Jeff-Vogel

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Thursday, 29 December 2011

Skyrim Is Buggy and Awesome

Posted on 13:03 by Unknown

I have been slow updating my blog recently. Part of this is fatigue from my recent game release. But most of the blame, of course, falls upon Elder Scrolls V: Skyrim. Which ate the brains of everyone in our house.

I love it when a role-playing game breaks big and actually infects regular humans. Sure, it's heavy competition for a while, but it also manufacturers hordes of new, fresh RPG fans hoping for more.

We love the game despite all of its considerable frustrations. I love this video, because it captures so much about what makes Skyrim fascinating.

(Video summary: It was possible to steal from shops by taking pots and putting them over the heads of the shopkeepers so they couldn't see you. Yes, this was actually possible. Though I can't get it to work anymore in the newest version.)

Some people mock Skyrim for things like this, which is a truly startling case of missing the point. Sure, it's a flaw. But imagine how cool and detailed this sandbox is to make such a thing possible. It means that they programmed in exact sight lines for detecting theft, which is why sneaking around a shop and robbing the owner blind is such a satisfying minigame.

I've been an Elder Scrolls fan for decades, because of what makes these games so fascinating: Their reach always exceeds their grasp.

The Elder Scrolls series is about making a game so huge and detailed that it overwhelms you. You have to be a shut-in of terrifying proportions to experience everything. You go on a journey to find a dungeon somewhere, and there are so many dungeons and towns and people and quests on the way that you get lost in a maze of perpetual distraction until the real-world sun rises over the horizon.

Of course, computers aren't strong enough to simulate a world, even a small one. They just can't do it. With that level of ambition and that number of moving parts, there will be bugs and flaws. Tons of them. You don't have to scratch the surface hard to find them, even after multiple patches.

This is inevitable. Yes, Bethesda makes buggy games, and they've probably shipped certain games sooner than they should have. However, with that size and complexity and level of ambition, it can't be avoided. There is just too much STUFF, and too many crazy things that can be done with it. Until real artificial intelligence is invented (it won't be), a sandbox of this level of detail can't be represented by a computer without weirdness around the edges. When the range of possible things that can happen is large enough, even the largest, most dedicated group of testers won't find everything that can go wrong.

It's their crazy version of something like reality, and you have to meet it halfway (because there really are a lot of glitches). Elder Scrolls fans accept this, and, in return, they get a computer game experience that's truly unique.
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Posted in design, skyrim | No comments

Thursday, 15 December 2011

Avernum: Escape From the Pit Is Out

Posted on 13:05 by Unknown

We have released our newest game, Avernum: Escape From the Pit, for the Macintosh. As I have written before, it is a ground-up rewrite of one of our earlier games that desperately needed it. We've tried to put a lot of cool new graphics, design, and polish into it. A big demo is available, and the Windows and iPad versions should be out in April.

This is a rewrite of the first game I ever wrote for money, Exile: Escape From the Pit, which first came out in January of 1995. It has been fascinating to go back to my first full-length design. I'd forgotten how weird and silly my work could get.

A few examples:

Huge, Sprawling World.

Skyrim has provided a fresh reminder of how much people love a huge, sprawling world full of details, cul-de-sacs, and side quests to get lost in. When I started out, I made games like that. Avernum is really, really big. It's possible to wander out into the wilds, get lost, and be eternally distracted by all the stuff you can do and dungeons you can explore. I was heavily inspired by the early Might and Magic games, some of the first games that really tried to overwhelm you with a huge world.

I love games like this. However, writing them is difficult for the obvious reason: A huge world takes a lot of work and a lot of energy. I'm old now, and I don't have the limitless drive I used to. I tend now to write smaller, more focused games. Less terrain to explore, but with a more intricate story.

Three Game-Winning Quests.

I am constantly accused of never innovating, and this vexes me. I have worked hard to try new things in my RPGs and stretch the genre, and I've been doing this from day one.

Example: Avernum doesn't have one storyline. It has three. The game has three long, arcing, game-winning quests, each of them almost entirely separate from each other. It is possible to achieve one of them, say escaping the underworld, be told you have won, pat yourself on the back, and never realize that the game still has two epic storylines remaining.

They aren't three different endings. They are three different games.

I did two games this way, and I've never seen another RPG that does the same thing. I eventually let it go to focus on more detailed single stories, but I still think it was a really cool idea.

Odd Humor.

In my spare time, I have had some success as a writer of humor. My games have always had funny elements, some more than others. Avernum contains some bits that are so weird and off the wall that I could never see myself doing now. I don't want to give precise examples, but if you play the game for more than a little you'll start to see what I mean.

