Archive for the ‘Culture’ Category:

Let’s Play Sony – A Strange And Unlikely Case.

An amusingly apropos subheader sometimes, if you take out the apostrophe...

An amusingly apropos subheader sometimes, if you take out the apostrophe…

It’s amazing what slips by when you’re not looking in the right place. Sony, last October, apparently filed to try and trademark the somewhat broad and generic term “Let’s Play.” They haven’t got it yet, but it’s quite clearly referring to the practice of Let’s Playing, as the service it is trademarking is:

“Electronic transmission and streaming of video games via global and local computer networks; streaming of audio, visual, and audiovisual material via global and local computer networks”

A bit generic sounding even here. Anyways, since it was only discovered yesterday, by members of the NeoGAF forums, and it requires clarification before June on the part of Sony before its finalised, it’s merely something quixotic we can point to and say… “Huh!” Here’s at least a couple of reasons why.

It’s Rather Broad

As the definition stands, it can cover a multitude of commerical services and goods, including… Game trailers. Those are streamed electronically, and consist of, funnily enough, audio/visual material of video games. This is, at a guess, at least part of the reason why a clarification has been requested.

It’s Already In Use By Several Commercial Entities

This, potentially, is the real killer. The biggest competitor for the title, as far as I understand it, would be RoosterTeeth productions, who use the channel name as a specific brand (In fact, there was much amusement among the Something Awful Let’s Play community when the channel was grabbed before anyone thought of it), and, as far as I understand things, they would then have prior rights of usage. There is also the fact that many Let’s Players are commercial, and directly identify their service as “Let’s Play” already, even if we were not to take into account that RoosterTeeth specifically use it as a brand for their content. Not to mention… Er… Something Awful’s own “The Let’s Play Archive” (Where you can find at least one Let’s Play by yours truly. 😛 )

It’s A Common Phrase

While this might be less of a problem than you might think, the term Let’s Play has already entered common usage, and, as such, this might be a difficult one to enforce. None of these are insurmountable obstacles, but they are, nonetheless, obstacles, at least one of which has presumably hit Sony when they tried to trademark the term back in October.

But Why Do It?

Well, for all the talk of a sinister reason, this one’s actually somewhat hard to enforce. Not just due to the common and prior usage, but also because you can be providing a similar service without calling it “Let’s Play.” That’s even assuming it goes through. More commonly speculated is that it may be related to the streaming service they’re planning to roll out.

Either way, much virtual headshaking, and no real best wishes in the trademarking process there. After all, it is a silly trademark.

On Goodwill, And Why I Can’t Go Back To Sword Coast Legends Yet.

Oh yay, we get to see more of this guy rather than a DM mode. The joy on my face is comparable to his.

Oh yay, we get to see more of this guy rather than a DM mode. The joy on my face is comparable to his.

So, back when I reviewed Sword Coast Legends, I said that, to give it a fair shake, I would return to it when DM Mode was updated, as was promised 10 days after release. I’ve already said that this was bad communication and planning, but I was willing to give it a chance. Indeed, many people who bought it, bought it because hey, it promised a DM mode. But development is fluid, and fluid, as we all know, has a nasty habit of getting on your nicest shirts if you’re not careful. Such is the case with Sword Coast Legends.

Community Pack 3 was meant to fix DM mode, or rather, add some basic functionality into it that was going to make it less restrictive and boring than it is now (You can put monsters down, and make basic quests, but that’s pretty much it. No dungeon modelling. No script, as such. No AI fuckery, beyond the absolute basics.) But, for whatever reason, a free expansion has instead been planned as the priority. And, again, it took until after the time had passed to state this.

So, let’s talk goodwill. Let’s talk about how it’s a finite resource, and how this is another fine example of companies failing to, or being pushed into (It is not yet clear.) making moves that drain that goodwill.

Firstly, this was not communicated until yesterday. Communication is important, and I can understand why the devs and publishers might sit on this news. After all, it’s happened many a time before. There would be an outcry. Unfortunately… Delaying an important communication like this gives a bad impression of everyone involved. It implies folks aren’t on top of things, or that All Is Not Well. This drains goodwill faster than “Whups, we fucked up, we are fixing it”, but some folks seem to believe that game fans, and indeed purchasers, have a short memory. Unfortunately, the opposite is true. In RPG and Strategy circles especially, folks remember the fuckups for a lot longer than you might think. I still remember how Dark Sun had a game breaking story bug, for example. Or how people reacted to Master of Orion 3. And I can look it up any time. This isn’t the first time I’ve said “Communicate better” either… See above.

