A couple of days ago, my co-blogger Pike found herself with a modest sum of extra money. She duly went to her local videogaming emporium in order to acquire a new one to play. And what, you ask, did she come away with?
Sonic Classic Collection for the Nintendo DS. If I recall what she told me correctly, this is the fourth copy of the first few Sonic games she now possesses. It’s quite silly! Yet it serves a purpose, of course; none of her other editions are portable, so they cannot be easily played in bed, or at all in other rooms or while on a lunch break at work, and so forth.
I, meanwhile, have three copies of UFO: Enemy Unknown. The thing with older games like this is that there you are, wanting to play it but not wanting to mess with all the stuff you need to do to get it running on a modern OS, when suddenly it gets released on Steam, or on GoG, or what have you, and it’s very easy to just pay a few bucks to get a new working copy. Likewise I have three copies of Deus Ex, and I’m sure there are a couple of others!
Do you folks out there have similar experiences? Owning several copies of the same game? Perhaps for different platforms, perhaps updated rereleases, perhaps you lost one, bought another, then found the first one? Do tell us in the comments!
Pike and I have been discussing things regarding the blog and where it is going, and we have decided that in order to achieve our fiscal goals going forward we need to make some changes. Therefore The Android’s Closet is going to be undergoing an overhaul over the next week or two. Here are just some of the changes you can expect to see!
The blog’s name will be changing to Sephiroth and Naruto Discuss Japan;
Our focus will change away from any Western-made videogames, though we will still talk about Japanese ones of course;
We will be discussing all aspects of Japanese culture, from their ancient and venerable traditions to the perfect warriors that are samurai, who have never been defeated by baka gaijin in a fair fight!
We will no longer be using images from inferior gaijin shows such as My Little Pony, as they lack the art and beauty of traditional hand-painted Japanese anime;
We will now be beginning a special feature on weekends where we examine our favorite furry and babyfur fanart!
And hopefully soon, your hosts xXSephirothXx and NekoNekoKawaii~=^.^= will be actually moving to the best country in the world, Japan, in order to be a part of their superior and ancient culture!
And here is a sample list of topics you can expect to see discussed soon:
Why Sephy-sama is the greatest character ever written in videogames, and why we want a game about The Adventures of Sephy-sama!
Why sushi and other Japanese cuisine is the only acceptable type of food!
Remaking Katawa Shoujo, but including girls from our favorite animes like Naruto, Lucky*Star, Battle Royale, and Bleach!
If this sounds like something you’d be interested in reading about, you can buy a Sephiroth and Naruto Discuss Japan pass for just 59.99 USD, and gain exclusive access to each subsequent post for just 2.99 USD per post! And if you preorder now you get to choose whether you view the posts in red, blue, or green text!
We’ve been going for about a year now (Huzzah!) and in that time I’m sure you’ve become familiar with the content of this blog, because said content is eminently predictable (it is a blog about spergy strategy videogames). Still we’ve all got surprises up our sleeves, I am sure. For example, the game I have been playing a lot of this past week?
Football Manager.
Now I suppose I should clarify that I’m not a Sports Guy. I’ve never been a big fan of sports, and that’s largely because no matter what I try I’ve never been very good at sports. Partly because I’m blind in my left eye, which messes my depth perception right up and means anything like baseball and tennis is right out, and partly because I’m just crap at them anyway, so they never held much interest and I developed my interests in other directions. Yet I got a little bit of an itch, the idea of management like FM provides is… appealing.
I should further clarify that Football Manager is still a game about sperging over spreadsheets, and you could probably say it’s “strategy” inasmuch as you have a bunch of goals (Ha!) and you must concoct and execute long-term plans in order to meet them, all whilst opponents are trying to stop you. Nonetheless there is no arguing that tone and content matter greatly, and this game definitely doesn’t contain the slaying of monsters, nuking of foreigners, or militarily-enforced agglomeration of foreigners into the Glorious Worker’s Republic of Transcascadia. No, this is a game of spherekick (As opposed to handegg). But damned if it’s not compelling! I’ve just come away from a string of defeats and finally yelled at my team, locked them in the locker room after the last game, and then drew up a new formation, new first XI squad, and new training regimen for them. The first game since these changes is just underway and it’s gripping me. More than most games do, even in genres I very publicly adore.
