For Dummies

If you’re not sure what it’s really like at E3, or have trouble explaining it to a friend, I am here to help you. I’ve written “7 Things You Do At A Video Game Conference,” a guide for dummies. Or for cynics. Please, please do not take me seriously. At least not too much.

In addition to those things, while I was at E3 I also did an interview with Insomniac’s Ted Price about going multiplatform with Overstrike. Amazing dude, amazing studio.
Eurogamer’s review of Duke Nukem Forever is the most thorough and best one I’ve yet read. The only defense people who are, for whatever reason, big fans of this game have been able to mount is that it’s impossible to review this game in context, yet this review handily acknowledges all the forces that might come to bear on a review of a forever-awaited sequel in a defunct franchise and explains itself well in their light.
I mean, it seems that way to me, at least. I was never really even interested in original Duke Nukem; back in those days I could barely be bothered to put down my Genesis controller long enough to say, “first-person shooters? Those aren’t video games, those are weird sports for boys.” Ha.
But as much as I’ve long agreed at the consensus that Duke is an embarrassing exercise in looking backward that probably didn’t need to happen, I feel weirdly sorry for Duke. I know, I know — Randy Pitchford was so effing psyched that effing Duke Nukem was coming back that we got this enormous marketing presence stuffed in our craw that told us that if we didn’t think stupid dick jokes were funny we had no sense of humor, and if we didn’t want to spank women to shut them up we needed to loosen up, and if we weren’t also so effing psyched about effing Duke effing Nukem then we weren’t even Real Gamers.
I know. It sucked. It was a condescending mistreatment of us as consumers through and through, and this coming from me — more liable to tell entitlement to quit whining than to take up arms and feel incensed. I’m not exactly glad that the game is getting probably the worst critical reception of any major launch I’ve seen in years, because who wants developers to fail?
I will, however, admit to feeling sort of satisfied. We all suspected there was no more place for clunky, gross Duke in our modern landscape, and now we can say told you so. More than that, doesn’t it make you feel a little proud of the modern gaming landscape? In all of that Duke buzz, weren’t you a little bit afraid that he would make a grand return, heralding a new wave of hysteria for the kind of misogyny and poop jokes that we thought were left well behind in our adolescent days? Wouldn’t an excellent Duke game have been kind of, y’know, bad for everyone?
Luckily, no: It really is over. There’s no room for Duke Nukem, neither its tacky design nor its stupid jokes. And I’m glad.
But like I said, I feel kind of a sympathy pang, too, like when the Simpsons started to show Nelson’s home life and you realized how sad the world that sneering bully lived in was. I mean, it was funny, and it helped you like Nelson a little more, but it was sad! It was cute!
And I choose to doubt that anything went on at Gearbox besides a bunch of dudes who had spent a bunch of time working on this, really hoping everyone would love it, or at least like it and have a little fun. And we don’t, and that’s always sad. RIP, Duke.

[Today’s Good Song: Craft Spells, ‘You Should Close The Door‘]

Does Cole Phelps Dream Of Cloned Sheep?


I returned to New York from Los Angeles late on Friday night, and I spent the whole weekend in bed, alternating between sleeping and eating. My limbs ache and my feet still sting. And that was E3! In case you’re interested in actually-relevant takeaways, I’ve rounded up some conclusions about the state of the industry after the event at Gamasutra — here you go.

