Category Archives: Zarf on Games
Recently played games, that is. I bought many of these during the July Steam sale... by browsing the "Walking Simulator" tag and grabbing anything that looked interesting.
(Like many of my friends, I missed the brief period when "walking simulator" was pejorative. It is an awesome term and I would love to work on one.)
The themes of this list:
- Miserable solitude (but look how pretty it is).
- My wife/daughter/sister died and I went crazy (but look how pretty it is).
- The game is a trip and the finale is tripping balls. Also, pretty.
Footnote: The era of the text walkthrough may be over. Everybody knows how bad video walkthroughs are, right? You're just doing it because you're lazy and for the ad revenue?
The Eyes of Ara: I backed this on Kickstarter (around the same time as Obduction, in a burst of enthusiasm about Myst clones). It turns out to be an enthusiastically old-school graphical adventure, where by "old school" I mean "not very sophisticated about puzzle design". It's mostly find-the-key, spot-the-clue, and slider puzzles. This means that if you're stuck, you have to revisit all the rooms in one wing and try to find the key or clue that you missed. Not my favorite, so I used walkthroughs freely.
Everyone's Gone to the Rapture: Extremely pretty and well-written, but I think it needed one more element to really capture my attention. Fantastical scenery or puzzles or a chance of saving the planet would have done it. I realize none of those fit this story, I'm just saying what kinds of game elements I like some of. (But I finished the game anyway!)
Lifeless Planet: I respect the tactic of making your sparse game design thematic, but it was still a sparse game design. A lot of climbing over low-fi boulders. I kept wanting to parse the occasional clapped-out Russian shack as Bradburyseque surrealism but the story didn't go there.
Eidolon: I ate some mushrooms and blackberries. I failed to catch any fish. I found one bit of plot. After an hour of walking across this expansive landscape with no more plot, I gave up.
Submerged: A pleasant tower-climbing vacation. More or less fulfils my desire for "the good parts of Assassin's Creed". Happy ending is pasted on, but so what? I climbed all the things.
Mind: Path to Thalamus: This is constructed in unconnected levels. The first several were fun, but eventually the lack of continuity and repeated gameplay elements wore me down. I skipped ahead through another couple of levels and then gave up. Still: nicely laid-out scenery.
Californium: I enjoyed this one. Short and charmingly enthusiastic about its homage (to Phil K. Dick, if you didn't know). The puzzle mechanic is rough -- sometimes the clues are too inconsistent or inconspicuous to spot, and then you wind up back at the walkthroughs. (Terrible, terrible video walkthroughs.) But it's worthwhile for the gonzo visual design.
I played The Witness to an ending, and then I went back and played until I had finished it to my satisfaction. (504 +82. I looked at just two hints, and no thanks, I am not going to beat the Hall of the Mountain King. Two of my friends did; I am happy to bask in their reflected glory.)
The Witness must be the most painfully-analyzed game release of the past few years. Painstakingly-analyzed? Both. I haven't even gone looking for the discussion threads. They're out there, because we all love to talk.
So I doubt I can say much. But (I love to talk) I will take a shot at the aspect I find most interesting, which is the game's presentation of its point of view. Your point of view? Both.
(This post will contain very general spoilers about the kinds of puzzles in The Witness.)
You can't talk about The Witness without mentioning Myst, but The Witness has curiously little to say about Myst. "Curiously" because Braid, the designer's previous game, was an extended and careful riff on Super Mario Brothers. Oh, it was plenty of things beyond that. But the design of Braid reflected SMB in its art, its enemy design, its jumping mechanics, and its frame story of a lost princess. And this was not unreasonable, because SMB has (perhaps retroactively) assumed the mantle of a videogame archetype.
So when I heard that Jon Blow's next game would be puzzles on a mysterious island, I said "Oh, he's doing Myst now." Myst is as much a videogame archetype as Adventure and Tetris. Taking apart Myst's conventions and assumptions won't necessarily make a great game (it might get you no farther than Pyst did) but it could be an excellent launching point.
Well, as everyone informed me the minute The Witness launched, it's not Jon Blow doing Myst. He went off in other directions -- fine. (One could make the argument that it's more of a riff on Portal.) But we can still pick up the thread, because it is a first-person graphical environment, and the conventions of Myst's design loom over all such games.