Of course, sports games of the more typical kind have one great strength, which is multiplayer. Great as many games are in that regard few things compare for small-scale, couch competitive gaming, as a game of Virtua Tennis, Tiger Woods PGA Tour, or John Madden. In any event this really detailed side of things is hugely fun, much more than I would have guessed when I caved into a strange hunch and gave it a shot.
Readers, tell us in the comments about any games you’re a fan of that people around you might not expect!
You ever have that irresistible urge to play something you’ve not played in forever? I’m not even talking about a personal favorite or anything. For example, it’s no surprise that every now and then I sit down and play through Suikoden II, because it’s my favorite game ever and I personally rate it somewhere between ascending to Godhood and living in a world populated only by uncontrollably horny clones of Christina Hendricks. Similarly there are games like WoW which have a habit of sucking one back in every now and then, even when you know you should know better.
Sometimes though the game you feel compelled to play is something you acclaim quite a bit less, or something that while you like it, you’ve not touched it for many years and there is no reason whatsoever for it to pop into your head as something that needs to be played right now. I’ve recently been feeling the need to play Front Mission 3, and I remember once absolutely having to play Vagrant Story – a game I don’t even like very much! – a feeling that didn’t go away until I bought a copy of the thing and played it.
Do you guys ever have weird compulsions to play games, perhaps ones you’ve not touched in years or weren’t terribly impressed by?
I shall warn you now: This is going to be a long post, and it is also going to contain an overabundance of spoilers, not only for the very end of ME3 but plot points throughout the series. Therefore if you are not interested in having it spoilt for you, do not read beyond this point!
Now we’ve all seen the great hullabaloo surrounding the ending of Mass Effect 3 – RPS provides a good summation of the current state of affairs – and that lets us launch into one of the core points that needs to be made explicit right from the beginning. People are invested in this game, this series, and deeply so. Mass Effect has been going for five years now, encompasses three vast games, and a number of other media like books and comics. A core concept of creative endeavor is that the creator and the consumer of it are engaged in a compact – at the very simplest level this compact is that the reader/player/watching agrees to suspend disbelief, while the creator agrees to deliver a satisfying story. The suspension of disbelief is vital. When you find the story coherent and internally consistent, you’ve got yourself a stew going. When you encounter something that is obviously nonsensical, contradictory, or the like, your ability to suspend disbelief is harmed, perhaps even shattered, and that makes your ability to enjoy the tale weaker. You can read a fairly excellent summation of this whole concept here, although the last bulletpoint may not apply!
In short this does matter. It’s not just the ending of a game, it’s the ending of something that people have invested in. Invested their money, their time, and their emotions. If anything the outrage is a testament to BioWare. Nobody gets too worked up about something they don’t care much about, but when we do get attached to things we naturally have expectations.
The problem, therefore, is not that the ending was anything in particular. It’s not that it was sad or happy or bitter-sweet or anything in-between. There’s nothing wrong with any particular ending, but it does have to have thematic ties, foreshadowing, and when it purports to be the ending of a series, it needs to provide satisfaction. Mass Effect 3 only succeeds on the first two in a very shaky fashion, and falls down on the third entirely.
The three choices given at the end of the game, by Magical Star Child von Ex Machina III, are roughly as follows – you can choose to either Destroy the Reapers, to Control the Reapers, or to merge all organic and synthetic life in the galaxy. The first of these options is fine – you’ve been trying to do that all game. The second is problematic. You’ve been specifically trying to stop the Illusive Man from figuring out how to control them throughout the game, and it’s pretty much outright stated that it’s not possible to control them. It turns out they can be, but you’re never given much reason to think it’s a good idea. In previous ME games choices like that were always given context and meaning. In the original game at the end you are presented with a choice of whether to charge in to save the Galactic Council, or hang back as it will help you fight more effectively. Sacrificing them has another purpose however – throughout the game you’ve seen humanity’s place in the galaxy, and how they are not given the due they feel they deserve. Failing to save the Council would propel your species to a position of power, as the new Council would be built around the people who saved the Citadel itself.
