But in Subnautica you never get anything very powerful. You
basically never get weapons or armor that let you feel safe from the
sea monsters, you are always running or hiding from them. The big
crafting achievement in the game is the Cyclops, the big submarine.
But it’s fantastically clumsy to manoeuvre and strangely vulnerable
to attack. You end up spending the second half living in the Cyclops
but it always feels like such an escape to jump back out and just swim
free or use the Seamoth.
Exploration in the game is greatly improved by the balance between
generated and scripted world. When the game first came out a lot of
people thought the game was procedurally generated; that was the hot
topic (thanks to Minecraft and No Man’s Sky) and the world is so
beautifully detailed. But no, in fact the whole world is static, it
plays the same for everyone. Not great for replayability but excellent
for game design. The orderly progression through biomes and depths
gives them a game a lot of story telling structure. You never quite
feel led by the nose but you work your way through signposted
encounters: the Aurora, the Degassi bases, the Lost River, the very
deeps at the endgame.
That exploration is also where I had a little trouble. The game
deliberately is disorienting; you’re never given a map and the
mini-map like sonar images are not useful for navigating. All you get
are beacon landmarks you place yourself. And the game is a 3d
underwater maze, with the second half of the game entirely in cave
systems! I finally gave up and used a fan-made map of the Lost River
because I’d gotten a little stuck and confused. That was a big help
to me. Getting lost is a big part of the game, I don’t mind that
being a gameplay element. But video games are such a limited medium we
don’t get to use our real-world navigation skills much. That’s why
games always have HUDs and minimaps, they replace your innate sense of
direction. I felt that lack a little here.
Being lost in the depths of the ocean is part of the fun of the
game, the occasional fear. But what really accentuates that is the
sound design. The creature noises are fantastic; you’ll be cruising
along picking up quartz crystals and thinking you’re safe when you
hear the most terrifying moan off in the distance. Stereolocated, and
you can hear it’s getting closer. Such terror! Being in the Cyclops
and hearing all the creaks of the hull, the thumps as fish smack into
your ship. It’s a trick as old as Das Boot but it works
remarkably well in the game.
Last note of appreciation for me, the end of the game. Most games
like this by the time you reach the end both the player and the game
designers are worn out. They’ve shown you all they have and you’re
grateful just to read the final boss fight and end screen. Not
Subnautica. First there’s no boss fight, that’d be totally wrong
for a game with basically no fighting. Instead you have a boss…
communion? Final crafting challenge? It’s great. And then, at least
the way I played it, there’s a wonderful anticlimax. You’ve solved
all the mysteries of the planet and are finally ready to escape but
you still have to craft the rocket and take off. Which means one last
trip to the surface, one last crafting challenge. I really enjoyed the
feeling of scavenging my existing base and submarine for materials to
use. That shield generator was hard earned and essential to my
submarine survival but now I wouldn’t need it on the planet any
more, time to reuse it for the rocket ship to escape. And even that
rocket ship had a lot of grace notes; an elaborate launch sequence and
the ability to create a
time capsule. A very thoughtful farewell in a place most games
would just have a single "you win" button to press.
Subnautica really is a masterfully crafted game from start to end.
Depth, complexity, beauty. A good story and great gameplay systems to
support it. Quite an achievement.
I’m back to playing World of Warcraft.
I picked it up back in March starting with the Covid lockdown. (I’m
far from the only one!) Partly for something to do, partly to play
with a family member. It’s been great!
I quit playing WoW in 2009. Coming back the main feeling is it’s
very much the same game. Compelling mix of basic MMO RPG power growth,
lots of fun side activities, social raiding, PvP. It’s all there and
all just about the same. It’s a credit to Blizzard that they’ve
kept the game more or less on an even keel all along and it’s
comforting and familiar.
The big improvement is the game is way more
casual-friendly. In the old days you’d level up to max level and
then all that was really available to you was raiding, big serious
events with 25 or 40 people. You really had to be in a raiding guild.
Over time they added more activities; PvP seasons, reputation grinds,
etc. But the real game (and real gear) required raiding.
2020 WoW has all sorts of progression paths. Raiding is still
there, but a heavy emphasis on social tools means PUGs (pick up
groups) are more viable. There’s even an automated "Looking for
Raid" tool that will let you see a simplified version of the raid
content very easily. There’s a path for 5 person dungeons in the
Mythic dungeons, with ever-increasing difficulty levels. There’s
even a solo progression in the Visions of N’Zoth. PvP also has
significant progression and gear attached to it. All of which means
they’ve made the high end content way more accessible to everyone.
