Link’s Quiver Capacity

On his blog, Lore Sjöberg announced his new project: a weekly video podcast for his Alt Text column at Wired. The first episode rates Link’s weapons.

According to his blog, more will be available on Wired’s YouTube page or via iTunes subscription.

Seeing as how it’s a video with drawings, and more often than not will talk about videogames, I foresee the inevitable comparisons to Zero Punctuation. I implore the internet not to go down this path. This is a time for celebration, not consternation. Having two of the funniest people on the internet providing material twice a week don’t mean nothing but a good thing.

Besides, Lore did it first.

If we could get Dave Campbell to turn his new Live from LA blog on ABC into a weekly podcast, then the trifecta would be complete.

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> use research on article

It’s kind of ironic that this review of the “Lost” videogame faults the game for its reliance on outdated and obsolete game mechanics, because the review itself relies on an outdated and obsolete assumption: that adventure games are no longer relevant.

A game journalist in 2008 saying “adventure games are dead” is kind of like a stand-up comedian making jokes about airplane food. Where’ve you been, dude?

But if you’re going to make the claim that adventure games haven’t been relevant in fifteen years, at least do a little research. The review says that all of its problems are because it’s one of those “adventure games - think Monkey Island” and then goes on to list fault after fault with the game, all of which were already addressed by the time the Monkey Island games were released. I’m pretty familiar with the Monkey Island games, especially The Curse of Monkey Island (1997), and they don’t have any of the problems he names.

There’s no instant death — like, say, Gears of War (2006) or Shadow of the Colossus (2005). No “invisible barriers,” like those of Mass Effect (2007). No items that are only “activated” after talking to the right person, like The Phantom Hourglass (2007). No pitch-black areas — Doom 3 (2005) — that require you to constantly relight or replenish your light source — Half Life 2: Episode 1 (2006) — or “fiddly and tedious” games that require you to collect tons of items scattered throughout the level — Psychonauts (2005) or Dead Rising (2006).

The reviewer claims he’s going to stick with the game, though, because of its intriguing story, strong production values, and good music. The Monkey Island games are guilty of having those.

I can’t offer an opinion on the “Lost” game either way, since all I’ve seen of it is a glimpse on screens being demoed at WonderCon. The bit that I saw had a close-up of a Hurley model whose dead-eyed stare still haunts my nightmares — but I can’t fault it for that, since that’s pretty much the state of the art for photorealistic videogame art these days.

But assuming that the “Lost” game did screw up the game mechanics as badly as the reviewer claims, that’s still just the fault of that game. There’s no need to continue the assumption that that kind of junk is endemic to adventure games, and isn’t found in any other genre. We’ve already got enough people who think that adventure games are doomed to be nothing more than interminable stretches of nothing interrupted by mazes and variations on decades-old “get through that door” puzzles.

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The Dude Abides?

I admit I’ve been out of the loop, politically, for the last 36 years or so, but were y’all aware that two of the three people most likely to be the next President are not white men?

Even with all the time since the Democratic primary to let it sink in, I’m still finding myself pleasantly surprised by that fact. For the most part, in the most mainstream media that I’ve been exposed to, it’s been treated as a non-issue. Sure, I’ve heard cracks about Clinton’s getting weepy at press conferences, and that’s not cool; and there’s the whole bit about Obama’s name, also not cool; and then the allegations that a vote for Hillary Clinton is really just a vote for Bill Clinton, which is insulting, but not much more insulting than the comparisons made between George W and George HW Bush. (And look how well that turned out!)

I’m sure there are pundits I don’t pay attention to who are getting lots of mileage out of people’s racial and gender insecurities. And I wouldn’t be surprised if the big news outlets have a full-time staff who tries to come up with tactful ways to discuss the “Holy crap are we really ready for this?!?” question. But for the most part, the election has concentrated on the issues and kept the surface stuff to a minimum. It’s not a non-issue, but I can still remember the Mondale/Ferraro ticket, and how people just would not shut up about how bizarre it was to have a woman running for vice-president.