Conversely, although the possibility is raised in ME3 of controlling the Reapers, it’s never highlighted as a serious proposition. It’s something a madman is doing, something that the Reapers themselves have suggested to him in order to divide humanity’s efforts.
But at least that has some measure of foreshadowing, hamfisted as it is. The third option, “Synthesis”, comes right out of left field. Now, let’s be clear, I am an ardent transhumanist in the real world and fully desire ascension to becoming cybernetic. However, in this game it is completely insane to think Shep would choose that in the state he reaches the end in. He’s seen synthesis – it’s how the Reapers get their ground forces. There would need to be a HELL of a lot more in the way of setting this up beforehand for it to be remotely palatable.
The third problem with the choices given is that Shepard is not the kind of person who just accepts the choices given. The series is about defying the inevitable fate others have prescribed, and it doesn’t just come through in the big picture. A lot of small quests throughout the game can have an alternative option that Shepard figures out where nobody else could. At this point he should absolutely be able to say “Fuck you, we’re done playing by your rules.” as a Renegade, and “But look at the evidence” as a Paragon. And then what you have done in the series to date has an effect on what happens next.
How you have played should totally influence how the endings work out. Here’s how I envision things: You have brought peace to the Geth and Quarian, and present this to the Catalyst as evidence. It responds by saying “Yes, temporary peace has been achieved. Only through our presence. We have seen this in preceding cycles.” and they give you a long list where it has occurred. Then you can offer “EDI and Joker are in love.” as evidence, and the Catalyst says something like “Interesting. We do not have enough reference points to determine the outcome of this eventuality.” and then you have speech checks to convince the Catalyst to at least give the galaxy a chance to see if it can work. Alternatively you can choose to fight on, and then the battle just plays out. The outcome is determined by your War Assets – you should entirely be able to lose everything here! That would be a really great bad ending that made sense. And either of this would put things in the player’s hands, and made the choices over the game and series fundamentally matter. You could have three tiers of outcome – victory, a close defeat that is a Pyrrhic Victory for the Reapers and gives hope that the remaining galactic powers might be able to muster enough force to survive (or at least that the next cycle will), and total, crushing defeat.
So much for the choices. Let’s move on to the consequences. The choices of the ending are bad, but the outcomes are if anything even worse. Very little makes sense here. You see almost nothing except a few dying repears or whatever, and then the Mass Relays start blowing up (Seriously all it took was ONE LINE from Hackett earlier about how the Crucible’s effects seem to be propagated through the Relay system) while Joker is escaping through one. Why is he running when Shepard isn’t confirmed dead, and indeed the Citadel just opened, so Shep is probably not dead? How did Ashley and Liara get back aboard the Normandy? Who knows! Anyway the advertised multiple endings just plain don’t exist. You get a couple different colors of explosions, and you get a few minor scene changes, and that is that.
Gamers want choices. And we want choices that matter – choices and consequences used to be the watchwords of the RPG genre, and it is something we have sadly come to almost totally lack. One of the reasons Mass Effect was always so exciting was that it promised to oppose this trend – but it hasn’t done anything of the kind. It presented a total copout, in fact. Now, take my suggestions above, and you can see just how disappointing it is. I’ve not been spending forever drafting ideas, I pretty much plucked them out of thin air in the course of a few minutes. And though I’m not going to say I should be writing for videogame (I should totally be writing for videogames) it demonstrates that it would be easy to have come up with alternative endings that made sense. Endings that, as I’ve said but must hammer home, synthesize the gameplay and narrative choices over the course of the series to adjust your final options and their outcomes. This is surely the Holy Grail of games that purport to give the player significant choice – we all make gameplay choices constantly. Who to shoot in which order with which weapons, etc. etc., and how a battle plays out is the consequence thereof. In ME we make narrative choices regularly as well. Combine the two and baby, you’ve got a stew going!
