“Comfort Games”

Ever had a “comfort food”? Something that you know will cheer you up when you’re feeling down? I have one. Ice cream. I LOVE ice cream. Actually, it really doesn’t matter what mood I’m in, I’ll eat it. So I suppose that sort of defeats the purpose of my intro. But!

I was thinking the other day and realized that I have such a thing as “comfort games”, which I tend to play more at certain points of my life than others. Let me give you a good example of what I mean:

Harvest Moon.

AKA the world's most addicting waifu simulator!

I love the Harvest Moon games and I’ve played them a lot through my life, but I can guarantee that I’ve played them most when I’m sick and stuck in bed. There’s something just relaxing enough about it, but still just addictive enough, that it can distract me from all but the worst sicknesses and keep me well occupied and entertained, without having to do too much heavy thinking.

Here’s another game that I frequently turn to when I’m sick:

SimCity DS.

Except I always pick the robot advisor. ALWAYS.

Like Harvest Moon, SimCity DS manages to offer juuuusst enough complexity to keep myself distracted from the disturbingly large pile of tissues beside my bed without stressing me out due to having to worry about a limited number of lives or an excruciatingly high difficulty level. As such, it falls nicely into the category of being one of my comfort games.

So those are the games I lean toward when I’m sick. What about when I’m feeling particularly scared or uneasy about something? Well, for a long time, that was when the RPGs and adventure games come out. The classics, usually. There’s something about stepping into the shoes of a stereotypically heroic character that can chase away fears. I’ve told stories before of the way Ocarina of Time and Final Fantasies IV and VI all did wonders for me when I was having a tough time. It’s completely true, and I’m not afraid to admit it.

Lately if I’m not feeling too optimistic about things, I’ll multiplayer something with a friend. Nothing like going on some sort of genocidal rampage in game to cheer you up, right? (Come on, admit it. You’ve done the same thing.)

Oh, and long car rides where I’m not driving?

There is one thing and one thing alone for those:

You know it.

So what about you guys? I can’t be the only one out there with “comfort games” that I always go back to!

Why Hearts of Iron could be better.

Fair warning: This post is going to deal with some unpleasant issues, such as the Holocaust, concentration camps, and so forth.

I’ve been playing plenty of Hearts of Iron 2 over the years, and as my last post said, I’ve been spending time with Darkest Hour over the weekend. It’s a lot of fun! And yet I am constantly reminded of what I regard as a significant shortfall in the game – the absence of atrocities. From Paradox’s own forum: Short version is No Anything Nasty, No Talking about why there’s Nothing Nasty.

Now, if you are hesitant, I can understand where you are coming from. Videogames are not exactly renowned as an especially thoughtful medium, certainly not one which is ready to tackle weighty issues like the most horrific crimes in human history. As an aside, I would question how they ever can become that if we don’t start taking some faltering steps in that direction. Nonetheless if there is hesitation or concern I am, as I say, understanding of this sentiment. We are the medium of grisly chainsaw deaths, where a gunshot to the gonads is rewarded with an amusing animation and as often as not some sort of bonus, a medium where very few games even conceive of avoiding violence, let alone using non-violence as a primary arbiter of solving problems.

And you thought it'd be a screenshot of Madworld or Gears of War!

So yes, I can see where the concern would come from. I have concerns myself. I’m not confident that too many developers could do something as unpleasant as World War 2, the real unpleasantness of it I mean, in a way that is anything other than an appeal to prurient sadism or rubbernecking. And, let’s be honest here, in other games how many of us really have acted like genocidal maniacs in games where it’s possible? I’ve blown up stars because it’s easier to do that than to mount a regular invasion of a solar system. When abstracted -or when not based in recent historical events – players are given leeway to commit acts so overwhelmingly evil that the inhabitants of the 40K Universe would balk. Allowing the player to engage in such actions will mean players engage in such actions.

But here’s the thing: Hearts of Iron deals with a very specific period of history, involving very specific actors, whose choices had wide-ranging effects. Nazi Germany was not a fighting power who happened to devote some effort to exterminating millions because it sounded like a good idea at the time – it was a core ideological conceit of the state and it had a significant impact on their conduct of the war effort itself. However insane their policies, however divorced from reality, they nevertheless existed and were consequential. When things began to go badly on the Eastern Front for the Third Reich, they still devoted an enormous effort of industry and infrastructure to the extermination of ‘untermenschen’. They shipped tools and talent to the camps rather than to the front. Imagine a Germany where antisemitism never escalated beyond the norm of 1930s Europe. The Jewish scientists never fled to England and America, and suddenly the Nazi regime didn’t kill or exile all the people responsible for developing the atomic bomb.