You are you; the game is your view of the world; you act by manipulating the world directly. These ideas were never perfectly implemented -- the original mouse cursor and 544-pixel-wide window strained to hold the illusion of being your hand and your eye. But the ideal seemed so obvious as to require no argument.
The Witness, with due consideration and no explanation(*) at all, rejects each of these conventions. Not blatantly; you won't even notice at first. But they all fall apart upon inspection. A disagreement so understated and distinct must be deliberate, I think.
(* Until near the end. We'll get there.)
(This post will be generally spoilery for the setting and background of Soma. I will avoid specific plot details, however.)
I've had Soma on my stack for several months. Last month I pulled it off the (virtual) shelf to take a look.
Contemporary-world prologue: good setup. Transition to the creepy future undersea base: excellent. Creepy undersea base: admirably creepy. I pushed through the first bit of the base, moving very cautiously -- though, from a design standpoint, this was clearly the "shadows in the corner of your eye" phase. The monster was not yet on screen.
So then I get to the room where the Frictional monster comes on screen. "Oh," I said, "look, it's the Frictional monster."
I've played through Amnesia: Dark Descent and A Machine for Pigs(🐷). They have the same monster. It shambles towards you and kicks your ass. And I remember specifically, in Pig Machine, that the monster is fundamentally harmless. If you just stand there and wait, it shambles up and whomps you and then disappears. I mean, you die -- or almost die, or the game gives you another shot, or something -- but the monster is gone and you can get on with the plot.
I can see how the designers got there. Getting stuck isn't particularly good for the game flow, and the threat of sort-of-death is a still a decent incentive to sneak around and play the game "right". For most people. I guess. Not me. "Face your fear!" I shouted, and let the monster walk up and pop like a soap bubble.
In that light, the Frictional monster is hapless and pitiable. Poor poor fleshy monstrosity.
I finished Firewatch last night, only a bit later than everybody else on the planet. (Catching up!) (I am not in fact catching up at all.) I see that Jmac has already posted about it, and I don't have a whole essay's worth of thoughts. So this will be a bit of a response post.
My immediate thoughts upon finishing the game:
Firewatch was a nice little story game that worked well for me. I enjoyed walking around in the slightly-stylized wilderness. The park was big enough for me to explore over a few days, but not so big that I got tired of crossing it (in a given chapter) or inhabiting it (over the whole game).
The designers had a great sense of how to vary the feel of the environment. Different "biomes" had different color, texture, and audio palettes. Time-of-day changed the environment, which is old hat; but FW had the additional axes of season (beginning of summer to the end) and the slowly-encroaching wildfire.
Yes, I had a sense of compression -- it was a pocket world made up of micro-worlds. But that's appropriate, really. I didn't want to spend a real-life week hiking back and forth. Similarly I appreciated the magical map locator. Yes, orienteering would have been more realistic without it, but I would have gotten fed up with that aspect of the game quickly.
The biggest strength of the game, obviously, is the voice acting. The biggest weakness (for me) was the midgame tease of the "you are a psycho" trope. I spent a fair part of the game thinking "Oh, they're going to do that damn ending" and disengaging from the story thereby. In fact they didn't do that damn ending -- spoilers, you are not a psycho -- so I got back into it towards the end. But it was a misfire of the story construction.
I also felt somewhat harassed by the radio-response UI, which was notably terrible on MacOS. Momentum scrolling made it difficult to stop on a given choice, especially with a short time limit, especially if the frame rate was down (as it often was on my middle-aged iMac). I feel like one particular misclick changed the whole ending of the game -- that is, not my character's ending, but the interpretation-of-what-happened discussion that occurs at the end. So that was annoying.
As for the overall narrative structure... FW doesn't push any particular boundaries; it grabs some familiar structures and makes a good job of them. E.g., the interpretation-of-what-happened discussion at the end. Or the way it reflects dialog choices into the game world later on. Or the game's introduction, which is not just CYOA-style IF, it's practically a Twine clone. (For example, it adopts the convention of highlighting the last few words on a page as a "next page" link, rather than having an explicit "click to continue" button. This isn't something inherent to Twine, but it's evolved in Twine story-game culture.)
That's all I've got. Glad I played it. Glad it was the size it was.
Now, onto Jmac's post, which I see is also about pacing...