So just as the country is having a moment, who should come in but Edward McClelland of Salon.com, to tell us that we should all be ashamed of ourselves for not being liberal enough. Men are split between McCain and Obama. The only reason to oppose Clinton, apparently, is misogyny. We have such a deep-seated unease at the idea of having a woman in a position of authority, that we’re willing to do the unthinkable — vote for a black man, or worse, a Republican! — to avoid it.

One of the facts he uses to make his point:

Antonio Campbell, a 42-year-old political science professor at Towson University in Maryland, saw the gender gap in his own classroom: Most of his female students backed Clinton, while his male students split between Obama and McCain.

McClelland’s take-away from that is that guys are overly averse to voting for a woman. I have to wonder why the conclusion isn’t that women are overly inclined to vote for another woman. From the results of the Maryland primaries, I’d expect “most” of his female students to back Obama; he won 60% of the Democratic vote in a predominantly Democratic state, where a significant majority of the Democratic voters were female.

Are we supposed to be taking the Michael Moore approach to this election, and saying that anyone who’s not a Rich White Male is automatically a good candidate? Am I supposed to applaud, for instance, Tina Fey’s endorsement of Clinton, which as far as I can tell is based solely on how empowering it would be to have a woman President? Or are we really going for votes not based on race or gender, but on issues and facts?

Like, for instance, the fact that Hillary Clinton freaks my shit out. I can honestly say that it doesn’t matter one bit to me that Clinton is a woman, and it only matters slightly more that she’s married to my favorite President of my lifetime. What matters to me is that she strikes me as a vapid career politician. I don’t trust her to take a genuine stand on any of the issues, without caving to political pressure. And I don’t trust that her administration would be anything other than More of the Same, but this time pandering to the slightly-left-of-center instead of the far Right.

McClelland claims that the aversion to Clinton as President is as shallow as the “beer buddy” mentality that got Bush elected over Gore. I say that it’s a memory of the worst aspects of the previous Clinton administration, but without Bill Clinton’s charisma to smooth everything over and make everybody feel better about caving to an opposing Congress. Sure, it’s still politically ignorant, personality-based voting, but it’s not gender-based.

And although it gets muddled in the midst of Lethal Weapon references and calling Obama “your hip black friend,” McClelland’s main point boils down to this: don’t be so afraid of a woman President that you’d be willing to switch parties just to avoid it. Fair enough; as charming and personable as McCain is on “The Daily Show,” his ideology isn’t something I can support. Just don’t assume that the reason I’m tempted is fear of a woman President. It’s just a fear of that particular woman as President.

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More Doughty than a Fan Can Handle

goldendeliciouscover.jpgMike Doughty’s got a new album out, it’s called Golden Delicious, and I was already hooked just from hearing the 30-second samples.

I’m a monstrously big fan of Soul Coughing. My first take on Haughty Melodic (Doughty’s first “real” solo album) was unfair disappointment that it didn’t sound like Soul Coughing, but over time it burrowed its way down into my brain. My gut reaction to Golden Delicious is that it’s halfway between Haughty Melodic and an over-produced version of Irresistible Bliss (”More Bacon than the Pan Can Handle” might as well be a previously-unreleased track from one of the Soul Coughing records). It’s a little bit more experimental than the last record, but lacks that one’s consistency.

But then, there’s a reason I don’t write much about music.

He’s going on tour very soon, and will be in San Francisco at the Fillmore on April 29th, and I’ve already bought a couple of tickets. (At least I hope I did; the website seems to still be in transition).

Savvy record-buyers should be aware that there’s an extra exclusive track on the iTunes version of Golden Delicious. I still went with the Amazon MP3 version, because Amazon’s MP3 Downloads section is excellent. I’ve never been one of those shrill and obnoxious anti-DRM people, but obviously, getting something without DRM is better than with it. Plus, Amazon’s stuff is cheaper, it’s indistinguishably well-integrated with iTunes, and their customer service is excellent. I’m still an Apple fan and all that, but my loyalty is cheap and can be bought with only $1 per album.