Now, let’s talk a little bit about L.A. Noire, which I played in the time leading up to E3 and which I don’t feel much motivated to resume now that I’m home. L.A. Noire is in a tough spot; you’d be hard-pressed to put it into any extant genre, as it ties a bunch of ordinarily-disparate elements together. The experience of playing it is disorienting and schizophrenic, as Kirk Hamilton highlights with this piece on the game (it’s billed as a “review”, but I will call it L.A. Noire fanfiction because I want to tease him about it).
Tom Bissell’s thorough assault on each little fracture in the game’s formula is a long but largely fair evaluation, and it also doesn’t neglect all the things that are truly impressive about it. Now, I certainly can’t defend L.A. Noire, as I don’t even really feel like finishing it, but I will play devil’s advocate for a moment, if you don’t mind.
I didn’t really crystallize my neutrality on the title until I spoke to players who weren’t heavy gamers — the mainstream, cinema-going, noir-loving audience that Rockstar and Team Bondi hoped to snag with this game. I certainly think that if any game can become a victim of the critical echo chamber, it’s L.A. Noire. With its weird dissonance between gameplay and story, its bold strides in the direction of lifelike conversation and its pastiched format, it’s a game critic’s dream; no title ever aimed for realism in narrative that wasn’t dragged under the lens of speculation for us to discuss amongst ourselves.

But as critics we have a perspective on games that the intended audience doesn’t often share. Most of the reviews I read complained of the listlessness of L.A. Noire‘s “open world”, a massive and beautifully-reconstructed 1940s Los Angeles that taunted with visual richness and epic scale, but was lifeless for anyone who deviated from the linear narrative.
To that, I say it’s not an open-world game, and only “people like us” would scrutinize how it does or doesn’t hold up to that label. It’s a game about conversations and investigations, and as such that entire massive city is simply window-dressing, a way to pace our transitions from one place to the next. That you can have your partner drive and skip those sequences was virtually horrifying to some — why would you want to drive if there’s no reason to and you don’t have to and there’s nothing to do on your way?
Because it engages you with the setting. They built that huge, gorgeous city just for setting, and I’ve always found the act of driving in Rockstar games to be a kind of narrative tourism, a zen-like gentle glide on the trigger buttons that gives me a sense of place, of backdrop. I don’t need to interact with it for it to have value; driving in L.A. Noire’s Los Angeles clears my head. It reminds me where I am. Yes, sometimes I just wanted to get to the next point in the story, to the next clue site and I’d skip it, but plenty of the time I liked reminding myself I’m in the driver’s seat, figuratively. This is a game that lets us feel what it’s like to drive through old L.A — that in and of itself was pretty cool to me.
On the one hand, I think it’s unfair to compare L.A. Noire to Grand Theft Auto. There are some surface similarities, but they are not the same type of game at all. On the other hand, it’s fair to expect that your average consumer will make that comparison: After all, they made Red Dead more comprehensible by permitting the “GTA with horses” characterization, so it’s fair that a game with vehicles, under the marquee of the same developer, using some of the same tech and colored with some of the same flavor should invite similar expectations.
I actually never liked action behaviors in Rockstar games. I always found the shooting clunky, missions unfairly time-crunched, overly demanding of precision. Especially as I was largely more interested in the larger arcs: The world-as-character, the typical GTA rise to power and control, and less individual missions where I have to dodge gunfire to pick off yet another fleeing gangster.
What I love most to do in GTA is drive and see what happens. I actually never got tired of exploring the vision of New York as presented in GTA IV — it felt so rich and alive. I drove until I crashed a car and made someone mad at me, and then I searched for hidden jump ramps as I fled the cops. I went to TW@ and I read all the personal ads. I listened to the radio. That’s how I play. Funnily, that’s how any guest to my home who’d pick up the game would play, too: We’d all sit on the couch and drink and people would just drive around smashing shit up. I didn’t want to play the missions. I didn’t care.
L.A. Noire is the first game in the family that was compassionate to my distaste. I hated those damn chase sequences, and I loved being allowed to skip them when I failed. The developers seemed to realize that in a game with numerous elements, some people will prefer some types and others will prefer other types, and they allowed the player to intuitively cause the types they preferred to come to the forefront. That’s worthy of praise.

