The holiday season is especially important for me. It, above all other times, makes me feel at peace...happy...and this is exemplified in the tradition I have every year. You see, once a year, near Christmas, I play a video game called Christmas Nights into Dreams. And so, I'd like to share this tradition with everyone. Please, enjoy this discussion on Christmas Nights, my tradition, and the holiday season in general.
Monday, December 22, 2014
Christmas Special: Christmas Nights
The holiday season is especially important for me. It, above all other times, makes me feel at peace...happy...and this is exemplified in the tradition I have every year. You see, once a year, near Christmas, I play a video game called Christmas Nights into Dreams. And so, I'd like to share this tradition with everyone. Please, enjoy this discussion on Christmas Nights, my tradition, and the holiday season in general.
Sunday, December 7, 2014
History of Final Fantasy: A Bravely Default Rant
Thursday, December 4, 2014
History of Final Fantasy: Final Fantasy 6
So, in spite of much illness and a project to prove how video games have the potential to educate, I have continued work on this series. Today, we are going to look at the longest video I have ever made, my favorite Final Fantasy game, and quite possibly, the best game in the series. It's not perfect, and I will discuss the many problems it faces, but it captured a kind of magic from both the series and the 16-bit generation that has never since been replicated. And with this, we end the golden age of RPGs, even though I will still talk about a game that was in the golden age next time, which was not terribly good.
Anyway, without further ado, Final Fantasy 6, ladies and gentleman.
Anyway, without further ado, Final Fantasy 6, ladies and gentleman.
Saturday, November 22, 2014
History of Final Fantasy: Final Fantasy 5
Anyway, enough complaining. This week, we examine Final Fantasy 5. It takes a little of the old, a little of the new, and makes an experience that, at the time, was wholly unique and utterly unforgettable. Give it a look and see what makes this game so special.
Wednesday, November 12, 2014
My thoughts on sexism, feminism, harassment, and gamer gate in the gaming community.
I try to stay out of politics, both regular and within the gaming community for a number of reasons. It's remarkably divisive and can be very frustrating when people are calling for you to "take a side!" That being said, I have found the gamer gate situation to be...quite disappointing for our culture. It was a chance for us to act like mature adults and have a real discussion on ethics in video games, however it broke down into an excuse for harassment, bullying, and defense of sexism in gaming. I've actually had this argument with someone I love deeply before and...it can get quite nasty, without meaning to. Even the most moderate or kind hearted of us will sometimes get impassioned and let our love for the medium overwrite our sense of judgment. It is a shame, but...it happens.
However, I've been reading articles and thinking hard on the entire situation...while I think that the vocal minority of gamers who will harass and threaten like petulant children are largely to blame for us losing the ability to have a good conversation on ethics, it has led to some interesting looks at sexism. At what inclusivity means in gaming. At whether it is right to point a finger at a gamer and shame or mock them for what they play. At whether it is justified for that jilted gamer to feel like they need to defend their medium, even if valid points are being made. So...I took some time to record some of my thoughts, unscripted. This is video game growing pains thoughts on sexism, harassment, the gamer gate movement, and feminism within the gaming community.
I doubt it will make much of a stir, since I have no real power to sway people. I'm just another name with another blog with another youtube page. Still, for any who want to listen, I hope you will sit through it. The core message here is, be good to one another. Shaming those who play games and harassing or threatening feminists who ask for better? Neither gives you the high ground. Why don't we stop making something that's supposed to be fun into a battleground and start working together to make this medium even better?
Just my thoughts.
However, I've been reading articles and thinking hard on the entire situation...while I think that the vocal minority of gamers who will harass and threaten like petulant children are largely to blame for us losing the ability to have a good conversation on ethics, it has led to some interesting looks at sexism. At what inclusivity means in gaming. At whether it is right to point a finger at a gamer and shame or mock them for what they play. At whether it is justified for that jilted gamer to feel like they need to defend their medium, even if valid points are being made. So...I took some time to record some of my thoughts, unscripted. This is video game growing pains thoughts on sexism, harassment, the gamer gate movement, and feminism within the gaming community.
I doubt it will make much of a stir, since I have no real power to sway people. I'm just another name with another blog with another youtube page. Still, for any who want to listen, I hope you will sit through it. The core message here is, be good to one another. Shaming those who play games and harassing or threatening feminists who ask for better? Neither gives you the high ground. Why don't we stop making something that's supposed to be fun into a battleground and start working together to make this medium even better?
Just my thoughts.
Sunday, November 9, 2014
History of Final Fantasy: Final Fantasy 4 After Years
Oh dear.
Then, the Wii, PSP, IOS, and many other systems...Final Fantasy 4 After Years is a reviled game for many reasons, from the price gouging approach it took to gaming, to the retreaded ground, to the mobile platform, but is it really bad? Stay tuned to this blog and find out.
Wednesday, November 5, 2014
History of Final Fantasy: Final Fantasy 4
Video game growing pains is back, this time with the start of the golden era of Final Fantasy, with the games which make up some of the best of the series. We kick things off with a retrospective on Final Fantasy 4 for the Super Nintendo.
Enjoy!
Saturday, November 1, 2014
History of Final Fantasy: Unofficial Final Fantasy games
Are they worth a damn though? Step up and take a look.
