The Law of Unintended Consequences strikes again

In light of John C. Wright’s Unified Field Theory of Madness, perhaps we need an addendum to explain the Contrapuntal Certainty of Left-Wing Social Policies:

From Grand Theft Auto V to Saints Row 2 and Fight Night, many games let players choose between characters of different races. However, researchers have found that when white people play as black characters in video games classified as violent, the players were more threatening, offensive and racist in real life. Scientists described the findings as ‘disturbing’ because it is the first time the race of a computer alter ego, or avatar, has been linked to this change in behaviour.

There may be a third certainty beyond death and taxes, and that is the tendency of every left-wing social policy to deliver consequences that are the EXACT OPPOSITE of those expected and predicted. We have seen tax hikes that raise less money, we have seen a War on Poverty that increased the number of the poor, we have seen how multiculturalism increases social divisiveness, and now we are seeing that the proposed solution to supposed racism in video games actually increases racism in real life.

This should have interesting ramifications for the women who are incessantly crying for more female protagonists in video games in order to encourage more female involvement; at this point, one wouldn’t be surprised if that ended up leading to the development of online prostitution through video gaming networks.


How Coleco scored Donkey Kong

I ran across this interview with the driving force behind the Colecovision and found it to be fascinating. It seems incredible to think you could once get the rights to great arcade games like Zaxxon and Turbo for $5,000.

Bromley knew this title – which was hitherto unknown in the West – could be the game to propel his console into the public consciousness. He also knew he had to act fast. “A meeting was arranged for the next day,” he reveals. “I said I wanted the rights to Donkey Kong. I didn’t want Atari to find out about this game. After a lengthy conversation Makihara-san told me Yamauchi-san wanted $200,000 advance and $2.00 per unit royalty. It was around 10:00AM and Yamauchi-san knew that I needed to catch my train, so then he added the kicker: the US$ 200,000 must be wired to his account by 12:00 midnight, or there was no deal.”

The odds were most certainly against Bromley. “The most Coleco had ever paid for an advance for any license up to then was $5,000,” he says. ”Also, they never, ever paid more than 5% of their selling price; the worst case would be about 90 cents. Now because of the need to wire the money before 12:00AM Tokyo time, I needed to take the next available train. I would have to call as soon as I got back to my hotel in Tokyo which would be in the afternoon and therefore wake up Arnold Greenberg in the US, the only one who could authorise an immediate wire transfer. I was to call him at home, wake him up, and then ask him to wire $200,000 for a game he has never seen or heard of. If that wasn’t bad enough, he then has to agree to more than twice the usual royalty amount!”

Bromley stayed firm, spurred on by the fact that he knew that Donkey Kong would be a smash-hit once western gamers laid eyes on it. “Upon my return to Tokyo, I called Arnold Greenberg from my room – I was shaking a little,” he admits. “It was about 4:00 AM in the morning and I got: ‘Whaaaaa? Do you know what time it is?’ I referred him to a conversation we had days before with marketing and sales; we all agreed we needed a really spectacular game to bundle with the ColecoVision console to create an impact. I then told him of the conditions: $200,000 advance and the $2.00 per unit royalty. I said: ‘I have found that game.’ To my surprise all he said: ‘is it really that good?’ I told him that it was as good as Pac-Man. He asked what it was called and I uttered ‘Donkey Kong.’ Silence. For the first time I realized how silly the name sounded. What seemed like an hour later he said: ‘OK. Let’s do it,’ and said he would wire over the money as soon as the banks opened that day.”

It’s also an important lesson in what passes for Japanese business ethics. I had to laugh upon reading it, having run into similar issues with both Konami and Sega in the past. Fortunately, having studied in Tokyo, I was more prepared for them than Mr. Bromley was, although it’s hard to argue with how well it worked out for him. What a pity Coleco didn’t tough it out the way Nintendo did; the industry would have been the better for it.


Pink SF/F invades gaming

Not content with having all but destroyed SF/F, the ever-restless Pink Horde is now laying siege to the video game industry:

BioWare Montreal’s gameplay designer Manveer Heir received a standing ovation for his rousing “Misogyny, Racism and Homophobia: Where Do Video Games Stand?” talk at GDC yesterday. He challenged the industry to demolish the many stereotypes that exist in video games and accept “a social responsibility to mankind”.

“These negative stereotypes affect the identity of individuals in these groups. They affect the way people think and treat others in the real world, and perpetuate the social injustices that occur in these different groups,” he said, according to Polygon.

