Some Bits: Nelson's weblog

Subnautica

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.

World of Warcraft in 2020

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.

Riot Games is awful

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.

Oculus Rift first impressions

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

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.

It’s a really good game! I have some screenshots and video clips on Twitter.

Battlefield 4 player stats

Just finished another game visualization project, graphs of stats for the top 5000 BF4 players. It makes scatterplots for the player population of statistics like skill score vs time played, win/loss ratio vs. skill, and kill/death vs. win/loss. Lots of details in this Reddit post.

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.

Logs of Lag

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 code is on GitHub.

Game pre-funding is bad for gamers

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?

adapted from a Metafilter comment

League of Legends vs the Superbowl

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.

If you’ve never watched LoL before, yesterday’s TSM v C9 game was pretty good. The whole 44 minute broadcast is worth watching but here’s a 5 minute highlight reel. The game is a bit complicated but basically it’s two teams of five players fighting to control the map. Here’s an overview of the game with a lot more detail. Lots more recorded games on /r/LoLeventVoDs.

On Netrek

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?

Thanks to Brian Dear for info on PLATO

Most everyone can be a jerk online

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.

Stopping gamer monsters, Tribunal

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.

Minecraft: Feed the Beast

I’ve been having a grand time playing the Minecraft Feed the Beast Ultimate 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.

Just Cause 2

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.

Bonus links: data analysis of where people died, including an awesome 3d point cloud of player deaths (emergent map!) as well as a heatmap. And the RockPaperShotgun feature Postcards from Panau.

Ubisoft’s contempt for the customer

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.

Computer games you can lose

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.

Skyrim achievement completion

Skyrim is one of the finest computer games ever made. I was curious how people played through the game, so I set up some scripts to monitor achievement completion on the Xbox and drew graphs of how people progressed through the game.

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.

Deus Ex: Human Revolution

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.

Is it time?

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.

Rift considered

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.

iPhone game stats

I continue to look for one great iPhone game. But there’s a a big market now and Apple’s Game Center gives us data on sales. Some notable iOS games: 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.

Is Project Titan Blizzard’s new MMO?

File this in the rumour bin: a leak of Blizzard’s product roadmap, with some analysis here. It may or may not be true, but it looks plausible.

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.

iOS games

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.

Lego games’ innovative split-screen UI

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.

Minecraft blinking lights

For video games I’ve been playing almost nothing but Minecraft for weeks now. It’s a really amazing game / toy / sandbox, beautifully done. The ease of playing it combined with the complexity of what you can do with it makes for a really engaging game. It’s also horribly buggy and with comically bad graphics, although the graphics grow on you after awhile.

The video above is my first experiment with Redstone circuits, Minecraft’s complex digital logic system. I like blinking lights. The video also shows off the lovely Quandary texture pack, which combined with the texture rotator gives a nice sense of changing seasons.