Wednesday, October 29, 2014
History of Final Fantasy: Final Fantasy 3
So, I've got several videos made up and recorded, but I will pace my release of them so others have a chance to see what I've made. Also, so I don't get behind schedule, since work can really derail video making. Anyway, looking forward to releasing more. For now, please enjoy Final Fantasy 3.
This is my examination of the game's history and how it fares as a game. Next time, the unofficial Final Fantasy games from the early years. Stay tuned.
This is my examination of the game's history and how it fares as a game. Next time, the unofficial Final Fantasy games from the early years. Stay tuned.
Saturday, October 25, 2014
History of Final Fantasy 1 and 2
Bear in mind, this is still a passion project and I do still work 10-11 hour days, so...some weeks may only have 1 or less podcasts. Either way, I am giving this a shot and will include both Final Fantasy 1, which debuted a few days ago, and Final Fantasy 2, fresh off the presses, here for your auditory pleasure.
I may take a hiatus from these near Christmas if I haven's finished for a more video intensive project. We shall see. But for now, please enjoy my look back at the history of Final Fantasy 1 and 2.
Wednesday, October 22, 2014
Final Fantasy Podcasts and updates
Let's see of this takes off, shall we?
I'll release more videos as I can edit them together. They will be somewhat minimal, but hey, this is a passion project and I don't have my games with me at present. If these are popular, I can redo them later.
Friday, September 5, 2014
Going on Hiatus for China
Hello, fellow gamers. Well, I've been talking about it enough, but I leave for China in less than four days. So, Video Game Growing Pains will be going on temporary hiatus. Not sure for how long. If I can create a new blog in wordpress or access this blog in China, then we will continue, but at a much slower pace, perhaps once a month, due to teaching career. Otherwise, I'll try and find some way to update, even if I have to email my updates to a friend stateside and have THEM update for me.
I feel pangs of regret, as I wanted to do more creator spotlights, more video reviews, and a few more discussions on the nature of gaming. I even debated about doing a video series with a Dark Souls character, acting as a sort of diary/adventure log, to show how games could give you the ability to create your own stories.
Perhaps someday. In the meantime, I did do something fun a week or so ago. Feel free to enjoy that, though it is not video game related.
I feel pangs of regret, as I wanted to do more creator spotlights, more video reviews, and a few more discussions on the nature of gaming. I even debated about doing a video series with a Dark Souls character, acting as a sort of diary/adventure log, to show how games could give you the ability to create your own stories.
Perhaps someday. In the meantime, I did do something fun a week or so ago. Feel free to enjoy that, though it is not video game related.
Sunday, August 24, 2014
Twelve Tips for Indie Game Developers: The Outsiders Perspective
Alright. Let's be honest, I am not a game developer, I
am not a PR guy, I am not an analyst.
What I am is a gamer. And as a
gamer, I wanted to just give a few ideas to the community as a whole, the indie
gaming community, that, from a gamer's perspective, will actually help
you. Because, corporations may need
advice, but they won't take it. Indie
devs tend to just be a group of a few people and they can and sometimes will
use advice, so...here it is.
Considering the shit AAA devs are doing...yeah, I love Indie |
I've been
seeing a lot of...shall we say, shady behavior on the indie scene, lately. For every War Z or Guise of the Wolf, we get
tons of decent games like Shovel Knight or Cubesis, certainly, but the fact
that people think they can screw with their customers, on the indie level no
less, is kinda disconcerting. This
doesn't just go for people trying to mess with critiques or lie to others, this
goes for blow ups like with Phil Fish or even levels of mediocrity, like the
dozens of RPG maker games that are starting to appear on steam. So, let's start with some easy tips.
1) A New Developer Starts with nothing.
As a new
developer, you start with zero. Zero
faith, zero goodwill, but also zero bad will and zero vitriol. You can build your image from the ground
up. So, play to the audience you want
and respect that audience. You can make
a name that is meant to show your ambitions or what have you, like Wayforward
or you can just have it sound cool, like Super Giant Games. But, you start on an even keel, so use that
to your advantage. Use it as a jumping off
point to show your audience, you respect them and you care. They WILL start to judge you from the first
screen shot you post, but when all you have is a name and a title, you start
with nothing, so use that to your advantage.
All developers are born with neither good will nor bad will. Use that to your advantage. |
2) The Value of Goodwill.
Indie
developers can live and die on goodwill.
See, many indie developers work their jobs part time while doing other
jobs or can survive on other means while waiting to hit it big. However, if they do hit it big, this means
they can work full time. Indie devs are
no different from big companies in this regard, as if their name has weight it
can mean the difference between a boycott and massive sales. Even if it just means you get a few hundred
extra sales, since you try and deliver games cheaply and without much overhead,
like a publisher or retailers cut, it can still help.
If you give to gamers, gamers will give to you, devs. |
3) Be courteous, but don't be phony.
Your
customers need to trust you and be willing to return your own goodwill,
spreading word of mouth, doing reviews, talking to friends, what have you. So, how can you build goodwill? Well, a good way to start is to think about
how you as a customer want to be treated.
Everyone hates that sir or ma'am crap we get when talking to corporate
pawns like the cable company or healthcare and we hate automated systems even
more. We want to be spoken with as
equals, by real people. We want to be
spoken to as people who are helping with the gaming experience, not lavished
with false praise and titles. If we make
a suggestion, be glad for it. Even if
you can't use it, remember that someone cared enough that they wanted the game
to be better so they could play it more.
We all hate automated machines telling us our time is valuable to them. Treat us courteously, but not like robots. |
4) Be a nice person.