Secondly, even with the mollification that it’s a free expansion, precisely because development is fluid… There is no guarantee CP3 will materialise. It relies upon the studio making sales. It relies upon the studio keeping up with the goodwill, and it relies, basically, upon more factors than just “We decided we wanted to focus elsewhere.” I invite the publishers and devs of Sword Coast Legends to remember Arkham Origins, which also decided to focus on DLC over fixing a core feature. That DLC was not free, it’s true. But already, people are reacting in a way that’s all too familiar to me. It’s been played out before, with many a game. It doesn’t help that the Rage of the Demons DLC will involve… Drizzt Do’Fucking’Urden. This is a goodwill draining move in and of itself, because… Drizzt being in anything more than a cameo role usually involves him dominating the plot, to the detriment of pretty much the rest of the story. Of course, I’ve had a few months to potentially bitch about that being a thing, but honestly, if the DM mode actually came first? I wouldn’t care about Drizzt.

I’d like to continue saying “The developers continue to support this game”, because, technically? Sure, an expansion is support, in that the game is being added to. But goodwill, and its companion, trust, are important. Games, as much as some folks like to pretend otherwise, are a popularity game: You can’t get a game sold unless people know about it, and you can’t keep selling or making games when nobody trusts you to deliver. Moves like this erode trust, so, for any other developers or publishers who read this?

Don’t do this. You can look up what happened to other games that did this, and the answer is never “They did well despite these decisions and lack of communication.” The My Alibi Glitch in Arkham Origins is alive and well. Blur never got a sequel. There’s an entire graveyard of games out there, whose epitaph reads “They squandered trust.” And there’s also a few allegorical hospital beds waiting for some bigger publishers who just keep squandering trust like this.

Don’t. Do this. You can be better than this, games industry.

You can read the CP3/Expansion post in question here , and the original announcement of the development plan here.

2015: “Dark Cloud Risin'”, 2016: “Don’t Give Up”

So, 2015. What a year, eh? Let’s go over the fuckups, the foibles, and some of the nice points, shall we? Because it does highlight some things that need to change.

The Year Of Shoddy Releases

2015 has seen an increase in big budget releases that can best be described as “Rushed”, “Shoddy”, and, in some cases, “Laughable.” Arkham Knight’s release was, let’s face it, a trainwreck, and even after release, it was… Disappointing, to say the least. It says a lot that I had an entire article ready to say why I wasn’t going to review Arkham Knight even if it was properly fixed when WB said it would be, and… Well, that didn’t really prove necessary, because the sexist writing, shitty foreshadowing (I won’t say who the Knight is, but it’s really easy to guess), increased grind for the sake of padding (Hi, Inexplicably Jigsaw-Like Riddler!) and bugs (some of which, by all reports, persist to this day, much like Arkham Origins). Asssassin’s Creed: Unity has become almost memeworthy with how badly it ran on release, HoMM VII had its fair share of problems, Netcode problems abounded in games like Driveclub and CoD: Advanced Whatever The Hell The Word Machine Came Up With Today, and, overall, it’s been more notable when a AAA game has been relatively free of flaws (Alien: Isolation and The Evil Within… Note I said relatively.)

Of course, if it was just the bugs, I’d be okay. But unlike many of us, who have rightfully consigned Battlefield: Hardline to the deepest parts of the Styx, I remember how, on release, the game’s design disincentivised nonlethal play, and made a bunch of castings that could, in any sane universe, be called something like “Ever So Slightly Racist.” The Current Big Three (For they do seem to flux over the years) of EA, Ubisoft, and Warner Brothers… Are not doing so well. I highly suspect, although I cannot confirm, that refund requests have been the highest in recent memory as a result of these many and varied fuckups.

It wouldn’t entirely be fair to say it’s all them, though. I’ve seen the graphical glitches of Sunset, and the inconsistent writing. I’ve seen Hidden Object Puzzle Adventures not only not improve, but actually get worse. 17 flowers and 12 gems over three screens, Mystery of A Lost Planet? Some of which are extremely pixel hunty, or right next to the sodding UI? Or perhaps Contract With The Devil, whose conflict between writing and aesthetic, and lack of colorblindness support, led to a five minute long rant on twitter? Budget does not excuse poor puzzle design. It doesn’t excuse a lack of such a basic accessibility feature as colorblindness support (Although it helps not to pick two extremely similar colours for your “Make all the colours not touch each other” puzzle.) It definitely doesn’t excuse the fact that of the HOPAs I’ve seen this year, I can count on one hand the ones where somebody isn’t damselled, and, much like Princess Peach in Mario 1, disappears for the majority of the game, leaving the player not a single fuck to give. And, of course, there’s the actual shovelware. I’m not going to name names, but there’s been an absolute slew of… Well, tat. It’s by no means limited to AAAs and AAs, although that’s where it’s most visible.