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Since the 1800s

Show floorAfter the ComicCon left me beaten and senseless last year, I was looking forward to the more low-key WonderCon this year. Low-key is what I got.

The little of WALL-E I saw looked good, but at this point, advertising for Pixar movies is kind of like advertising oxygen.

I learned from the Shutter panel that ghost photography has been around since the 1800s or the 18th century, whichever came first.

I learned that panels like the one about the new “X-Files” movie are a lot more enjoyable when the panelists haven’t been drug out of bed after a full night of filming, and instead seem like they really want to be there. I also learned that celebrities really are a different class of human, because they handled awkward questions from people dressed as Link with a lot more grace than normal people would’ve been able to on 15 minutes of sleep.

I finally got my copy of Mage: The Hero Discovered autographed by Matt Wagner, and a copy of the new issue of B.P.R.D.: 1946 (which is awesome, incidentally) signed by Mike Mignola. I’m hoping that neither guy was looking forward to conversation more interesting than “Could you sign this?” because I’m not that good at conversations with strangers anyway, much less in an artificially awkward situation like a comic book convention.

I got a copy of the new edition of Surfin’ the Highway signed by Steve Purcell. There was a good long line of people waiting for signatures.

Speaking of awkward situations, I also interrupted more important and knowledgeable panelists and spoke too much at a panel about the Sam & Max games. But it was very cool seeing and hearing a room full of people laughing at the right moments. (Surprisingly good turnout, by the way, considering that a woman from “Firefly” and the new “Terminator” show was appearing in another room in the same building).

And I started to wait in line to get Bill Willingham to sign my copy of Fables: Animal Farm and Darwyn Cooke my copy of New Frontier, but decided a twenty-minute wait for an awkward “hello” and an autograph weren’t worth it, as much as I love both books.

I think the best way to sum up my reaction to WonderCon: the best thing that I saw all weekend was this commercial for Jack in the Box. (Second place was Kristen Wiig’s hot-air balloon ad on “Saturday Night Live,” but NBC’s stupid site doesn’t have that video online.)

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Come on and dance

I went looking around the internet for an explanation of the title of last Thursday’s “Lost,” which was called “Eggtown.” That turned up nothing, forcing me to resort to a Steve Miller Band reference. It’s tenuous at best, but I assure you that one bad title is not indicative of my entire oeuvre.

One thing you do discover looking for “Lost” stuff on the internet is that “Lost” fans are wacky. Reading the comments just on one random blog posting about the episode, you can find:

  • People who didn’t hear the end, and missed the entire point of the episode
  • Eighteen-paragraph long analyses of how this episode’s flash-forwards fit into the overall space/time continuum theory on the island
  • DOES ANYBODY KNOWS WHAT THE BLACK SMOKE IS???????
  • At least a dozen calls to order
  • Detailed explanations that refer to characters by names I don’t recognize at all
  • Whoooooooooaaaaaaaaaaaaaa!!!!!!!!!!!1!!!!!!! [note: that's the first time I've ever seen the exclamation-point 1 used non-ironically.]
  • Debates over whether the baby would technically count as one of the Oceanic 6
  • Debates over who’s hotter
  • A tangential flame war over Downs syndrome

I dunno what I could add to all that. I thought it was a fine episode, continuing the momentum of this season without blowing me away or anything. I could see the end coming from a mile away, as soon as they showed Kate & Claire at the clothesline and Sun talking about her baby (as opposed to “our baby.”)

Attempts to turn Locke back into a bad-ass fail when he comes across as such a tool at the beginning. There’s a real fine line to his character, and they keep jumping back and forth over it — this is like the eight thousandth time he’s gotten completely played by Ben, which doesn’t make him seem like a tragic figure under the control of an evil mastermind, but like a doofus. And the way he handled Kate’s mini-insurrection wasn’t so much power-mad dictator as snippy condo organization spokesman. Making a dude bite down on a grenade doesn’t do a whole lot to make him seem any cooler.