It’s a great change. (And lest you miss the old hard stuff, Mythic
Raids still basically require a guild and serious dedication.)
Some things haven’t improved. Crafting is still dumb and mostly
pointless. A lot of the top end gameplay is grindy, do the same thing
every day for 3 weeks to increment a progress bar. The graphics are
incredibly dated; partly to keep system requirements low, but also
because they don’t want to re-do all the old graphics for modern
systems and it’d look weird to have a mix. Which is a shame; the
dress-up doll game in WoW suffers significantly compared to FFXIV.
The hidden strength of WoW in 2020 is all the depth of
content. They’ve got 16 years of content in the theme park now and
it’s almost all accessible. You can still go back and do Molten Core
if you want. It won’t be a gameplay challenge, but it’s still fun
to see and there’s rewards like rare mounts to encourage you. I’ve
really enjoyed exploring all the content I missed in the intervening
years, including some really great systems like the Garrison. (Why did
they abandon that?!) There’s no other MMO that can boast this much
content and it’s great fun to discover some old neat toy to surprise
your friends with.
And that’s the other reason WoW is still compelling; friends and
guildies. The cooperative social aspect of MMOs is nearly unique in
online gaming and Blizzard has done a good job reinforcing it. My new
guild isn’t the most hardcore or accomplished but we have some
strong players, it’s mostly nice people, and we have a code of
conduct that keeps the jerks out. I continue to be concerned about the
shallowness of online game friendships just like when I quit in
the first place, but it’s a fun way to wile away a few hours.
For the past 4+ years I’ve played a lot of League of Legends and
written about it here. Last week I quit entirely; no longer playing
the game, unsubscribed from all the reddits, not watching the
broadcasts. I’m still running Logs
of Lag but I’ve added a new link to the page that I suspect Riot
Games will not be happy with.
The big story is Inside
The Culture Of Sexism At Riot Games, a meticulously researched and
detailed story about sexual harassment of employees at the company.
Riot apparently is the worst kind of bro-culture and the problem
starts at the top. This story was swiftly confirmed by
a variety of personal reports.
Riot Games responded
a few weeks later with the smarmiest of PR-crafted replies. They
pinky-swear they’re going to do better by having some introspective
discussions and some training. In the meantime what they’ve
actually been doing is retaliating
against current and former employees with aggressive legal
threats. And firing
highly visible employees who aren’t toeing the PR line. (I know
the work of both Lehman
and Klein; Riot lost some very smart people.)
Video game culture in America has a huge problem of sexism and
racism. Tech companies often have sexism and racism too. But I’d
somehow hoped that Riot Games was better. The individuals I know there
are decent people. But the company culture created by the founders
Marc Merrill and Brandon Beck is disgusting and childish. I want
nothing to do with it.
I got an Oculus Rift on a whim this week
when they dropped the price of the bundle down to $400. This is my first
experience with VR in a few years and 10+ since I last used a high
quality rig. I’m impressed, the sense of being present in virtual
space is incredibly compelling. But as everyone says the problem
is there’s no great VR-specific content yet.
The hardware
is good. Lag-free head and hand tracking. Sensor calibration is a
hassle. Windows setup was remarkably painless. The touch controllers
are essential. It allows you to have virtual hands. Definitely want
“full room VR”: several tracking sensors and a 5x7’ clear
space to walk around in. Sitting still and having the view pan is instant
nausea but walking around a stationary virtual room is
better. Even with the calmest software I get tired and headachy
after about 30 minutes. Eyestrain maybe? VR sickness makes for
a viscerally negative experience.
As for software, I’ve
only played around for a few hours, so no deep opinions. Oculus’
own tutorials / demos are very good, the intro Dreamdeck demo
had me shouting for joy. The best game I’ve played so far is Superhot
VR; I’ve not played the normal version
but the VR variant is really compelling. Subnautica
made me sick in about five minutes, although it is very pretty. Thumper is pretty in 3d but I’d
rather have a flat screen and excellent speakers. Google Earth VR was
surprisingly disappointing; the imagery isn’t quite good enough. I
haven’t tried Job Simulator
2050 yet, it’s quite popular. I’m also curious to try The Climb.
I took a
quick look at the porn industry; all they’re offering is 3d videos
and some minimal “fondle boobs with your glowing virtual hands”
interaction, so they haven’t figured out VR apps either. The fact
that "Waifu Sex
Simulator" is one of the most popular apps gives you an idea of the
target market.
So it’s a fun toy, but given the fatigue and
lack of compelling content I’m not sure how long I’ll be using my
Oculus Rift. We’ll see. What I really want is some easy way to build
data visualizations in 3D, maybe using WebGL or something. I haven’t
looked hard but my impression is that’s not fully baked yet.