I still wanted that sense of place and the ability to move through it in L.A. Noire. And because it’s not an open-world game, and it never even suggested I’d be rewarded for heading off the beaten path, I didn’t mind that the only place to drive was really from one location to another, albeit through whatever meandering route I felt like cruising.
Our job as critics is to explore systems and test their limits, but if I wasn’t one, would I have really run for hours just to see what would happen even though I had no reason to, even though the game had clearly placed my next locales in my notebook? Throughout the whole time I’ve played the game, I never drove any other car but the cop car — why would I? I’m a cop! When people are disappointed that Cole can’t shoot people up in the street, I wonder why? What about the game suggested that the player should want to do that?
When we looked at the map of Super Mario 3, backgrounded with dancing bushes for show, did we complain that we weren’t allowed to visit them? Nah. We didn’t need to; everything that was relevant was clearly demarcated.
L.A. Noire at least aimed to design for intuition, not for our knowledge of game systems. It wanted you to use human facial-reading, not guess at what the game wanted you to do. Unfortunately, this worked imperfectly (enough has been said about the evidentiary system and the doubt versus lie problems that I don’t need to add to it), suspending the player into a weird rift wherein you’re never sure whether to do what comes naturally or try to figure out what the game wants.
I also think that the developers understood that L.A. Noire in its optimal shape — a game that focused on interrogation, investigation and story, an “adventure game”, if you will — would have been highly difficult for a wide audience to understand. The mass market would not understand, and therefore not buy a Rockstar game where you can’t drive and shoot. I believe the developers wanted to court that wide audience to try unfamiliar game elements by luring them with more familiar ones. It was a double-edged sword in the end, but I think probably a necessary sacrifice.
Because of L.A. Noire‘s misshapen-ness, its schizophrenia, everyone has trotted out the whole “ludonarrative dissonance” thing again — you know, the fancy word us game bloggy types use to mean that the gameplay doesn’t match the storyline. Grabbing Bissell’s example, if Nathan Drake is such a good hero, then why can he kill like 800 people with wisecracking aplomb? How come Cole Phelps can offend witnesses, blow investigations, run over pedestrians, destroy police cars and steal civilian cars and still be commended as a hero, promoted up the line?
You know something? It doesn’t bother me. Maybe I’m weird, but I’ve never believed that a game would benefit from perfect realism, perfect immersion. No, soldiers at war will not regenerate all their wounds if they hide behind a crate, but the regenerating health bar has been one of the most useful and indispensable design developments in the first-person shooter genre. It’s just more fun that way.
And now we get to why I waited to decide how I felt about L.A. Noire until I could discuss it with people who were not game critics. Because until I had this job and spent all my time with other people who did, I never minded that games allowed me to do absurd, dissonant things. Only a critic looks at this beautiful, fascinating recreation of a place in time that doesn’t exist any more and worries about what you can’t have.
Back in the day, I used to like making my sprite run around in goofy circles when I got bored or frustrated, or trying to see if I could get them stuck in a wall. As Kirk and I discovered in the FFVII letters, that we could do squats to earn a wig from a cross-dressing wrestler named “Bro” didn’t make the game any less moving, charming or meaningful to us. And I know L.A. Noire made much of its kinship to film and its potential for immersion, but I don’t believe that other, older games cared less about story than it did.