Well, I didn't have the same problems. The transition to the focus on the two lost campers was kind of rocky, yes. But the game offered it up and I went with it. I'm generally complacent when the author gives me a push. (That's why I'm terrible at reading mysteries. I'll follow any misdirection without complaint.)
I did feel that the game did a poor job of linking together the two backstory-stories: the protagonist's sick wife and the lost campers. It's not that either of them disappeared from the game; but when one came up, the other faded away, and vice versa. So there was a disconnection there, but it wasn't between me and the scenery.
No, I did not find the cabin. Yes, I adopted the turtle. Then I forgot about the turtle until the last day. That could have been kept more on-surface. The turtle was fine, don't worry.
The Indie Games Festival nominees are now posted. The IGF is a showcase of indie games which exists as part of GDC (March, San Francisco, expensive). This year I was invited to be on the jury for Excellence in Narrative (along with Emily Short and some other folks you might know).
As I understand the awards process, it's a three-phase thing. A large pool of game experts and designers nominate a large list of games, and then spend a few months playing and commenting on them. (The long list was over 750 games this year.) Smaller groups of experts then look at the top-voted entries on the long list and select six finalists. The final winners will be announced from GDC on March 16th.
I was involved in phase 2, which meant playing a bunch of games (but like a dozen, not 750!) and then talking them over with the other folks on the narrative jury. I have permission to post my game notes (although not, of course, anything the other jurors said!) and that's this post.
The finalists in the Narrative category were (in alphabetical order): The Beginner's Guide; Black Closet; Her Story; The Magic Circle; That Dragon, Cancer; Undertale. Congratulations to all of them! And to the finalists in the other categories, too.
- These are my comments, not my votes! I'm not posting my votes. If you've read any of my Design Ruminations posts, you know that I love to talk about what went wrong and right in a game, which is not the same as how good it was or how much I enjoyed it.
- I was also invited to vote for the Seumas McNally Grand Prize, but I declined. I don't feel I've played enough games this year to have a sense of what's best overall. I had enough trouble squeezing in the time to play the Narrative nominees!
- I had access to free review copies of all of these games. (Pre-release copies, in the case of unreleased titles.) I had already purchased (and played) Her Story, Sun Dogs, and The Beginner's Guide on my own account.
- I wrote these comments in the order that I played the games. Except for Her Story, Sun Dogs, and The Beginner's Guide, which I wrote up pretty much when they occurred to me.
- Nearly all of the top-voted narrative games were available for Mac! Good news for us Mac folks. (I asked about this in advance; I wouldn't have accepted the invitation if I couldn't play the games.)
- See also Emily Short's post of comments about the voting process.
My voting criteria were... well, Emily's post has a good list of points: mechanics that support the story, observant writing, and substance. I care about all of those things, but it's an extremely subjective process. I certainly didn't give a finely-graded point-based score to each game. I also didn't simply vote for my favorite games. Obviously my preferences color everything! But the audience here is people who follow indie gaming, not just me, so I tried to keep that in mind.
In the end, I tried to pick the games which will make gamers say "Holy crap, games are even more narratively awesome than I thought."
Games that I discuss in this post:
- The Writer Will Do Something
- Sun Dogs
- Dr. Langeskov, The Tiger and The Terribly Cursed Emerald
- The Beginner's Guide
- That Dragon, Cancer
- Her Story
- The Magic Circle
- Emily Is Away
- Read Only Memories
Onward to the comments!
(Or "roominations", har har.)
I have finished The Room 3, third in the series of gorgeous puzzle-box games for touchscreen. I didn't know it was in production -- The Room 2 seemed to wrap up the storyline, such as it was -- but I guess the designers have decided to ride this clockwork train for as long as it ticks. I'm not objecting; this entry in the series is a satisfying chunk of puzzle manipulation. It's longer than the first two games put together, and it expands the original game mechanic into an explorable environment. (By offering an architectural space of rooms, and also adding a new "zoom into tiny sub-rooms" mechanic.)
I want to talk about one particular aspect: the storyline. In idle post-game chatter, I tweeted:
I can't say I think of these games as narrative objects at all. (--@zarfeblong)
That may sound nuts; how different is the Room series from the classically-narrative Myst series? Puzzles + journals = IF. But there must be a difference. When I said above "the storyline, such as it was", I wasn't kidding. I literally don't remember anything about the storyline of The Room and The Room 2 except that R2 seemed to wrap it up. And there was "the Null", but that's something that R3 reminded me of.