“We should use the ability of our medium to show players the issues first-hand, or give them a unique understanding of the issues and complexities by crafting game mechanics along with narrative components that result in dynamics of play that create meaning for the player in ways that other media isn’t capable of.”
femshep

He says it’s “very cynical” to assume the audience isn’t capable of embracing a gay hero or heroine, or “more exclusive women protagonists in games that aren’t glorified sex objects and actually have personalities beyond supporting the men in the game”, GamesIndustry International’s report added.

Realism arguments – ie that women weren’t soldiers in medieval times, for example – are “laughable” excuses, he said. Dragons didn’t exist either.

‘But the audience doesn’t respond as well to heroes who aren’t white males!’ – ie those games sell fewer copies. Hogwash, he argued. Those untypical games simply don’t have the investment the typical blockbusters do.

I’m not sure what is more astonishing, how the rabbits all follow the exact same script every time and pretend that it is somehow going to magically play out differently this time, or the fact that a fair number of idiots are going to buy into the insane argument. After all, what young male game aficionado doesn’t want to sign up to be lectured to when he sits down to commit mayhem on some innocent orcs or aliens?

This is only one of the many reasons I quit going to CGDC after it became GDC. Social responsibility? Fuck that. Games concern electronic entertainment, nothing more and nothing less.

And notice that all of Heir’s “arguments” are nothing but mere assertions, devoid of any evidence or even logic. It shows his complete divorce from sanity when he claims that basic historical reality is “laughable”. And speaking as one who has been involved in the financial analysis of more than 200 games, “investment” is not the sole determinant of a successful game; many a million-seller has been developed on a relative shoestring. Heir doesn’t understand that since dragons don’t exist, one can do what one wants with them. But taking a woman and making her a kickass ninja warrior necessarily means that she ceases to be a woman in any meaningful or recognizable manner, she becomes a man with cosmetic female attributes.

This has become clear to me after reading two David Weber novels. In his attempt to be sexually egalitarian, he has essentially removed all actual women from his books. There isn’t a single female character whose sex one could not change to male and have the change go almost completely unnoticed in terms of “her” behavior.


Why we don’t put girls in games

Yet another clueless wonder is yapping about the absence of the unnecessary from video games:

There is a point to including playable female characters in games. I’m aware that most of the people likely to comment on this article (go ahead and bleat about misandry, you worms; I’ll enjoy a tasty cup of your male tears) don’t see that, but I’m also aware that the vast majority of people who read this article do see it, and won’t bother to leave a comment because what I’m saying in this editorial seems sensible, practical, and non-controversial. Such is the way of the Internet. So I’m not going to bother writing out a lengthy justification of why we genuinely need female characters in video games for the good of the industry financially and artistically; if you honestly can’t understand it, go forth and educate yourself. If you feel that gaming is the one thing remaining to men and girls should stop spoiling it with political correctness, then please go boil your head because I see no point in debating with people incapable of basic logic and lacking humanity.

Having taken it as fact that there is a point to including female characters in video games, why on earth are we still hearing excuses for their absence in 2014? Because it is an excuse. There is no reason not to do it. You won’t alienate your existing market by acknowledging the existence of women. You won’t take anything away from your existing market.

I am a game designer. I am designing and producing a game that does not, and will not, have a single female character in it. This is not because I am misogynistic. This is not because I do not women to play the game. This is because putting women in the game makes no sense, violates the principle of the suspension of disbelief, and will not make the game any better as a game.

I am the lead designer of First Sword, a combat management game. The game has orcs and men, elves and dwarves. It has goblins and trolls. But it has no women.

Why not? Because the game is a gladiator game. Women cannot credibly fight as gladiators. We don’t put women in the game for the same reason we don’t put bunny rabbits or children in the game. Putting women in the game would be an act of brutal sadism, an act of barbarism even by pagan Roman standards. While the Romans did occasionally put female gladiators in the arena, they were there as a comedic act. They were occasionally matched against midgets, which the Romans apparently found hilarious.

We could, of course, throw out historical verisimilitude. But we’re not going to. Because we value that verisimilitude far more than we value the opinion of a few whiny women who don’t play the sort of games we make anyhow. And when we design a game with a particular female market in mind, we don’t worry about hurting the feelings of men who we know have no interest in that sort of game.

But the woman is right. There is no point in debating. We’re not interested in debating her. We’re not interested in listening to her. As it happens, we couldn’t possibly care less what she thinks one way or the other.


The problem of in-app purchases

I could not agree more with this critical take on in-app purchases. Games have to offer value, real entertainment value. They cannot simply be addictive feedback-reward systems designed to scam the unwary.