In spite of
all vitriol, nothing builds goodwill like a developer who will act in a mature
way when being insulted or demeaned.
This. Is. HARD.
Phil Fish may not be a guy I like, but he was insulted on a daily basis
and demeaned the point he quit the game industry after many, MANY choice
words. It's probably good he did because
after those words...he lost a LOT of good will
from fans. Thing is, Zeboyd put it
best. It's just good for all of us if we
try and be nice guys. Not fake nice, but
if someone disagrees with you, let them, don't explode. If they're being an asshole to you, ignore
them. If they're being an asshole to
your community, feel free to ban them, since you have your community to think
of. But in general, just be a nice guy
that people feel they can talk to.
Gamers can be a vitriolic bunch but indie devs rely on them so...you kinda have to be the bigger man here. Act maturely, even if we don't. |
5) Man up to your mistakes.
All
developers have made mistakes, wasted money, or generally had delays that
prevent them from keeping promises in a timely manner. Lying or making excuses to your fans and
customers is not the way out. Be upfront
with them and share the experience. If
you're having problems, let them know but assure them of your commitment. If you can't deliver, all there is to do is
apologize, take the heat, and try to make it right how you can. While you might lose some goodwill for doing
the right thing, people remember those who are honest with them and respectful. They respect those who don't cut and run and
will try and do the right thing. That,
in turn, will get you more good will.
People might never let you forget a mistake, but if you own up to them, don't make excuses, and say you'll do better, they're more likely to forgive and respect you. |
6) Share with and go the extra mile for your community.
Everyone
loves seeing games progress, either in development or in updates and bug
fixes. Share with them how things are
going, maybe if you added something new, secrets maybe, but keep them involved,
because that shows you care.
These are basic tips relating to good will. In general, just think how you as a gamer or
a customer want to be treated by others and...do that.
Community is a powerful tool in the game industry. Treat them right. |
7) Do not lie to your customers
This is to
cover all bases. We talked about manning
up to mistakes or problems, but don't sugar coat things. If your game is a piece of ass, at least let
them know going in that it's a piece of ass and that you are trying to learn to
either fix it or do better the next time.
Don't bill it as a Call of Duty killer and then it turns out to be a
generic shooter with copy paste graphics from the Unreal Engine with no trace
of originality. Don't use misleading
clips or CGI or in general try and deceive them, because you will be found out
and your attempts to hide it WILL be catalogued. In the age of screen capture and mass media,
nothing can just be covered up anymore.
You cannot cover up a lie in the games industry, so it's better to simply
not lie. Your rep and your goodwill will
thank you.
If you lie, your customers will find out...and they will be PISSED. |
8) Do not censor
I know it
may hurt to see something you worked hard on or which isn't finished take a
verbal pounding from players who are basically ripping it apart for fun, but
like I said before, if you try and cover that up and lie, it WILL be found
out. Garry's incident and Guise of the
Wolf are the most notorious cases of censorship gone bad when Total Biscuit had
his first impression videos taken down by people abusing the Youtube Copyright
system. He tore them apart in a mature
manner, showing their wrongs in detail, catalogued, and eventually they had to
relent. Jim Sterling also covered those
who took down steam reviews that were unflattering. All incidents left a trail and the stories
were picked up by Kotaku and other news outlets and the developers were treated
as the scummy, money grubbing asses they were.
Don't censor. It never ends well. Take the vitriol on the cheek, turn the other
cheek, and let it be forgotten, making way for fans who WILL appreciate your
game. Everyone hates a villain and if
you act villainously, like trying to abuse the system to censor bad press, you
will be slain by some righteous heroes of the net.
9) Don't belittle and don't fear comparison
Not everything
has to be original, but don't be afraid to have something compared to your game
and don't belittle others who might be compared to it. Many people hated the calling of Terraria a
"2-d Minecraft." Sure, they
are different, but that kind of comparison...is not bad. Minecraft is a big hit and a game like
it? That's not saying a bad thing, you
could be compared to worse. And Terraria
never set off to compete with Minecraft, they didn't claim they were
better. They were just different. They didn't speak ill of them. This is good.
I remember playing The Last Dream for Steam and didn't much care for it
because it took too much of the original Final Fantasy and not enough of the
sequels, with a bland class based system and not enough interesting story or
music. However, think about that
sentence I just said. Took too much from
the original Final Fantasy. Final
Fantasy purists, who enjoyed the original NES games will eat a game like that
up. Don't fear comparison. It's just someone else's way of pitching your
game to a friend in a nutshell. Don't
belittle because whether or not someone who is making a game similar to yours
is better, the fact that you treat them with the same respect you treat your
customers, that is to say a lot, will earn you a fair bit of goodwill and
possibly partners in the future. Who
knows? They may want to work for the
masters for their sequel.
Comparison isn't necessarily a bad thing. Don't fear it, because it's just part of how people associate your game. |
10) Don't nickel and dime your customers
I see this
happen a fair bit. I'm not of the mind
that all micro transactions are bad.
Some DLC definitely deserves the money, like Dark Souls 2's Sunken Crown
DLC. It clearly took extra time to make
and was not part of the original product.
However, a game like Warlock 2, which looks like it should have been an
expansion pack sold as a full retail release?
