Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Wednesday, June 15, 2022

Postcards from Quakeland, 2022


Some random notes and thoughts from Quake modding land, in this cold wintery June of 2022:
  • Community Hubs
  • Official Mods
  • The Future of My Quake Maps

Wednesday, August 25, 2021

"Quake Renaissance" for Rock Paper Shotgun

For Rock Paper Shotgun, I recently wrote a three-part series "Quake Renaissance".

Part 1 is an industry history of Quake's cursed development at id Software, Part 2 is a primer to 25 years of Quake community modding, and lastly Part 3 is a how-to guide for getting into Quake and enjoying its mods.

This series had some goals:

Friday, May 29, 2020

The powerful presence of non-presence in "Out For Delivery" by Yuxin Gao, Lillyan Ling, Gus Boehling


"Out For Delivery is a 42 minute playable documentary shot with a 360-degree camera. The slice-of-life experience follows a food delivery courier in Beijing on January 23, 2020, the day before Lunar New Year, and the day Wuhan shut down due to COVID-19."
This is one of the few 360-movie experiences that really works.

In the past, I've criticized the VR empathy machine complex and its cynical use of Syrian refugees to sell VR kits, but Out For Delivery wisely sidesteps the VR ecosystem. Without the restrictions imposed by the head-mounted format, such as a stationary camera (a bumpy moving camera makes VR viewers sick) or impatience (VR demos demand constant engagement), the designer and filmmaker Yuxin Gao is free to focus on the actual subject at hand. The camera moves freely, cuts freely, lingers freely. The result is the most difficult aesthetic to achieve in art: honesty.

Wednesday, August 21, 2019

Borderlands The Pre-Sequel as Australian industry elegy


We played Borderlands: The Pre-Sequel (essentially, Borderlands 2.5) on co-op mode, and yep it's a Borderlands game.

You run around and shoot monsters, they sometimes drop procedurally generated guns, and you sell most of those trash guns to get useless money, and you gradually get slightly better guns with slightly different effects. It works OK, but it still hasn't aged very well. The Borderlands series' long-time reliance on many small modifiers and +1.2% bonuses feels even more desperate in 2019, especially when we live in a golden age of indie deckbuilder games where the numbers actually matter.

Tuesday, April 30, 2019

We must cultivate our garden: games as personal history


This post is based on a talk I gave at A MAZE Berlin 2019, as part of the Dev.olution "Games as Gardening" summit, as part of my 2019 European Tour.

When I think about gardening, I think of Voltaire's 1759 novel Candide. (No, really. No joke. I did think this.)

It's about a teen named Candide who goes on an extremely painful journey of tragedy, loss, and struggle. The entire time, his mentor Dr. Pangloss keeps insisting that nonetheless they still live in "the best of all possible worlds." The video game equivalent would be indies lamenting how hard it is to make a living, and tone-deaf Steam reps and Epic Store reps claiming that "games are a meritocracy"

Voltaire asks, how can you witness all that pain and still insist that everything is fine? By the end of the book, Candide and his few surviving friends are barely scraping a meager existence on a desolate farm. And after suffering absurd hardship and misery, Pangloss still insists everything turned out for the best, to which Candide responds: "all that is very well, but let us cultivate our garden."

Sunday, November 4, 2018

The first person shooter is a dad in mid-life crisis

OK I know Heavy Rain isn't an FPS but I like this screenshot so I don't care
Every semester for our introductory Games 101 historical survey class, a different NYU Game Center faculty member presents a survey of a game genre. Matt Parker lectures on sports, Clara Fernandez-Vara talks about adventure games, Mitu Khandaker talks about simulations, and so on.

My personal lecture happens to be on the first person shooter (FPS) genre. In my lecture, I trace five main currents through the FPS genre:

Thursday, June 21, 2018

Dream Hard as queer brawler defense



This post spoils the gameplay and ending of my game Dream Hard.

In collaboration with local arcade collective Death by Audio Arcade, me and several other gay / queer artists made games for a Brooklyn queer arts space called The Dreamhouse. My contribution was a retro low polygon 3D brawler called Dream Hard. If you ever find yourself around the Bushwick or Ridgewood neighborhoods in New York City, you can play this (and many other queer games) on The DreamboxXx cabinet at The Dreamhouse.

While making this game, I was interested in what it means to appropriate a game genre with queer intent, and I wanted to figure out why the brawler genre would be a good fit for this kind of aesthetic. Some of my early prototyping and design direction is already covered in an earlier post. I wanted something that recognizably belonged to the arcade era, while staying fairly simple and accessible to a general audience.