One of the things we are committed to doing with First Sword is ensuring that everyone can not only play the game, but remain competitive, without purchasing anything. This may mean we reduce our maximum potential profit, but that is beside the point. The primary objective of a game must always be to entertain, not to chase profit.


Kids and the classics

Perhaps one day I will write a book entitled Why I Play the Classics. But Calvino aside, one plays classic games for much the same reason that one reads classic books. From Slashdot:

An article at The Verge got me thinking. Parents and those of you who plan to become parents: will you introduce your kids to the games you played when you were younger? Those of us who grew up playing Pong, Space Invaders, and Pac-Man have had a chance to see gaming software evolve into the enormously complex and graphically realistic beast it is today. I’ve begun to understand why my grandparents tried to get me to watch old movies. I’m also curious how you folks plan to teach your kids about computers and software in general.

I find it pretty simple. If you begin playing older boardgames with them when they are young, they begin to develop an appreciation for games as a general concept rather than viewing them as something that primarily exists on a screen. I started playing War at Sea with Ender when he was six; this year he was delighted to get a 36 year-old copy of Victory in the Pacific for Christmas.

Ender likes playing modern shooters and sports games, but he also enjoys older games through the use of DosBox.  Right now, he’s particularly into Wizardry and before that he was playing Fantasy General after we were both checking out the recently released Fantasy Kommander from Matrix. He recognizes that graphics do not make the game, which unfortunately is more than I can say for a lot of people in the industry.

Not that graphics aren’t important in the symbolic sense. In fact, some of us were having a discussion on the subject just last night, which leads to a question for the gamers in our midst. Can a blue heart represent morale? If that is too easily confused with the red cross that represents health, then what is a better symbol for morale?

Any ASLers who answer “boxcars” will be summarily shot.


Artist wanted

We’re keeping JartStar is more than a little busy these days, so we’re now on the lookout for a part-time 2D/3D artist to crank out more banners and portraits for First Sword.  If you happen to be one who can do this sort of thing and you’re interested, please shoot me an email. I’ll be posting this in the usual places in about a week, but I thought I’d give the Ilk the first shot.


Mastering the monster

Matrix Games announces a quasi-new game that borders upon the breathtaking:

World in Flames is Matrix Games’ computer version of Australian Design Group’s classic board game.  Covering both the European and Pacific Theaters of Operations during World War II, World in Flames is global in scope while simulating each branch of service in detail.  Land units are corps and army level, supplemented with specialized divisions.  Naval units include individual counters for every carrier, battleship, cruiser, and light cruiser in the war. Using 1000+ unique bitmapped images, air units represent groups of 250 to 500 airplanes.  With 6000+ unique units, 250+ countries, and a global map of 70,200 hexes, World in Flames is the premier World War II grand strategy game.

Nine of the eleven scenarios from Australian Design Group’s World in Flames Final Edition are included, and they range from the small 5 turn Barbarossa offensive in Russia and the 5 turn Guadalcanal battle in the Pacific, through to the 36 turn Global War campaign which spans all of Europe, Africa, the Middle East, Asia, the Atlantic, and the Pacific.  You can play either the Axis or the Allied side or take the role of one of the 8 major powers.  Besides solitaire and head-to-head, you can play over the Internet.  The last mode of play is for two players, Axis versus Allies.

In addition to the full set of rules from World in Flames, Final Edition, there are 58 optional rules.  Australian Design Group’s expansion modules Ships in Flames and Planes in Flames are incorporated into the basic game, but the inclusion of other expansion modules, such as Mech in Flames, Carrier Planes in Flames, and Cruisers in Flames, depends on which optional rules are selected.

This simulation models national production from conveying raw resources to factories  using rail lines and overseas pipelines for producing infantry, armor, naval, and air combat units.  Because oil was so important during World War II, there are separate optional rules for synthetic oil plants and deployment of oil reserves to the front lines.

This looks like an incredible blend of boardgame and computer game. No AI, but it is in the works, according to the developer. I have the computerized War in Europe, which was a somewhat similar concept, but this looks considerably more advanced and much more adapted for the Internet era. I think those hardbound rulebooks will look exceedingly nice next to my ASL folders, although I hope they will also include PDF versions for speedier reference.(1) I expect they will eventually add PBEM as well. I do hope you’ll be able to play over the Internet with a single copy.

And an interview with the designer, Harry Rowland, can be found here. It’s amazing to learn that 60,000 copies of the game have been sold over the last 30 years.