It makes customers raise an eyebrow and hurts your brand. We don't like to feel like content is
withheld from us. Held hostage from
us. If you want to offer certain extras
you can't get elsewhere, like behind the scenes footage or art books, maybe,
but if you are withholding characters, music, whole levels even, BEFORE the
game has even launched? You are going to
anger a lot of people. Some DLC, we are
okay with, but when it's been cut out of the finished product to make more
money? Many of us will skip the finished
product entirely, since it's being sold to us piecemeal.
When your customers realize you hacked out in game items to sell a more expensive edition, they may just say to hell with your game. It shows a lack of disrespect. |
11) Spread the word, but don't bribe
Disclosure
has become a hot topic lately with youtubers.
It's the idea that a game developer is offering special goodies or money
or deals to reviewers for a favorable look at their game. This is a bad idea. Why?
Because if you don't have enough faith in your game for it to stand on
its own, you probably shouldn't be selling it.
Don't bribe reviewers, don't even try to sweeten a deal. Just advertise that you have something cool
to show people. Spread the word through
the medias and the fans, but don't try and buy publicity. Market, but don't try and get "special
attention."
Full disclosure, not non disclosure. Don't bribe, don't lie, don't keep things from your customers. |
12) Don't panic
Even good
games can receive bad reviews. Why? Because the game wasn't what that particular
player wanted to experience, even if the videos and screenshots seemed like it
might be. And that's okay. Sometimes, wires cross. But if you are proud enough of your game that
you would play and enjoy it, then others will too. Don't panic if you get a bad review or if
something happens to derail spreading the word or getting it to your
customers. In the end, most players will
remember how you act and resolve issues as well as how they like the game. I may not like FTL, but I give mad props to
the developers for improving it and offering the updates for free. I might buy another game from them, if it were
released. Whatever happens, just go with
the flow and do your best to deliver your product to your customer. If they like it, they like it, if they don't,
they don't, but someone will like it.
Have faith in that.
This isn't my kind of game, but it is for someone. Just cause I don't like it doesn't mean others won't. Don't panic. Keep calm and carry on. |
It's a
little sad that the indie scene has been sullied by some developers who try and
lie or abuse the system to their own benefit, but for every Guise of the Wolf
or Garry's Incident, we get a dozen Shovel Knights, Valdis Story, Sang-Froid,
Tiny Barbarian DX, etc. It's easy to
misstep as an indie developer, sure, but from a gamer's standpoint, these
points above are what matter to us of the developers we trust. Something to keep in mind for the aspiring
game developers. And something for games
to keep in mind when picking a title on name value alone.
In the end, being a good developer and being a decent human being aren't mutually exclusive. That is the best bit of advice I can offer.
In the end, being a good developer and being a decent human being aren't mutually exclusive. That is the best bit of advice I can offer.
Sunday, August 10, 2014
Creator Spotlight: StarQuail
Welp, it's
that time again. After a fair bit of
delays due to work, and the release of my review of their signature game, it's
time that we give StarQuail Games a look see.
LET'S GET TINY!!!
The face of polish and comedy...after all, who could take a quail seriously? |
First, a little history. My first encounter with StarQuail was during
my initial Kickstarter binge. I was
hooked on the idea of a game that didn't exist being funded entirely by the
fans and this was one of the first ones I gave a look to. While still sketchy on the idea of Kickstarter,
I had a little extra cash lying around and Tiny Barbarian DX, the title being
advertised by StarQuail, was interesting.
The music was good and it had an aesthetic that matched Robert E. Howard's
Conan the Barbarian stories, which I had always had an interest in, but never
got around to. What really sold me on
funding Tiny Barbarian DX, however, was the original Tiny Barbarian.
This is the image I was greeted with when I found Tiny Barbarian DX on Kickstarter |
Michael
Stearns, the patron of the Tiny Barbarian DX Kickstarter, was its artist,
alongside lead programmer Daniel Roth and both basically formed StarQuail
because they liked making games, many of which were free, as is common amongst
indie developers like Amon26 or Endless Fluff.
Among these, was the original Tiny Barbarian, a take off on the classic
story of "The Frost Giant's Daughter." Stearns advertised this game in the
Kickstarter for Tiny Barbarian DX, encouraging people to give it a look and see
if the art and gameplay was something they enjoyed. So, I did.
It was a bit clunky at times, but the music, the visuals, and the overall
arcade feel of the game really sold me on Tiny Barbarian DX and after its
release, the studio sort of emerged on the map, for me and many other gamers.
Nothing sells you on a game like throwing down with a few ice giants. |
However,
like I said, Stearns and Roth had been making games for years before Tiny
Barbarian DX released. StarQuail itself
was formed in 2006 and between then and the 2012 Kickstarter, they created many
games. The first was the vertical
scrolling game Sky Puppy for the PC, a free ware game which had a flying puppy
avoiding dangers to look for treats.
Following this was Crystal Skies, playable on both PC and Xbox 360 which
is a mix of puzzle platformer and arcade score attack. It features the soul of a dead fish bouncing
around a maze of colored spheres, trying to get coins, much like the bonus stages
in the original Sonic the hedgehog.
These games were somewhat amateuristic in design and show the evolution
of StarQuail as they experimented with genres and design theory to try and
improve their skillset. And improve they
did, as their next release, Astroman on the Xbox 360, featured an adventure
focused on a space explorer platforming around alien worlds, with multiple
worlds accessible from his space ship.
It was very much the template that StarQuail would embrace, featuring
only minor innovations to set it aside from other platformers, but with a
unique art style and sound track with the kind of polish necessary to avoid
frustration and win over tentative gamers.
