No Time To Play

Tag: people

Weekly Links #172

by on May.28, 2017, under News

Coincidences are often funny. Just a week ago, I was musing over on Tumblr about the importance of geography in games, and here come Jimmy Maher and Emily Short pointing it out in their articles about game adaptations of Tolkien and high-agency narrative systems, respectively. The latter, by the way, is about interactive fiction structured in ways that are neither the room-and-compass model of parser-based text adventures, nor the node-and-choice model of gamebooks or Twines. Something to keep in mind.

In retrogaming news, according to Le Monde the videogame conservation movement has reached France (article in French), while across the pond The Atlantic notices the Internet Archive’s collection of emulated MacIntosh software. And still in the way of nostalgia, Polygon writes about more famous game designers who started out with BASIC, either on a school’s mainframe or else (like I did) on an 8-bit home computer.

(Not so retro is Engadget‘s article about writing for Fallen London. which meshes well with Emily Short’s own.)

Less fun was learning that the modern mobile ports of cult classic Lords of Midnight will soon be in limbo for lack of a licensed engine. And sadly it’s something I wrote about before, including a story very much like this one (scroll down for the link). Dear game developers: either buy a perpetual license to your engine, including source code (otherwise it’s useless), or else stick to open source. Failing that, roll your own. The initial convenience of off-the-shelf code is illusory anyway.

Last but not least, I just learned that game designer Tanya X. Short has launched a pledge against crunch that’s all the more important as influential voices in the industry are actually defending this abominable practice. Well, I signed, along with over 500 others so far, and hopefully it will make a difference down the road.

Until next time, take good care of yourselves.

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Weekly Links #170

by on May.14, 2017, under Gamedev, News

Hello, everyone. I have good news and bad news. The good news is, I’ve been working on a game based on my recently revived 2.5D engine. The bad news is, I’m running out of steam and might switch tracks for a while. So for now, have some screenshots:

Yeah, yeah, I went right back to first-person after explaining how it doesn’t really work, but the visible pathways should help. As for the limited draw distance, I already had to redo the backgrounds once as it is, and anything further away looks bad in the first place. The theme just requires first person here, it can’t be helped. As for the map generator, you might recognize the one from RogueBot, somewhat refined. It feels kind of cramped in a game with tile-by-tile motion, but enemies and limited moves should fix that. Whenever I get to it, that is.

On the plus side, hey, I got to practice my Inkscape some more, and people seem to like the look. Also, refactoring code can be very fun, not to mention good practice. So yay.

In the way of news, we have an interview with Sid Meyer, then a history of hit points, that turns out to be quite complex and unexpected. And while Konstantinos Dimopoulos kicks offa series on medieval urbanism that’s equally useful to fantasy writers and game developers, Bruno Dias shares some thoughts about replacing the interactive fiction parser, that complement my own from a while ago. Clearly these ideas — which have been floating around for a while — are coalescing into something solid. It was about time, too.

Last but not least, via Vintage Is the New Old comes the news that next month there will be a Sinclair Basic game jam, which is especially tempting to someone like me. I even know what game I’d like to try and make. But whether I’ll actually take part is another story entirely.

Until next week, stay motivated.

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Weekly Links #169

by on May.07, 2017, under News

Hello, everyone. Despite everything, this week also came with plenty of interesting events in gaming. So many in fact that I had to trim multiple links, and it’s still a lot. Shall we?

Let’s start with an interview with the director of Wolfenstein 3D, occasioned by the game’s 25th anniversary. And there’s a ton of good advice in there, some of which I follow (embrace limitations, and don’t burn out), some I unfortunately fail at (use the best tools available, and if there aren’t any, make your own). And still on the topic of classic games, we have the first article in a series about the history of Sierra, which in turn quotes from a recent interview with two of Sierra’s creators — both valuable bits of history.

Now for something completely different. Over at PC Gamer, there’s an article about the portrayal of mimics in videogames (the D&D monster). I had high hopes for the article, too, because one of my favorite webcomics, Rusty and Co., features a mimic turned adventurer — and a talkative, witty one at that. But there was no mention of it. There was, however, a mention of Luggage from Discworld… but not a single word about Luggage’s origins as a character in a novel written to parody fantasy cliches.