My point is this: You cannot separate World War Two from its atrocities. Well, you can if you have a narrow-focus view. An FPS through Operation Overlord isn’t going to turn up too much of the truly nasty stuff, because the truly nasty stuff wasn’t happening in Northern France, and that is a completely fair choice for developers to make. But a grand strategy game which avoids doing it is capitulating, both in terms of not including something vital for understanding what the war was and factors which influenced how it played out, but because it ends up making the Nazis (and the Empire of Japan) seem like, well, a bunch of invading Germans (Or Japanese). They are militaristic, nothing more, and nothing within the game indicates that they are functionally different from anyone else. I believe that this approach actually whitewashes the Nazis to some extent because it divorces them from their gravest crimes, which were far worse than simply waging wars.

Will Wright presents: The Holocaust

In Paradox’s defense, there are European governments who would pitch a hysterical fit about a game where you could click a little button that said “Exterminate the Jews” or you got a big spreadsheet of undesirable elements and could choose whether to exterminate, sterilize, herd in ghettos, levy additional taxes, and so on. Additionally you can drop nukes on people, and that certainly does have an effect on manpower, indirectly suggesting massive deaths. As I’ve said myself I’m not sure such a thing could be done in entirely good taste and, even if it was, many players would most probably approach it with less than noble intentions themselves. Nonetheless I feel it is even more tasteless to act as though it never happened, and that it is detrimental to anything attempting to simulate WW2 on a grand scale.

This weekend

This weekend, I’m playing some of the following games!

1) Streets of Rage Remake!

All dose poiple. All dose unlockaboils!

2) Civilization IV!

I WAR U

3) Mirror’s Edge!

Strong, independent, realistically proportioned female videogame character? I don't know what is going on anymore!

4) Darkest Hour!

You can practically smell the futile death of millions

What are you guys playing this weekend?

Streets of Rage Remake

Something I think should be spread around as far and wide as possible.

Is it just me or does that one dude with the bandana standing in front of Max look like Diego from Vandal Hearts?

The long-running Streets of Rage Remake project has reached v5.0, the final release. It is basically a massive amalgamation of everything SoR, which for my money was one of the best game series back on the Mega Drive/Genesis.

I was messing around with it some yesterday and it is very good. It remains faithful whilst making a ton of additions and refinements. As far as I’ve heard SEGA are cool with this, which is very admirable of them. Too many companies these days are too ready to step on fan projects.

Get it here!

It’s an admirable effort, and quite remarkable in scope. I’m a big fan of fan projects, be they things like this, mods, whatever. I think they’re great for the players, and they’re also a great way for the people involved to get experience of working in a team to put something out. So if you liked Streets of Rage back in the day, or if you’ve never played it at all, go and give it a looksee!

EDIT: Apparently, SEGA and Bombergames have had some kind of disagreement over this after all. The download has been pulled from the official site.

Top Five Things I Say When Playing Hearts of Iron 2

Top Five Things Pike Says When Playing Hearts of Iron 2:

1. “I need more tanks.”

2. “I need more tanks.”

3. “I NEED MORE TANKS.”

4. “Heisenberg/Zuse/Von Braun/[insert other historical boyfriend here], you beautiful man. <3" 5. "YOU MAD, POLAND? YOU CROSS? WHY SO CROSS? AHAHAHAHA *maniacal laughter*" (You guys may think I'm exaggerating. I'm not. Mister Adequate can confirm this to you. This game, it... it does things to me.)

Why Dwarf Fortress does it for me

So as Pike alluded to in her post yesterday, I’m something of a fan of Dwarf Fortress. So I thought I would take the time to proselytize this game for those who haven’t heard of it. But first go and read Boatmurdered. It’s a community story done by Something Awful, showing just how demented and hilarious a game of Dwarf Fortress can be.

Done that? Excellent! Let’s continue.

I’ll get the bad out of the way first.

1) It looks like this:

Bonus if you even know what this is. Hint: It isn't ASCII.

