You may have noticed this blog has been a bit quiet lately. There's a few incidental immediate reasons for that: (a) it's summer so it's nice outside, (b) I'm doing a lot of holiday traveling, (c) my laptop recently broke and I have to coordinate loaner laptops and repairs, etc.
But those are just convenient reasons, instead of the more difficult reason that I'm reluctant to face:
I've decided I'm going to blog here less, and I'm not going to feel bad about it.
Saturday, June 29, 2019
Friday, May 17, 2019
Capsule reviews, vol. 1
Capsule reviews are short critiques of games that I've been playing. In this post, I discuss Heaven's Vault, Virginia, Islanders, and Two Point Hospital. There's no specific story spoilers, but I do talk about how I think the games work.
Heaven's Vault. The dynamic branching and language system is great and impressive, and the Muslim-inflected sci-fi art direction feels fresh. It's basically a must-play for anyone interested in narrative design. (Maybe the main weakness is the less-than-relatable characters, who basically feel like vehicles to bring about plot beats. Which is probably how the narrative system works! Hmm.)
The game pacing feels awkward for much of the game. You get to do one fun archaeological linguistics detective scene every hour, but to get there, you have to sit through an uncomfortable water slide mini-game. It's meant to give a sense of journey and a bit of rest (as well as pad out the game length) but it's a bad sign when even the fast travel options here feel inconsistent and confusing; sometimes the game lets you go back to your ship cabin to ask for fast travel, and sometimes not.
But also just on a core minute-to-minute basis, the movement and camera never felt comfortable for me, and The Last Express styled character animation never stopped feeling like a crutch for scoping down production costs. It's interesting how this project made so much (very impressive) progress on "hard" game design problems like dynamic narrative or language simulation, but then tripped on what's considered relatively "easy" solved design problems like 3D character movement, game feel, or encounter pacing.
Again, though, I still think this is a must-play for anyone working in narrative. Just soldier through the less fluent parts.
Wednesday, May 1, 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."
Tuesday, April 23, 2019
Lessons from Europe: fields reports from EGX Rezzed, Now Play This, and A MAZE Berlin
I just came back from a games event tour through London and Berlin, where I had a lovely time meeting new people and catching up with old friends.
I had never been to EGX Rezzed or Now Play This before, and this was my third time at A MAZE.
I went because I feel like much of the game industry is still focused on the US, but to me, the majority of the interesting games culture and arts events seemed to be happening in (Western) Europe. What are they doing over there, what's their magic sauce, and how can I bring some of that sensibility back to the US?
Here's some general thoughts and Wot I Think:
EGX Rezzed
EGX Rezzed is mainly a customer-facing fan expo branded by Eurogamer and Rock Paper Shotgun in the Tobacco Docks, a complex of open-air brick vaults ringed with balconies and breakout rooms that feel like giant people-sized aquariums. It's a fraction of the size of the main EGX London or bigger US fan expos like PAX, but still features the same tabletop gaming rooms, indie publisher megabooths, and merch stands. It was fine, but personally I'm just not very interested in fan expos.
I enjoyed the more eclectic Leftfield Collection room, curated by David Hayward each year. And I particularly enjoyed Doggerland Radio by Amy Godliman, a modded vintage radio that you can tune to pseudo-real BBC radio dramas and poetic shipping forecasts, while playing with bespoke "feelies" like an impossibly old novel made of other novels or old vintage-style maps. It's like a very British version of Calvino's Invisible Cities, a mobile art game installation that would make the most sense in the UK.
The local neighborhood feels awkward even for London -- you either have to walk 20 minutes east from the Tower of London tube station, or take a semi-incorporated public transit line called the DLR. Other than the event venue, there's approximately one McDonalds with a 100 personline queue streaming out the door, and exactly one decent pub that everyone slowly drifts towards at the end of each day. (For designers and devs, this informal pub afterparty is probably the highlight of the whole thing.)
I had never been to EGX Rezzed or Now Play This before, and this was my third time at A MAZE.
I went because I feel like much of the game industry is still focused on the US, but to me, the majority of the interesting games culture and arts events seemed to be happening in (Western) Europe. What are they doing over there, what's their magic sauce, and how can I bring some of that sensibility back to the US?
Here's some general thoughts and Wot I Think:
EGX Rezzed
EGX Rezzed is mainly a customer-facing fan expo branded by Eurogamer and Rock Paper Shotgun in the Tobacco Docks, a complex of open-air brick vaults ringed with balconies and breakout rooms that feel like giant people-sized aquariums. It's a fraction of the size of the main EGX London or bigger US fan expos like PAX, but still features the same tabletop gaming rooms, indie publisher megabooths, and merch stands. It was fine, but personally I'm just not very interested in fan expos.
I enjoyed the more eclectic Leftfield Collection room, curated by David Hayward each year. And I particularly enjoyed Doggerland Radio by Amy Godliman, a modded vintage radio that you can tune to pseudo-real BBC radio dramas and poetic shipping forecasts, while playing with bespoke "feelies" like an impossibly old novel made of other novels or old vintage-style maps. It's like a very British version of Calvino's Invisible Cities, a mobile art game installation that would make the most sense in the UK.
The local neighborhood feels awkward even for London -- you either have to walk 20 minutes east from the Tower of London tube station, or take a semi-incorporated public transit line called the DLR. Other than the event venue, there's approximately one McDonalds with a 100 person
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