A question about Hadean Lands from the tweet gallery: "Have you written anything about how you approached designing the alchemical system?"
Excellent question! The answer is "No, but I should, shouldn't I," yes okay. (Thanks @logodaedalus.)
My twitter-sized reply was "Sound cool while supporting the puzzles," but I can say more than that.
(Note: I will start this post by talking about HL in generalities. Later on I'll get into more spoilery detail about the game structure. It won't come down to specific puzzle solutions, but I'll put in a spoiler warning anyway.)
This is not a detailed review of Infocom's Trinity, because Jimmy Maher has just finished that job. His sequence of posts (1, 2, 3, 4, 5, 6, 7, 8, 9) puts the game into its context in Infocom's history and, more broadly, in the history of the Atomic Age (remember that?) and the Cold War. Go read.
Inevitably Maher comes around to the question of the ending -- the "...what just happened?" denouement. (You can read just that one post if you're familiar with the game.) It's not the first time, of course. Maher links to a Usenet thread in which we went 'round this topic in 2001.
It's generally agreed that the plot logic of the ending doesn't really hold together. In fact, my teenage self was moved to write a letter of complaint to Infocom! I received a gracious response -- I think it was written by Moriarty himself -- which basically said "The game ends the way we felt it had to end." Which is unarguable. (This letter is in my father's basement somewhere, and one day I will dig it out and scan it with great glee.)
But today I am moved to be argumentative. If I were the author of Trinity, what would I have done?
(Oh, sure, I'm being presumptuous too. All due apologies to Moriarty. But we're both thirty years older; we're different people than the author and player circa 1986. It's worth a rethink.)
(I will assume that you've played the game and read Maher's post. If not, massive spoilers ahoy.)
As it happens I replayed Portal 2 right before The Talos Principle launched. That's gotta be the last thing a game designer wants to hear, right? "We don't use the term 'Portal-like', but, sure, Talos is... wait, you just replayed Portal? You couldn't have waited a couple of weeks in between?"
(I haven't gone to check whether the designers used the term "Portal-like". Nobody's going to disagree with it, nohow.)
Talos is a pleasant puzzle game with a nice script and good art and bullet-holes in several of its own feet. I recommend it but I wish it had fewer self-inflicted wounds.
(Note: in a "ruminations" post I don't offer an overall review. Instead, I focus on particular areas of design that I find interesting -- or problematic. So don't freak out just because I complain a lot.)
I don't imagine that Gone Home suffers from lack of reviews. I heard about it from several directions when it came out, and that was over a year ago. But I just played it.
(Yes, I am slowly starting to dig into the past four years of indie IF that I was too busy writing my own game to play. Yes, I will also get to Bioshock Infinity one of these months.)
I don't have anything to add to the discussion of Gone Home as a story game, or as a game about gay folks, or as a flashpoint of hatred from jerk-gamers. That's all been covered. Nor am I going to tell you why you should like or dislike the game. I liked it, a lot of people liked it, that's not news.
Instead, I'm going to give my impressions as a game designer. This is what I would have said if I were on the team building the thing. Or, more likely, having muffins with the designer during the wild-idea stage. Maybe that'll hit some new ground. If not, well, too late -- I've already written this post.
As you probably know, online discussion in the gaming world has recently gotten noisy and nasty. Plenty of people have written about this. I haven't written about it.
I have solid reasons for not writing about it. I am in the final stages of writing a game. I am prone to being distracted by the Internet, and particularly by big ugly Internet arguments that make me feel terrible but I can't fix them. When these arguments fall my way, I reach for the mute button. I need to finish my damn game.
Plus, my Internet security is imperfect (because security is always imperfect). I'm a straight white guy, so maybe not the most likely target of ire, but if someone takes against me I'm hosed. My web sites could be compromised. People could demand their Kickstarter money back. The worst time for this to happen would be right as I'm shipping four years of my game-writing life.
So I've been keeping my mouth shut -- which makes me a coward. Screw that.
On Monday an open letter to the gaming community went up. It is a simple statement:
We believe that everyone, no matter what gender, sexual orientation, ethnicity, religion or disability has the right to play games, criticize games and make games without getting harassed or threatened. It is the diversity of our community that allows games to flourish.