2) The interface is, to put it mildly, a bit of a mess. I won’t go into the whys and wherefores but suffice it to say, the biggest part of Dwarf Fortress’ infamous learning curve is getting the hang of the interface.

3) Busier fortresses will slow right down on anything shy of a NASA supercomputer.

This does not sound like the best way to try and sell a game, right? Well, let’s move on to what it gets right, and why the bad is worth putting up with.

1) Imagination. This game has so much depth and complexity that it really blows anything else (okay, anything else that isn’t Aurora) out of the water. What does this mean? Once you get the hang of it, there are extremely few limits on what you want to do. Want to build a medieval-style above-ground castle? Go ahead. Want to recreate Rapture? Well once you learn how to drain oceans, you’ll be set. Maybe you just want to build a mile-high tower – built entirely out of soap made from kitten tallow! Minecraft, massive as it is, really pales in comparison to DF’s potential.

2) The Community. You probably think I mean “Oh hey these guys are really nice and welcoming and stuff.” No. They are, but nice people are a dime a dozen. This is a community where people have tried to figure out the logistics of making a perpetual motion machine powered entirely by pressurized blood. This is a community where people have sat down and worked out, over a period of time, with calculations, experiments, and discussion, the most efficient way to breed and murder merpeople. To harvest their bones. Civilization may turn us into sociopaths, in that we simply don’t care, but Dwarf Fortress turns us into sadists so deranged that Idi Amin would balk. It is glorious.

Should have stayed under the sea.

3) Detail. The man in charge, one Toady One, is infamous for the ridiculous amount of detail he wants to put into DF, and the great progress in this direction he has already made. I doubt any program, of any kind, outside of those used to train med students, has the amount of detail that DF’s health and injuries system does. You can knock out individual teeth. A wound dealt with an axe will be different from one dealt with a warhammer. The detailed and complex materials system means that different materials really are useful for different things, in terms of equipment and weapons. But this is reflected in the game in more detailed ways: Every time you create a world to play, a world is generated for you. The geography, the deities, the history, the inhabitants, everything. It makes each world unique.

4) It’s free. Completely free, not a penny to be paid at any time! If you want to support Toady in his endeavors (And I would strongly urge you to if you’re a DF fan) then you can donate, which is how he makes his daily bread, but it’s not compulsory.

I’m really only scratching the surface here. Dwarf Fortress is an insanely deep game, growing all the time (Toady is in the middle of introducing a bunch of new features like apiculture and new ways of NPC settlements forming), with a wonderful (If deranged) community. Oh, and don’t let the graphics scare you – there are quite a few excellent tilesets out there, and they really help if you find the not-ASCII intimidating or ugly! If anybody is interested, here are a few links to get you started:

The game itself. This is where the downloads are, and where you can access the other official stuff like the Dev Log and the forums.
OR just get the Lazy Newb Pack. It comes with a bunch of extra stuff, much easier than tracking it down yourself, and is being constantly updated as new versions of DF and various mods come out.
The DF Wiki. Plenty of information on most topics in here.
The Complete and Utter Newby Tutorial for Dwarf Fortress. Now outdated, but can still teach you around 95% of what you need to know to play the game.
The forums. Standard fare, this is where you’ll find discussion, mods, help threads, stories, all that jazz.

Anyone out there who has played DF before? Tell us your fondest memories and grisliest experiences!

How I Mine For Fun? aka Why Minecraft Didn’t Do It For Me

In case you’ve been living under a rock all year, Minecraft is a game that was cooked up and released by a guy who calls himself Notch and has since spread like wildfire to all odd corners of the internet. The premise of the game can be summed up by two words: Build stuff.

Somehow, in spite of (or perhaps because of) this simplicity, the game has spawned a huge fan following and various jokes pertaining to aspects of the game have become as ubiquitous on many online communities as Portal jokes are.

The obsidian is a lie.

Frequently, I have people asking me if I’ve tried the game. Presumably this is because I’m a huge fan of building and creating things, and thus, the game should be right up my alley. Right?