Much of my personal memory of arcades focuses on big licensed beat 'em up games like the X-Men brawler cabinet or The Simpsons arcade tie-in. I also liked playing old 16-bit console games like Golden Axe II or Streets of Rage 2 on the Sega Genesis, but neither of those franchises exists today. Other than a few notable indie releases, the classic brawler game is mostly dead. I wanted to channel my nostalgia for these games toward The Dreamhouse.

Friday, February 2, 2018

Video killed the video star: on "Un Pueblo De Nada" by Cardboard Computer

This post spoils Un Pueblo De Nada as well as a few parts of Kentucky Route Zero.

The newest Kentucky Route Zero interlude Un Pueblo De Nada is a "transmedia" narrative consisting of a 30 minute live action movie styled like a public access TV broadcast, a functioning real-life phone hotline to call, and a short tie-in narrative video game. I think it works as a transmedia narrative because it's so deeply concerned with this technology, especially the old deprecated media technologies like broken radios, rusty switchboards, forgotten overhead projectors, and dusty VHS cassette tapes.

A lot of transmedia narratives tend to focus on modern computing or the internet... but here, we're asked to imagine a vast archeaology of decaying technology. The iconic KRZ flat vector style evokes an era of older VGA games like Another World, the live action WEVP-TV broadcasts are styled as low resolution transfers from analog tapes, and I believe even the real functioning phone hotline seems to have extra static layered onto the voice recordings. Which is absurd, landlines used to be a vital communication technology... but to a filthy millennial like me, now it's just a salvaged material for making art. (As I dialed the phone number, I thought to myself, "how fun and quaint to dial a phone number on my phone!")

Friday, January 19, 2018

On wikipedia-ing games culture and history

The other day, someone wrote to me but confessed they didn't know much about me, and that they had only played my games Intimate, Infinite and The Tearoom.

This felt like a really strange pairing of games to me. The Tearoom is a recent game that got a lot of press coverage, while Intimate Infinite is a much older, somewhat obscure game of mine that's mostly remembered only by some literary art game folks. What the heck is going on?

My suspicions were confirmed when I found out that I had a Wikipedia page as of July 2017, and that this page highlighted those two games with their own subsections. It made me realize that (a) people google me, and that (b) Wikipedia might be their first or second impressions of me. And yet, that page is still missing so much information about me; my dabbling in level design, my love of sandwiches, and so on.

When I whined on Twitter about having a Wikipedia page, boy genius game designer Michael Brough confessed his envy. I was shocked. How can Michael "Broughlike" Brough not have a Wikipedia page? I immediately sought to correct this injustice, and began writing a Wikipedia entry for Mr. Brough.

Wednesday, October 11, 2017

The second death of the immersive sim (2007-2017) and a dark prophecy for a third-wave immersive sim


This post contains a few general gameplay spoilers for Dishonored: Death of the Outsider.

Many years ago, Rock Paper Shotgun published a Dark Futures series that wondered where all the immersive sim games went. Why didn't Deus Ex 1 prompt a huge burst of similar games back then? Self-appointed immersive sim experts like me roughly date this "first wave" from Ultima Underworld (1992) through System Shock (1994), Thief (1998), System Shock 2 (1999), and ending perhaps with Deus Ex 1 (2000). From there, we don't really see a larger return to this tradition until the "second wave" begins with Bioshock (2007), Stalker: Shadow of Chernobyl (2007), Fallout 3 (2008), etc. and this is also when we starting using the term "immersive sim" more often. (How narrowly or widely you define this genre is up to you, I take a sort of "moderate" line on this.)

Unfortunately, word on the street is that sales weren't very great for Arkane's recent immersive sims Prey (2017) or Dishonored: Death of the Outsider (2017). And outside of Arkane, the faith has not been kept: the Bioshock series (basically) ended with Irrational's closure, and Square-Enix / Eidos has basically discontinued its rebooted Deus Ex series. The systems-y 2016 Hitman reboot was critically acclaimed but also sold-off by Square-Enix. Basically, big expensive complex systemic single player games are not exactly thriving in an industry now dominated by giant multiplayer titans that can sell a new hat and rake in millions. (Also file under: "why was there never a Half-Life 3"?)

Well, we got what we wanted, immersive sims returned to the world from 2007 through the 2010s -- but it turns out that no one else ever asked for this and the games apparently did not resonate with a larger audience. So let us all look up and bear witness to the passing of this great age, and mark the second death of the immersive sim genre.

Friday, August 11, 2017

Go West young Slime Rancher, and grow up with the country

This post spoils some mechanics and game systems in Slime Rancher.

One in-game day in Slime Rancher, I found a rare "quantum slime", a creature that pooped out "quantum plorts" that I could sell for a lot of in-game money. To make a huge profit, I intended to raise a few on my ranch in captivity, and then collect their precious poop to sell in the market.

