From the people who made that game "Rabbit Dog and Bunnyman"

I’ve gotten back into the Homestar Runner site lately. It’s pretty cool; y’all should check it out. Especially the new toon they put up today. No, seriously, check it out. That’s about as cool as videogame promos get. This one [...]

I’ve gotten back into the Homestar Runner site lately. It’s pretty cool; y’all should check it out. Especially the new toon they put up today. No, seriously, check it out. That’s about as cool as videogame promos get.

This one is good too:

As is the teaser, which was released on April Fool’s Day:

In case I’m being too subtle, Strong Bad’s Cool Game for Attractive People is coming out pretty soon, and I’ve been working on one of the episodes. It’s pretty cool to get to work on it, if only because it continues my career trajectory so far. Which has been like:

ME: I’m a really big fan of some thing.
A COMPANY: Would you let us pay you to work on a game based on some thing?
ME: Sure!
Exeunt omnes.

The only downside, and I hope I can say this on my blog without getting in trouble, is that the licensors are kind of jerks. Not the Chapman brothers; they’re pretty cool — it’s those Videlectrix guys. They’re all “Hey look at us we made all these games that were kind of popular over a decade ago!” and expect to just coast on everybody’s nostalgia. Wake up, fellas — those games stopped being popular for a reason. (Plus, they’re totally mishandling the Trogdor license).

But yeah, the guys who make Homestar Runner are pretty cool, even though they seem like the kind of people I hated in high school, because they’re good at everything they try to do, and don’t make a big deal about it. Plus, it’s nice to see somebody prove that you really can make a living doing what you love doing; the only caveat is that you’ve got be really good at it.

They’ve been very closely involved in the making of the games, which is great for two reasons: first, they just get videogames; and second, I doubt anybody other than them could come up with the stuff on their site. The Homestar cartoons are one of the only things I can watch and think, “how did anybody even think of that?”

But the site can be kind of intimidating when you first see it. There are millions of in-jokes and running gags — you don’t need to recognize everything to think they’re funny, but you still get the vaguely uneasy sense that there’s more going on than you’re aware of. To get everybody started, here’s my five favorite Strong Bad e-mails:

dangeresque (dangeresque, too?)
flag day (Strongbadian national anthem)
lady fan (Tweesercize!)
comic (the first Teen Girl Squad)
crying (the one with Li’l Brudder)

And okay, groan, even though it’s been totally played out, there’s dragon for all you lame internet fanboys.

EDIT’D: No wait, I forgot. My favorite of all the Strong Bad e-mails is kids’ book.

"That's me. I'm his mother. Word to me."

Where is that from?!? At some point in the distant past, there was a commercial, or a TV show, or music video, or something, where a guy ends saying “Word to your mother,” and then his mom comes on and [...]

Where is that from?!?

At some point in the distant past, there was a commercial, or a TV show, or music video, or something, where a guy ends saying “Word to your mother,” and then his mom comes on and says “That’s me. I’m his mother. Word to me.”

I can’t remember where it’s from, and for some reason it’s driving me nuts. The Googles do nothing.

Is this what Generation X senility is going to look like?

Literacy 2008: Book 6: The Screwtape Letters

Book The Screwtape Letters by C.S. Lewis Synopsis A collection of letters sent from the demon Screwtape to his nephew Wormwood, advising the younger demon on the best ways to tempt a human soul away from Christianity to become food [...]

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The Screwtape Letters by C.S. Lewis

Synopsis
A collection of letters sent from the demon Screwtape to his nephew Wormwood, advising the younger demon on the best ways to tempt a human soul away from Christianity to become food for Hell.

Pros
Brilliant concept, with a ton of potential for satire. Has one moment where Lewis really takes advantage of the concept, and the effect is both darkly comic and shocking. Several passages have real insight into the human condition, in particular our capacity for self delusion, and our pointless fixation on novelty. Gives a good description of how The Seven Virtues interrelate, and how easily and subtly they can be corrupted into one of the Seven Deadly Sins.

And despite its fantastic concept, it ultimately conveys a very mature and modern conception of corruption and Hell: not just as a cataclysmic turn to evil, but as the gradual and almost imperceptible decay of the soul. Where the final punishment isn’t just torment, but being cut off from light, robbed of potential, and ultimately consumed.

Cons
Doesn’t really work as satire, since it’s clearly Lewis’ voice throughout — the end result doesn’t feel like an author inhabiting an evil character, but just as if he’d taken Mere Christianity and done a simple search-and-replace and negated most of the verbs. As a result, you don’t get a real sense of what Lewis is saying for much of it; you’re too preoccupied trying to do multiple reverse-translations in your head to get at the real message.

Has the same worldview as Mere Christianity: that of the conservative, white man living in the UK during World War II. Constantly takes a dismissive view of women, overvalues patriotism and automatically equates it with “courage,” and is repeatedly scornful of non-traditional values or really anything “modern.” (With frequent warnings that his views will be dismissed as “puritanical” or prudish, which come across more as being defensive than genuinely self-aware).