You can stop pretending everything is fine, games industry. It’s really not, it’s just that up till relatively recently, there hasn’t been as much scrutiny. Speaking of scrutiny…

Rise (And Fall… And Rise… And Fall) Of The Internet Shitlords

If games existed in a vacuum, some strange, objective reality where only the games themselves were there, judging each other, this probably wouldn’t have been a topic. But no, human beings, overall, have also somehow managed to become shittier. Except, once again, it wasn’t so much the fact that humans actually have gotten shittier, more that it’s gotten, like the games industry, to the point where it’s obvious. You’d think I was referring to Hashtag Fucking Gooble Grump (Pretty much every person involved with the games industry knows what I’m referring to, although I know most folks outside that circle neither know nor give two shits unless it affects them directly), but no… 2015 seemed to be the year where abusers and assholes, atheismugs and fanatics of various stripes have crawled out of the woodwork. Or rather, once again, people are finally noticing that this shittiness exists.

The DWP Disability Living Allowance Suicide Statistics. A veritable cornucopia of ill-justified police shootings. The continuance of “The War on Terror”, despite the fact it’s pretty much established we’re making more people terrorists by doing so. I could go on, and on, and on, and on about the shittiness, the broken-ness… But let’s talk celebrity for a second. Let’s talk Star Citizen. Let’s talk Early Access.

Star Citizen is, no bones about it, a dangerously ambitious game. It’s a risky investment, but it’s quite clearly making progress. Am I saying it’s going to succeed? Honestly, I have no fucking idea. I am not a game designer. But due to the level of investment people have put into the game’s development, and due to the fact that the transparency in the devblogs and broadcasts and the like show what a fustercluck the development of a big game is (And make no mistake, it’s not uncommon for big teams to get fusterclucky by their very nature), there’s a largely invisible Sonic Vs Mario type PR holy war, between the “Development is so slow, it has to be a scam!” crowd and the “This game is going to be the last word in video games, STFU!” crowd.

Naturally, prominent faces have arisen everywhere for all of these issues. None of them will be named. Few of them deserve to be named, because quite a few of them are the same as the extremists that have made 2015 such a depressing shithole for every other poor sod out there. Funnily enough, a litmus test of whether they’re worth listening to is the proportion and volume of such seemingly normal words and phrases as “Censorship”, “Free Speech”, and “But do you have PROOF?”

Net result: An internet ad world filled with misery and stupidity, with the usual cultural and fiscal inertia making governments and companies slow to react.

There’s A Light… Over At The Frankenstein Place…

Of course, there have been some awesome things happening. Undertale was pretty cool, subverting RPG tropes somewhat (Mainly in the story, and that not attacking is the way to the best ending.) More games are including women and PoC protagonists, diversifying. LGBT games are on the rise, further expanding the area that games can reach (Such as Read Only Memories, one of the few games I can think of this year that bothered to ask for your pronouns), and people are getting that game design is a holistic thing, at least in part because game making is, itself, becoming more accessible. People are starting to make moves on internet harassment, and shitlordery. Sites are beginning to realise what a pain in the arse ‘pretty numbers’ are becoming, and actual discussions of games industry ethics, employment practices, how the recession is affecting things (Make no mistake, we are still in a recession, and many EU countries are handling it… Er… In a similar way to the way they handled it last time (To no effect)), and accessibility issues.

There is light. But it needs to grow. So all the folks who are actually trying to make progress, to make games more accessible and interesting and talk about things that need talking about? Keep it up!

The folks who seem to think “Because it ‘worked’ before, it’s still working now, why won’t everybody realise this, shut up, and live in our perfect world?” Guess what. It didn’t really work before. It’s not actually working now, not even giving the appearance of working properly.

But let’s imagine, for a moment, this glorious future we could build. Games would actually be… GASP… Be more accessible than they are without being “dumbed down”! They could be cheaper, because they’re more tightly focused! And, because they’re reaching more people, and because less people are asking for refunds, and because they’re cheaper, more people would buy games, and talk about games. And in this bright future, they wouldn’t have to fear being dogpiled, or devalued because they’re the “wrong” shape or skin tone, or not following outdated binary gender preconceptions. And because they’re not afraid, the games could talk about more things too! And the people making games wouldn’t have to fear kneejerk reactions from their fans! Edutainment would be a proper thing again, but this time, with games that aren’t afraid to tackle subjects from different viewpoints! Oh, how glorious it would be, to have games that explore sexuality over the centuries, how it’s shifted and changed from culture to culture, from decade to decade. Or games about utopias! It’s a common (mis-)conception that a utopia, by its nature, is boring to write.

