Categories
Games Geek / Technical Marketing/Business Politics/Government

So-Called DRM is Fundamentally Flawed

PlayNoEvil Game Security News and Analysis wrote an interesting post regarding DRM as a broken system. Microsoft’s Digital Restrictions Management for Windows has been defeated. Again. Nothing too newsworthy about it.

What’s interesting is the following statement:

In fact, as I’ve noted before (repeatedly), DRM is built on a flawed model.

Traditional cryptographic security systems are designed to heal themselves to protect new data. This is completely inconsistent with the underlying model that content protection is built on – the protection of existing data.

This article isn’t bashing Microsoft specifically. It’s pointing out the flaws in a system that is not well designed to do what it is supposed to do. Food for thought if you are one of those people who still believe that copy protection is a “vital” part of game development. If DRM isn’t actually doing a good job of preventing copyright infringement, and it frustrates your paying customers, why use it?

It seems that using regular copy protection techniques will be much more effective than anything that resembles DRM.

Categories
Game Design Game Development Games Personal Development

Video Games as High Art

If you’ve been paying attention in the past few weeks, Roger Ebert is back in the video game news again. I have talked about his position on games as art, but apparently he has amended his statement. Now instead of saying that games can’t be art, he says that games can’t be high art.

N’Gai Croal dissected Ebert’s arguments way better than I could.

If Ebert had done a bit more research–well, any research–he could have bolstered his argument by citing some notable game designers–e.g. Hideo Kojima, Shigeru Miyamoto and Keiji Inafune, each of whom has gone on record as saying that they don’t believe that videogames are art–and engaged what game creators themselves have said. Or he could have elaborated on the distinction that he’s drawn between high art and low art. No such luck. Instead, he’d rather dismiss videogames with the sarcastic magnanimousness of “Anything can be art. Even a can of Campbell’s soup,” as long as we vidigoths don’t attempt to desecrate the Temple of High Art, where presumably the gods of Cinema stand comfortably next to those of Theater, Dance, Painting, Sculpture, Opera and Literature.

As you read, you’ll find that Ebert’s writing is meant to persuade without letting the reader think too much about the topic. Ebert isn’t trying to engage anyone in a discussion about video games as art. When headlines are run as “EBERT VS THE GAMERS” for articles featuring everyone’s favorite film critic arguing against the sometimes incoherent arguments of 12-year-old Halo fans, how can a reader who isn’t familiar with video games not believe that “the things that make it a game” are “scoring, pointing and shooting, winning and losing, shallow characterizations, and action that is valued above motivation and ethical considerations.” Never mind that there are many counterexamples of games that are not about scoring, shooting, or winning.

My favorite part about the article was Croal’s well-researched point that I had guessed was the case in a previous post: when film was only thirty years old, there were plenty of critics who considered it a base form of entertainment for the lowest common denominator. There was no way that film could possibly aspire to anything greater.

And yet, here we are.

Ignoring Ebert’s opinion on video games (again), what are developers doing to create art out of games?

Last month, Warren Spector wrote about his frustration-driven creativity. After finishing Paper Mario for the Wii, he felt that it was fun but left him with nothing afterwards. What frustrates me is that Paper Mario is typical of so many platform games–nearly all games, when you get right down to it.

As developers, we almost never think about what games can do to enrich our players and, as players, we almost never encounter anything that informs us about the human condition. The audience certainly doesn’t seem to be clamoring for anything more than diversion. … There’s no other medium that routinely and without much self-reflection offers consumers so little.


For the most part, games are all surface, no subtext. They’re about doing–they have to be about doing–but rarely about the WHY that drives the doing and even more rarely about the consequences of doing whatever it is you’re doing in the game.

You know, he has a lot of the same arguments as Ebert…except when Spector talks about it, he’s analyzing. He’s thinking. He’s not dismissing the entire medium. He’s talking about the problem of games not being more than they currently are as something that can be solved.

It took about 60 years for “Citizen Kane” to arrive. I can see Spector wondering what the video game equivalent would be. When he talks about what games can be, I’m thinking about it, too. Ebert’s arguments only serve to shut down the thinking process. Thanks, but I get enough of that kind of talk in politics. Give us more thoughts like Spector’s, and we can figure things out for ourselves. We can’t help but actually think about the issue when the option is presented.

Categories
Games Geek / Technical Marketing/Business

Excited about PS3 Price Drop?

I received an email from EBGames.com informing me that the PS3 dropped in price.