Dear people in gaming, do you ever read anything outside of reviews and strategy guides?

In the way of game design, Jason Dyer illustrates the biggest problem with random number generation, while the creator of Cogmind writes about clever uses of RNG seeds. And you know, I considered doing just that, but in my one game that could have used the trick, Spectral Dungeons, generating each level is so slow it would be especially annoying to do it all over every time. I am, however, careful to use a separate RNG for world generation versus enemy behavior when at all possible.

Also on the Grid Sage Games blog there was a discussion of various versioning schemes, which are as thorny as they are arbitrary, as we know from Windows, the Linux kernel, or the race between Firefox and Chrome. My advice? Don’t fuss too much over it unless you develop software according to a strict plan; just pick a scheme, and use release code names to make things more clear.

To end with a couple of items from the world of interactive fiction, Emily Short writes about the place of parser-based games in 2017, while over on the intfiction.org forum there’s a discussion about compass-based navigation, with some surprising conclusions.

I should probably write a come-back with my own extensive thoughts on mapping and virtual places, but for now this newsletter is way over quota, so see you!

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Weekly Links #165

by on Apr.09, 2017, under Gamedev, News

Can’t believe it’s been a month since my article on the use of outliners in games. Between playing Master of Orion and working on a game design inspired by it, my initial idea took a backseat for a while, before coalescing into a specific product. I’m happy to announce Ramus 2, a new system for playing CYOA games written with general-purpose productivity software as opposed to dedicated tools — which, incidentally, allows for authoring on mobile devices without an always-on Internet connection. Much more work is needed, of course, from documentation to utilities for packaging stand-alone games, but the groundwork is laid, and the concept works surprisingly well.

Otherwise, I finally got around to getting a good look at Eamon, a text-based RPG engine from 1982, that was last updated in 2012 (an incredible 30-year run!) if not in the original form. Should probably get around to writing an article about it, because there are lessons to learn.

(Speaking of updates to old games, the original 8-bit Prince of Persia just got a modern level editor. How cool is that?)

In other news, this week Rock, Paper, Shotgun has an article on playing roguelikes when you can’t see, and another on the modders making games more gender-diverse. It’s great that inclusivity is becoming a hot topic in game development. More conventionally, Ars Technica has a history of open-world gaming, and PC Gamer a list of game design sins (both via K.D.). The latter two are actually old, but good enough to include.

We’re not done quite yet. For fans of adventure games, whether graphic or textual, there’s a long and entertaining interview with Tim Schafer, while Emily Short is answering to a letter about the state of Inform 7.

To cap an already long newsletter, I give you these musings on music in games. Something that tends to give me trouble, even more so than sound effects. Turns out, it is a genuinely delicate issue.

Oh well, see you next time.

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Weekly Links #163

by on Mar.26, 2017, under Gamedev, News

Hello, everyone! After a gaming break, and working on a game design inspired by it (which will be revealed in due time), a sudden revelation means that my research into outliners becomes immediately relevant, with much less work required on my part. So I hope to have a surprise for you soon.

Until then, let’s see what happened this week. For one, Jason Scott just launched a campaign to archive all Apple II software, especially originals that couldn’t be touched before due to copy protection. In related news, Techdirt mentions yet another case of games preserved thanks to piracy and emulation. You know my opinion of this, so I won’t insist.

In other news, we have a couple of articles discussing game design issues. Like this one about the importance of choice, even in historical games. Which reminded me of the time when I played a historical gamebook, and choosing what seemed like the fair, stay-the-course choice led to an untimely death, because it wasn’t what the historical character had done in that situation. And I can understand if you’re trying to test a student’s knowledge of real-world history, or simply if you don’t want to deal with the complications of imagining plausible counterfactuals, but it was such a disappointment at the time. So I was glad to read about a better approach.

Similarly, Jimmy Maher’s latest article discusses the problem with procedural generation that many games have. But I’ll say once again that PCG itself isn’t the problem. We can make generated worlds more diverse, detailed and believable. It takes work, but it can be done. What we can’t do automatically is make them matter. Because, you see, people don’t tell stories — or listen to stories — for the sake of it, but in order to share meaningful experiences that soothe, teach, amuse… whatever. And meaning can only come from personal experience.