Starquail has a fondness for timed score attack games, apparently, like Sky Puppy here. |
Following Astroman
was Tiny Barbarian and Tiny Barbarian DX.
These games are great and offer a kid friendly way into the world of
swords and sorcery. They offer tribute
to Robert E. Howard's work, however are far less visceral and more fun and
funny. At present, StarQuail seems to be
devoting most of its time towards Tiny Barbarian DX, as the game was released
with only one of four episodes. However,
a second episode was released early in 2014 and it seems as if the developers
are fully committed to finishing this project, as it is a work of passion.
While not groundbreaking, Astroman was fun, polished, and interesting. That's worth a lot in the age of bugs, broken promises, and outright lies from developers. |
Now, what
makes Tiny Barbarian DX stand out?
Honestly, it's the games immersive storytelling, unique art style, and
polish. Tiny Barbarian DX is a pixel art
style of game that are rather common these days and the platforming is nothing
new or spectacular, however I like to think that it stands out because it knows
what it wants to be. It wants to be an
arcadey, pulp-esque story that can be finished in a single sitting, but which
is great for speed running and score attack challenges.
It pays to love your work, eh, Tiny? |
Some might
ask how a pixel art arcade title could be immersive in its storytelling, but I
say, you have to see it to believe it.
Tiny Barbarian DX eschews long bits of dialogue or exposition in favor
of showing rather than telling. The
story never stops so that you need to read or catch up, it's all done through
pantomime and body language. And
honestly, it works really well, from Tiny moving on the player's command to eat
a vulture to regain his strength, to him flexing in front of ladies, to him
riding out of a collapsing palace. The
context is always clear. While the story
isn't deep, it lets the game show you rather than weighing you down with
dialogue or exposition. On top of that,
Tiny Barbarian DX features locales that are seldom seen in games, as they look
like they were ripped straight out of Robert E. Howard's Hyborian age. Wasteland palaces decorated with snake motifs
and dank jungles fill the land with many secrets to discover, but they all feel
distinctly unique. Alongside the
locales, the art style feels like a 1980s arcade title. It has animations that are too smooth and
colors too bright and vivid for the NES or the Atari, but too primitive for a
16-bit console, fitting it right into the unusual world of arcade graphics. It's refreshing, considering the glut of
RPGmaker or NES-style copy cat games that have been arriving on the market. What may make Tiny Barbarian DX stand out the
most, however, is the polish. Unlike
many early NES games, Tiny Barbarian DX feels very well play tested and the
controls work exceedingly well, with a number of additions that allow the game
to be enjoyable in spite of its difficulty.
While there are a few moments that may be unfair, the game is, by and
large, very approachable, as some individual sections are hard, but there is no
lives system so the only penalty for death is a lowered score and more time on
the clock, showing how you need to improve.
A world of monsters and demons, but yet still approachable, colorful, and polished. A rare breed. |
Jeff Ball,
a friend of Stearns and Roth, composed the music for Tiny Barbarian and it is
beyond glorious, further emphasizing the arcade feel of the title while keeping
the audience pumped for what's coming.
It's pure chiptune glory and it works surprisingly well.
Speaking
purely as a gamer, I can understand why some might pass on Tiny Barbarian DX,
as it is a little expensive. I'm biased
too, because I helped fund it. At $10 on
steam, a score attack game that can be beaten in an hour, even with the promise
of more content down the line, is a hard sell.
But I look at it like this.
Robert E. Howard's pulp stories about Conan were short, bite sized bits
of fiction that gave us a quick diversion from the annoyances of life and
allowed us to enter a flight of fantasy, full of dark sorcerers, monstrous
beasts, and one, lone barbarian hero.
Pulp stories take their name from the low quality paper they were
printed on because they were considered quick entertainment in an era before
gaming or even mainstream television were so domineering. And to me, Tiny Barbarian DX is like the pulp
stories of the modern game industry.
It's short, but it's enjoyable, offers a nice diversion, and promises to
build on what has already been established for fans and newcomers alike. If anything, I have to admire Stearns and Roth
for making the game at all, because it IS a hard sell. But they made the title they wanted and I
can't help but enjoy the amount of personality and goodwill they've put into
Tiny Barbarian DX. They even took the
time to make a digital manual complete with expository comic, like those made
in the NES or SNES days, and put it up for free online, alongside links to the
free download of the Original Tiny Barbarian for people to try and see if they
like it before laying down money. To me,
it speaks of the kind of developers who aren't in it to get rich or even to get
noticed, though that is nice, but who are just doing what they love as a
passion project.
This kind of dedication to a game they love is what I love about Indie developers, especially StarQuail. |
I think we
should support StarQuail games. They're
incredibly talented for how small the studio is and if Tiny Barbarian DX is
what can be produced on a meager $12,000 Kickstarter, I'd love to see what they
come up with next, perhaps on a bigger budget.
They are a studio to look out for and I recommend them. For those looking for StarQuail's home page,
complete with links to all their games, including the free ones, click
here. For the Tiny Barbarian Soundtrack,
created by Jeff Ball, check here. For
the now expired Kickstarter, check here.