Years Pass. Nothing You Can Do About it.

Since 1995, my work has gotten a lot tighter, more controlled, and generally less eccentric. This has been both good and bad. It's also unavoidable. I'm older and more experienced now, and that sort of fresh, unfocused enthusiasm is just not available to me anymore. I still write good games (or, at least, games that sell), but my changing tastes and increasing age have made me unable to do some things and more able to do certain new things.

For example, if you tried Avadon: The Black Fortress and didn't like it, I'm sorry. That is the sort of game I write now. This will change. Five years from now, I'll do something entirely different. (I really, really want to return to open-ended non-linear games at least once before I retire.) But for now, that's it. If you hate my new games, then there is nothing I can do about that.

But, if you don't like the new stuff, I suggest trying Avernum. It's old-school, and it's really neat. I hope you like it.

(And I'll post a link to this article in April when the versions for the other platforms come out.)
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Posted in avernum, design, shameless self-promotion | No comments

Wednesday, 7 December 2011

My Two Gaming Pet Peeves For the Day

Posted on 17:10 by Unknown
Our newest game, Avernum: Escape From the Pit, has reached Release Candidate status. This means that we've made a version that seems complete and ready to sell, and we are touching it as little as possible while beta testers spend one more week trying to break it.

This means that I have a very, very important job: Doing nothing. Don't touch the app. Hands off. Anything I change has a chance of breaking something. So I'm spending this week catching up on my game-playing.

(I also made a really spiffy trailer for Avernum. Turns out, there's this site called YouTube. Who knew?)

This has given me a precious chance to find new pet peeves to complain about. And isn't that what blogs are for?

I Need To Drop Three Pounds Of Gloves So That I Can Walk Again

Of course, like everyone else in the world, our house has Skyrim-fever. As you may have heard, it's a good game.

But, like all RPGs Bethesda makes, you spend sooooo much time sorting through items. Looting the dungeons takes ten times longer than killing the monsters within. And you can only carry so many pounds of treasure. So every item you find requires tiresome "Is this hide shield worth enough money to justify the weight. OK. It weighs eight pounds and is worth 20 coins, or 2.5 coins per pound, so that is an efficient piece of treasure to pick up and ... AHHHH. MY BRAINS!!!!!" And then you pick up one suit of armor too many and you have to drop two pounds of stuff so you go through your pack to find something top drop and ...

Does anyone ever find this fun?

This is one of those things that gets hardcore gamerz mad at me, but screw realism. In my newest games, I give the player a Junk Bag. You can put infinite items in it, their weight isn't counted, and, when you reach a store, you can push a button to sell everything in it.

This is great for people who find even the awesome Dog Takes Your Stuff Back To Town To Sell It system in Torchlight too taxing.

It's the opposite of realism, and I really don't care. When I design a game, the first thing I do is decide what I want the player to spend most of his/her time doing. Hopefully, that part is where the fun is. The second thing I do is minimize time spent doing absolutely everything else.

If I can keep even one player from spending a hour picking through his or her backpack and trying to shed those three extra pounds, I have done my good work as a citizen of the Earth.

I Did Those Jumps In 61 Seconds Instead Of 59, So I Should Totally Be Punished.

In any game with a lot of jumping on platforms, it seems like a legal requirement that there has to be at least one room with a timed sequence. You're at the bottom of some shaft with sheer walls and a tunnel at the top. You push a button. Ledges slide out of the walls. And then you hear that accursed, stress-inducing ticking that lets you know that you have to get to the top quickly, or not at all.

"Tick. Tick. Tick. TICK. TICK. TICK. TICKTICKTICKTICKTICK. [Sound of ledges sliding back into walls.] [Sound of you falling to earth, swearing all the way.]"

Is there anyone, anywhere, who pushes that button, hears the telltale ticking sound, and thinks, "This is so AWESOME!"

This isn't fun. Here is why. Gaining a heroic skill (Fighting. Leaping.) is fun. Using that skill is fun. Perfecting a skill is far less fun. Repeating a series of jumps until you can do them perfectly is even less fun than that.

There. I Feel Better.

Very therapeutic. Now I can finish my game in peace.

Also, I was going to write about how every shooter now has you go down one long corridor with no branches (or alternate paths to victory, or variety), but this design trend is contemptible enough to deserve its own post. I just need time for my blood to get more angry.
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Posted in avernum, blatant pr, flamebait, i act like i am smart, skyrim | No comments

Thursday, 17 November 2011

You Gotta Pay Your Dues If You Want To Sing the Blues

Posted on 16:26 by Unknown

"I am the entertainer,
And I've had to pay my price.
The things I did not know at first,
I learned by doin' twice." 
                    - William Joel

A couple of weeks ago, I wrote at length about the 10000 Hour Rule, which can be stated as follow:

To master any non-trivial field requires 10000 hours of dedicated practice and study.