Watch Dogs
2 is a very good video game. I think it’s nearly as good
as GTA V or Sleeping Dogs and better than many other open world
roamers. It fixes nearly all the problems in the original Watch Dogs
and finds the fun in the game design.
My favorite thing about the game is the setting, the tech industry
in the Bay Area. I live in San Francisco, I’ve worked in two of the
offices featured in the game, I’m constantly running in to things in
the game that remind me of where I live. They’ve done a remarkably
good job on the re-creation of the Bay Area. Like not only do the buses
in San Francisco look like SF Muni buses, but the buses in Oakland
look different because of course they should, they’re AC Transit
buses. The world quality extends to the game writing, both incidental
stuff like random NPC dialog and significant things like the main story
writing.
The main story is pretty good. It’s not great, I’d
say it’s weaker than GTA V, but it’s still pretty good. Some of the
characters are great and some of the set pieces are excellent. The
biggest criticism I have is something a lot of reviews pointed out,
which is there’s a conflict in tone between “we’re a fun hacker
gang pulling pranks” and “we’re a group of murder hoboes launching
grenades at FBI agents”. There’s an event that happens in the
game that could explain the shift but the writing doesn’t quite pull
it together. It’s not a huge problem.
Most importantly, the
gameplay is fun. The magic spells hacking abilities you use are fun
and powerful and innovative. The cover shooter and driving
mechanics are fine (better than GTA.) Remote controlling rolling
and flying drones is seriously fun. A lot of the missions have
multiple solutions: puzzle solving, stealth, or straight-up guns
a’blazin. I switched between those modes frequently in a natural
way. Also there’s a lot to do outside the main game, including
a light multiplayer mode that injects a bit of novelty. I’m
still chipping away at the side missions, mostly as an excuse to
continue sightseeing.
Another fun D3 project; scrape a bunch of data, cook it into a 2
megabyte CSV file, then do custom visualizations. I like the way the
scatterplot came out and may re-mix it as a generic data exploration
tool, a sort of GGobi lite in your
web browser. Drop a CSV file into your browser window and get a simple
tool for exploring it for correlations.
It’s frustrating trying to get attention for projects like
this. All I know to do is post it to the relevant subreddit and hope for
the up-votes, but that’s pretty random. My Reddit attempt for the LoL
lag tool failed, and a site I worked about 50 hours on has had a
total of a few hundred visitors after a week. Discouraging.
I just released Logs of Lag, a
small project I’ve been working on. It’s a netlog analyzer
for the game League of Legends. You drop a log file from the game on
it and the tool gives you
a nice report. Not a huge thing, but it’s been useful to
me already.
The webapp is another of my
line of client-heavy programs. It all runs in static files, no server
needed at all, the parsing and rendering is all done in the browser. I
really like this style of programming, it’s fun and interactive and
easy to scale. I did end up making a simple CGI server for storing log
files so that people could share reports with friends. I may yet rewrite
that to just use S3 as a filestore and bypass my server entirely.
The indie game industry has been shifting in the past few years to
a pre-funding model. Gamers pay for games before release, either via
Kickstarter campaigns or by buying games in alpha release or Steam
Early Access or the like. A lot of neat games have been funded this way
(see: Minecraft) but I worry it’s bad for game consumers.
We’re no longer being asked to buy a game, we’re buying
something completely ephemeral, the idea of a game.
We hope that maybe someday the game will be released and we can
play it. And we get no guarantee of a quality finished project. (See Clang,
which cynically claimed their unplayable alpha tech demo counted as a
game release). Games are no longer really released, they are put out as an
“alpha”, then a “beta”, then laughably a “gamma”.
Really, why bother even finishing a game if people will pay you for your
game anyway? Avoid the whole review cycle!
The most predatory of these “buy the game that
does not exist” things I’ve seen yet is Star
Citizen. They have collected
$44
million for a game where you fly around spaceships in a giant
procedurally generated universe. Except that universe doesn’t
exist and last I heard the only code you could actually run
lets you look at a rendered spaceship sitting motionless in a
hanger. Nevertheless, people are paying hundreds of dollars for
special rare spaceships in the hopes one day they can fly them. The
Star Citizen project is not a game, it’s a marketing campaign
for a game. I sure hope it turns into a real game some day or a bunch
of people are going to be disappointed. It’s many, many months behind
schedule, to the extent there even is a schedule. Why bother shipping
when you can just keep collecting money?