To maximize your slime poop plort yields, you're supposed to feed your slimes as often as possible. Every slime has a certain diet (vegetables, fruits, or meat) and a specific favorite item. Quantum slimes eat only fruit, but prefer a special fruit called a "phase lemon". To get phase lemons, you have to bring back a phase lemon from the wild, plant a phase lemon tree, wait for the fruit to mature, and then shoot a different fruit at it (like a cuberry, or a mint mango) to pop the phase lemon into existence. Compared to other crops, it's unusually labor intensive to cultivate and harvest phase lemons.

This is where Slime Rancher's other big system comes in, a cross-breeding mechanic that allows you to merge two slime types together. If you feed a slime with the poop from another slime, it will become a hybrid "largo" slime that inherits both types' diets and other properties, and it will poop out both types of plorts at once when it eats something. Two poops for the price of one! When you do this on purpose in Slime Rancher, you feel like a genius.

Friday, May 26, 2017

From modders to mimics: a people's history of the "prop hunt" genre

This post contains minor gameplay spoilers for the first hour of Prey (2017).

Contemporary game design is built on the blood, sweat, and tears of countless modders. MOBAs, tower defense, realistic squad shooters, walking simulators, survival royales, all started as mods. (For those keeping score: Aeon of Strife for Starcraft 1 or DOTA for Warcraft 3, innumerable tower defense UMS maps for Starcraft 1, Counter-Strike for Half-Life 1, Dear Esther for Half-Life 2, Day-Z for ARMA.)

Add the "prop hunt" to the list. The prop hunt is interior design meets hide and seek, where hiders "hide" in plain sight, disguised as the decorative clutter common in video game worlds, and seekers must guess what is inanimate clutter and what is sentient clutter. Arkane Studios' recent sci-fi shooter Prey (2017) cleverly commercializes this mechanic in a way that modders never could, and while it's nice to know they're paying attention to current trends, I think it's also important to remember the modders that usually get erased from game design histories. In this case, I argue that modders predate AAA design practice by at least 19 years.

CrateDM was a Quake 2 mod released on April 14, 1998, made in an hour by Chris "Shatter" Holden. As far as mods go, it was really simple from a technical perspective: a small map full of crates, and a PPM (plugin player model) that let players appear as crates, and no custom code or anything... which, I think, is brilliant. We often argue video games are made of code, and here was a new game genre created without any code at all!

Here is Holden's process and notes from the readme.txt:

Monday, March 7, 2016

A history (and the triumph) of the environment artist: on The Witness and Firewatch


This post vaguely spoils random bits of Firewatch and The Witness. I wouldn't worry about it.

Only a few years ago, hiking games (first person games with a focus on traversing large naturalistic landscapes) were rather fringe. Early indie masterpieces like Proteus and Eidolon abstracted the landscape into pixelated symbols, with a special interest in simulating weather and wildlife to make it feel real. But it took "mid-period" hiking blockbusters like The Vanishing of Ethan Carter, Everybody's Gone to the Rapture, and Dear Esther (2012 remake) to monetize the genre with all their glossy near-photorealistic graphics.

Now we are entering a later period of hiking games, epitomized by The Witness and Firewatch's less realistic visuals. It represents these environment artists finally asserting their control over a project and their identities as artists, within older traditions of gardening and landscape painting. To better understand this latest shift, let's think about the social and technical history of the environment artist in 3D games.

Friday, April 3, 2015

"Stick Shift" as activist autoerotica


This is a post detailing my process and intent in making Stick Shift. It has SPOILERS; if you care about that kind of thing, then you should probably play the game first.



(Again, SPOILER WARNING is in effect. Last chance!)

Stick Shift is an autoerotic night-driving game about pleasuring your gay car. It is the last of my recent erotic gay sex game trilogy, alongside its sisters Hurt Me Plenty and Succulent. I also feel like it is a fitting book-end to the past two games, incorporating themes and ideas from both.

Over the past two months, the game has changed quite a bit. Originally, I started from Paolo Pedercini's suggestion to riff off Andy Warhol's film Blow Job (1964).

Wednesday, September 28, 2011

Logic Quest 3D, the lost history of the edutainment FPS and a nostalgia you never had.

In 1997, before Half-Life and before Thief, someone made a mass market medieval-themed puzzle FPS with full voice acting, commandable NPCs and an integrated level editor -- "for ages 8 and up."

You're forgiven if you've never heard of Logic Quest 3D (even MobyGames hasn't) because it's actually a pretty awful game despite its incredibly forward-thinking educational intentions, even by the "you mean we get to play computer games during school?" metric.