Let’s get right to it, lowered in price $100 the Sony 60GB PS3 is now available for $499! Armed with the Blue-ray Disc player, built-in HDD, 1080p high-def output, Wi-Fi connectivity and SIXAXIS wireless controller, what else could you possibly want from a serious gaming system?

I replied to myself with “How about games?”

While I admit that I haven’t been following the games available for any of the latest generation consoles and so don’t know much about games available for the PS3, I find the next line pretty telling:

On top of that, from now until September 30, purchase a PS3 and receive 5 free Blu-ray movies with mail-in redemption.

Uh, this “serious gaming system” should let me play games still, right? When Sony first announced the PS3, I remember thinking that the fanboys have their work cut out for them. No games announced. It was just a very powerful computer system. Oh, and it played movies in a format that no one has.

Today, are there any games for PS3 that merit buying a PS3? Even with the “price drop”? Is anyone really that excited about being able to purchase a PS3 at what I still consider too high a price for a video game console? The Wii has some interesting games, although as I understand it there seems to be a lack of interesting new games coming in the near future. The 360 has XBLA. What does the PS3 have going for it? What games can I get with the $100 savings? Or am I supposed to be happy with buying more Blu-ray movies…which I already own on DVD and can watch on my laptop or using the television-connected DVD player? It’s not even perfectly backwards compatible with the PS2, so why not purchase that system instead? There are hundreds of games available for it.

Last week, I was having a blast playing the SNES game Smash TV with my girlfriend’s nephew…on my old SNES. I don’t feel like I am missing out on the next gen experience. Anyone else?

Categories
Games Geek / Technical Marketing/Business

World of What?

This past weekend, my girlfriend and I went to a barbecue. One of her cousins was on the computer, so I went in to say hello.

“What are you doing?”
“Playing Runescape.”
“Oh, I remember when I played that game. It looks much better than I remember it.”
“Yeah, I’m at max level for wood cutting.”
“Did you know that there are more people playing Runescape than World of Warcraft?”
“What’s World of Warcraft?”

Oh, yeah. There are people who haven’t heard of one of of the biggest names in video games.

Oh, and if you’re wondering, last I checked, Runescape had one million more people playing it than World of Warcraft did. You’ll note that when people talk about WoW‘s size, they can never call it the largest. They always talk about revenue. WoW makes much more money than Runescape, but Runescape has more people playing.

And apparently some of them have never heard of World of Warcraft. This map of online communities is slightly inaccurate in the same way that Alaska always looks smaller than it really is on a world map.

Anyway, I think it is interesting when you can’t depend on people knowing who you are, no matter how big of a gorilla you are. Before Runescape, he was playing on Club Penguin. Maybe one day he’ll discover games such as World of Warcraft and Vendetta Online, but for now, he has no idea that you even exist.

Categories
Games Geek / Technical Linux Game Development

A Brief History of Linux Gaming

Thanks to LinuxGames.com, I learned about the blog kahvipapu and the Linux Gaming series of posts.

In part one, the author focuses on first-person shooters. Loki ported quite a few games from Windows, including Quake 3 Arena. I was able to purchase multiple copies in the distinctive metal packaging once Loki went out of the business. Besides mainstream titles such as Unreal Tournament 2004 and Wolfenstein: Enemy Territory, freely available games such as the Quake-based Warsow and Nexuiz. Both are beautiful looking and a lot of fun. I have yet to play Tremulous, which is a team-based FPS with real-time strategy elements. I really should check that one out.

Part two is focused upon strategy games. I have always felt that there is a definite lack of strategy games on Gnu/Linux. Besides Freeciv and Loki’s port of Civilization: Call to Power, which I do not own, I’ve found many games are uninteresting or still in alpha.

Then again, I haven’t played Battle for Wesnoth yet, and considering that it is one of the games that most people think of when you say “strategy game for Gnu/Linux”, I probably should. I’m downloading it right now. I have played Loki’s port of Myth 2, and it is always fun to set up a chain reaction explosion.

Another game I should try is UFO: Alien Invasion. I’ve never played X-COM, but I’ve heard plenty of good things about it. Warzone 2100 is one that I haven’t heard of before. It is supposedly one of the first 3D RTS games ever, and it is now open source. I’m downloading that one, too. I have also been meaning to purchase Robin Hood: The Legend of Sherwood.

Part three continues to list the strategy games available for Gnu/Linux. Bos Wars, Dominion 3, FreeOrion, and of course the Total Annihilation-based Spring are among the games listed.