Sports fans had a choice yesterday: watch the Super Bowl or watch
League of Legends via Twitch. I figured the Super
Bowl would easily win out and no one would watch the eSport, but boy
was I wrong.
Above is a graph of League of Legends viewers of the 4 LCS tournament
games on Super Bowl Sunday. (I made the graph from Twitch’s
published data; there are viewers on other services, but Twitch
is the majority.) About 230,000 people were watching on Twitch, a
typical day for
LCS. The surprise is viewership peaked at 286,000 for the last game at
4pm, half an hour after the Super Bowl started. No noticeable
viewer falloff at the 3:30pm kickoff either; just the
usual slump after the previous match ended.
Why didn’t the Super Bowl cut into the
League of Legends audience? It helped that the final
game was an anticipated matchup between two of the best
teams with a strong fan base. The stereotypical
gamer nerd is not a sport fan, so maybe there was no conflict. On
Reddit people noted that a lot of LoL fans are Europeans not
interested in the Super Bowl. (There’s an enormous Asian audience
too.) Some folks said they’d just watch both at the same time.
I’ve come to really enjoy watching League of
Legends tournaments. It’s an enormously popular game, 27
million people play daily and 32
million (8.5M peak) watched
last season’s championship. Riot Games has invested
heavily in making the game into a sports event. The broadcasts are a
lot of fun to watch with smart announcers, good storytelling, and exciting
gameplay. I’ve generally been a skeptic that eSports would become
a phenomenon but League of Legends is winning me over.
A bit of nostalgia
today for Netrek, one of the best
online games ever. It’s from the early 1990s and is an important
game design precursor to team based online games. Also its netcode was
a huge breakthrough in real time Internet gaming.
The game design is brilliant. It’s an 8v8 team game. You
mostly play in the upper left window, a Spacewars-like game where
you fly your spaceship around and zap other players with your phasers
and torpedoes. But the real game is in the upper right, the
galactic overview map. The goal is to fly to planets and take them
over by beaming down armies while fighting off the enemy players. That
combination of high level strategy and local tactics is a hallmark of
RTS games like Starcraft, MOBA games like League of Legends, and squad
FPS games like Battlefield. I’m not saying Netrek invented that
whole idea (Netrek itself
was based on
PLATO Empire),
but it took 5–10 years before mainstream games became as
interesting as Netrek. There were even classes in the game, different
types of spaceships for different roles.
The network code was also hugely innovative, particularly the UDP
code from 1992. Back then the Internet was overloaded and
slow, 56 kbit/s links were common. Andy McFadden rewrote the original
TCP netcode to use UDP and suddenly the game became way more
playable on congested links. The key insight is UDP lets the game
client decide what to do about packet loss rather than relying on TCP
retransmits. Netrek could afford to lose the occasional packet; you might
not see a torpedo coming your way but then again you didn’t have
to wait 3 seconds for that packet before seeing the 25 other torpedoes
launched afterwards. Weirdly most contemporary games use TCP (despite drawbacks),
although League of Legends at least is UDP.
Netrek partly benefitted from the great
community of the academic Internet of the early 90s. I’ve
run into a few old Netrek buddies in our later careers as working
software people: Andy
McFadden and Jeff Nelson at Google and Stephen von Worley of DataPointed. I wonder if any of
the Netrek folks went on to work in the gaming industry?
Riot Games has found that in the League of Legends community, bad
behavior comes mostly from people who are generally good. The problem
with the LoL community isn’t that there’s a few jerks who
spoil things for everyone; it’s that a lot of people act like
jerks occasionally.
This factoid comes from a talk by Riot
showing statistics from their player community. “Toxic” means
raging
during an online game, insulting and threatening other players. They
use the word “toxic” because they’ve found bad behavior
is contagious. One person acting badly can make other people angry,
who then act badly in subsequent games. Dangerous problem.
The graph above shows Riot’s view of toxicity in the community.
The graph on the
left shows 1% of players are toxic, frequently acting badly;
78% of players are generally good. The graph on the right shows toxic
behavior. And only 5% of toxic behavior comes from toxic people;
77% of it comes from people who are usually good.
That finding has all sorts of implications for how to stop toxic
behavior in an online community. It’s not enough to just ban the
jerks; good people have bad days too. Instead you have to teach the whole
community what the community standards are. And quickly identify people
who are having a bad day, intervene before their toxicity infects too
many other people. I think it’s a hopeful finding; if you can just
remind people of their better nature, you can prevent a lot of bad
behavior.
Two really unfortunate stories of Internet
bullying over the weekend. Indie game genius Phil Fish says
he’s canceling Fez II after a bunch of focussed
harassment. And the Call of Duty studio director has gotten
a bunch of truly
disgusting invective for a game balance change. All part of the Internet’s
war on creatives.