Maybe because L.A. Noire takes itself so seriously, we take ourselves too seriously, too. But I think being able to create that dissonance in games is actually important to our sense of power as a player; it helps us control the dispensary rate of the story and its intensity. It lets us know we’re the leaders of an interactive narrative when we can stop doing what the game wants and just do something dumb. That’s what makes games fun.
I don’t expect the game to compensate for my desire to push back against it from time to time. That’d be ridiculous. How would I feel like I’ve momentarily escaped their systems if the systems won’t let me, if they call me to account in a big way for every pedestrian Cole accidentally crunches, if they force me to be demoted because I scuffed my car? The thing people call “ludonarrative dissonance”, at least in this case, I call “being a video game.”
And I don’t know if I would have even noticed it, been bothered by it, considered it a mark against the game if I hadn’t been part of the critical sphere where we’re constantly examining and questioning immersion. All good video games, no matter how realistic they strive to be, require a suspension of disbelief in order for the game design to work.
That suspension of belief, that okay, I’ll meet you halfway, between player and designer, is something we elect to do. I say this all the time, but I think engaging with a game and its weird rules is always a choice. Any player who sits down with a controller in hand and expects the game to fill in all the blanks for them is going to be disappointed.
All that aside, it mostly doesn’t work as a game. The evidentiary and conversation system has players constantly feeling inexplicably punished, constantly second-guessing themselves. You can blow a case simply by visiting sites in the wrong order, with no clue as to what the correct order would have been until you fail. The core mechanic’s fundamentally busted, and that’s not all right.
I do think that engaging with it is still more fun than it’s getting credit for, and it’s interesting at least. When people ask me whether they should buy it I say it’s hard to explain, not “it’s bad” or “you shouldn’t.” That it’s hard to explain is an unfortunate consequence of the fact the game tried some brand-new territory.
I think L.A. Noire’s main problem is simply that it tried too hard not to be a video game. But if you read the E3 analysis I linked up top, you’ll see I believe there are so many titles out there content to just be video games, to just be products, and to just be the same kind of product, that I appreciate the effort. We must take halting steps before we can stride in different directions. L.A. Noire might be some kind of five-legged mutant, but I’d rather that than yet another cloned sheep.

News From E3

I’m sitting on the floor of a very crowded press room, preparing to go see BioShock Infinite, which I am beginning to suspect will be the GREATEST VIDEO GAME IN THE UNIVERSE. So I’ll make this quick with a few key stats:

Favorite Games I’ve Played So Far: Rayman, Ghost Recon, El Shaddai
Best Press Conference: Microsoft
Most-Heard Marketing Song: Kanye West, Power (as predicted by Sam Kennedy)
Most Attractive Employees: Ubisoft
Favorite Hands-Off Demos: BioShock Infinite, Metro: Last Light
Bands Publishers Like To Play At Press Conferences: Los Campesinos, LCD Soundsystem, The Kills, Tokyo Police Club, Yeasayer
Celebrities Seen At Press Conferences (Including video): Peyton Hillis, Ice-T, Drake, Lil’ Wayne
Number Of Drinks I Had Last Night: 7
I’ve written up Microsoft’s conference, EA’s conference, and an interview about Dead Island so far, much more to come.
Finally, they are giving out copies of the beautifully-redesigned new EDGE at E3, so if you have one my column is on page 32.

Adventure

I’ve talked a lot here and there about how my background in crude old adventure games was significant to my childhood, but today I fill in the ‘Gaming Made Me’ column at Rock Paper Shotgun with a little homage to the granddaddy of them all, Adventure (or ADVENT or Colossal Cave or however you like it to be called).

Today, though, I’m going out to have some fun before the flight to E3. It’s Open Studios and Hillstock here in Brooklyn on the same weekend, so I’m going to drink a bunch of bloody Marys and support my friends’ bands!

I’m Gonna See The Folks I Dig

How is it that it isn’t even E3 and I’m already tired? I hung with One Life Left maestro Ste Curran this past week here in New York and finally learned to play cricket (special thanks to Sabrepulse for being my batting coach), so I suppose I’ve been a little heavy on the revelry.

Heavy on the L.A. Noire too. I expect to write more on it quite soon (my preview ran in the May issue of NYLON Guys), but right now you can read takes by Kirk Hamilton, Tom Chick and Mitch Krpata.
Meanwhile, I did this story on the complex journey Jason Rohrer’s Diamond Trust of London’s taken on its way to a publishing deal with Zoo Games — he and I talked about how the evolving DS software market hit everyone hard and what the consequences could be for developers in progress like him.
And I joined the awesome Michael Abbott on the Brainy Gamer podcast, just to make Manveer Heir mad, basically. Also to talk about my work lately, the internet and E3, I guess. I love-love-love talking to Michael and hearing his excellent radio voice. Tom Bissell is on this one too, so there’s that! Check it out.
Let’s see, what else: If you read OXM, I have a feature in the magazine this month that’s like six pages long, dealing with the state of female protagonists in games. They seem to be working hard to up the magazine’s ante, and although I actually haven’t seen a copy myself, I hear good things. Try to find it if you can: I talked to a lot of cool people for it, like Hideki Kamiya, Erik Wolpaw, BioWare writer Mac Walters, Darrell Gallagher from Tomb Raider, and so on and so on.
You can find me in Edge mag every month from now on also. I’m extremely excited about this.
I leave Sunday for E3, which I’m covering for Gamasutra. I doubt I’ll blog much, but I’ll try to make sure my Twitter is useful to you, packed with exciting, newsworthy/drunk updates from Los Angeles. California, will you take me as I am?
[Today’s Good Song Album: ‘Sun And Shade‘, Woods]