Part four is all about MMOs. A Tale in the Desert is a popular one, and I recall the developers mentioning that there are more subscriptions from Gnu/Linux users than Windows or Mac users. While a number of games are only playable using Wine or Cedega, quite a few have native clients. Vendetta Online is one of them, and so is the indie game Dofus.

I am sure that more games will be listed in future articles. For instance, Frozen Bubble is a really popular puzzle game. Missing from the list of strategy games was Tribale Trouble and Defcon, two games from two different indie developers. Lux, Darwinia, Pioneers, and Widelands were also missing. Pioneers is a Settlers of Catan clone, but with all of the press Catan has received for being on XBLA, Pioneers should be mentioned.

Hmm…if it is hard to catalog all the games available for Gnu/Linux, perhaps “Linux has no games” isn’t such a true statement anymore.

Categories
Game Design Game Development Games

Speaking of Richard Garriott

Since people are blogging about games, specifically the entire series of Ultima games, it seems only appropriate to hear from Richard Garriott, Lord British himself. Richard Garriott: The Escapist Interview reveals all!

Or maybe just a bit. Consider it a complement to your Lord British interview collection.

He refers to the games before Ultima 4 as essentially projects to learn the mechanics of making games. If you find that your first projects are frustratingly simple yet difficult to make, perhaps you’ll feel better to know that it was about par with one of the big names in game development. He spends a good deal of time talking about his philosophy behind his latest MMO, Tabula Rasa. If you missed his preview at GDC, check it out at GameAlmighty.com.

In the Escapist interview, he goes on to talk about his new project in a way that makes me think that he is a believer that games can be art:

The goal is not to evangelize about one side or the other of any of these issues; the goal is to make people sit back and notice the ramifications of these decisions and to provoke thought. I’m a big believer in challenging people’s assumptions.

Categories
Game Design Game Development Games

Indie Game Dev Podcast: Interview with Braid Developer and Experimental Gameplay Workshop Founder

Action has an interview with the founder of the Experimental Gameplay Workshop at GDC and developer of Braid, which won the 2006 IGF prize for Innovation in Game Design and was a finalist for the Slamdance Guerilla Gamemaker competition. Jonathan Blow talks about starting out as an indie fairly young, the difference in what is considered “cutting-edge” in games over the years, and tips on prototyping. He talks about the development of Braid, which I found really interesting, especially the way he took the time travel aspect and applied it differently from other games such as Prince of Persia: Sands of Time.

Near the end, he talks about story in games, specifically saying that games can tell a story without resorting to the methods used in media such as books and movies. He referenced Rod Humble’s games The Marriage and A Walk with Max which featured in this past year’s Experimental Gameplay Workshop.

You can check out Jonathan Blow’s home page and see some of the prototypes he has created.

Categories
Game Development Games Geek / Technical General Personal Development

Feminism and Video Games

In What Do We Do About Video Games?, Roy looks at how women and race are portrayed in one of his favorite pastimes, and he isn’t impressed.

In a previous post, I’ve suggested that girl-friendly games aren’t needed so much as games that appeal to non-gamers. I still believe it, but I think that there can be a problem if you are attracting non-gamers using stereotypes and highly-sexualized imagery.

While I mentioned that women as playable characters seem rare, the problem with most of them is that they are highly sexualized. You have Samus Aran, Princess Morning, and a handful of others. And then you have Lara Croft and the Dead or Alive girls with their realistic boob physics.

Who within the industry is actually concerned about these issues? Should they be concerned? I think so. When most of the industry has no problem with hyper-sexualized female characters in games, what can you expect when games cross over into politics and social discussions?

Add to that the fact that the most vocal critics of video games tend to be people like Jack Thompson or NIMF (the National Institute on Media and the Family) who accuse video games of being murder simulators or promoting cannibalism- and you’ll find that a lot of gamers are particularly hostile towards criticism of gaming, even from fellow gamers. Women and feminists are made unwelcome in many gaming circles, and concerns about sexism and racism in games go unheard, ignored, or mocked.

While I am not a fan of Jack Thompson, he does make a point about the problems of an industry that does not self-regulate. Someone will eventually want to do the regulating for you. We’re already batting down anti-video game legislation right and left like King Kong on a skyscraper, and that legislations is about pornography and violence. What happens when people suggest that the Final Fantasy or Soul Caliber series is little more than pornography for adolescents, simply because of the way that the characters look? Grand Theft Auto is already considered pornography by some.