An additional piece, “Screwtape Proposes a Toast,” is included with this edition of the book. It was written long after the letters, it has its own introduction by Lewis, and it’s just awful. While the Letters read like the work of a clever and imaginative man who’s got genuine, universal insight combined with some quaintly outdated values, the last section just reads like an embittered crank writing a letter to the editor of the local paper. It’s a conservative, almost libertarian, political rant disguised as having spiritual relevance.

Verdict
I’d thought that this would be a companion for Mere Christianity, but it turned out to be more a rewording of that book, with more specific examples. It’s more imaginative and clever than Mere Christianity, but also more difficult to read because of its attempt to be “satire.” And it’s a shame that “Screwtape Proposes a Toast” is included, because it leaves you with a negative impression of the whole book.

There's no second chance to make a first impression

Previously on Spectre Collie: about once a month I’ve been squeezing out a lengthy treatise intended to debunk some “myth” about storytelling in videogames. I’m still headed towards making a point with those, more or less, eventually. But they take [...]

thinbluelinecover.jpgPreviously on Spectre Collie: about once a month I’ve been squeezing out a lengthy treatise intended to debunk some “myth” about storytelling in videogames. I’m still headed towards making a point with those, more or less, eventually. But they take a long time to write, and sometimes it’s easier just to state the obvious.

This one was perpetuated in that “The Case Against Writers” article I mentioned a few days ago. It was addressed to some degree in the two rebuttals, but I think there’s a little bit more to be said about it. Especially since it’s something I always took for granted, until I stopped to think about it:

Myth 4: Games aren’t like stories because stories are inherently linear, and games are non-linear

Seems to make sense: a player sees most games as a series of choices, each one opening up a new part of the experience. And most designers see their games as interconnected systems with difficulty curves and AI subroutines and event handlers, divided up into chokepoints where a linear chunk opens up a new, larger non-linear one.

But the basic fact is: all games are linear. Each game is a sequence of events that starts when the player puts in the disc (or downloads the game), and ends with him taking the disc out for the last time to go on the internet and bitch about it. I’ll explain my point by arguing with an imaginary belligerent person.

But my game has multiple solutions for each puzzle, and over 100 different possible endings!
That’s great. But the player is still only ever going to see one solution to each of those puzzles, and one of those endings.

That’s what multiple play-throughs and savegames are for. Haven’t you heard about replayability?
Sure I have; it’s still listed in some game reviews as “lasting value,” as if it were a universal goal for all games. The fact remains that unless your players have all suffered some sort of massive head trauma, they’re going to remember what happened the first time they played through your game, or solved your puzzle. They’re not going into each case blind, but knowing how they did things and what the repercussions were the first time. So your multiple endings and branching paths are like deleted scenes and alternate endings on a DVD; they can in some cases give more depth to the story, but they don’t supplant the “real” version.

There’s a brilliant flash game called Cursor*10 that exploits this. It’s impossible to complete the game on one play through, so you have to cooperate with your past “lives” to take advantage of what you’ve already seen.

So this is really just saying that you don’t like branching and alternate endings.
I do happen to think that story branches and alternate endings are a waste of development effort, when they’d be better off just getting folded into the main game.

But that’s not the main point I’m trying to get at here. I’m saying that we’d be better off looking at what branching, multiple endings, and nonlinearity in general are trying to achieve in games, and finding real ways to do it.

So you’re saying that all games should have a linear narrative.
No, I’m saying that all games do have a linear narrative, even if that narrative is as tedious as “first he swapped the red gem with the gold gem, then he swapped the blue one with the green one….” It’s not as if story-telling games are some completely separate entity; the narrative is there, whether you like it or not. You just have to decide how much you want to direct the narrative and how much emphasis you want to put on it.

You would say that all games should be linear, seeing as how you work in adventure games.
Actually, when you’re making an adventure game, you have to think the hardest about keeping the game non-linear. Because the linearity is baked into a story-based game, and there are practical reasons for giving the player a branch or a choice. In multiplayer games, it’s useful for crowd control. In adventure games, it’s useful for keeping the player from being completely stuck and unable to progress until figuring out the solution to a single puzzle.

But as much as we say that there are three things the player can do at this point, there’s still really only one they care about: getting to the next plot point. The player only feels “stuck” because he’s not progressing along the linear path to the game’s conclusion. So is non-linearity in a point-and-click adventure game (or collecting things and jumping on enemies in a platformer, or side quests in an RTS or FPS) really doing anything other than covering for the fact that walking around and clicking on stuff in an adventure game isn’t really all that fun?

This only applies to storytelling games, not strategy or sandbox games.
Not so; my linear narrative with Civilization IV started sometime last year and hasn’t ended yet. I can try different games with different leaders, maps, win conditions, and strategies, but 80% of each game is identical to the ones I played before.

It’s the same with The Sims 2, which has a “story” that’s been going on for years now. I can and do keep creating new characters and new families, but it’s not like each one starts a whole new story. Most of what I do with the new characters, I’ve already done before lots of times, even back to the first game. I’ve already seen at least 80% of the game, so all I’m doing now is adding new appendices to the book, or alternate endings.

