They can’t get me to shut up

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March 10, 2010 / Posted by: / Category: Adult

Seriously. Two podcast guest spots and both podcasts run long. Yeah, it’s a coincidence…. ;)

Anyway, listen to me over at Polygamerous Podcast discuss some of the news of the past week and my thoughts on the industry, how to break in to the industry, etc.

http://www.polygamerous.com/2010/03/09/episode-15-poly-of-games-psycho-edition/

Unfortunately, the sound quality on my side isn’t all that great at the start. There was some heavy rains that night and I was worried about losing power. But, it was a fun show because I got to talk about all sorts of different games besides just MMOs.

I enjoyed it. Funny, I don’t really listen to many podcasts, but they’re fun to be part of. Perhaps I’ll do another soon if someone asks. :)

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They can’t get me to shut up

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Back online!

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March 08, 2010 / Posted by: / Category: Adult

After having my host switch me to a new server, seems I’m back online. Hooray!

Just in time for the GDC, at least.

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Back online!

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GDC next month?

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February 25, 2010 / Posted by: / Category: Adult

As usual, I’m not going to attend the GDC proper, but I should be in the area for a day or two. If you’re interested in meeting up for whatever reason, drop me a line.

I also have a new bit of contract work going on next month, so exciting times in store!

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Feedback loops in gameplay

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January 23, 2010 / Posted by: / Category: Adult

One of the things that new designers should learn is the fearsome power of feedback in gameplay. Great games use feedback to guide the player, letting them master the skills necessary to master the games. With great design comes great power in the form of the feedback loop. For example, a feedback loop can help advance a game; having more units in a strategy game usually allows you to win more battles, leading to the final victory faster.

But, there are also dark sides to the feedback loop when it doesn’t start properly or if it becomes self-reinforcing. In this case, the feedback accelerates the loop. The RTS example can turn into a self-reinforcing loop if there is no way to overcome superior numbers in the game through game features like defensive structures. In this case, the player who builds the most powerful side first and plays at least as well as his or her opponent will win.

So, let’s take a look at some of the feedback loops in games in more detail.

Feedback is fundamental

All games provide some form of feedback. Graphics or board layouts change, sounds play, items are shifted around, numbers are increased or decreased, etc. Feedback gives the player the information necessary to make decisions on how to play.

Expert designers use feedback to help the player progress. The recent Mario games are usually listed as a prime example how to use feedback to guide the player; give the player a block to hit to get a new ability, and give them a shiny goal to reach using that new ability. Player gets rewarded and learns the basics of a new ability. The player will be expected to master the ability as the game progresses.

Feedback loops come in a lot of other forms as well. In an FPS, the player could be rewarded for more precise aiming at vulnerable locations (HEADSHOT!) In an RPG, the player might be required to gain more levels in order to tackle a higher level enemy. In an RTS, a player who built a stronger economy will most likely be able to build a stronger army (assuming the player who build a small army faster doesn’t attack when the economic player is defenseless!) Note that feedback loops happen at different scopes. At a very fine level of detail, a small action such as aiming more precisely in an FPS can help you in a small way. At a larger level of detail, gaining more levels in an RPG can make content easier, even though “gaining levels” requires a lot of individual player actions and decisions.

Feedback loopy

“Feedback loop” is somewhat of a tautology because feedback is always part of a loop. In communication, I say something and you respond to that with your feedback (verbal and non-verbal). In a game, you make a decision and preform a game action, and the game changes based on what you did. Feedback requires interactivity, and games are all about interactivity, which is why feedback is important for a game designer to understand.

The loop part is important to emphasize, however, because it can help a designer think about how feedback works. If the player understands the feedback as it relates to his or her actions, then the game is much more enjoyable. However, if the player does not understand the feedback, this can lead to frustration as an effect seems to have no cause. For example, if the feedback happens a long time after an action is taken (or not taken), this can be really frustrating to the player. A prominent example of this was in some older adventure games, if you did (or did not do) something early in the game it could result in a problem much later in the game, potentially making the game unwinable. If the player has to rely on external sources to avoid such problems, this can diminish the game.

The stalled loop

One problem with a feedback loop is if it has a hard time getting started. For example, if you need a power-up to preform an action but you need to do that action to get a power-up, this can stall a feedback loop. For example in RPG games, if the initial monsters are too hard for a player just starting and thus the player cannot earn experience from defeating monsters, it is hard to gain the levels necessary.

An example of this is found in Lord of the Rings Online’s latest addition: Skirmishes. The soldier you get to help you starts off very weak. Tackling content that seems appropriate will actually be much harder because your soldier will not be powerful enough. In order to get more power, you need to earn skirmish marks. To get the marks, you have to succeed in skirmishes. Once you get a powerful enough soldier, collecting the marks becomes easier and completes the feedback loop. However, it can be hard to start the loop in the first place.

The self-reinforcing loop

The opposite of the stalled loop is the self-reinforcing loop. This is when the results of a player action make subsequent actions easier (or sometimes harder) to accomplish. Going back to our RPG example, we might find that getting into a few more random fights increases your level faster and makes it easier and faster to fight other enemies. You advance faster from killing more enemies, giving you a higher level, making it easier to kill, etc. This type of loop is usually called a positive feedback loop.