The previous post was about the rule and why I think it's a true thing. I also wanted to write a bit about how this rule applies to the creation of computer games, which, believe me, is an endeavor that takes many years to master.

How the Rule Applies To Professional, AAA Game Development

Big game companies are infamous for eating their young. They scoop up young people that don't know any better, make them work insane hours for crap pay, discard them when they burn out, and harvest a new crop of workers. There are few elder statesmen who stayed around long enough to get really good at what they do. Alas, most of the rank and file get driven off before they put in the years necessary to get really good.

So if you've ever wondered why games tend to be so derivative and make so many of the same mistakes again and again ...

How the Rule Applies To Indies

When an indie developer nobody cared about suddenly breaks out and releases a hit, kickass game, you know what I love to do? Find out how that sudden superstar spent the years learning to make a good game.

Every successful indie developer has a pile of relatively rough old games they cut their teeth on. Notch (Minecraft) does. Jonathan Blow (Braid) does. Petri Purho (Crayon Physics) does. I sure do. John Carmack and John Romero made a pile of games you never heard of before they created Wolfenstein 3-D and Doom.

It's necessary. You can't just make a good game from scratch. You have to spend years working at it, writing stuff that you probably won't be very proud of. I count myself very lucky that, when I was writing my early RPGs, there was pent up demand for them. Enough so that even my rough, subpar goods were able to generate a living.

One More Example That Amuses Me

I only just heard about an upcoming Indie RPG called Driftmoon, being developed by a small company called Instant Kingdom. Hey, why shouldn't they write an Indie RPG? Everyone else is.

I'd never heard of them, but I looked at the gameplay video and the screenshots and thought, "Hey, this looks really nice. I bet this isn't their first game."

Then I looked at their older games. Five of them, each one a little nicer than the one that came before. It's awesome to look at. You can almost see the learning.

(Oh, and you can see the couple who runs Instant Kingdom here. I don't want to sound crass, but these are two seriously attractive game developers. If I was running some Association For the Advancement of Indie Games or something, I would put those two on a poster in a cold second. The caption would be, "Indie Game Developers - WE'RE NOT MONSTERS!")

How the Rule Applies To You. (If You Want To Create Games.)

So if you're one of the many enterprising young folks who ask me about getting into this business, learn from the above. Write games. Lots of them. Don't worry about aiming too high. Don't do your ultra-mega-epic yet. A bunch of varied, small apps is a great way to learn, and you'll get a bunch of your failures out of the way early.

It's a lot of work, but don't despair. Hey, I built a career on a game that looked like this. If that can happen, than you, a person I suspect is at least as intelligent and driven as me, totally has a shot.
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Posted in advice, i act like i am smart, indie | No comments

Thursday, 3 November 2011

Geneforge Saga Now Available On Steam!

Posted on 13:31 by Unknown

When Steam started to carry Avadon: The Black Fortress in August, it was a big thrill for us. The money, the prestige, the ability to feel like real developers. It's awesome. And it didn't stop there.

On Wednesday, Steam released another of our games. Well, five games. You can now go to Steam and, for twenty bucks (20% off the first week) get our entire Geneforge Saga.

The Geneforge Saga is a series of five huge fantasy RPGs, telling one epic tale of rebellion, war and devastation. I am immensely proud of these games. Sure, they are old and very low budget, and the earlier games have pretty rough interfaces. They're also genuinely innovative and cool, and I'm thrilled that a bunch more people can be exposed to them.

I wanted to write a little bit about them and what I think makes them unique.

1. The Setting

People often complain, with good reason, that role-playing games are too mired in fantasy. I have always lacked the courage to totally break out of the fantasy thing, but I've tried really hard to push it as far as it will go. For example, we wrote Nethergate, which was a fantasy game in an actual historical setting: ancient Britain under Roman occupation.

Geneforge was originally going to be science fiction, until I realized that it really would work better as fantasy. It is based in a world ruled by the Shapers, a secretive sect that used magic to create life. Intelligent plants, servant humanoids, living tools. The games are about what happens when the creatures they make to serve them decide to rebel.

The player is a Shaper, and the characters in your party will be loyal mutant monsters made by you. Older gamers play Geneforge for the story. Younger gamers play it because you get to have an army of fire-breathing dinosaurs.