You can’t write about storytelling in games in 2008 without mentioning Portal or BioShock. Which is it?
Portal. I’d say that the real writing achievement in this game isn’t all the one-liners, or its ability to start annoying internet memes, but the pacing. They recognized that there’d be a narrative inherent to the game, even if it were “just” a first-person puzzle game with a cool gun. So they piggybacked another narrative on top of the built-in one. The more you play, the more you become familiar with the game mechanic, and the difficulty and complexity increase — much like a story builds up to a climax.

At the same time, you’re finding out more about your character and the world you’ve been dropped into. And the story game is developing at pretty much the same rate as the puzzle game’s “narrative.” They’re not completely in sync, but the genius of the game design is how it smoothly transitions between emphasis on the story narrative and emphasis on the puzzle narrative.

When you’re just wandering around a room looking for a solution to a fairly straightforward switch puzzle, you happen onto a hidden room that delivers your first big story moment. Later, when you’re in a room filled with platforms and switches and light balls and acid pits, the story shuts up for a little while and gives you a chance to think about how to solve the puzzle. And both the story narrative and puzzle narrative reach a climax at the same point.

All of this is either completely obvious, or completely irrelevant. What’s your point?
Just that sandbox games, open-ended games, or simulated worlds that the player is completely immersed in and can interact with, aren’t by themselves the holy grail of videogames. You have to impose some kind of rule set to make it interesting. And a set of rules implies a winner, and a winner implies an ending. Therefore, you’ve got a linear narrative, more or less, baked into every game.

You’ll often hear the claim that games and other interactive entertainment are just stepping stones on the way to the real end goal, which is something like Star Trek’s holodeck. That we’re all just covering up for the fact that we can’t yet build a world that the player can jump into and do anything he wants. I’ll just geekily point out that they only showed the holodeck right as someone was leaving it, or they cut away right after someone entered. And if they spent any time inside, it was when someone was pretending to be Sherlock Holmes and solving a murder mystery, or otherwise telling a story. In other words: a simulation is only interesting if there’s some kind of point to it.

It’s inevitable that we’re going to get more sophisticated AI characters, and more realistic physics systems, and games that in general do a better job of dynamically reacting and responding to what the player does. And still, for the player, it’s inevitably going to be a linear experience. That means that the basics of storytelling, the ones we’ve spent thousands of years developing, are still going to apply: characters, plot, pacing, a dramatic arc, and a beginning, middle, and end.

Frakky Friday

The fourth season of “Battlestar Galactica” starts this Friday, and I couldn’t be more excited even if I were the guy from Anthrax. The SciFi.com home page is currently overtaken by a bunch of video clips intended to drum up [...]

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The fourth season of “Battlestar Galactica” starts this Friday, and I couldn’t be more excited even if I were the guy from Anthrax.

The SciFi.com home page is currently overtaken by a bunch of video clips intended to drum up anticipation and make you buy a Walkman phone. The “Phenomenon” clip has a bunch of people from other shows talking about how much they love “Battlestar,” ostensibly outing themselves as nerds but really just coming across as a bunch of people who know how to talk on camera when surrounded by studio lights. (Not that they’re insincere, just that I’ve seen what it’s like when real nerds effuse about their favorite television show, and it tends not to get you hyped up about anything other than eugenics). My opinion of Brad Paisley went up 1000%; my assessment of the guys from “Robot Chicken” remains unchanged.

Entertainment Weekly ran the picture at the top of this post (which you can get as a download for your desktop background), with the cast arranged like The Last Supper, a few months ago, and at that point I realized I’ve crossed into giddy fan territory with the show. I had flashbacks to when I’d dig through my brother’s copies of Starlog to find any trace of Star Wars, and I’d buy any magazine that had even a mention of Star Wars on the cover. None of that stuff had any real info, or even a fraction of the “insider” promotional stuff you can find on the internet these days, but you got into it just to keep reminding yourself “I’m still a really big fan of this!” I was getting afraid I’d become too jaded to get that excited about anything like this anymore.

I’ve mentioned it before, but the thing I like best about all the promotional stuff for BSG is that the cast comes across as people who just know they’re making something cool. There’s no sense that they think they’re better than the material, and little sense that they think they’re too cool for the fans. They’re attractive TV people who are even more comfortable around dorky fans than I’d ever be, and I’m a dorky fan and not an attractive TV person.

You’ll always hear it stressed that BSG works because it’s not science fiction, but drama set in a science fiction environment — but that doesn’t come across as defensive. And it’s not until you see or read an interview with the people involved that it’s clear the show has actually lived up to that premise. You’ll see Tricia Helfer or Grace Park or Mary McDonnell going on about Cylons and Vipers and hybrid babies and light-speed jumps, all as they pertain to their characters, and you realize that possibly for the first time, somebody’s made something with spaceships and robots that isn’t intended just for some geek fringe.