Looking forward to Episode 3, guys :) |
Sunday, July 27, 2014
Video Review of Tiny Barbarian DX
Sunday, July 20, 2014
Diminutive Diatrubes: The Ongoing Question of Game Length
Ladies, gentlemen, I am exhausted. This week I had a lot of training to do for my trip to China and I got 3 shots, and worked a huge amount of time at my job with very little sleep...this is not the time for a big brain hurty discussion. But, since I have plans for the next week or two and am not sure if I will be able to get a post out, I feel I should at least do this much. So, let's have a short talk about game length and the price/length ratio.
The point I wanted to
make with this little article is the simple idea that the only value a game has
is what you take from it. That being
said, we do need to have standards. In
an ideal world, all games would sell for cheap, all the good ones would
succeed, and everyone could play as much or as little as they want. We do not live in an ideal world,
however. We have to differentiate
between indies who are giving the best experience they can and AAA games who we
should expect more from for the price.
Ultimately, this question will remain. But I leave it to you, the customers, the gamers, the players, to find your own answer. This isn't meant to give you that answer...just food for thought.
Diminutive Diatrubes:
The Ongoing Question of Game Length
Lately,
something has weighed on my mind, while I've been debating another video review
before a creator spotlight. And that is
the value of a game based on its length.
See, I had an interesting experience lately where I tried a game that
boasted 60+ hours. I was bored within
about 10 and just stopped playing. Then,
I picked up Savant Ascent on Steam and spent almost the same amount of time
playing it, loving every second. The
kicker though? The game I stopped
playing as a huge, spanning RPG that could easily last for hundreds of hours
before being done. Savant is a quick
arcade title that I beat in 30 minutes.
However, I enjoyed the game so much I went back to it enough to equal
the time I spent on the RPG.
Savant is 30 minutes of head bopping, Guy Faux DBZ powered, musical mayhem. I've played it at least a dozen times. Money well spent. |
So, how
long is too long for a game? Is a game
worth the money if it's only got a few hours, or hell, even a few minutes worth
of gameplay? What about AAA games? Should they be held to a different standard
than Indies and, if so, should we forgive
artificial padding? How much is a game
worth if measured in hours.
Angry Joe
has a meme that is something infamous now, where he played Kane and Lynch 2,
noting that, for $60, it only lasted 4 hours.
Foooouuuurrrr...hoouurrrssssss!!!
Same thing for Metal Gear Solid 5: Ground Zeroes, which can be beaten in
1 hour, 10 minutes or less if people ignore some of the extras. And that game cost $40. Savant Ascent, on the other hand, has about
30 minutes to an hour's worth of content, if you never replay it, for $3. Is Savant worth the money? Were Kane and Lynch and MGS 5: Ground Zeroes
rip offs? Or was the content delivered
worth the money paid?
Honestly,
in the modern gaming landscape, this is a question that has no right
answer. It can only be examined on a
case by case basis. One series I
absolutely love is Tiny Barbarian DX. It
had a free flash version and a Steam version for $10. Both can be beaten in about an hour or
less. I was pretty satisfied with the
amount of fun I got for my money, and even surprised that Tiny Barbarian was
getting sequel-esque DLC episodes for free to anyone who'd bought the game,
giving it an extra hour or two worth of play for each episode. Yet, I can see how someone would say,
"$10 for an hours worth of fun?!
That's such a rip off! You can go
to a two hour movie for less!" or something along those lines. And...they're not wrong. A valid point is made. Call of Cthulhu: Dark Corners of the Earth
squeezed out 10 hours before I quit it in frustration. But those hours were so padded and wasteful
that I felt cheated for paying the same $10 price tag as Tiny Barbarian. And...I'm not wrong either. If I wasn't having fun, that WAS a rip off.
It's like Conan. But cute. And tiny. And fun. |
Price is a
strange thing, as is the amount of fun to price ratio. Many of us would be happier to drop $15 on
Shovel Knight, play it for five hours, then be done, satisfied with a good
experience. Others would prefer to get
value and pay $3 for two 20-30 hour RPGs in the form of Breath of Death 7 and
Cthulhu Saves the World. How can you
argue with either? You really can't,
because all people are different and the games they go into are not always
going to be conducive to providing a lot of value in terms of hours. They will be able to provide value in terms
of spectacle, satisfaction, or fun, however.
Usually, at least. Some games
will just blow either way.
Shovel Knight is a little short, but oh, is it ever satisfying. |
The best
way of looking at it is this. Did you enjoy
the game enough that you don't feel bad you bought it? Then, the money you paid for it was well
worth it. You can go back to it again to
get more value or you can just enjoy the memories you made while playing at
it. If you have buyers remorse, like I
did with Call of Cthulhu: Dark Corners of the earth...then the game was not
worth the money.
I'll take short but sweet to long and getting lost, wandering around, and replaying sections in frustration because you died, thank you very much. |
I bring
this simple thing up, however, because it IS important to remember that
satisfaction is a wonderful thing, but we should not always let it be the only
overriding factor as to whether or not a game is worth the price. Why?
Because a game like Metal Gear Solid 5: Ground Zeroes released as a AAA
game with the same length of an indie and the same price as a standard
release. This...is a problem. Or rather, it could become one.
Now, I can blow through a Metal Gear game like 2 or 3 in like 5 hours, but do we really want a game that's...an hour to beat and $40 retail? Really? |
If
developers, indie or otherwise, decide that they can get away with releasing a
game piecemeal or without a lot of game time and selling it at the full price
of $40 or $60, not only will we the consumer suffer, but so will the
industry. One of the reason games like
Tiny Barbarian or Shovel Knight are successful is not just that they are good
games, which they are, but because they are cheaper than the competition. I could go and drop $60 on Titanfall or I
could play the Forest on Steam for $15. Will it sell as much? No. Is
it the same genre? No. But can it be successful enough to fund a
sequel or another game by the studio?