And that’s just the legal aspect of it. What about the gamers? If you think there isn’t a problem with girls playing games, read Monica’s comment on Roy’s post:

I have the double duty of being both a gamer and game designer. My bigges pet peeve is the fact I can’t even play Halo or Unreal online with out virulent harassment. And not only sexual but sexually violent taunts, come-ons, and threats, mostly associated with men and even boys who are virtually emasculated by a girl gamer who has the audacity to win, beat them, or even pick up an item that the male player wanted. After several incidents where I logged off of Halo 2 literally crying, my husband suggest I just stop playing online, and sadly that’s exactly what I had to do.

I love games and gaming. Heck, I’ve devoted my life to it. But I am worried about where this- well, it’s not even sexism, per se…it’s actual hate- comes from. I can’t help but agree that oftentimes my employers and fellow game-buying populace (myself included) are to blame.

Play an online game, and try to avoid encountering 11-year olds taunting you by calling you a “weak bitch” or any number of misogynistic comments. Young boys and men will tell you how “gay” you play. These aren’t a bunch of friends playing on your LAN. These are complete strangers saying hurtful things to taunt you.

Even when things seem nicer, it isn’t so great. If you’re a woman or playing as a woman, you’ll find that people will try to “help” your character because they assume you can’t do well on your own. If helping involves stealing your kills, preventing you from gaining experience, it doesn’t help and actually gets in the way.

Homophobia and misogyny can seem to be the rule when playing online, to the point that people don’t think of them as something that can be changed. Boys will be boys. Just ignore them, and move on. Get a thicker skin. I think it is just an extension of nastiness on the Net, and it isn’t something that should be tolerated.

Even if you ignore the other players online, the games themselves could do better. There is nothing wrong with sexy characters in games. Sexy isn’t the problem. You can have a sexy character that is still a strong female lead. The problem is ambulatory breasts and anthropomorphic sex fantasies as playable characters being the rule rather than the exception.

Categories
Games Geek / Technical General

Blogging Final Fantasy with Four White Wizards

Since I learned about Blogging Ultima, a number of other blogs have popped up involving other games. Besides Blogging DQ and Blogging Final Fantasy, Casey Dunham has decided to accomplish what he has always wanted to do:
Finish Final Fantasy with four white wizards!

If you are not familiar with the original Final Fantasy game, you had to choose four members of your party from a few standard characters. You had the Fighter, the Thief, the Black Mage, the White Mage, the Red Mage, and the Black Belt martial artist. The standard party involved a mixture of fighters and magic users, but the ultimate challenge was to try to finish the game with four white mages. I believe either the instruction book that came with the game or one of the Nintendo Power articles mentioned this challenge as being entirely possible to do. The challenge comes from the fact that white mages are not strong physical fighters so you can’t expect them to fight off enemies with their mallets, at least not in the beginning of the game. They don’t have many offensive spells, either. White mages are expected to provide support for the remaining party members. If your entire party consists of white mages, however, I can see even relatively simple battles becoming epic fights, and boss battles can be quite troublesome.

I never did finish Final Fantasy myself. I believe I stopped playing years ago when my party of a fighter, a black belt, a black mage, and a white mage received the canoe and could travel by river to the volcano. I never picked the game up since, but I still have it for the NES, along with the instruction book, the maps, and the Nintendo Power strategy guide. I remember some of the fights being tough with my well-balanced party, but four white wizards? I remember thinking that I would try to do so after I finished the game the first time through.

Good luck, Casey! I’ll be living this adventure vicariously through you!

Categories
Game Design Game Development Games

Stories Aren’t That Important…Well, Sorta

Regardless of their credentials, people like to give their opinions on all manner of things. From the best way to pick a password for your email account to what makes a video game good, you will hear a lot of opinions in your lifetime, and not all of them will be good. I once heard someone suggest in all seriousness that the best PIN to use at the ATM was your birthday. Yeah, because reducing your PIN to one of the 365 options is definitely going to make it harder for a crook to figure it out.

Similarly, there will be people who will tell you that the most important aspect of a video game is the graphics, or the interactivity, or the fun you might have, or the story. Graphics aren’t video games, no matter how much you may have liked Myst‘s environments. Interactivity is inherent in video games; otherwise you are left with a movie. Still, interactivity isn’t the only thing you need to make a game. Since serious games have come into their own, and since some games are meant to be art or commentary, fun is no longer inherently important to video games as it once was. That is, if a game isn’t fun, it is not necessarily a bad thing since it might not be the point. Super Columbine Massacre RPG is an example of a game that isn’t meant to be fun.