But think about this for a second… If it weren’t for the ending of Antichamber, the entire game would have been positivity, and encouraging you to beat its obstacles in a friendly manner, and telling you “Hey, at your own pace, my friend, it’s all good here!” Isn’t that… A utopia, of sorts? It’s certainly not a standard one, but hey, what’s standard in games? One of the first art games was about an alien bee-thing that did different things to flowers depending on where you touched them, and it had a score counter. The first “multi-media experience” was a C64 spinning-“plates”-and-dodging-things game narrated by Jon Pertwee, and with music by Ian Dury. Games could experiment. We could… Talk about them. With more people. And at least some of them, preferably a lot of them, would have interesting things to say that were cohesively designed, so even the “fun” games… We could learn from. And maybe… In discussing things… We’d find new ideas. Ideas like a good form of government, or using games to test the feasibility of colonising a new world… Games that weren’t just games, but humanity reaching out, with their collective minds, and saying:

Hey… Those stars aren’t actually that far away. And now that we’ve had a proper look at things? This world ain’t so bad after all, now that we’ve looked after ourselves properly. Let’s have a nice… Relaxing… Stretch… And enjoy everything

In a truly ideal world, I would be out of a job, because we’d all be talking, comfortable and self aware and unafraid to explore other spaces. But I’m 100% okay with that, because my golden handshake would be… Participating in that world. And, okay, this is the 80s child in me, but it also has to have personal jetpacks of some description. If only to throw a jaunty two finger salute at Tomorrow’s World. See! We got them! Eventually!

On Games Journalism – Problems With Investigation.

This is a tough one for me to write, because it’s not only an admittance that not all is well with Games Journalism (The easy part), but I have to make sure this doesn’t sound like making excuses (The tough bit.) But let’s begin with why this article exists. It begins with a common accusation levelled against Game Journalism… Even by fellow Game Journalists.

“Why do folks repeat stories, and not do the digging on their own? Why aren’t there more articles probing the industry?”

It’s worded in many different ways, but that’s the general gist of it. And I’m going to break down for you why this is so. Keep in mind, this is going to be acknowledging multiple problems, in many different places, not all of which are in the province of Games Journalism specifically. Let’s begin.

Access, Access, Access

It is no secret that developers and publishers do not like bad things printed about them, especially if they are true. In fact, it’s true about everybody. It’s a thorny problem, and it’s compounded by the fact that, when it comes to examining things going on within the industry, they are the primary source. In fact, if it weren’t for employees wishing to anonymously come forward, and the occasional hint of a lawsuit, they would be the only source. They are certainly the only source that has final say on whether an outlet gets the review copies without having to put it on the expenses part of their budget, and interviews that would be on the record.

In fact, this is one of the major problems facing a game journalist who knows damn well something is rotten in the state of Devmark… The Eerie Silence. At least one outlet (Rock, Paper, Shotgun) has, in the past, directly noted that this is a tactic commonly used with awkward questions (The Silence: An Update, by John Walker), and many others have (for various reasons) had to write the words “We have reached out to the [developer/publisher] for comment. [End of sentence, no mention of a reply]”, or some variation thereof.

As much as I want developers and publishers to feel unafraid to talk to me, this will never really be the case, especially with the ones who know (As a collective) that they have practices or attitudes that are less than stellar. Making this worse is the fact that, when a developer or publisher blacklists you, you are most likely the last person to know, although you will suspect quite early on. Sometimes, you will never get confirmation unless someone reaches out. And that is generally unlikely.

Another fun thing with access is that, for the best investigation, you need to be on the ground floor. You need to be there. That’s not something that magically happens. You don’t wave a Make-Nice-Wand and an invitation magically appears. There’s a lot of diplomacy involved, sometimes a little luck, and a lot of struggling. The article on attitudes at the DigiPen Institute (Sex at a Four-Year Video Game College, by Jagger Gravning for Vice), for example, was not a case of “And Lo, The Writer Was Invited To See Stuff.” Considering the subject matter, it takes little imagination to see ways this article could have disappeared between “plan” (Not all of these investigations are planned, per se) and execution.

And, of course, they had to go there, where the story was… Which leads us nicely to another problem… One I’ve talked about (At length) before…

That ABBA Song… That Fucking ABBA Song.

I hope you know the one I mean… Many of you will, because for a while, it was quite fashionable to bawl out “MONEY MONEY MONEY… IT’S SO FUNNY… IN A RICH MAN’S WORLD!” when properly lubricated on a Saturday night. But now that I’ve made it clear, let’s explain, for the privileged and stubborn thinkers, why this is a problem.