Finally, when it comes to consequences, whatever the outcome we should have seen a lot more about your allies. Mass Effect is really about your other party members and how you interact with them. To see nothing except that they are stranded on an alien world is completely unsatisfying. Fair enough if you had a bad ending where Joker fled the battle once it was totally lost, I suppose, but otherwise just what. Assuming a good ending, like one where you convince the Reapers to leave or your superweapon works as advertised, you should see vignettes of where your comrades are five or ten years down the line. Liara excavating the ruins of Tuchanka. Javik is with her if you convinced him to become a bro, and they are working together to search for other Prothean ruins and perhaps other Protheans who survive in stasis. Garrus is a highup on Palaven helping to organize rebuilding. Wrex is doing the same on Tuchanka, keeping the tribes in line and working to create a new krogan identity. You see others as well, if they’re still alive. And finally you come to a scene maybe thirty years on, where you are older now, and your comrades too, and everyone who survived the series has gathered at the opening of a new Normandy Memorial Museum or something, a definitive and permanent memorial to the Reaper War and its heroes. You see a wall of the lost, as on the Normandy, you listen to your comrades make brief speeches about you, and you get to make a final one yourself about where the galaxy should go now.
That’s only one possibility of course. I understand that we all have our ideas about how everything should be different, too. I’m not trying to say I have all the answers and my ideas are best, but I am hoping to point out that not only is the current situation a bad one, it’s doubly bad because a better ending would not have been difficult to come up with, and given the money invested in the series, it wouldn’t have been an undue strain on resources to implement more.
Fundamentally it’s not disappointing just because of choices ignored, or consequences ignored, but because both are ignored in combination. Add a bit of nonsense and there we are. It’s disappointing not just as series fans, not just as paying customers, but as people who love the medium – because it could have been so much more, with so little extra effort. Maybe even enough to have a very clear way to demonstrate to Ebert that an experience can be enhanced by player agency and control, not diminished.
Well, it’s time to eat my words. I’ve been playing this since getting it on Friday (Thanks to the bizarre insistence on releasing games on a Friday here in Blighty) and I have to say, my impressions from the demo were pretty incredibly off the mark. This game is amazing so far. Weirdly the intro section is still very lightweight and relatively poor, and as you may know there is a HUGE backlash at BioWare regarding the very end of the game (I imagine I’ll write a post about that specifically at another time), but everything between that is solid gold.
Also, and very surprisingly, multiplayer has turned out to be very enjoyable as well. When I first heard they were including it I was surprised and dismayed – it seemed like a game where a tacked-on multiplayer was inevitable, and would take resources from other aspects, but it works very well and is very much a great way to spend some time with a couple of friends. The form it takes is that of a co-operative mode of up to four players, lasting for eleven rounds (Of which the final is to escape the area). On rounds three, six, and ten, you’ll have special objectives to meet; kill particular enemies, or defend a specific room, for example. Success gives great rewards whilst failure ends the mission there and then.
It doesn’t quite reach Gears of War levels of desperation and panic, but it is still excellent, as I said, and fully worth investigating if you’re not convinced of its merits so far.
Going back to single player now, the game isn’t without its flaws. Most specifically to me is that some of the choices from ME1 are handwaved away (One specific choice which should have significantly changed things here made me a bit annoyed when I saw it was ignored). Nonetheless things from ME2 are much more closely tied into this game and I’ve already had a notably different experience from friends at some parts. The spread of enemies is very narrow, but the ones which are there are extremely well-designed, detailed, and superb to fight.
The voice acting and writing is, for the most part, very good as well. My character is FULL RENEGADE and has been since ME1, but everything I’ve seen has been done well as a renegade – my choices are very rarely, if ever, needlessly unpleasant or cruel. They are, rather, cynical and stern, and the series has definitely come a long way in making these choices seem immediately serious and consequential. The ending, of course, destroys all this entirely, but that’s an aside. My character has done some truly atrocious things in this game and yet it makes sense and has had positive effects.