Yes. Because it IS cheaper than
the competition, or at least on the same level as games like Outlast or
Amnesia. However, if the Forest or Shovel Knight was released with a $40 price
tag, like Metal Gear Solid 5: Ground Zeroes, they would crash and burn
hard. Not because they're bad, but
because in this economy, we have so many games to choose from and yet very
little money to spread around. Cheaper
games are more likely to succeed than expensive ones by selling more units at a
decreased price, even if they don't have the ad or hype train behind them. If games ever go the way of MGS 5, where
players feel it's okay to pay $40 for a very brief experience, then...we could
be headed for another video game crash.
Because fewer and fewer games will get sold, leading to indie devs
starving and the few game studios with the money to survive less willing to
take risks and provide unique titles like The Forest, Shovel Knight, or Bro
Force.
Survival horror wouldn't have survived as a genre if people weren't willing to drop the price and keep it low. $15 for Amnesia, the Forest, or Outlast? Yeah, I can afford that. |
This is just food for thought. Don't let anyone else tell you what's really important when it comes to buying YOUR games. |
Ultimately, this question will remain. But I leave it to you, the customers, the gamers, the players, to find your own answer. This isn't meant to give you that answer...just food for thought.
Saturday, July 12, 2014
Creator Spotlight: Matt Gilgenbach
Usually,
when I talk about creator spotlight candidates, they have a special connection
to me. I talk about both their past,
accomplishments, and my personal story in regards to how I came to be
acquainted with the developer. However,
this week is a bit different. I've only
played one game by this man and it's not the one I intend to talk about. So, why am I talking about him? What gives me the right? Well, because even if I never played his
games, I'm glad that they exist. Ladies
and gentleman, this is Matt Gilgenbach.
Meet Matt Gilgenbach of 24 Caret games |
Been a
while since I did one of these, huh?
Well, I wanted to talk about this particular developer because recently,
I gave up on a game called Call of Cthulhu: Dark Corners of the Earth. Gilgenbach didn't make this one, but hear me
out, I'm going somewhere with this. Call
of Cthulhu...is just awful. It had a
spark of brilliance in it, as it stayed relatively true the idea of alien
horror invading the world we know and our mind slowly eroding to compensate
that is a hallmark of H.P. Lovecraft's work.
It very much matched the pulp fiction culture of the time, with the hero
being a noir-esque detective investigating strange goings on that led to the
discovery of alien nightmares beyond all imagining. I'd even go so far as to say the muddy
graphics helped in this regard, giving a bleak feel to the game, and the
atmosphere was both very alien and lonely in places, but also claustrophobic
and paranoid when it needed to be. The
story is also really amazing too, mixing Dagon, Call of Cthulhu, Shadow out of
Time, and Shadow Over Innsmouth together in a blender. However, it is hampered by incredibly poor
controls, level design that is frustrating to deal with, a huge number of game
breaking bugs, and a frustration factor that makes the game nigh unplayable as
a horror title, as the first time a mob of sick, cultish townsfolk chase you,
it's scary, but the fifteenth time you deal with it, it becomes annoying.
The Alien horror of the deep ocean mixes with the great atmosphere of Lovecraft...at first. It quickly gets frustrating though. |
Slowly, I
grew to hate Call of Cthulhu, as it was a frustrating game that I was unwilling
to slog through for the tiny, MICROSCOPIC bits of quality I could find. However, I love the work of H.P.
Lovecraft...and after giving up on the game I realized that while I hated
it...I was glad that it existed. Because
it meant that Lovecraft COULD be done in game form...hopefully it could be done
better next time. It showed that
something had value in being created.
Meet Call of Cthulhu's game breaking glitch. If you don't know exactly where to point and shoot this scope, the game is unwinnable. Problem is, there's no indicators of where to shoot. |
This brings
me to Matt Gilgenbach. Gilgenbach has a
rather skewed view of the world, having near crippling OCD which have led to
nightmares when sleeping and difficulty adapting to normal life when awake. This led to Gilgenbach having depression,
even prior to his entry into the game's industry. Despite this, however, Gilgenbach got his
start in the AAA industry, making games such as Ratchet and Clank: Size Matters
for the PSP. Ironically, this is the
only Gilgenbach game I have ever played.
It was a decent enough title that, while fun, basically did nothing new
and I didn't care whether or not I played it.
Gilgenbach would have fallen off my radar completely if not for the fact
that he ditched the AAA industry to go indie.
On the indie scene, Gilgenbach basically defined games that, whether you
love them or hate them, you can't help but be glad that they exist.
While fun, the only Gilgenbach game I've ever played is...kinda generic and forgettable. |
After
leaving the AAA industry, Gilgenbach created Retro/Grade, a shooter that played
in reverse. You have to basically intercept
and unshoot your shots, while avoiding the shots you originally avoided so that
the enemies can unfire them, in a mind bending bit of temporal paradox. Interestingly, it is also a rhythm game,
which adjusts the music based on the shots you intercept to create different
tunes. I was both visually stunning and
an interesting twist on a tired formula.
There are plenty of shooters, even rhythm based shooters like Rez,
however it was an interesting idea to have the game playable in reverse. What's more, you could control the game with
a guitar controller from Guitar Hero.