But what about story? Do all games need a story, even if the story is not explicitly told to the player? RPGs almost always have a story, and I do remember a time when almost everyone could agree that “a good story” was what made an RPG fun. Final Fantasy 7 is usually touted as a good example, but then there are games such as Rogue and NetHack that have the flimsiest of stories and drop you into the game. Yes, you know the goal is to retrieve the amulet, but how many times have you forgotten this goal as you died Yet Another Stupid Death? How much do you pay attention to the short bit of text that introduces your character and his/her god to the world?

Tetris didn’t need a story, although some people seem to enjoy applying their own abstract story to the game. There is no story inherent in Tetris, but Juuso claims that it has a survival aspect in common with Resident Evil 4. Since zombie movies have usually been used to be commentary on Communism, and Tetris was created by a Soviet, maybe there is more to Juuso’s line of thinking…

Still, abstract puzzle games don’t rely on story. Tetris, Bejeweled, Cubis, and Zuma don’t really offer stories. They may be themed, but stories aren’t the reason why you continue to play day after day. And then there is the poem/game hybrid game, game, game, and game again, which claims to rebel against the tyranny of clean design that rules the web. Somehow, I couldn’t help but finish the game even though it seemed like one large mess of random text, strange imagery, and standard video game constructs. Part of the point of the game is to come away with your own interpretation.

Do games need stories? I don’t think that games need stories any more than they need full motion video or real-time pixel shaders. Are stories important? Yes and no.

Yes, stories are important. Stories give you the why, where, and when of the game. You would not think about searching for a person unless you knew that she was the princess and your king has asked you to save her from the dragon in the abandoned castle across the continent. Mario had to travel across the Mushroom Kingdom to save Princess Toadstool, and Link needed to find the different triforce pieces in order to save Princess Zelda. Japan surprised the United States at Pearl Harbor, and the President and your country are depending upon you to fight back and secure the Pacific Theater. The Zerg, Protoss, and Terran have all come together because some higher ups in the Terran ranks thought they could control an entire alien species as a weapon. The Tiger’s Claw is positioned along the front lines of the war against the Kilrathi, and you are a newly-trained recruit.

Stories also give us context for talking about the games. You didn’t just hit a certain set of buttons in a sequence, timing it to some lights on the screen. You hit the afterburners, turned your ship around 180 degrees, and fired all of your missiles into your pursuers. You were down to one health point and nearly hit by Metalman’s gears before you fired off one last shot and defeated him, and then you took his weapon and went after the next of Dr. Wily’s creations. Heck, you even found that the blocks in Tetris were getting too high for your comfort, but you were lucky enough to receive the straight piece and dropped the entire level down to a manageable level. You lived to clear lines another day.

Still, I don’t think stories are what make for a good role-playing game. If I wanted a good story, I’d read a book. I need to play games. Occasionally I feel the need to create my own stories. While some RPGs (and games in other genres) allow a branching storyline, sometimes making things up on my own is fun. Maybe I don’t need or want the developer dictating what will happen every single time I play a game. NetHack is fun in this regard because it always feels like a different game. Everything is interactive, and you sometimes get surprised that a certain action triggered a certain response from the game, even if you’ve been playing for years. SimCity allows me to decide what kind of urban environment I want. Maybe this city is a bustling metropolis in which natural disasters occur often, but this small town by the river is tranquil and acts as a vacation spot for the SimCitizens. The Sims allows me to create a perfect family, or a completely dysfunctional one. Either way, it’s my story that I get to tell. And let’s not forget that Black & White‘s creatures were as fun to talk about as your real life pets. My cats may be adorable, but my ape was trying very hard to learn how to throw a rock, as evidenced by the horses strewn about the beach.

In general, I suppose stories are important for games. I just think that they don’t necessarily have to be dictated from within the game. There is nothing wrong with games that tell a story, but games that do tell stories shouldn’t let the story get in the way of the game. Some people might prefer games that let them figure out their own stories. When I play Flatspace, I like to be a trader, but I like to hunt pirates as well. I don’t have to fight the pirates, but I’m just taking the law into my own hands, hoping to get my hands on the pirate who destroyed my life in my made-up past. There is no actual support for the story in the game, but there isn’t anything that gets in the way of that story, either. I enjoy the act of creation, even if it is only in my mind.