Thursday, July 31, 2014

Little Inferno, PISS, and Doing Real Things

In December of 2012, I played a game called Little Inferno. My purchase followed that of my friend Iceman's, and both were due to Chris Franklin's video on the subject (warning, total spoilers):


(By the way, if you aren't familiar with Chris Franklin's work, I highly recommend you rectify this situation.)

The game isn't perfect and one can argue over the price point for a 3-hour experience you'll probably never revisit, but it stuck in my mind and left me thinking. The obvious reading of the game is an attack on freemium games of the time-and-money-sink variety. I think one could make a pretty strong argument that its themes apply to games or trivial entertainments in general. But for me, the game is about growing up.

Wednesday, July 30, 2014

A Parenting Lesson from Athena

One day when my brother was a young boy, he decided to expand his meager collection of Nintendo games. Super Mario Brothers and The Legend of Zelda were great fun, but Brother Professor wanted something new.

So he enlisted the aid of Mama Professor, who took him to Toys R Us. With maybe fifty dollars to his name, Brother Professor surveyed the $35 NES games, inspecting the boxes of the games he did not already own. He found the one that looked the coolest, boosted by its ties to Greek mythology, and took it home. Unfortunately, Athena was the game inside.

When he began playing, my brother quickly realized it was an awful, awful game. Graphically ugly with no plot to speak of, featuring poorly designed levels and suffering from major control issues, the game didn't even have any real connection to Greek mythology besides the name.

Brother Professor tried hard to like the game. It had been a major investment, and who knew when he could afford another one? But Athena was just too horrible. He couldn't do it. He gave up. From then on, there was a self-enforced rule in the Professor household: rent before you buy.

Decades later, I was talking to Mama Professor and asked if she remembered when my brother had bought that one awful, awful game. "Athena," she said immediately. I was impressed she remembered the title so easily. It turned out she remembered much more than that.

She'd been watching my brother inspect the game boxes. She knew this couldn't possibly be a good way to pick out a game. She wanted to tell my brother to check reviews or talk to someone who had played the game. She wanted to forbid him from buying the game until he knew it was good. But she didn't.

My mother held her tongue, and let my brother make his own mistake. And thus instead of resenting her treading on his freedoms, he learned a valuable lesson. A lot of parenting, my mother said, is knowing when to keep your mouth shut.

Tuesday, July 29, 2014

Achievements are Broken; Here's How to Fix Them

Fundamentally, an achievement is just a publicly-viewable checkmark indicating the completion of a particular action. The Xbox 360 added points gained from each achievement that accumulate into a total across all games. The PlayStation 3 followed suit, as did Apple's GameCenter. (Notably, Steam did not. Steam achievements have no point value and do not add to a cumulative total.)

In order for these points to be meaningful, there has to be some kind of equality across games. The 360 mandates that each full retail game must provide exactly 1000 points worth of achievements (it's a bit more complicated than that, but for our purposes let's keep it simple). The PS3 has a similar rule, though its numbers are obfuscated (for convenience here, I shall refer to their point value as also 1000). This prevents oneupmanship between game developers, who might otherwise put out games with ever-increasing amounts of achievement points available, which would quickly render the running total meaningless and destroy much of the marketing value of achievements.

So what happens when a game launches with bad achievements? It's become standard for games to be patched, but it's unusual for achievements to be patched, and even then it's generally just to avert controversy via a cosmetic change. Because of the need to keep a consistent point total, you can't add new achievements without removing old ones - and removing or replacing an achievement is almost certain to upset people. No matter how ludicrous the achievement, somebody out there has it - and they don't want the proof of their hard work stricken from the record. If you leave it up on their profile but make it no longer available for new players to get, then the new players may feel slighted that the opportunity to earn it has been taken away from them.

But the inability to add new achievements is severely limiting. It means you can't fix problem achievements (of which there are plenty). It also leaves out a powerful way to grow a game - just look at how Valve has kept Team Fortress 2 fresh by adding, among other things, batches of new Steam achievements. (Steam achievements don't have points, so they can freely be added without running afoul of point imbalance.)