As I pointed out before, it happens all too often that a fictional setting will be lovingly handcrafted, all coherent and plausible, yet utterly bland. Conversely, playing a roguelike can become very personal very quickly. So I’ll state it once again: the method of creation isn’t to blame. Forgetting the “why” is the usual culprit.

Last but not least, here’s an interview about the development process of Dungeon Crawl Stone Soup. And the key to it all is this passage:

The number one most important qualification that the developers discuss when deciding if they should add someone to the official dev team isn’t their design, art, or coding prowess. It’s their social skills.

It goes for all software development, really, or for that matter any human endeavor. But for too long now, we lived with the illusion that technical excellence somehow trumps being a decent person. Well, look around you. Enjoying the results?

Until next time, remember to care about people.

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Weekly Links #162

by on Mar.19, 2017, under News

Hello, everyone! I’ve set aside development for a while to play again, thanks to a present from a friend. But that didn’t stop me from also collecting a bunch of useful links.

For starters, both Gamasutra and Emily Short write about a new interactive fiction platform called Episode, that seems to have stealthily risen to massive popularity as of late. In related news, PC Gamer has an article titled The Tricky Business of Making Modern Adventure Games. And to look back into the past, Tim Schafer shares his thoughts on digital archeology (via Patrick Hellio).

Speaking of the past, this has been a good week for fans of retrogaming. On the one hand, there’s the story of a classic game magazine from the 1980s, and it’s surprisingly relevant. Hint: when a publication takes advertising from the same companies whose products they cover… yeah, you can’t blame the writers for being very careful what they write. It’s either that, or be out of a job faster than they can press Enter.

Luckily, nowadays you can be a game journalist for free, and that’s exactly what The Retrogaming Times crew is doing. Issue 7 is the first one I did more than skim, with a big retrospective of Street Fighter II — covering the social angle — and a number of Famicom games that deserve being remembered despite not being classics, among other subjects. All features are in-depth, so dive in! (And thanks to Vintage is the New Old for the tip, as usual.)

Sadly, I have to finish this issue with politics, namely an article on the people you won’t meet. Yes, it’s about Muslim game developers again. And it’s sad having to even bring it up, as if human rights could possibly be conditional, but I had no idea so many famous AAA games only exist thanks to developers of Iranian origin.

Can we please learn humanity already?

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Weekly Links #160

by on Mar.05, 2017, under News

Hello, everyone! With the recently concluded Game Developers Conference keeping everyone busy, I don’t have as many links today as for the last two weeks. But hey, as Michael Cook points out, not everyone could make it, and what they have to say is no less interesting. Like this article about ahead-of-time versus runtime procedural generation. Or this essay on videogames and genre, which comes up with a novel angle: in games, because they’re interactive, genre has two axes, not just one like in static media. In other words, it’s a field, not a line. Which explains why everyone, myself included, have had such a hard time getting a grip on the concept for so long.

In other news, over on Eurogamer Alexis Kennedy writes about game endings (via K.D.). Pretty ironic for someone famous for creating a neverending text-based MMO. I don’t agree with his position, by the way: while Undertale’s habit of remembering past playthroughs blew everyone’s mind, it also frustrated a lot of players who found themselves locked out of the best ending because they played too violently at first, as they’ve been conditioned to do for two generations. And sure, that’s how real life works… but the whole point of games is that they’re not real life. He also seems to forget that MMORPGs (including his own) had to compensate for the players’ inability to save and reload by making death inconsequential, also in order to avoid frustration.

When what you do has permanent consequences, however virtual, it’s no longer fun and games. Not that games have to be fun. But consider what exactly you’re putting in front of an audience.

Last but not least, via Emily Short, here’s a Kotaku article about black people in videogames. Unsurprisingly, the gist of it is that we’re still limited to stereotypes and caricatures, and that’s a terrible state of things this far into the 21st century. Especially as Unesco just hailed videogames as a great way to foster empathy between human beings in a world plagued by violent bigotry.

But that takes us into really dark territory. See you next week.