So, though there’s not a huge amount of information yet, the new SimCity looks like it has potential! Here is the good stuff we know so far:
Curved roads.
PC-only.*
Modding supported.
And the GlassBox engine seems to have a great deal of potential for detail. Here is a link to a GamaSutra interview regarding it, and I’ll quote one of the most interesting parts. It may look a little intimidating if you’ve never seen code before but if you take a minute to read through it you’ll see it’s really rather simple and intuitive.
Here is an example of a unit rule, showing a chaining effect: as a sim consumes mustard, they create an empty bottle, which then adds to a city’s pollution. If mustard is unavailable, they then go buy more mustard.
unitRule mustardFactory
rate 10
global Simoleans in 1
local YellowMustard in 6
local EmptyBottle in 1
local BottleOfMustard out 1
Map rules are simpler than that. In this example, grass will grow only where there’s soil, water and nutrients, which are all depletable resources
Putting aside the amusing image of your Sims eating an entire bottle of mustard and nothing else for a meal, I don’t know if that is the actual way GlassBox stuff can be written, or if modders will have access to this side of the thing, but if it is it will be simple for modders to wrap their heads around but have a great deal of potential for changing how the game operates. It does sound like, hopefully, they are aiming to have a level of detail and fidelity that even SC4 fell far short of, and that in turn should help the development of natural looking cities.
If that still doesn’t make sense, take a look at these videos from the GDC giving some examples of how the engine works:
Of course these are early days. There’s a great many ways this game could go wrong, and there are already things I’m wary of, such as the DLC elements already announced, and how multiplayer is involved. Nonetheless, although rather cautiously, I do have a smidged of confidence that this game will be a worthy update to the series – and if it isn’t, that modders will be able to fix it! What do you all think of what we know so far?
*I have nothing against console games, it’s just that a game as complex as a good SimCity is something that no right-minded company should consider porting to a console.
Last night Mrs. Pike Adequate, co-blogger and better half of mine, were discussing the future possibility of creating, through arcane and unholy science, progeny of some manner. As is our wont the conversation turned towards videogames, and specifically how we would best go about educating Adequate II (Electric Boogaloo) in the history thereof. The thing is that yes, anyone can just pick up a game today and have a good time, but this is an important artform and cultural expression to us, so we would want them to have a comprehensive and informative education. There are a huge number of classic games from back in the day, but unlike other artforms the constant advancement of gaming technology means some of them won’t be so readily picked as others; this is something we intend to avoid.
So far we have come up with the following policy. Beginning 1985 with the C64, the child will play every major console from the successive generations. They will be assigned a number of classic games of particular importance, and be allowed to choose a handful of electives per system as well. Once they have completed these, they will move on to the next console, until they reach the current generation of the day. They will also be playing PC games throughout this time, of course, keeping rough pace with the console generation they have reached. Only when they have achieved a sufficient knowledge of how gaming has developed, and of the classics of yesteryear, will they be getting any kind of contemporary system or game.
Now, the thing is that we want to demonstrate games that are important as well as ones that are good. It’s all very well making them play Strategy Games Throughout The Ages, but that’s not going to be broad and rounded enough – how will they understand why DooM was important, for example? So Pike and I need to come up with a list of games that had significance in the history of gaming, not only because they were good but because they were important, for whatever reason. And this is where you all come in, readers!
What would you consider the canon required for a comprehensive gaming education? Not just those that are the best, or personal favorites, but ones which can be identified as important to the development of the field – perhaps even ones that can be argued to have harmed it? No matter how obvious it might seem, tell us what you would call essential, and if you feel inclined, tell us why!
Being a bit slow (due to playing a stupid amount of Paradox games) to get around to it, I just played the Mass Effect 3 demo. You may recall I recently said I was determined to see this through even if I wasn’t tremendously hopeful about it, but I’ve just cancelled my preorder on the ‘strength’ of the demo. I’ll get around to it sometime, I’m sure, but I’ve got no desire to pay a bunch of cashmoney for something so strikingly mediocre and unenjoyable.