Especially when said dude is, after only two episodes, already giving Michael a run for his money as most annoying person you could ever get stuck on a deserted island with. I think the real mystery of the island is how it manages to attract such a ridiculously high jackass-to-normal-person ratio. Any day now I’m expecting a catamaran to wash ashore carrying the dehydrated bodies of Andy Dick and Nancy Grace.

I don’t know any particularly big questions raised by this episode, except how does the end tie in with the prophecy that psychic gave Claire? That horrible things would happen if her baby were raised by someone else? Is it somehow the cause of Jack’s beard?

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The Old Man and the Realistically Rendered Water Volume

marlinget.jpgI’m just arrogant enough that I tend to automatically dismiss anything presented as a list of rules or guidelines about writing. There’s obviously a ton of craft involved in writing, independent of any concerns about talent or personal style. But attempts to codify it are always either too vague to be practically useful, or too specific to apply to anything but the most pedestrian writing. We’ve already got a set of rules: high school English. Learn those, and then read (and watch) examples of good writing, practice your own writing, and you’ll learn by doing, to the point where you’re confident enough to split an infinitive in your opening sentence.

So I was automatically skeptical of the “Learn Better Game Writing” tutorial, given by Vicarious Visions producer Evan Skolnick and described in this Gamasutra article. I became even more skeptical after reading this quote:

Video games are a product where the buyer didn’t buy to read something — they may not even want a story. You have to accept certain realities when writing in this business. You’re not the next Hemingway, but even if you are, this isn’t the place to show it. Your job is to write tight, efficient, serviceable story content.

So remember that, kids: your goal is to write succinctly and efficiently. Not like that Hemingway blowhard, always droning on and on. Man, that guy liked to hear himself talk!

It’s unfortunate, because one of my own biggest faults as a writer is a tendency to over-write, a failure to be concise, and a habit of unnecessarily repeating myself. So maybe there are still some good tips there, and I’m being overly antagonistic to assume that using the worst possible example of “Insert Famous Author Name Here” means that the guy doesn’t know what he’s talking about.

The problem is that the lecture, at least as described in a brief online article, starts out with such a defeatist tone, it’d be charitable to call it “uninspiring.” Launching into a lecture with the loaded words and phrases “product” and “buyer” and “may not even want a story” and “accept certain realities” and “business” and “you’re not the next blank” and “serviceable” and “how much story does your game actually need?” all work together to create a giant vacuum from which inspiration is not allowed to escape.

“Get over yourself” is fine advice which would be good for all writers to remember, regardless of their field. But that’s generally followed by an example of great writing to which we should aspire. Instead, Skolnick takes a completely dismissive tone towards game writing, presenting it as a necessary evil at best.

His quote: “The amount of story content you put in is generally how much the player will tolerate, and if you break those expectations, you do that at your peril.” There’s your objective, writers: to be tolerable. Spoken like someone who uses the term “creatives” like high school students use “drama fags.” Just do your job and get out of the producers’ way, so we can check you off the task list and move on.

He does give an example of a game that does it right:

As an example, Skolnick showed the opening cinematic from Grand Theft Auto III. He then broke down the timeline: 1:30 credits, 2:45 cutscene 1, 10 seconds for the transition to gameplay. [...] Your required viewing time 2:55 seconds, and you’re into the game. Quite reasonable. Now it’s time to bring up the whipping boy — Metal Gear Solid 2.

No discussion of the quality of the writing in each game, the way writing is used in each game, or the effect it’s trying to achieve. There’s a single quantifiable measure of the quality and usefulness of game writing, and that’s oh my God are you still talking press A skip cutscene press A!!!!!.

The quality of writing in games in general, and my own writing in particular, still has plenty of room for improvement. We’re not going to get there by following the teachings of a caffeine-addled 14-year-old with attention deficit disorder.