I would love to write things examining nice workplaces. I would love to hold up examples of companies that succeed, and do so because of their progressive practices. It would help convince people that yes, you can make money, and not have to crunch, and not have to be an Old Boy’s Club. But there is a problem. A big one, completely unrelated to the problem of whether a company or institution wishes to talk to you in the first place.

You have to get there. Now, if you are working for a larger group, there is a higher chance that you will have the scratch to do such a thing… But for the majority of folks, including commissioned writers (As opposed to regular staff writers)… That isn’t the case. So you have two options. Only one of them is practical for many, only one of them is preferable. They are mutually exclusive.

The first is to be invited, all expenses paid. This, you may think, is the preferable one. But this is the practical one. Why would that be? Well, let’s remember the most common put-down for a review or preview that a reader disagrees with:

“THIS WAS A PAID FOR ANNOUNCEMENT”

Or some variation.

It’s blackly funny, actually. I’m pretty sure there are developers and publishers out there who’d love to show such things off, to as many people as possible, because it gets the word out. But what good is a message, however positive, that people don’t trust? That people don’t feel was earned by blood, sweat, and tears that, to be quite honest, isn’t really necessary? The preferable one would be to have the scratch or support beforehand to be able to do this… Oh. Wait. I know I don’t have that kind of bloody dough. And nor, in fact, do the vast majority of games writers. Funny, that.

And yes, there will be folks out there who shit on such sentiments regardless. I think we’ve covered that already (and will again). Unfortunately, that doesn’t really help when many of us, due to the inconsistent demands of our reader base, don’t feel confident accepting the promise of “Transport paid, food and drinks offered” type press events. Regardless of whether we are actually swayed by such things… I won’t, and can’t speak for everybody, but I know at least a few of us laugh, sarcastically and evilly, whenever someone says being paid by someone else to do our jobs biases us.

I’ll let you in on something that I will admit is not particularly nice of me. When Tim Willets was making his “Lineage of Awesome” speech at Eurogamer 2011, about Rage? I couldn’t help but snicker behind my hand. The speech was hype, pure and simple, and, in its way, hilarious considering I had been shooting largely identical masked blokes who were all voiced by perhaps two cockneys in a ruined building of the type we’ve all seen before not half an hour previously. Hype. I have a long held distrust of hype (Since before I became a games writer, in fact), while accepting that yes, it’s a thing all media have to do to get heard in this modern day of information overload and the fatigue and distrust of advertising, and it’s a thing that I am just as complicit in as the rest of the games industry.

Is that undiplomatic? Hell yes. Is it something that may not endear me to the folks at Id Software? Ohhhh yes. Equally, I’m not going to endear myself to fans of Rage. And I’m not going to endear myself to people who didn’t like Rage, but pre-ordered it, by pointing out that you fell for the hype. In a sense, that’s okay. It was, in its way, well crafted hype. It talked about what Id knew best, and them showing that they did certain things very well… Specifically, they are very good at making the experience of shooting mans a technically impressive one. Note I said technically impressive. All the MegaTextures in the world aren’t going to help you if the person buying your game gives not a single fuck about that, and instead gets pissed off that you didn’t actually put a real ending in.

PS – There are good things about Rage. There are good things about Tim Willets, who was a funny guy who said funny things that were intentionally funny in said speech. There were reasons why Rage didn’t have a proper ending. I am using this as an extreme example of how little other people paying for me to see supposedly shiny things matters compared to what you actually produce.

But this talk of inconsistency allows me to mention the Human Factor here.

You, The Reader. Yes, You. No, Not You.

Hoo boy. This part’s tough, for a lot of reasons. In a sense, my privilege (Being a white dude who is currently the same gender wot he was born as) “protects” me from this. Not making it so easy as typing some angry, ill considered words and hitting “THIS COMMENT FUCKING OWNS YOU (Regardless of whether it actually does)” also helps. But it never works forever, and sooner or later, someone pays the piper for saying things that aren’t popular (Or, more accurately, do not appear popular), but need to be said. And there’s not always a rhyme or a reason behind it either.

So, let’s mention a simple thing. Let’s see how far people get along this chain of thought before they start forming a “But, but, but…” in their minds. Sexism is bad. In fact, thinking someone’s opinion is worth less because they’re different than you is, in general, bad. They can be wrong, sure. But there are good reactions to someone being wrong, and there are bad reactions to someone being wrong. There are also incredibly bad, illegal, and/or highly fucking stupid ways to react.

Female Technology Journalists Report Abuse Is Still The Name Of The Game
Racist Groups Use Computer Gaming To Promote Hate

Those are just two pieces of writing, among a large pool, of prejudice in “our” industry. There are others, and they are pretty easy to find with only a tiny amount of Google-Fu. Especially in the past year, where these issues have come to the forefront of public attention because… Of the defensive reactions of the very same people who see nothing wrong with this, or ignore that this is happening, after they have done these things, and continue to do these things.