Get lost you waste of talent. Shitbag telling others to kill
themselves, you dont deserve your fame, money or attention. • Hahaha get
fucked you pathetic fucking blowhard Fez was shit by the way • You may
have made a decent game but you are still a terrible human being. hey
can you un nerf THE FUCKING SNIPER U FUCKING CUNT WTF WHY DID U DO THIS
IM GOING 2 KILL YOU! DICK HEAD FUCKING DIE!!!!! • I will kill you for
nerfing snipers you fag • omfg you fucking fat cunt i hope you die in
a fatal car crash you fucking twat also your nan has cancer
The gaming “community”
are mostly a bunch of monsters. I agree
with Anil Dash that the community itself is responsible for fixing
the problem.
I’ve been playing a lot of League
of Legends lately, a team PvP game notorious for its toxic community. The
developer Riot Games took a strong step towards solving the problem,
The
Tribunal, a way for the community to judge whether players violate the
game’s code of good behavior. In my
experience it works pretty well as a deterrent. Riot has stats
showing that warnings and punishment are discouraging bad behavior.
It’s basically a community moderation
system. After every game anyone can flag a player
for bad behavior. Enough flags and a tribunal case (example)
is created. Players randomly review cases (chat logs mostly) and vote
on whether to punish. Mild penalties are automatic, severe ones
are reviewed first by Riot employees.
There’s a lot more to say about the Tribunal, I hope
to have some follow up blog posts. One particularly interesting
aspect is that the review cases are public. Most moderation
systems are private to avoid disputes but I think the open discussion
makes the system more effective.
I’ve been having a grand time playing the Minecraft
Feed the BeastUltimate
Pack. It’s a ginormous mod pack for Minecraft throwing together
some 45–70 mods to extend Minecraft in various ways. It’s terribly
complex, occasionally inconsistent, but surprisingly stable, balanced,
and fun. I definitely recommend it if you like Minecraft and want to
add more stuff to tinker with. I think it’d be particularly good
for kids.
There’s a huge
number of mods with varying degrees of documentation;
part of the fun of FTB is figuring out how stuff works. The unofficial FTB wiki is a good place to
start. Some of the big mods I like… BuildCraft and IndustrialCraft
add machines, engines, pipes, pumps, all sorts of automation. Thaumcraft
adds a beautifully designed magic system. ComputerCraft
embeds a Lua scripting engine, letting you write programs
for robots that mine and build structures and stuff. And Forestry adds
a bunch of agricultural stuff including a crazy apiculture system of
bee genetics.
If you want to play it, get the FTB
Launcher and use it to install the Ultimate
pack. It’s good about installing stuff in its own
directory. Unfortunately Java on the Mac is a total mess; you have to set
JAVA_HOME to run Java 6 and also configure the launcher to add the XX:PermSize
flag when launching the game.
Proposed: Just Cause 2 is the perfect video game. I finished it soon
after release, then played it through again about a year later, and am
now playing it again a third time. I almost never replay old games,
there’s so many new games to try. But Just Cause 2 is the perfect
game when I just want to sit down with a beer for an hour and have fun
blowing stuff up.
The game is a great combination of elements that all
came together. Open world sandbox, fun blowing stuff up, and an amazing movement
mechanic that lets you jump and fly and do all sorts of improbable
stunts. The world is incredibly detailed and seamless. The
rendering is fantastic, particularly the lighting. So much variety;
snowy mountain towns, dense jungles, cities, the desert, it’s
quite an impressive world design. And there’s a variety of emergent
gameplay, particularly in the way you can make mayhem grappling things
together and blowing stuff up creatively. I even like the story and
voice acting: it’s not Shakespeare, but it’s certainly James
Bond. And the thin veneer that somehow you’re a force for good
despite the “we destroyed the village to save it” thing is
hilarious. (Seriously; you blow up water towers to help The People.)
Just Cause 2 joins a few other open world games I’ve had serious
fun in: Saints Row 3, Spiderman 2 (console), Crackdown 1, and Red Faction:
Guerrilla. These games are all way more fun for me than any Grand Theft
Auto has ever been. GTA games are amazing, particularly technically,
but they are so ponderous. Just Cause 2 gets out of the way
and just lets you fuck shit up. So much fun.