Even those of us with normal attention spans don’t like to be barraged with reams of dialogue coming out of nowhere with no regard to pacing or story flow. But even a well-placed dialogue-heavy passage can be annoying if it goes on too long, for the simple reason that the writing in most videogames sucks. Why does the writing in most videogames suck? Mostly because so many people in game development consider it to be secondary to everything else, a necessary evil that must be tolerated, whose only virtue is its brevity.

Using films as an example, because “movies are our culture’s main shared storytelling experience, for better or for worse,” Skolnick leapt into discussions of the classic three act structure, delineating the acts and plot points of films before turning to the audience to suggest examples. At this point the class became a classic creative writing workshop at a basic level, so if you’re interested in pursuing the ideas presented here, you could easily find some books to read.

Or, you know, watch some movies or something. Whatever. They’re all the same three acts with plot points pretty much, for better or worse. The Matrix was pretty bad-ass. And you should watch Aliens, or if you’re making a game with gangsters instead of space marines, see Scarface.

What Skolnick did note that is worth emphasizing is that the structure of games, with a series of levels building toward a climactic final boss encounter, maps very well to the classic act structure of continual conflicts.

I guess you could make a game that wasn’t just a series of levels building up to a final boss level, you know, bring some level of art and creativity to the storytelling process to tell an unconventional story, but you do that at your peril.

After discussing act structure, Skolnick moved into the Monomyth as presented by Joseph Campbell in Hero With A Thousand Faces and more latterly, Christopher Vogler in The Writer’s Journey, which he recommended as popular with Hollywood writers.

Thanks, dude. Hero With a Thousand Faces: let me write that down; I don’t believe that’s ever been recommended before. I tried getting through it one time, but it was way too long. I’m still trying to slog through The Old Man and the Sea.

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Ready… Be fought against!

Defensive Blanka is DefensivePreviously on Spectre Collie, I got alarmed at what I saw as the rising sentiment against storytelling in videogames. The people on the message boards and blog comments kept saying that storytelling and interactivity are mutually exclusive, that story-based games aren’t games at all! And notable people like Will Wright were making proclamations that the old ways are dead, and sandbox games are the future.

I did the most sensible thing in response: I made a game that proves storytelling and gameplay can not only co-exist peacefully, but can support and enhance each other, turning videogames into the most engaging storytelling medium there is.

Wait, hang on — I didn’t do that, because really, who has that kind of time? Instead, I started writing a series of lengthy posts on a low-traffic weblog about it. And as it turns out, I was being a little reactionary. It’s never a good idea to interpret postings on message boards and comments on weblogs as being accurate, objective indicators of public opinion. And Will Wright’s championing sandbox games is about as alarming as Frank Miller advocating stories about whores.

Three of last year’s biggest releases — The Orange Box, Mass Effect, and BioShock — were mostly story-driven, and the two that I’ve played found ways to start innovating with storytelling in a big-budget high-profile title. And if you look at the schedule for this year’s Game Developers’ Conference, you’ll see dozens of seminars about how you approach videogame storytelling. So either the field is still wide open for story-based games, or game developers will say anything to get a free pass to a conference.

Still, I know where my paychecks are coming from, and I do like to pontificate, so I’m going to keep on trying to debunk the Myths of Interactive Storytelling, responding to actual statements I have read on the internet.

Myth 3: Storytelling is inherently passive.

This one usually comes up whenever a Hollywood type announces plans to get into the videogame industry. They’re all doomed to fail, apparently, because movies and TV shows have nothing in common with games, and there’s nothing to be learned from passive, old-school media. Every time you try to apply the techniques of cinematic storytelling to a game, you’re killing the interactivity and stabbing a dagger into Mario’s heart.

The reason this is bunk is pretty simple: it assumes that communication between an artist and audience can only go in one direction at a time. In a movie, you shut up and watch while the filmmakers tell you a story. In a game, you’d like to get to playing at killing bad guys and saving the world, but the designers refuse to shut up and instead keep trying to tell you a story.

Read the rest of this entry »

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