The game was, sadly, a commercial failure, but looking back, I can't
help but approve of the experiment.
Gilgenbach created a game that he had passion for and, rather than
following the leader and trying to make the next Minecraft or a retro 16-bit
throwback game, he created something wholly original and interesting. That's admirable, even in the indie scene,
and it provides an interesting point of reference to designers in the future to
play around with.
Unfortunately,
the failure of Retro/Grade alongside Gilgenbach's OCD caused him to spiral into
a period of even greater depression.
However, like a true artist, Gilgenbach tried to take what he had
experienced, the hell of his OCD, his nightmares, and his depression, and make
something out of it. Make a game out of
it. And this is the reason I decided I
wanted to talk about him. The game he
made...is Neverending Nightmares.
Oh...oh wow...so...anyone else not sleeping tonight? |
Confession
time. I have an odd fascination with horror
games. I don't really like being scared,
but I think that horror titles can explore a part of the human experience that
few other games can and thusly are unique, powerful experiences. This has drawn me to a few select ones, like
the Silent Hill or Clock Tower games...and it's what drew me to Neverending
Nightmares. The game appeared on
Kickstarter when I was looking for fresh new experiences to support and
fund. While I didn't fund the game, I kept
an eye on it, just in case...because like with many games, I wasn't sure if I
wanted to play it...but I DID want it to exist.
Yes, I'm glad this to exists. The hell is wrong with me?! |
Well, Neverending
Nightmares reached its goal and recently released an alpha build for backers,
which I got to see through the Let's Player, Lotus Prince. The game is sublime. It features a beautiful black and white art
style with highlights of red for blood and with a number of brilliant
mechanical and storytelling ideas.
The game's
basic focus was on Gilgenbach's OCD nightmares, which frequently had him waking
up, only to still be asleep and trapped in a nightmare, a cycle which would
continue until he eventually did wake up.
Here, this is how you handle both progression and death. Dying will return you to a bed where you wake
up from your nightmare...only to realize you're still trapped in an entirely
different nightmare. When you complete a
section, you either die or wake up...only to find you are worse off than
before. It's an interesting idea that
gives respawning a very organic feel and allows the players to explore the
world without feeling like they're doing the same sections over again, since
each nightmare is, in the context of the game, new.
Waking up provides no escape from the nightmare that is life. |
Neverending
Nightmares does what all good atmospheric horror games do. It will create an aura of unease around the
player, without the need for musical stings or jump scares...at least not as
much as other games. During Lotus
Prince's play through, he found a room filled to the brim with creepy dolls,
many missing their eyes, all staring at you.
There are no musical stings or camera changes...the game lets them sit
there. The player believes something bad
will happen...but doesn't know when.
This is the feeling of true terror and helplessness, making us want to
run from the section. Also, only objects
highlighted with red blood can be examined, meaning that to advance in the
game...you have to subject yourself to the horror and the threat of bodily harm
or mutilation that is forthcoming. The
trailer even shows a large degree of disturbing imagery, including a man prying
a bone out of his cut open arm. The art
style is not meant to be realistic and is hand drawn, but because of the 2D and
black and white aesthetic, it is suitably unsettling, especially during the
death and mutilation scenes. The
lighting however is one of the game's best features as the darkness really
feels alive, chased away only by a candle you can hold or the few lights on in
the game...it feels oppressive, crushing...and absolutely perfect.
Oh god...why did it have to be dolls?! O_O |
I've only
seen two of the proposed six sections of the game, the first being a house in
the woods where things are...a bit tense, to say the least. The second is a mental asylum, with creepy
patients roaming the halls. I adore
Neverending Nightmares. However, I don't
know if I will ever actually play it. The
game is scary. Scarier than almost any
game I've seen in a long time. It draws
on a primal fear, born of Gilgenbach's own human experiences and uses that fear
as both a storytelling medium and a driving force for the player. I don't know if I can handle that. But even so, I am still so glad that
Neverending Nightmares exists.
Have I mentioned this game gets DARK... |
I first
encountered Matt Gilgenbach as a developer trying to sell a dream. He basically laid out that if he couldn't get
Neverending Nightmares funded, he'd have to give up on it, not having the time
or the money to do it otherwise. He
wanted to turn his fear and his experience into something constructive, that others
could understand and enjoy in the form of a game. And, I was captivated by it. I didn't want to play it, but that didn't
mean I couldn't recognize quality, passion, and something truly amazing.
By surviving our nightmares, we can grow stronger. |
I am glad
that Neverending Nightmares exists because like Retro/Grade or Call of Cthulhu,
it offers something unique and interesting to the world. By extension, I'm glad we have developers
like Matt Gilgenbach. Someone willing to
take a risk on a dream and work towards making their own nightmares something
others can actually see and enjoy. I've
heard that sometimes art merely exists for art's sake and I believe that
Neverending Nightmares is definitely art.
Regardless of your stance on art, the game has polish. Look at that...I didn't even notice that at first! |
I do
believe that I will buy Neverending Nightmares at some point. It's an interesting game that has captivated
me with it's art, story, and tone.
However, that is a ways off yet.
For those who want a more immediate interaction with Matt Gilgenbach,
you can find Retro/Grade here, the completed Neverending Nightmares kickstarter
here, and the Steam Greenlight page, with playable demo, here.
Well done, sir. Well done. |
Dream on, dreamer.
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