(1) Looks like they anticipated this: “The text from this section of the Players Manual is available during
game play as context sensitive help. During a game you don’t need to
leaf through the Players Manual looking for how to use a form, just
click on the Help button to bring up the text from the Players Manual
that describes the form.”
That’s smart; it really is an integrated approach.


Turnabout is fair play

Some game reviewers crying because a developer played hardball:

Here’s a quote from Totalbiscuit:  Unfortunately, every day we have to sit there worrying, will some company decide to abuse the copyright claim system to destroy my livelihood today?

Another popular youtube guy, Francis, also chimed in with this: YouTube has saved my life, and it terrifies me that with this system in place, it’s possible all of this will disappear tomorrow morning.”

and this: Your dream, your livelihood, your future… everything you’re aspiring to be can go *snap* like that.  It’s terrifying.

That’s powerful stuff.   It is terrifying.  How do I know? Many video game developers live this every day of their lives.

Many of us, especially indies, have made staggering sacrifices to pursue our dreams.  Financial, mental, emotional, relationship.  Many of us pour our life energy into our creation.  We dream for success.  We dread failure.  Failure is catastrophic.

Especially indies, who rely almost exclusively – not on multi million dollar marketing budgets, but on the people who review and talk about their games.  A review by someone like Totalbiscuit can completely change the fortune of an indie developer.  And I mean completely.

First of all, having been a nationally syndicated game reviewer as well as a game developer, I am EXTREMELY dubious that any reviewer has the sort of power being described here. I suspect an amount of correlation/causation confusion. Second, while Totalbiscuit may be an excellent reviewer, (and he is clearly more conscientious than most with regards to playing through the entire game before reviewing it), it appears no wise old editor ever taught him a very important lesson concerning game reviews.

It’s one that I was taught by Chris Lombardi of Computer Gaming World when I was reviewing a very, very bad game for CGW, a game that has repeatedly made Worst Game Ever lists, and it was a lesson I never forgot.

After I emailed him the review, he called me up and said: “It’s a really funny review. It made me laugh out loud. And it isn’t publishable. Drop the ba-doom-boom stuff; it’s not professional.”

What he meant by “ba-doom-boom stuff” was lines like this: “In space, no one can hear you scream.  And when it comes to Salvation Prophecy, that might be a good thing.”  These sorts of one-liners indicate that the reviewer is sacrificing the game on the altar of a punchline. And that’s not only unfair to the game, it shows that the review has become more about showing off the reviewer’s clever wit than actually reviewing the game itself.

I don’t know if the game developer was in its rights or not to get the review taken down; that is outside my area of competence. I do know that as a general rule, I am 100 percent opposed to DMCA-related nonsense. But I also know that if reviewers are resolutely professional and play fair in their reviews, developers are unlikely to react in an unprofessional and unfair manner even when the reviews are less than flattering.


EA’s next debacle and the crash of 2014

Having played a considerable amount of Battlefield 2 and 3, I am not at all sanguine about the prospects for success of the next version of the franchise:

The Swedish Army drafted Patrick Bach in the early 1990s and tried to
make a soldier out of him. No such luck. Mr. Bach couldn’t see the point
of pretending to protect a country at peace since the Napoleonic wars.
The only part he liked was the shooting.

Twenty years later, Mr. Bach commands a high-tech army that is at war all the time. As the creative force behind the Battlefield series of video games, he must make sure that players come back again and again, no matter how often they get whacked. Which, if you are keeping score, is about seven billion times in the last two years.

For months, a development team in Stockholm has been frantically preparing a new version of the game. Played out in desolate cityscapes, on the sea and in the skies, Battlefield 4 is a dream of Armageddon without civilian suffering to make things messy. Already, fans are hailing what one early reviewer called “an insane new level of destructibility.”

Bloody and dramatic as it is, Battlefield 4 is only the opening move of a bigger effort by Mr. Bach and his colleagues at Digital Illusions Creative Entertainment, or DICE, a development studio owned by the Silicon Valley gaming powerhouse Electronic Arts. They are trying to create a new type of military shooting game even as the genre confronts technological, narrative and public relations hurdles. If they fail, video games will be that much closer to extinction.

Like big-budget movies, newspapers, printed books, DVDs and other once-dominant means of conveying information and entertainment, traditional video games like Battlefield — played at home, with a special console or maybe a souped-up PC and the biggest possible screen — are under digital assault. A handful of programmers in a garage can put together a crude but compulsive smartphone game in a few weeks. These games are designed to be played in snippets, anytime and anywhere, making them ideal for a busy modern life.