If you see threats of violence or harm in comments on Steam, YouTube, Twitch, Twitter, Facebook or reddit, please take a minute to report them on the respective sites.
If you see hateful, harassing speech, take a public stand against it and make the gaming community a more enjoyable space to be in.
This was organized by Andreas Zecher. A lot of names appear below it; you will see mine there.
That's a start. As we all admit, signing a letter is easy. I want to say more. I'm not sure where to go, though. So I'll say some pro-forma stuff, and then I'll tell a little story, and then I'm done.
This week I tried two different puzzle/exploration games. They were both pretty cool, but I only finished one of them. Does this mean I am going to delve into details of game design? Yes!
Oh, sure, it'll boil down to personal preference -- but details can be fun.
I spent the weekend at a delightful little game-dev conference at NYU. Much cool stuff happened there. However, I want to focus on Saturday morning.
Saturday's first talk was by Warren Spector, who has recently switched from developing games (Deus Ex, etc) to teaching the subject at UTexas. His thesis was simple: emergent gameplay, emergent gameplay, emergent gameplay are you listening people.
Here's a writeup of Spector's talk, thanks to Leigh Alexander and Gamasutra.
(Footnote: the quality of emergent gameplay should be referred to as "emergency". As in, "Yeah, that game had a lot of emergency." Hat tip to Vernor Vinge for pointing this out.)
Spector tried not to say "Everything else sucks." He stated right off that he was oversimplifying, and that he's just presenting the kind of games that interest him. But it was hard to avoid the subtext that any scripted, linear, or single-solution interaction was inferior -- bad game design. Inherently. That if players tried the emergent (simulative, rules-based) gameplay they'd be happier and never go back.
When we talk about MMO games and their problems, the first question is "Who's running the server?" We take for granted that an MMO is a machine with a trusted server and a bunch of not-very-trusted clients. (I myself have been working on a multiplayer MUD-like game, and while it is open-source, there's still a trusted server that players log into.)
This assumption is fundamental, but it's bunk. Let me explain.
(This post is not about the definition of "game".)
Eleven years ago, I wrote a post entitled Characterizing Interactive Fiction. I wanted to put the pin in what I called "IF" and, more usefully, why I found that category to be interesting and distinct from other kinds of games.
My definition at that time -- here, I'll quote it:
A program which reveals a story (or related stories), created by an author (or authors), to a player (or players); such that the range of action available to the player is only partially known to him, and must be understood in terms of the story world; and such that the majority of important results of the player's actions are unique results, specifically created by the author to support that part of the story which the player is experiencing.
Notice that I don't say anything about a text parser, or even about text. This is because I was pointing at a structural similarity between (parser-based) text adventures and (first-person) graphical adventures.
I still find this a useful category. But it's not much of an observation these days, and designers have managed to incorporate those sorts of elements into lots of different kinds of games. (When I reworked the essay for the 2011 IF Theory Reader, I went with "a game that is controlled by textual input..." Mostly because the Myst-style adventure genre had more or less faded away.)
These days "interactive fiction" is a whole different argument. My 2002 essay relegated "those pesky CYOAs" to an end-note. That wasn't even controversial, because you could (at that time) still regard choice-based games as the genre of the simple branching plot tree -- Cave of Time on a computer. Those games that elaborated on the model did so in the direction of adding CRPG elements (potentially interesting, but not adventure-like) or by trying to become more like Zork (generally not interesting).
Picking up the thread from my last post...
Versu is an engine for choice-based, conversation-focussed narrative fiction. It is currently available as an iPad app; support for more platforms is planned. Authoring tools are also planned, I believe. What you get right now is a free download with a tutorial, a short adaptation of a scene from Pride and Prejudice, and a longer ("30-45 minute") Gothic-ish story. For $5, you can buy an additional story about a polite family dinner party that turns to... well, I shouldn't spoil it, should I?
Versu is the project that Emily Short and Richard Evans have been working on for the past several years. Their team was acquired by Linden Labs, so this is coming out as a Linden project. (In later discussion, I am told that Linden just released an unrelated interactive-environment-authoring tool called Dio. Thus the perils of companies acquiring smaller companies; integration is a bitch.)