Sometimes the loop makes things harder. For example, dying in a game where you lose all your possessions can be a negative feedback loop. You might grab a spare set of equipment to go try to reclaim your lost items, but with less powerful equipment the same situation that caused you problems in the first place may be even more difficult to overcome. Eventually you might run out of options and be completely unable to get back to your original level of power without abandoning the situation.

The terms “positive” and “negative” shouldn’t be used as a judgment of the desirability of the loop. A positive feedback loop where someone winning will most likely keep on winning can lead to a really frustrating game. Alternatively, a game where a negative feedback loop makes it harder for a winner to keep the lead can lead to more dynamic and interesting game, even if the player in the lead gets frustrated from being dethroned at the wrong time.

Loop with care!

So, what feedback loops have you noticed in games? Which ones do you think are good uses of feedback, and which are poor?

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Feedback loops in gameplay

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Game Journalism Fail

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January 06, 2010 / Posted by: / Category: Adult

One problem that the game industry has is that game journalists sometimes lack a sense of professionalism. Many journalists are enthusiastic fans who land a “dream job” related to games; journalism might be as close to the ultimate goal of game development as some people will ever get. The dream of getting paid to play games is probably better realized as a typical journalist than as a game developer.

Unfortunately, this lack of professionalism hurts the game industry. We need more real game journalists who do a good job covering the industry and showing what is really going on. Sadly, this is all too rare and most game “journalism” fails spectacularly.

Why journalism matters

Why get all worked up over game journalism? It’s my old friend legitimacy again. Without real journalists and critics, we don’t move forward as fast as we might otherwise to gain more acceptance as an expressive medium. If we have too many “journalists” that just read press releases and gives unfaltering praise to big games (reserving scorn for smaller games with little advertising budget), then we reinforce the same patterns that already dominate the industry.

This is also the reason why it’s not entirely hypocritical for a crass game developer to point at a journalist and ask them to be professional. ;) What I sometimes lack in decorum I make up for by trying to move the industry forward in other ways.

And, I don’t believe journalism can be completely replaced by blogging. As much as I love bloggers (being one myself), we just don’t have the impetus to do the real work needed. Blogs are often good at lightly covering topics, or being quick to pick up on an interesting story. Real journalism digs deeper into the story and verifies facts.

I think that everyone, especially game developers, need to start appreciating good journalists more in order to move the industry forward. Real journalism takes time and effort, and has a potentially lower return on investment if we don’t give them support. It might be nice to have a popular site willing to regurgitate press releases, but it’s better to have critical insight. While I don’t appreciate Roger Ebert’s perspectives on video games, it’s not hard to see that critics like him have had a tremendously positive influence on movies.

The culprit

So, let’s look at an example of “game journalism” over at Joystiq about NDS closing down. Here are some of the inaccuracies in a two-paragraph blurb:

We don’t blame you if you can’t remember Near Death Studios…
Except that the company is newsworthy enough to get coverage on the front page of a major news site.

…which today announced…
Actually, the blog post referenced was dated the 31st of December, while this article was posted on the 5th of January.

…nine years spent trying (and failing) to make money…
Actually, we made a fair amount of money. Enough to pay five full-time employees at once time. Not luxurious wages, but about what my blue-collar father made when I was growing up. The problem is that we stopped making money just this last year and I didn’t want to put the game in financial risk.

The now-ironically named developer…
That’s not what “ironic” means. Unless you’re talking about dramatic irony, in which case we got the joke because we picked the name in the first place.

We can’t help but wonder if changing the company name might have helped “Near Death” earn more confidence from prospective financial partners.
Let me end your wondering: No. Just like nobody turns away from Blizzard because they’re afraid of being buried in snow. Coming from the Midwest, “blizzard” is most definitely a negative term for me.

And this is an article posted on the front page of one of the largest game sites. What’s really unfortunate here is that this reflects typical attitude for large sites toward small developers: smaller developers get thinly veiled contempt. A topic that some other sites have handled with some delicacy becomes the target of mockery. It doesn’t matter because I’m not likely to make a huge ad buy from a site like Joystiq. (Compare the tone of a story the previous day about EA shutting down multiplayer servers for old sports games. Less mocking there probably because EA will buy a large amount of ads when a new game they want to hype is coming up.)

A bitterly funny interlude

It sure is interesting that NDS is getting all sorts of attention these days now that it’s ending. Few people took so much interest when it was still running. Props to the people out there who did pay attention and give it coverage before this announcement.

All is not hopeless

Let me give a counterexample about why we shouldn’t give up on game journalists entirely. One journalist from GamePro actually contacted me by email to clarify some of the information for a story being written. Although the email got most of the information right, it was nice to see a journalist actually trying to do a good job. the article posted is pretty accurate and even includes a nice quote at the end from me. I appreciate the extra time it took to send an email before rushing to get a story out. Again, we should take time to appreciate people who do actual work to investigate a story.

A call to action

So, let’s start putting this into action. Post in the comments if you’ve seen any particularly great or poor examples of game journalism out there. Let’s start recognizing and rewarding the good people and sites with positive attention and shunning the poor ones. We may not be able to do much individually, but together we might have an influence, and that influence can spread.

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Game Journalism Fail

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