Oh don’t get me wrong, seeing old faces like Wrex, Garrus, and Anderson was great. The Reapers attacking Earth looked pretty cool too (Though there was no sense of impact or weight to it; more on that in a moment), and I approved of… well actually no, those two things was about all I approved of. Everything else was standard and run-of-the-mill at best.
The controls are floaty and don’t respond as I wanted them to. Maybe I’m just getting too old for this, but I distinctly don’t remember having similar problems with 1 and 2. Here though I kept trying to do one thing, and another thing happened, such as diving out of cover into the open. Cue death of Shep. The graphics seemed weirdly low-res, maybe it was just to save space for the demo download but it wasn’t impressive. The weapons and combat is some of the most lacking in impact and weight since I played BioShock, a game that managed to make crushing skulls with a huge wrench feel uninspiring. And that was really the heart of it; everything else I could tolerate or forgive, but the combat was just so completely meritless, so downright unenjoyable, left me feeling so detached and removed from the action, that I just don’t think I can bring myself to play this anytime soon.
It does not, in short, make my mass erect.
Edit:
Last night I went and gave it another try, and I’m going to have to admit my judgment was a little premature. Don’t get me wrong, I’m still seeing quite a few problems, but the gameplay itself was definitely quite a bit more enjoyable now that I’ve played around with a couple of classes. In previous ME games I could grab any class and have a great time; that seems not to be the case here.
In videogames, difficulty is a difficult thing to get right. It’s one of the reasons multiplayer is so popular after all; to date we’ve not come up with an AI that comes close to a human opponent, outside of chess at least. Now, it’s not hard to just make an enemy hit harder, have more health, or shoot with greater accuracy. Those things aren’t difficulty in a meaningful sense, but they do make the game harder.
Still, there’s not a lot original to say about this tendency to take the easy route and bump up the enemy’s pure abilities rather than their intelligence. What I want to talk about is a different aspect of AIs, which is something I’ve not seen often addressed, but which will ultimately be core in creating convincing enemies who are challenging, but can be defeated.
That aspect is making mistakes. Making believable mistakes, based on oversight, or failure to account for something by accident, and so on and so forth, rather than the result of glitches or the programmer’s failure to account for something. This may not seem like a huge concern while we’ve still got to figure out a way to be outwitted by the AI, but as we do get better at that this sort of thing is going to be crucial to correct for it in order to keep the game both fun and engaging.
A lot of victories in real conflicts are borne from taking advantage of mistakes the enemy makes. Sometimes this is a tactical error, sometimes strategic, and sometimes it’s more deeply rooted and occurs in the years before the war breaks out, when someone’s guess about the important factors of the next war prove to be incorrect. Oftentimes these things will be corrected over the course of the conflict, but sometimes not. In any event the point is that for the player to remain engaged and interested there can’t be an optimum strategy in all situations, which a ‘good’ AI would seemingly be prone towards, and which would thus force the same degree of efficiency from the player.
Of course in the real world there are all kinds of factors that are very hard to emulate. The Confederacy’s best option was probably a Fabian strategy – ceding land for time, and winning by attrition. But the political nature of the CSA meant that border states could not be sacrificed in such a fashion, and they had to be fought for (Well, except when McClellan was in charge of the Army of the Potomac, then not much of anything needed to be done by the Confederates). You can, to some extent, work with this in a game through mechanics like supply lines, dissent, and partisans, but it really has trouble with the nuances of the situation.
Now, getting games to that stage would be a tall order of course. Nevertheless I think we could stand to start thinking about how AIs might make believable, varied mistakes. Things that an astute player can see and exploit, but which the AI might realize and fix very quickly as well. This isn’t a completely untried concept of course, Galactic Civilizations 2 is the obvious example of an AI being designed to do this sort of thing, and it’s a commendable attempt, especially because the AI is actually pretty darned smart without cheating. Halo likewise had some clever foes, for its day, and their dynamic nature meant mistakes on their part could emerge pretty naturally and an observant, smart player could exploit those very well.
What do you all think about this idea? Am I getting too far ahead of our current, braindead AIs, or is this something we should look towards?