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Make software for people, not machines

by on Feb.23, 2017, under Off-topic, Opinion

This is somewhat off-topic here, pertaining as it does to software in general, not just games; though in my defense, the article that prompted it, called How Technocratic Hyper-Rationalism Has Birthed Right-Wing Extremism, does turn out to be about games in the end. But games are software, and software development has been going through a massive crisis lately. Two, actually: one of burgeoning complexity, and one of relevance. And this ties into a bigger trend — pointed out by the aforementioned article — of people focusing more and more on the shiny toys while forgetting the who, the what and the why.

I ranted against techno-utopianism before: the childish belief that more shiny toys will somehow cure all the world’s ills by their mere presence, when it’s not the toys you have, but how you use them. (Look at the hubbub surrounding clean energy and self-driving cars when the Paris Metro has been automated and nuclear-powered for decades — and yes, nuclear is cleaner than coal.) Or that computer algorithms are somehow objective and unbiased, a notion recent case studies have thoroughly dismantled, but one technocrats love, for obvious reasons: it justifies the status quo in which they rule the world.

In the software industry, this attitude took the form of successive technologies being touted as panacea. In turn, we were sold structured programming, logic and functional programming, OOP, UML, XML. More recently it was frameworks, and now everything is package managers and deployment systems.

(continue reading…)

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Weekly Links #158

by on Feb.19, 2017, under Case study, News, Off-topic

Hello, everyone! It’s yet another good week, despite my interests still lying well outside gaming for now. Let’s start with a couple of game retrospectives from Hardcore Gaming 101, first the long-lost and recently unearthed Warcraft Adventures, then of a much newer title: Tim Schafer’s big comeback Broken Age. Which, if anything, illustrated both the potential and the danger crowdfunding holds even for a veteran game designer with countless fans. And still in the way of game retrospectives, Emily Short’s latest RPS column is about games that involve dressing up and going to a party, preferably with a good dose of swashbuckling. Much like her own creation Pytho’s Mask, that’s still among my all-time favorites.

In more technical news, we have another RPS article, this time on tools for RPG writing (think branching conversations and quests), and via Juhanna Leinonen, the announcement of a tool for translating interactive fiction. Not much to say there, except that tools are as hard to make as they are increasingly needed for good games, so it’s worth paying attention.

I’ll end with a story that’s more about art, culture and people than games, but still relevant in my opinion: Vanishing Point, or How the Light Grid Defined 1980s Futurism. On this note I bid you a good week. Until next time.

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Weekly Links #156

by on Feb.05, 2017, under News, Opinion

Hello, everyone! While still working insanely fast on a project only tangentially related to games (and getting overly tired in the process), this week I somehow managed to gather a nice collection of links on the side.

In the way of legendary game designers, there are good news and bad news. The bad news is, Pac-Man’s creator just died. No comment, except that he’ll be remembered. On the other hand, Richard Gariott isn’t only alive and well, but he was just interviewed by Polygon over his new autobiography. And I dunno about the book, but the write-up makes for pretty good reading.

For the game designers among us, Jay Barnson has a few thoughts on character generation in RPGs. And, well, show me someone who made the acquaintance of D&D and didn’t immediately try to roll a character or ten, even before they had any way to actually play them. Sure, organic development has its place — I went with that approach in my own roguelikes — but the fix for unfamiliar options isn’t removing them, or for that matter forcing the player to read a huge-ass manual upfront. Rather, make sure that:

  1. The process itself is fun and lets players express themselves, and
  2. no single choice is wrong once the game starts.

As for we writers, of games or anything else, Alexis Kennedy just published an excellent article about worldbuilding. And it’s a lesson I had to learn myself the hard way, after my first few attempts at imaginary universes fell flat. In his words:

This does not mean that invented worlds don’t need to feel consistent. Let me say that again, without the double negative, because it’s important: invented worlds should feel consistent! But an invented world can be consistent and detailed and very very dull.

Which is exactly what happens when you build your world first, i.e. before the story. Which is very much putting the cart before the horses. Because you see, what he doesn’t say is that for an audience to care they need something to empathize with. And people don’t empathize with rocks. Give me some characters first; make me care about them, and then I’ll care about their world by extension, even if their world is a tepid medieval village.

But I could write a lot more about that. Let’s finish by pointing out the recent release of Twine 2.1. Which is a bigger upgrade than it sounds, so be sure to check the forums for issues ahead of time.

Have a very nice week.

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