Part of this, sadly, is precisely because people care so much about video games. I’m writing this, fully expecting a huge fucking tidal wave of hate from haters who don’t want it generally known that they are haters (Who, bee tee dubs, generally reveal what haters they are by doing that. Something that doesn’t appear to have gotten through to at least some of them), with another wave coming from another direction of people who are afraid they could be lumped under this category, and think I’m talking about them, when, in fact, I’m not.

And it can apply to things that seem inconsequential to people who don’t play video games as well. Give a “pretty number” that’s seen as “too” low, or “too” high (Make no mistake, part of the reason I dislike “Pretty Numbers” is because reviewing is subjective), and people who seem to think it’s their god-given duty to defend their viewpoint that it’s the best thing since sliced bread (Until, you know… It isn’t anymore) will swarm from the woodwork with such well crafted satire as “BEST TITY 0/10 [negative review]” or insight like “You, [sir/madam/git] have completely misunderstood what [collective group of people who the writer of the comment has largely never met] were intending with what was obviously a masterpiece because [sometimes useful disagreements go here, but don’t lay money on it over, say, missing what was being said versus what they heard].”

Remember that thing about a common refutation of a review people disagree with being “Oh, you were paid to say that by someone”? Yup, that one’ll come out too, especially if it’s positive. If it’s negative, it’s usually something silly like “Doing it for the clicks.”

Misunderstanding criticism, and the goal of criticism, is a pretty common damn thing. When people say “You can like a thing, but not all of a thing”, they roll their eyes. Let’s give you an example.

I like Jonathan Coulton’s “Skullcrusher Mountain.” You may think that this song is the best thing since sliced bread. Or you may go the other way, and say that it is saying some things about relationships that are p. fucking terrible (IE – The song contains forced consent, which is a Bad Thing, leading to Bad Relationships and potentially Bad Times In Court if you copy the bloody song.) I agree with both these points. And I am, funnily enough, not being a hypocrite for doing so. Because both viewpoints are right. I appreciate the artistry behind the song, because it was intended to be a song about a Bond Villain pursuing a dysfunctional romantic relationship in the way they would (Because many characters in a Bond story, including James Bond himself, are misogynist fuckhead assholes). But that doesn’t change the fact that it is not a good song for people who have experienced any form of forced consent to hear, and that assuming this is a healthy attitude to emulate is capital-B Bad.

Explained like that, most of you will nod, and be perfectly fine with me continuing to enjoy the song, because I am aware of the shitty side of it. Some of you, however, will take an extreme position on this for or against. This is human nature. We’re all different. And we have different reasons for doing things.

You may be wondering what this has to do with investigative gaming journalism, the type meant to drag into the light the less than stellar aspects of the Industry that, if we want to do better, we should generally try and stop and/or make folks aware of.

Tell you what, go look at those investigative articles again. For or against a thing, and including the ones you found with your Google-Fu. Look at the comments section. Then think about how easy it is for people to yell at you about something on Twitter. Directly. Or bitch about you behind your back. Or make death threats.

Then realise that this is not a new story. Go look at other socially charged things, past and present. Look at how people reacted.

…The people who dare to write about these things are generally either really fucking brave, or think “Hey, I’m fucked anyway, why not go the whole hog and get it out before some fucker tries to knife me over it.” Sometimes both.

This leads us, quite nicely, onto the final point

Baby Steps, Folks… Baby Steps

Cultural and social change is not a sudden thing. Make no mistake, many problems in the games industry have their roots in larger social and cultural problems or attitudes of varying shittiness and usefulness. Something can be shitty and good at the same time. It’s a difficult concept to swallow for many, I know, but bear with me here…

…And humanity doesn’t like, as a collective group, being told that something is wrong until they feel good and ready to admit it’s not working. We even have a name for it: Cultural Inertia. We even have a name for what happens when this doesn’t happen when maybe it should: Cultural Stasis, also known as Stagnation. We even have examples of when this happened in the past. For all that someone will inevitably make the “What Have The Romans Ever Done For Us?” joke from Life of Brian, Ancient Rome, as a culture, died, at least in part, because it couldn’t accept, as a culture, that it should move on from things it was doing that weren’t working. It’s not the whole story, as, much like everything we humans do (As a group), there’s messy bits, complicated bits, and both good and bad in there at the same time. But it’s nonetheless commonly accepted that this was something that definitely, without doubt, helped fuck over the Romans. One example of many, at least some of which we are either doing again, in the modern day (Oh, hello, Austerity!), or are doing over something that has never come up before.