Well, I’m not gonna lie, that logic is quite sound. So yes, I did try the game, some time back when it first burst onto the scene. Unfortunately, it didn’t grab me the way the hype had me ready to believe it would. There were, I believe, a few different reasons for this, but here were the big ones:

  • Nighttime.  Sitting around for ten minutes– not in-game minutes, but actual minutes– in the dark, doing nothing, waiting for the sun to come up, gets old quick.  Yes, I know you’re supposed to build a house and get torches and whatnot in advance.  But if you’re new to the game and don’t realize this, this is a big turnoff.
  • Blueprints.  From what I gather, Minecraft is largely supposed to be about discovery and figuring out what sort of tools you can build from your random blocks.  Unfortunately, there was really no sort of help or hints for this, and I found myself consulting an outside wiki every few minutes trying desperately to figure out how to make what I wanted to make.  Not to say I haven’t been-there,-done-that with other games, but it seemed rather over my head, considering I’d just started playing the game some five minutes earlier.
  • It’s basically virtual Legos.  Which is cool and all, but I could just, I dunno, play with some Legos or something.

So those three things, in roughly that order, are why I only played Minecraft about two or three times and then promptly quit being interested. They may have changed some of these things since then– I don’t know, I haven’t tried to play in months– but, in a nutshell, that was my experience.

Now I’m not going to sit here and tell you that the game was terrible or that you shouldn’t play it. Obviously, considering the game’s enormous fanbase, there is something that it offers to certain people. People who love building and sharing things in a virtual space and people who love those sort of sandbox style games will probably eat Minecraft up. And I’m not going to deny that I have seen some amazing pictures and videos of Minecraft creations on YouTube or image sharing sites. If the game works for you, then that’s great.

Ultimately, what the game offers on its most basic level– sheer freedom to create– is appealing to most everyone, and I can definitely appreciate that. But I suppose that some of us are looking for a little more interaction with our building games (spoiled by SimCity as we were), and I’m one of those people.

…or, if you’re Mister Adequate, you can just go play Dwarf Fortress. But that’s a whole ‘nother blog post.

Put the cat among the AIs.

Er, or the pigeons. Anyway. What I’m going to talk about in this post is something I expect will be a common theme for me because I find it rather fascinating. That is to say, how AIs act when direct human intervention is absent or minimized.

I’m not quite sure why this is, but I am fascinated by – have always been fascinated by – watching a game do its thing with a minimum of intervention on my part. I suppose this is something that many people do enjoy, given the success of The Sims franchise, but for me it extends into almost any genre you can think of. If there are AIs, I will want to watch them do their thing without me being involved, or watch them reacting to some particularly huge event I set in motion and then retreat from the scene, like some kind of nuke-delivering playwright.

Some Cupid kills with arrows, some with nukes

Here’s the thing: I know what the computer can do to me, generally speaking. I can figure out how it works and unless I set myself particular conditions (Which I admit I usually have trouble sticking to) I can exploit the AI’s inevitable weaknesses. When it’s AI against AI, I can oftentimes see a more level playing field which is consequently quite enjoyable to watch.

Sometimes though, it goes in a stranger direction still. Take Populous: The Beginning. Now, when I play that game, I really get into it. And when I visit disasters on a rival I really like to watch how they deal with it. I very commonly storm in, wipe out everything except any critical buildings and a couple of builders, then retreat and watch them rebuild. I do the same in various other strategy and RTS games. I love watching an AI country/state/tribe/etc. put itself back together, deal with the hardship I have inflicted. Now, I’ll concede, to some extent there is a streak of vicious sadism here. I flat out enjoy knowing that their puny civilization exists at my indulgence. But still, I enjoy watching it work as a system, as an ‘intelligence’ of whatever sort as well as a group of little computer people, a simulated society (However crude these simulations may be at this point notwithstanding).

With broader applications I think systems like this can be very powerful for immersion and enjoyment in games. Though I think GTAIV was a somewhat flawed game, the way it drew you into the world – in large part reliant on building a convincing city to inhabit – was quite astounding and unmatched. I guess what it boils down to is: Watching stuff happen without player involvement can be a critical thing in immersing the player. I’m eagerly awaiting the day when a game comes out where you are just one actor among many. Not in the MMO sense so much as… imagine Dynasty Warriors. Now imagine you’re a regular soldier on the battlefield, or at least the other generals and such run around as actively as you do. Conventional game design wisdom places the player as the primary actor, but also makes the player’s character the primary actor in-universe, and often enough the only one who has agency of any meaningful sort. I don’t agree entirely with this wisdom – I think being part of a larger system could not only serve as a strong method of immersion, but would also make the things the player does control that much more tangible and meaningful.