Mobile games are not exactly complicated. Fruit Ninja involves slicing animated fruit in half. ActionPotato is all about trying to catch potatoes. Candy Crush Saga consists of rearranging pieces of candy — and is played 700 million times a day, its creator says.

Immersive games like Battlefield, on the other hand, require years of intricate work by hundreds of software engineers and artists. They demand an investment by players, too: $60 plus quite a few moments of attention. And they are tied to technology going the way of the rotary phone. PC sales are dropping as users migrate to tablets, while sales of the Microsoft Xbox and Sony PlayStation consoles have wilted 40 percent in the last two years.

Traditional video games will not disappear tomorrow. It is a multibillion-dollar business, with shooters like Battlefield its most enduring category. The visceral thrill that players get from their virtual guns — the ability to reach into an imaginary world and destroy things — cannot be replicated on a smartphone, at least not yet.

Electronic Arts is nevertheless trying to extend franchises like Battlefield to devices, because it must. But at the same time, it has to grapple with the threats undermining traditional gaming. Though the classic consoles are getting reboots this fall, there is no guarantee that new models will permanently revive the format’s fortunes. In 2006, Nintendo introduced the Wii to iPhone-type excitement. The latest version had a tepid response. The new Xbox and PlayStation will get more attention but face an undercurrent of doubt.

“Nintendo, Microsoft and Sony are beyond the point of no return in this industry,” analysts at Asymco warned in a report last month titled “Game Over.”

Even a relentless optimist like Frank Gibeau, a veteran executive at Electronic Arts, acknowledges that the industry has become much more complicated.

“When you take technology and entertainment and slam them together for a highly demanding user base, you’re in the deep end of the deepest pool,” he said. “The movie business is tough, but this is really hard.”

The first-person shooter, which allows a player to be the character instead of just an observer, took off with the demon-slaughterfest Doom in 1993 but had its best run after 2001. The games drew inspiration from the wars in Iraq and Afghanistan and the real-life exploits of the Special Forces. Studios often worked in collaboration with former members of the United States military.

Danger Close, a Los Angeles studio also owned by EA, released last fall the 14th incarnation of Medal of Honor, a shooter that was promoted as the ultimate in realism. But reviewers disparaged it and gamers rejected it. Don’t look for version 15 anytime soon; EA shuttered the studio.

Mr. Gibeau explained EA’s new shooter strategy: “We’re doubling down on the DICE team.”

Which is how it came to pass that a bunch of guys in Sweden whose knowledge of the American military comes from watching “Saving Private Ryan” and “Platoon” is now making EA’s only contemporary military shooter.

Good luck with that one. As one of the first designers of a 3D military FPS, (you can see videos of the unfinished Rebel Moon Revolution on YouTube that a Russian hacker team put together), I’ve watched the rise and fall of the mil-FPS with equal parts amusement and despair.

I can’t think of company that has blown more, and better, opportunities than EA. They have acquired, and destroyed, so many excellent game studios. Origin. Bullfrog. Maxis. Westwood. Now PopCap, Playfish, and Firemint. If it weren’t for their valuable sports franchises, Madden and FIFA, they’d have gone out of business years ago.

One of the startling points of the article is that EA has gone from publishing 67 console and PC games in 2008 to 10. They are doing the exact opposite of what Taleb recommends in Antifragile; they are increasing the fragility of the corporation. By putting so many eggs in so few baskets, a few failures will be all it takes to bring down the corporation once and for all. I have friends who are at the studio head level, and EA has closed down multiple profitable studios because their revenues are not large enough.

Which means EA is literally strangling in their cradles what would have been their next generation of blockbusters, because very few studios produce massive hits on their first or second attempts. Rovio famously succeeded on what it claims was its fifty-first attempt. Ultima was the successor to Akalabeth, or as it had previously been called, D&D Game #27. Wolfenstein 3D was id’s 14th game.

The game companies are failing to understand that the games market has not grown so much as bifurcated into games for gamers and games for non-gamers. The problem is first that there are more non-gamers willing to play Angry Birds and Candy Crush than there are gamers, second that the mobile platforms are far more conducive to non-gamer games than gamer games.  (Or use hard core vs casual if you like, it is the concept that is important, not the terminology.) So, in trying to chase both markets simultaneously, they are pursuing intrinsically self-contradictory strategies.

This is why I think we are well on our way to another 1983-style video game crash. Some in the industry think we’re already in it, but I think 2014 will be the year this becomes clear. It’s not a bad thing, though, as it will destroy the sickly giants and clear the way for a new generation of game companies, which likely will not include the likes of Electronic Arts, Rovio, or Zynga.