We are, funnily enough, at a point where games can do good. But, equally funnily enough, there are shitty attitudes that hold it back. And they feed back on themselves unless folks try very hard to break the cycle. Here’s a seemingly innocuous example: Edutainment. Kid’s Games. Done well, that’s a thing that makes learning fun, that improves skills, and can change attitudes at a time where we human beings are most likely to change our attitudes (When we don’t have any, as such.)

Even games not designed with this specific attitude in mind can do this… Something I argued, quite persuasively, at an education expo when I was in Primary School, about King’s Quest IV and Mixed Up Mother Goose. Even if that was because I wanted to justify playing them… Y’know, right thing, wrong reasons (Another thing we humans do.) But it’s a segment of gaming, and games reviews, that is often ignored, and often shat on more heavily than “Games As Art.” It’s why I was pleasantly surprised to find them represented at Games Wales, because I sure as shit didn’t find any at Eurogamer when I last went, and I never hear about them at E3, or any of the other gaming events of the year.

There are things people can do about that. But it’s not something that you, the individual reading this, can do alone. Doesn’t matter who you are, social and cultural change is a group activity. I’m not going to pretend that talking about these things, or shouting at them, is going to do everything magically, be a band-aid that makes it all better. Because it isn’t. It’s my contribution to a group effort. It’s what I can do, and, considering I am a Games Journalist (Underpaid, good at writing words, talks to lots of people at once), it’s the most logical thing for me to do. If you’re a politician, you could be reading this and thinking “Huh! maybe I could talk to some folks I know and see if we can’t try and deal with X problem.” If you’re a developer or publisher, you could be thinking “How can I do a thing with development or publishing or PR that is better than I’ve been doing before?” If you are an educator, you could be thinking “How do I work this into my lesson plan?”

And you, the reader who, like me, probably can’t pay any of these people to help, or pay me so I can carry on doing my bit? All you need to do is listen, and think, and, as civilly as possible, discuss the things I’ve said with folks you know are also interested in such things, think about them, digest them. Spread the word, help raise awareness, as safely and constructively as you feel you’re able.

It would be nice if you spent a bit of your disposable scratch on helping me continue to write these things, because it helps me do my bit.

It would be nice if you helped campaign against harassment, and bad industry practices, because it helps those lawyers, and teachers, and politicians do their bit. It would also be nice if folks did more to keep ’em honest.

But I do not expect it of you because I cannot , reasonably, expect it of you. We all have our limits, and it would be dishonest to say that those limits are all equal, all high. In fact, part of the problem is that they aren’t, and those of us who are repeatedly told things need to be done feel that we aren’t doing enough.

My job is to say things about games and the games industry, and to not break laws or the social contracts of the culture to which I belong (Within limits) while doing so. Nothing more, nothing less. It is also my job to spread the word about such things, and sometimes that involves saying much the same things someone else is saying.

Your jobs are many, and varied, but the only one everyone is expected to do is learn, and grow as people, while acknowledging any limits you may have, and their sources.

 

08×10: The Octo-Ber Octo-Jam 2015

It’s not often I feel compelled to cover a game jam, although their importance as a communal activity can’t be underestimated… But when you have a game jam that also involves the history of computing and games, it’s hard not to sit up and take notice. Such is the case with the Octo-Jam, which officially finished its second year with the roundup, posted just a few days ago online.

Ah, the 70s... A time of some *really bad special effects*

Ah, the 70s… A time of some *really bad special effects*

Now, because I know a few readers are new to the concepts of gaming and game design in general, let’s go through some things before we carry on. A game jam is a time limited programming event, where amateurs and professionals alike create a game within a limited time frame (In the case of the Octo-Jam, this was the month of October), and there’s always a theme, or a quirk involved. Sometimes, this theme involves languages and limitations we haven’t really had to work with for a decade or two, and such is the case with the Octo-Jam.

Why? Because it involves making a game for a dead language: CHIP-8. CHIP-8 was around near the dawn of computing (The mid-70s, to be exact), and had, for all practical intents and purposes, less than 3584 bytes of memory (512 bytes was taken up by the interpreter). There’s more information both on the wikipedia page, and Octo-Jam’s own page, but essentially, it was used on two kinds of 8 bit computer (the COSMAC VIP, and the TELMAC 1800), a few graphic calculators, and that’s… About it. If it wasn’t for computer and videogame historians, enthusiasts, and, of course, the creators of the Octo-Jam (Everdraed, JonTerp, and InternetJanitor), it would probably have faded into true obscurity.

But the Octo-Jam, in its second year, not only had quite a few entries, all doing interesting things with the CHIP-8, SUPER-CHIP-8, and the new XO-CHIP instruction sets (All using the Octo assembler) … But some of them were tested on an actual COSMAC VIP by computer historian Douglas Crawford. And all but two of the 8 programs he tested worked well.