I am initiating this seasonal tradition here at the Gameshelf -- which may turn out to be a singleton tradition, that's always a danger, like New Year's resolutions, but we'll give it a shot, right?
Frequently I play a game and think "Hey, that was a well-designed game." It's not so often that I play a game and think "Wow, that one design element really stands out -- and I've never seen it before! Clever." So I wanted to pick out a few of my favorites from this year.
I'm not talking about featured gimmicks here. I'm talking about ideas that other games might reasonably think about adopting. Yes, Portal has a core game mechanic, it's very clever. If you use it, you're writing Portal 2. (Or Darksiders, but let's not get into that here.) There have been a spate of these core-puzzle-mechanic games -- Quantum Conundrum and Unfinished Swan were two fine examples I played in 2012. But I want to talk about the mechanics that quietly make your game better.
Behold, my choices for 2012. No doubt I'll think of another favorite tomorrow morning.
Okay, I did my moral homily, now I'll talk about the game. It occurs to me that some of my readership may not have played The Fool's Errand.
Well... probably most of my readership here has, because my friends include a lot of Mystery Hunt types. Plus people who (like me) were already gamers when TFE came out in (oy) 1987. Plus people who played System's Twilight, my TFE homage from (gah) 1994.
So, for the rest of you! The Fool and his Money is a puzzle collection wrapped in a narrative, with more puzzles hidden in the gooey center.
It's not an adventure game. The early example of TFE played hell with my notion of what an adventure game was, because it had puzzles and text and a story just like Zork, but it... was... something else. Years of research and meditation (--playing more games) clarified the distinction: The Fool games do not present you with an explorable game world. You don't find a puzzle by looking under a rug; you find a puzzle on your screen. This is not a flaw, this is a different outlook.
I was planning on writing this blog post Friday afternoon, and cueing it up to hit the streets at 9:01 PM. But that rat Johnson has tripped me up yet again and released The Fool and His Money a day early.
My download meter says "5 min 29 sec remaining", so that's how long I have to finish this post.
I was going to make a speech about not being a sardonic smartass about this sort of thing. I guess I still want to make that point. The past seven years have been punctuated by a lot of comments from That Guy -- you know who I mean -- the Guy Who says "Ha ha, 'the fool and his money', you're the fool, Cliff Johnson stole your money, he's never going to finish the game."
If you're that person, be ashamed. Doubt is easy; I've doubted. Calling somebody a liar is also easy, but it costs more. Don't impugn someone's honesty just to make a weak pun about the game's title. That's jackassery.
(Some of my friends are That One, and I'm sorry for lecturing you about this. I think it's important to say this.)
Yes, I am a biased commentator. I am a dude who is late with a game. Nobody's called me a liar yet, but I'm sure it'll come along. It won't break my spirit. That's not the point. The point is this:
If you have been 100% confident all along that Cliff Johnson would finish his game, today you are riding high. Your game is here and you're excited to play it.
If you have been hopeful -- or even doubtful! -- that Cliff Johnson would finish his game, today you are riding high. The world has justified your hopes, or the world is brighter than you expected; you are excited to play the game.
If you have been going around telling people that Cliff Johnson would never finish his game, that he was a liar, that we were idiots to believe it -- today you are horrified. You are disappointed. You're not the smart one after all. You invested yourself in believing the worst of someone, and the world has crushed your hopes. Your soul is smaller today.
I am here to tell you that you can be better than that. Your heart can grow three sizes today. It will hurt, though. Apologies always do.
Kairo was one of the two extremely abstract first-person puzzle adventure games that excited me at PAX this spring. (Is that an acronym yet? EAFPPAG? No? No.) (The other one was Antichamber, which I'm still looking forward to.) Kairo was just released for Mac/Win, with Linux and iOS promised later this year. I grabbed it on Sunday and jumped in.
Kairo is pleasant, but quite short; I finished it in two evening play sessions. Why evening? Because the stark architectonic worlds work better with the lights off. It's not exactly a beautiful game, not like Dear Esther or the highly-rendered graphical adventures of decades past. But the author chose his style and worked the living hell out of it. With little more than rectangles, distance fog, baked shadows, a little focus-blur, and a few concrete textures, Kairo builds an impressive range of architecture -- thematically unified but not repetitive -- and invests it with a startling sense of scale.