It's a unique setting, and I think it's really cool. And, I don't deny it, I had several strong influences when I made it.

2. The Morality

The Geneforge games are very morally open-ended. I have long been annoyed with fantasy's over-reliance on characters who are all-good or all-evil. I wanted to write a game where you could play through the whole storyline looking for this guy who is evil, meet the guy, listen to his side of the story, realize he has a point, and join him. And I did. It's called Geneforge.

The Geneforge games are full of factions you can join. Some are sensible. Some are insane. Some are peaceful, and some are violent. Only a few of them are truly bad people, trying to do horrible things. I tried to be truly even-handed when making the factions. When writing them, I always had them make the case for their point of view as clearly and convincingly as possible. When I wrote a faction, I was really trying to convince the player to join it.

This is what I am most proud of about Geneforge: I have gotten many e-mails that said, "I loved the games, but I had one problem. I joined [some faction], but I thought you made it too obvious that [that faction] was the right faction and I was supposed to join it."  They were all convinced that I was secretly supporting their own pet faction. Hee!

3. The Open-Endedness

I wanted the Geneforge games to be as open-ended as possible. Play by yourself or with a group. Use magic or melee. Use combat or get by with stealth and diplomacy. Join the rebels or the Shapers. Even play as a pacifist and never kill anything outside of the tutorial. Writing the games to allow this much freedom was truly maddening, but the result was something unique. (And I had one very specific, awesome influence.)

Interestingly, this led to what I think are the games' greatest flaw. You see, to create paths through the world for different specialties, I made some routes that required serious combat skill and other that required lots of diplomacy or stealth or tool use skill. The problem was that, to make the choices meaningful, I had to make it so that not all characters could travel down all paths. I didn't want everyone to be able to do everything, and, for any given character, there will always be some zones they can't do.

Some players hate this. Hate, hate, hate it. To be told they can't defeat a place, it drives them nuts. Infuriates them.It's not the sort of design that appeals to all players, to say the least.

Old Games For New Gamers

Yep. They're old. They're rough. They're pretty ugly. But if you like Indie gaming for it's creativity and ability to take risks, they're worth a look. They're five huge games, an almost ridiculous amount of gameplay for sixteen bucks. And, if you just want a sample to see what's going on, there are five big demos on our web site. Hope you like them!
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Posted in design, geneforge, shameless self-promotion, steam | No comments

Friday, 28 October 2011

Three Funny Links. (And Our Sale Is Ending Soon.)

Posted on 00:15 by Unknown
So I need to write a blog post to remind people that Spiderweb Software's Glorious October Carnage 10% Off Sale ends in just a few days. But I don't have one of my standard 1000 word infodumps ready. You see I've been busy lately trying to finish our next game and playing Catherine on my XBox. (Working title ... "I Have Serious Issues With Women: The Game.")

So I'm going to post links to three thinks I really liked. Because that's what blogs are best at.

1. An Old Short Story

There used to be a magazine called Dragon. It was ostensibly about tabletop role-playing games, but who are we kidding? It was about Dungeons and Dragons. This was back in the good old days when you could play D&D and relax and unwind and keep up with what was going on without a computer, four whiteboards, and a specially trained idiot savant. (If you ever wanted me to write a review of Fourth Edition Dungeons & Dragons, there it was.)

Every month, Dragon magazine also had a short story, for some reason. One of these stories has stuck with me because it was so amazingly prescient. It was about MUDs, but in the story they were weird free for alls and if you did the right thing you could earn game cash that converted to real money. It predicted the existence of Eve Online twenty years before the fact, and other SF writers are just now catching up with the crazy possibilities.

Someone just sent me a link to the story, so here it is:

Catacomb, by Henry Melton

Henry, if you ever end up here and see this, your work had a big, big influence on one particular misfit boy.

2. A New Video

So far, I've managed to avoid writing any blog articles on the subject of The Game Industry Might Maybe Have Woman Issues, Just a Little Bit. To anyone looking in from outside, this statement is about as controversial as saying that water is wet, but it still gets gamers really angry.

Anyway. IGN made some sort of online reality show thingy called The Next Game Boss. It's about indie game developers. That someone made a reality show (even a web one with a micro-budget) about people who want to do what I do is pretty fascinating. Not flattering, but fascinating. Because, um ... watch this cruelly edited selection of highlights from the first episode ...

Hey, Ladies! They're Still Single!

(It gets awesome one minute in.)

There are things I could say about this, but there's really nothing that can be added to perfection.