I'm not... *sniff*... Crying a little from nostalgia... *Snuffle*... Honest!

Douglas Crawford with the COSMAC VIP, and the Octo-Jam demo loader. Greenscreen and all.

The entries can be viewed at the official Something Awful Game Jams webpage, but here are my own personal favourites.

OctoPeg

It plays very smoothly, and is just as challenging as the original. No powerups, though.

It plays very smoothly, and is just as challenging as the original. No powerups, though.

Demakes, the practice of making a game in a system much older than it was originally designed for, are fascinating things, and OctoPeg (a demake of Popcap’s Peggle) is no exception. You know, while watching it, that the older system is being pushed to its limit, and the design documentation is an excellent look into how much thought was required to make this work at anywhere near the level Peggle on modern systems would. To my mind, this is the most technically accomplished entry in the Octo-Ber Jam II.

You can find the post mortem on the game page here, and, if you’re interested in programming and design limitations, it’s a fascinating read.

Alien Hunter/HORS

Wait, whu- I... I'm sure this can be fixed. It's *got* to be able to be fixed... Doesn't it?

Wait, whu- I… I’m sure this can be fixed. It’s *got* to be able to be fixed… Doesn’t it?

These two games, both by the same creator, only show the cleverness once you get into the source code. At first, you play Alien Hunter, think it’s a bugged game (And it is), and shrug as you play its compatriot, which only differs in that it uses different sprites, and that it works.

Then you look at the source code, and you discover that Alien Hunter is a Creepypasta. It tells the tale of a programmer who is finding some increasingly buggy code, and it ends in tears.

The two games are exactly the same size, but one works, and the other doesn’t, because it uses the code to create junk instructions that make the game rapidly unplayable in different and interesting ways… Only some of which are mentioned in the code.

Eaty The Alien

Eaty Walk House...

Eaty Walk House…

ET for the Atari 2600 is an infamous game, and I shall most likely be giving InternetJanitor some fake side-eye for a while for providing a demake of this game. However, I can’t fault either his coding skill or showmanship, because not only does he provide a well made demake of that awful, awful game, he provides an amusing false history in which a company is approached by Spielberg for a game based on his hit movie, finds it wanting, and they attempt to sell it anyway, removing as much copyright infringement as they can…

You’d think this wasn’t a compelling story, but, as any video game historian knows, bootlegging has sometimes been the entire basis of games companies in the past. It’s also to his credit that, really? It plays well… Probably better than the original Atari 2600 offering. And I have to laugh at the reference to Eaty’s “Magic Neck” in the (fake) manual page. A well crafted pastiche.

OctoVore

This is one of the easier mazes. And it has variable difficulty levels.

This is one of the easier mazes. And it has variable difficulty levels.

Sometimes, all you need is an interesting variation on a previous idea, and OctoVore, by pangasaurus rex, is definitely that. Remember Snake? Sure you do… Many of you probably still play some variation of it when you need something simple and fun.

OctoVore is fun, but it’s less than simple, because you’re keeping an eye on two “snakes”, and they’re both connected to a hungry, hungry octopus. Levels are fixed, but get complicated pretty quickly, with asymmetrical mazes, less food on one side than another (leading you to keep your other arm safely occupied while the first grabs the rest), and, while the levels are pregenerated, there’s enough here to keep you going for a while. Beautiful.

Well, except for the control scheme, which is evil incarnate: 2QWE for one arm, SZXC for the other. Look at your keyboard, and tell me you can do this without being an octopus.

…Okay, I exaggerate. A little.

T8nks

This wouldn't look out of place on a C64... Which is fitting, because the XO CHIP allows 64KB, not just 4.

This wouldn’t look out of place on a C64… But the XO Chip allows such graphical wizardry.

T8nks is, like many of the XO games, not technically able to run on the original system (as the XO is an extended instruction set, and very much a modern creation), but it is interesting. Tanks, Scorched Earth, Gorillas… Some variation of this game has been on most 8 bit systems, and T8nks has a little fun. Randomly chosen special weapon pickups each level, a “Trick Shot” system, in which banking from the bottom or side of the screen will earn you extra points, and wind, adding a challenge factor that’s always enjoyable in such games.

All of the games are playable on the AwfulJam site, with links to the source code, and occasional post mortem, and you can watch the roundup on YouTube here (Complete with some 70s glitz to start things off, and some 70s hardware, as demonstrated by Doug Crawford, to end it with a bang)

I am promised by the jam’s founders that the jam will not only continue, but have some more potentially interesting wrinkles and changes for next Octo-Ber. I’m definitely looking forward to it!