Article 7 of the gamer bill of rights: the player is allowed to skip
the end credits after 60 seconds. Not so in Ubisoft’s Assassin’s
Creed III, the recent AAA title. The end credits clock in at 18
minutes and 15 seconds, can’t be skipped, and the game
doesn’t save until they’re over. Those credits are bookended
by 6:35 of cutscene before and 1:45 of cutscene after, for a total of
twenty-seven and a half minutes of non-interactive crap at the end of
the game.
Here, watch for
yourself. No spoilers starting at 19:29 unless you didn’t want
to know who the poor bastard was who spent weeks testing the accuracy
of the Finnish localization or that Kathleen Parent is the “Human
Ressource Director (Interim)” (sic) of Ubisoft Québec.
Credit creep is growing in movies too, but at least you can walk
out at the end of the film. What’s particularly offensive is
if you quit out of the unskippable credits it doesn’t
save, so you can’t keep playing in the after-game until you have
half an hour to leave the console running. Awesome.
The game itself is only OK. It shows signs of being rushed to
release; the second half of the story makes no sense for all the things
cut, there’s lots of animation glitches, etc. I love the core
Assassin’s Creed game mechanics but AC3 frankly has too many
different things in it, none polished to be really fun. And that final
cutscene is pretty lame, they failed to deliver on the grand story they
set up back in 2007 with the first game. The best part of the game is
the multiplayer, an entirely different game, and a subtle alternative
to the Battlefield / Call of Doodie / Halo shooter franchises.
Contemporary games are designed so the player can never lose. No
matter how badly you play you can always recover or reload and keep
going. It’s good design, it encourages players to explore, it avoids
frustration. But not being able to fail removes some challenge. If you
can’t lose, then is winning really that interesting?
I’m proud because this weekend I got my Hardcore Monk to level 60.
Hardcore
mode in Diablo 3 is a game you can lose. It’s permadeath; if you
screw up your game is done, your character is gone, you have to start
over. Most players of Diablo don’t play hardcore; in a normal game
if you die you just reload. I played through the game in normal mode
first myself. But hardcore is more exciting. And while I didn’t beat
the hardest challenge in the game yet, I have played the guy for 45
hours without ever screwing up too badly.
The tension is amazing. For example the boss fights; once you jump
into the arena with Diablo you can’t leave. One of you is going
to die. But the bosses aren’t the hardest part of the game, the
optional champion packs are. And there the anxiety is incredible. I see
a group with something hard like molten + frozen + vortex and have to
make an instant choice. Do I risk fighting them? Do I avoid them and
look for easier targets?
Most of the time I engage because I’m playing for the
challenge. And then sometimes things go badly and I’m
running for my life, for my 45 hours invested, and those
moments of fear and excitement are some of the most visceral
experiences I’ve had playing a game in years. Since playing
Eve Online, really.
So I’m loving hardcore Diablo. It helps that I’m winning,
I imagine I’m going to be pretty angry when I finally screw
up. I’m not a very good loser.
The graph above shows completion of the main story quests; as a bar
chart (on Jan 17) and as a time series in days since release. Unbound
is 100% because the statistics only count players who’ve completed
one achievement. There’s a big falloff after “The Way of the
Voice”; only 57% of players started Act II of the game. And 34%
of players finished the game after two months; most players who get as
far as Elder Knowledge in Act III complete the whole game.
I’ve made graphs
for all 50 achievements. The bar charts show which parts of the game
are popular. For instance 74% of players joined the Companions compared
to only 45% joining the Dark Brotherhood. I suspect that’s
mostly due to game structure; it’s hard to avoid meeting
the Companions at Whiterun but the player has to actively seek out
the Dark Brotherhood. Faction completion is also interesting; mages
complete their faction line the most while precious few people finish
the Thieves Guild. Only ⅓ of players got married; I think the option
may have been too hidden. I’m impressed 12% of players got Oblivion Walker;
it takes a significant commitment to get 15 Daedric Artifacts and if
the player screws up they can make it impossible.
Unfortunately the time series graphs don’t give a lot of
extra insight. There’s a big dip in completion percentages around
Christmas, when a bunch of new players started playing. But the basic
velocity of completion, the slope of these graphs, is about the same
for all of the achievements. In retrospect that’s not surprising
but I was hoping it would be more interesting.
Some caveats about the data. It’s Xbox
only, a self-selected subset of players that True
Achievements tracks. The data is daily and has a few bad days I
fudged out. This graph isn’t really a finished work, but honestly
the data didn’t turn out to be very interesting so I’m done
with it.
Update: you can
see bar charts of PC achievement completion on
Steam. To compare to Xbox, normalize PC numbers to who
completed Unbound (92.4%) and look at
current Xbox data.
Fewer people have finished the main quest on PC (31%) vs Xbox (40%).