Let’s Talk Elite


So here’s my news report on Elite, the subscription service for Call of Duty. If you manage to read all the facts about it before you come to an opinion, you’re better off than most, as the word ‘subscription’ is for backward reasons a dirty word in gaming, let alone when it’s attached to Bobby Kotick.

But I think it’s an awesome idea. I starkly do not enjoy playing Call of Duty. I will probably never be pumped to join a clan and shoot stuff no matter how social they make it. But the largest video game franchise extant is getting this entire nifty interface around it, and that interface does things way beyond what we’ve gotten with the online platforms we have, Xbox Live and PlayStation 3.
“It’s just a social network” doesn’t really do it justice. The sheer variety of data points you can measure about yourself and others, and the connection with existing social networks so you can find people to join up with based on common interests seem quite cool to me. And visually it’s very pretty, very current.
Of course, the people I personally know that play Call of Duty are my neighbor’s children (who are about ten years old), my friends who are stoners, and every dude I see shopping at GameStop around here. The franchise enjoys an enormous population, but how many of them will be interested in or able to use these high-level data points, these Twitter-like hashtag groups?
Not that Activision really needs more than 10 percent of its current userbase to subscribe in order to be very, very profitable off this thing. But anyway, the reason I like it so much is that when I look at it, I see the Call of Duty franchise as programming, as on television. Elite seems to hint at the end of discrete, solitary box products and promise something socially persistent, pervasive. I picture people buying T-shirts with pictures of their clan logo on it, or something.
Not that have a favorite TV show right now, but you know when you get really into a series? What if for five more dollars a month you could have access to all this additional content, info, find viewing buddies, et cetera? I know loads of people who’d pony up if we were talking about Mad Men or the Wire or something.
The Elite framework helps illustrate games as something of cultural permanence, that are legitimate desire objects to their audience, that can have a visual language just like sports do. I kind of hope it’s the beginning of a trend. We’ll see what happens.

The Story Of Neverdie


A few months back I asked you guys what you thought of this: A press release from self-styled “virtual worlds pioneer” Jon “NEVERDIE” Jacobs about the showy online game world he’d made as a tribute to his late fiancée, Tina. Neverdie was a figure from the online world of Entropia Universe (which they apparently call Planet Calypso, now), and he was always putting out press releases full of dollar signs and the world “first.”

As such, he was apparently a little bit of a controversial figure to the Entropia players — a spokesperson and a figurehead known as something of a loose cannon, drawing attention as much for his showboating as for his genuine pioneership, his futurist’s view of virtual reality and the concept of the self in a game world.
You might be able to tell that I didn’t really know how to think about it, since I kind of just tossed up that press release for you to discuss. My coverage of Entropia for Worlds in Motion, back when I ran that site and its GDC summit a few years ago (it now exists as the ‘social and online’ section of Gamasutra) was fairly business-oriented, wherein I explored the game as a product in a sea of virtual worlds, which if you recall was the big bubble before mobile and social gaming descended on us all.
Finally, the article I wished I could have written if I’d had the ability back then; hell, the one I wished anyone could have written so that I could read it! Stephen Totilo found the press release here at SVGL and, in what’s probably the best piece of games-related journalism I’ve read all year, he spends time with Neverdie, talks to him about how his intense approach to virtually memorializing his fiancée after her death from illness — along with his bold stunts — brought him into conflict with his fellow players, and, most interestingly, provokes thought on the concepts of virtual self and virtual life through the views of a very unique individual.
It’s a fair portrayal of an interesting cast of characters and a fascinating must-read. Long, but worth your time.