3. I Like Music

Everyone who knows me in real life is sick of hearing about Garfunkel & Oates. But you don't know me! So I can just drop a link or two.

They really broke big over the last year or so and are now making actual money (plus an HBO development deal). If you poke around on YouTube, you will find that these two have been working their asses off for years trying this and that before they broke big. They are a great example of a universal truth: It takes ten years to make an overnight success.

OK, that seems like enough content to justify a blog post. So. We're having a sale. It's over in a few days. Order one of our series on CD and you can totally get your Hanukkah shopping done early.
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Posted in dungeons and dragons, humor, linking to things i like, sale | No comments

Wednesday, 19 October 2011

The 10000 Hour Rule.

Posted on 17:42 by Unknown

This image appeared on my Facebook the other day, and I really liked it. (The quote is killer, and it is available at a much more readable size here.) It reminded me of a bit of wisdom I value greatly, and I'll pass that on in this blog post. Lucky you.

I am a huge fan of the many Rules, Laws, and related discrete wisdom chunks you can find on the Internet. Sturgeon's Law. Poe's Law. Rule 34. (NSFW) The Iron Law of Oligarchy. But one of my favorite, as an important lesson about How the World Works, is the 10000 Hour Rule.

I would describe this law thusly:

To master any non-trivial field requires 10000 hours of dedicated practice and study.

Sometimes, this law is stated with "10 years" in the place of "10000 hours." Or, as an old saying elegantly puts it, "You have to write a million bad words before you can write a good one."

Drawing. Writing. Chess. Singing. Tennis. Designing Games. Acting. Golf. Playing the violin. Leatherworking. Poker. In each case, mastery requires work. A lot of it.

What does this law mean? It means that fantasy you have, about picking up a guitar and finding that you have a deep, innate talent for playing and that you're the next Hendrix? It's just a fantasy. Better get practicing, pal. You got 10 long years of work ahead of you. Free lunch? No such thing.

I Will Now Deal With Your Objections

People don't like this law. People hate to be told that they can't have Free Stuff, and gaining mastery without sacrifice is the epitomy of Free Stuff. But there are several obvious objections people come up with to rebut this law. I will dispose of them now.

It Doesn't Take That Long To Master Something! I Can Master Tic-Tac-Toe in a Minute!

That's why I said it takes 10000 hours to master something non-trivial. Obviously, some things are easy, but nobody cares about whether you can do them. Learning to tie your shoes is much simpler than learning to play the violin, but nobody will pay you to watch you tie your shoes.

What About Child Prodigies? Mozart Was Composing Symphonies When He was Four!

Yeah, but nobody wants to hear them. They want to hear what he wrote later. Many, many hours of work later.

Child prodigies exist, and they can do amazing things. However, the main advantage of being a child prodigy is that you get to start putting in your 10000 hours at an early age. You still have to work for it.

But Some People Have Amazing Innate Abilities!

People need to believe that they can possibly have the innate ability to do amazing things. Some sort of magical penumbra that gives you the supernatural ability to write or play baseball or whatever. Not really.

Now don't get me wrong. Some people do have the innate ability to excel at a field. It is the opportunity, resources, and drive to put in the many, long tedious hours mastering a chosen field. It's the ability (the time, money, and energy) to sit down and work. That's the only innate ability that really means something.

So I Just Have To Spend 10000 Hours On Something and I Become Awesome?

No. It has to be 10000 of meaningful practice. Learning new things. Stretching your ability. Occasionally failing, learning from your mistakes, and improving. Repeating the same lame thing for one hour 10000 times will not cut it.

I've Hardly Spent Any Time At All Learning To Do [X], and I'm Amazing At It!

Are you sure? One of the main reasons people are mediocre at a profession or activity is that they lack the ability to recognize when they have done it poorly. One of the main things successful craftspeople and artists have in common is a loathing of their own work.

I'm not saying you aren't that great. Hey, I've never met you. But are you sure?

It's an Unpleasant Rule

The 10000 Hour Rule is about crushing dreams. It's about understanding that there are limits to what you can do in the all-too-short period of time we spend on this Earth. It's about giving people who have achieved mastery the respect they deserve. It's about, before taking on a new task, honestly evaluating whether we can afford to give what it takes to complete it. And it's about forgiving yourself for not being able to play the guitar like Hendrix.

I have a lot more to say on this subject and how it applies to writing computer games. Next time.

(If you're interested in reading more about this stuff, I've heard that Outliers, by Malcolm Gladwell, is a good read. I'm not so much a big Gladwell fan, but it's a very interesting topic.)
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Posted in 10000 hours, i act like i am smart | No comments
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