And only 2.5% of PC users have completed Oblivion Walker, compare to
15% on Xbox. Far fewer finished the thieves guild, too (7% vs 21%).
Maybe PC players aren’t as completionist as Xbox players? It’s not just
time played;
63% of people hit Level 25 on PC, 68% on Xbox, that’s pretty close.
Maybe it’s the Xbox sample bias; TrueAchievements tends to track players who
are worried about completing achievements.
The new Deus Ex game is fantastic. If you like intelligent, complex games run out and buy it right now. I played it on Xbox which was fine, PS3 is about the same and PC may be better.
The new developers absolutely nailed what made the original Deus Ex so great: gameplay options. You can sneak through levels avoiding the bad guys entirely, or go in guns-a-blazin and murder everyone, or hack your way through security, or find the hidden air ducts. It’s amazingly fun and they really got the gameplay right. The story’s quite good, too, with some good characters. Also some beautiful set design despite some limited graphics capabilities.
The game is a success in almost every way. The one failure is the boss fights, they’re awful. Weirdly, they were made by a third party. There’s various ways to cheap you way through them, best to just kill the boss quickly and move back to the fun game. And there’s a whole lot of fun in the game. May end up being the best game of the year.
I just finished playing this computer game and I feel like crying. Is it time? is a little art piece (in Flash) about growing old and lonely. It’s really beautifully done, there’s a lot of hidden elements that work well. Some thoughtful discussion on RPS.
It’s finally happened: someone’s made a World of Warcraft clone that’s a
credible competitor to Blizzard’s megabusiness. A lot of companies have
tried the MMO market and failed, most notably Warhammer Online, but Rift
is a success. It’s as good as WoW. And that’s a disappointment.
Rift is a fantasy MMO game by
Trion Worlds,
a serious new company that’s raised $100M in venture
capital. It’s been pretty successful since their launch two months
ago. The buzz is good, a lot of people are enjoying it, and while it’s a
bit early to tell how big the game will be I think they’ve got enough
momentum to recoup their investment.
I just finished a week free
trial, levelling up a Cleric and a Rogue to level 13. It’s fun. The
graphics, networking, and user interface are all good. Not quite as
solid as WoW but close enough. The game offers two big innovations. Rift
Events are big impromptu battles against bad guys that pop up, basically
Warhammer’s public quests but with a dynamic element that means there’s
more likely to be people nearby to play with. And the flexible class
system (souls) allows
more choice in play style, although there’s already a forming consensus of useful
builds.
If I were picking a new MMO solely on the basis of gameplay I’d probably
choose Rift over WoW. Unfortunately, Rift is so like WoW that there’s
nothing to distinguish it. Gameplay still boils down to pressing a
button once a second to activate one of your forty abilities in the
right order. Group play still is the basic tank/healer/DPS trinity. It’s
yet another bucket of gaming from the DikuMUD well and it’s
getting stale. I question whether the world really needs a WoW clone when
WoW is still good enough.
$100M is a lot of investment and congratulations to Trion for producing
an excellent product. But it’s so expensive to make an MMO now, it’s
hard to see how a trully innovative and risky game can get funded. We
need more odd innovative designs like Eve Online. I’ll be curious to see
how Glitch evolves.
Angry Birds is the #1 iOS hit ever and 9 million people is a lot. For
comparison The Sims is the
top selling PC game at 16 million. But then again Angry Birds costs
$1, so total revenue for the top iOS game is (I’m guessing) 2-5% of the
big PC game. Maybe up to 10% with related ads, in-app purchases, and
variable pricing.
It’s hard to compare more generally; iOS games tend to be platform
exclusives unlike big PC and console games. Here’s sales
stats for Xbox 360 games with a whole bunch of 1
million+ games. Even modestly successful AAA games like skate
sell 500,000+ copies. Then again they need to, the budgets are well over
$10 million.
What I love about the iOS game market is the long tail, all the weird
little innovative games. Like Canabalt, a marvelously perfect mobile
game. 78,000 sales isn’t bad for a small game, particularly at $3 a
sale. (Related: I wish Apple had set the floor on prices at $2 or $3.)
100 Rogues is a
great example of a gamer’s game, intricate and clever and beautifully
designed. It deserves more sales, but I’m glad it at least has some.
Forget-me-Not is tiny at 1100 sales but it’s brand new and has sharp
corners, I’m curious to see how it fares.
Caveat: the data above undercounts. It leaves out people who’ve opted
out of Game Center as well as people who haven’t played the game since
Game Center support was added. Angry Birds claims 100
million downloads, but I’m not sure how much of that is iPhone
sales.