Bullet Hell

Blogging’s kind of like a long, long video game for me. And you know when you get to a new area and you put the game down and for some reason you don’t get back to it for a while, it gets harder and harder to pick it up with each passing day? That’s how I get with blogging — even when I don’t post here, the world of video games marches on, and so does my work all over the place, and the catch-up mandate opens up like some beast-maw of procrastination.

So in the interest of getting caught up quickly, I hope you don’t mind if I just post a list of links to the things I have done since last time I posted here. Sorry; I don’t like doing this, but I hope you like the articles!
Kotaku: Blip Festival 2011 coverage, with video I shot myself and photos by my friends. Nullsleep tweeted it, so it must be okay!
Gamasutra:
-Analysis: Developer Disdain For Games Writing Illuminates Wider Gulf — on that infamous Danc criticism-of-critics. Interesting discussion in the comments.

-Interview: Beautiful, Creative El Shaddai Is Daring To Be Weird — it seems like it’s really “my kinda thing”, and I can’t wait to see it at E3. Related: Shane Bettenhausen (who ended up as biz dev director at Ignition, if you didn’t know) and I discuss El Shaddai and E3 on Sidequesting’s Main Quest podcast.
-Boy Meets Girl: Nival’s Unusual Prime World Goals — these Russian folks are making an online social game with a design that intends to encourage boys and girls to play together, specifically. Do most girls really prefer support roles?
-Interview: Heroes of Newerth’s Marc DeForest On Evolving Business Models — interesting data on how user bases shift depending on a company’s monetization strategy. I MADE BAR CHARTS FOR THIS ONE, Y’ALL. Leigh Alexander, renaissance woman.
-Interview: Crowdstar Raises $23M Toward Growth Efforts From Major Investors — Everyone continues to insist this space is not overvalued.
-Interview: Supercell Talks $12M Funding, Gunshine And Bridging Gaps — Big funding house likes social and browser MMOs. Surprise!!!!1

Thought Catalog:
-Looking Forward To The Rapture –Amid a lot of snickering about Harold Camping’s Rapture, I thought about how it was actually a piquantly horrible, or beautiful idea, depending on how intense your apocalypse fantasies are.
-Social Media Is Ruining Everything — My fairly controversial piece on the stress of information overload and the ability to have more social interaction than the human mind is made to handle. You can tell which commenters’ parents are currently paying for them to spend four years majoring in new media studies.
-On Crying — It’s not just for sad people anymore!
-We Are All F*cked, We Are All Fine — I CHOOSE YOU, EXISTENTIAL CRISES.
I’ve really been super busy — and in a week or two I hope to be able to surprise you with a couple of other things I’ve been working on. Somewhere in there I even hope to find time to link you to all the great things my friends are writing, too. Meanwhile, please accept the following miscellany I found interesting lately:
The inimitable, handsome and charming Jim Rossignol writes probably the only Witcher 2 review you need to read; someone named Ron Alpert talks about trying to sell a mobile game during a food truck documentary (he heard about my taco truck obsession, I gather); Head-scratching, the mysterious ‘RPGsBeBroke guy’ seems to have started blogging again. Finally, brilliant award-winning video game composer Winifred Phillips, most recently of LittleBigPlanet 2 fame, gives a neat interview to GameSpot. Oh! And I, ‘irregular non-correspondent’, join the boys at GamerDork for a new podcast.
Okay! Now I’m caught up. And I’m going to stay caught up, because E3 isn’t about to happen, or anything.

Blogging’s kind of like a long, long video game for me. And you know when you get to a new area and you put the game down and for some reason you don’t get back to it for a while