But the big news is the last item, Titan, releasing Q4 2013. Could this be Blizzard’s long-rumoured secret new MMO? We know they’ve been hiring for it, we know many of the original WoW developers were pulled off of Warcraft right after the Burning Crusade lanuch to work on something secret and new. But that’s all we know.
But now we have a name. Project Titan. I’ve found a possible confirmation: Google delving turns up a guy named theNoid who claims to have an inside source at Blizzard. He’s been talking about “Project Titan” at Blizzard for the last 18 months.
I can’t go into too much detail, but a guy on my team lives with a code monkey who’s working on Project Titan at Blizzard. This is their rumored successor to WoW, and is located in the Diablo wing of the building, higher security locked doors. --theNoid Jul 2009
Project Titan is locked tight at Blizzard, my friend lives with a guy working in there. This is Blizzards next MMO, which has been stated 1000 times to be a complete new IP and it is not WoW2. --theNoid Aug 2009
Project Titan? No, its more like 2013.. trust me. The core framework is all thats done, the engine. The programmers were tasked at building an engine for a game that did not yet exist and still does not exist. No art, no modeling, no nothing has started on Project Titan yet. Also, Blizzard has announced it being a new IP, which isn’t entirely true either. Its a spin off of an existing franchise, a franchise that I think is going to excite people very, very much. Which one? Which would would people want more than any other? Blizzard runs a pretty tight ship, leaks are few and far between but tend to go unnoticed when coming from the unexpected --theNoid, Mar 2010
I also found another mention of the “Project Titan” name in September 2010 from a different source, but no idea if he’s independent:
Next-Gen MMO (aka. Project Titan): Highly unlikely anything about this project will be published for a while. Not until WoW is on a decline. Anything else would just be self-sabotage. --Crowe
Taken separately, both the leaked product roadmap and the forum posts from “theNoid” are plausible but not particularly trustable. But the fact these two independent rumours confirm each other is quite interesting.
The name “Titan” for a Blizzard MMO is rich irony, btw, since Titan was also the name of the cancelled Halo MMO. Particularly if Blizzard’s new thing ends up being an MMOFPS, as is rumoured. Who knows, maybe someone worked a deal and it’s actually some of the same people? It seems very unlikely Blizzard would release a game based on the Halo IP.
I love my iPhone. I love games. I play games on my iPhone. But where
are the really good iPhone games? Where’s the platform defining game?
Where’s the game that makes someone say “I need to buy an iPod Touch
just so I can play that game?”
A lot has been written recently about the size of the iPhone gaming
market: TUAW comments on the staggering
size of the market, RPS counters that Flash
is bigger. Either way there’s a lot of iPhone games being
sold. But most of them suck. That’s OK, we all love our long-tail
media. The incredibly low cost of iOS games combined with iOS’
relatively low barrier to entry has made for a lot of games.
But where’s the great iPhone game? My candidate for best-ever iPhone
game is Canabalt because it’s
beautiful, simple, well
tuned, and quick to play. Perfect mobile game, but it’s
way too simple to be a Great Game. Angry Birds is the
iPhone hit with legs, and it’s pretty good, but it’s derivative and
not very compelling. There’s nothing like Halo or Final Fantasy or
Super Mario to define the iPhone gaming experience.
Maybe there never will be. Maybe iOS will always be an adjunct gaming
platform, a device we play games on incidentally rather than something
we seek out to game. But I don’t think so. Between the touch
interface, the environmental sensors, the mobile ubiquity.. there’s
got to be something there.
Traveller’s Tales’ Lego
games are platform games that play particularly well in two
player co-op. They’re fun, casual-friendly, and have great design and
successful movie tie-ins. The most recent couple of Lego games have
introduced an innovative solution to the problem of two people sharing
one screen, a dynamic split-screen mode.
Traditional co-op games have two choices for display; either the
entire screen contains a single scene and both players are required to
be near each other or the screen is statically split in two and the
players have private half-monitors to themselves. Neither are very
satisfying.
Lego Harry Potter (and Lego Indiana Jones 2 before it) have a dynamic
split-screen. If the players are near each other, they’re drawn
together in one scene. If they wander apart the screen is sliced, two
scenes, each centered on a player. The clever part is the cut angle is
dynamic and calculated to keep the players relative position to each
other apparent.
It’s hard to explain, but you can see it in action here where
Harry and Ron separate and here where
Harry flies up above Hermione. It feels very natural and smooth in
the game. If a bit irritating, I felt some compulsion to stay close to
my friend to avoid it. Still, a very clever solution to a hard UI
problem.