Game Design, Programming and running a one-man games business…

Size Doesn’t matter

I’m not the only indie developer writing on this topic today, check out the links at the bottom of this post.

There is a bit of a trend, as I see it, an unwelcome one, for the subject of game ‘length’ to be the dominant topic in the reviews of new games. I don’t think this a good direction for the industry to move in.
As an ‘older’ gamer, I recall a time when the whole idea of game length was silly. How long is pacman? how long is space invaders? As long as you have time for, clearly. Now you may argue (and some do) that the only reason that early games worked this way was the artificial constraints caused by a lack of processing power and file storage. These days we can have games with hand-crafted, bump mapped worlds made in incredible detail, and this is clearly better and more immersive and thus games should be measured in this way.
Now I’m not vaguely going to suggest that more-detailed, more immersive worlds are not a good thing. They clearly are. What I’m against is the weighing up of a games value (both artistically and in monetary terms) by sheer length and content.

Firstly, it would be insane to judge movies or books the same way. Andrew Marrs ‘The History of Modern Britain’ weighs in at 602 pages for £8.99, whereas Malcom Gladwells ‘tipping point’ is an all-too short disappointing gameplay experience at just 259 pages for £7.99, representing far worse gameplay for your gaming cash.

Sounds totally bonkers doesn’t it?

Is Halo a better game than World of Goo? Personally, I probably enjoyed WoG better, but I haven’t finished either game, so I have no idea which is longest. Clearly, game length didn’t vaguely factor in for me. And That doesn’t put me in some minority either. A huge chunk of gamers never finish games. I’ve been gaming since pong and only ever ‘finished’ 3 games in my entire life. I got bored with Half Life (yes really) and Half Life 2, and Bioshock, and almost any game you care to mention. When I read about how some l33t haxxor ‘finished’ a game in 8 hours, I find it laughable. Imagine bragging about ‘finishing’ war and peace in 2 days. The idea is to enjoy the experience, not race to the end as fast as you can.

Even worse than paying for games where the effort is spread out over 100 hours, when i know I’ll get bored at 20, is games where, in a desperate bid to make the game sound ‘longer’, the designers introduce tedious sections where you plod back and forth between the same points to get their moneys-worth from the scenery. It’s obvious, it’s tedious, and it’s embarrassing. Please stop.

I don’t judge food purely by quantity. Anyone can produce a ton of bland rice for a trivial cost. We tend not to judge things purely by quantity, and when we do, we can at least admit we are being shallow. So lets stop doing it with games. Tell me if a game is good, tell me if a game is dull, but some meaningless statistic about how many levels, or how big the installer is, or how long it took you to ‘finish’ it is meaningless to me. Size doesn’t matter.

Other blog posts:

http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://nygamedev.blogspot.com/2010/08/coming-up-short.html
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/

New GSB Website

I’ve updated the gsb website. For the first time since positech started, I’ve actually got a proper web-designer to do  a webpage, rather than me knocking it up myself in basic html and crappy coder-art. Even then, it was a single page, which I cloned and fiddled with for the rest of the site, because I’m so cheap :D

I think it looks way better than before. There are a ton of minor formatting things to fix, and no doubt a lot of the graphics on the ‘other’ pages need tweaking now. If you spot any broken links, then let me know. I’m aware that ‘about’ and ‘faq’ are the same thing. Maybe ‘about’ should go to this blog?

here it is:

http://www.gratuitousspacebattles.com

Strategy game specs are going mad

I just saw the recommended system reqs for Civilisation V.

  • Operating System: Windows® Vista SP2/ Windows® 7
  • Processor: 1.8 GHz Quad Core CPU
  • Memory: 4 GB RAM
  • Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
  • What?

    WHAT?

    512MB video cards and quad core, for a turn-based strategy game? The min specs…

  • Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
  • Processor: Dual Core CPU
  • Memory: 2GB RAM
  • Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
  • That’s still crazy. We are talking MINIMUM specs here, for a geeky turn-based game. GSB has high specs (for me) because of the real-time battle playback shinyness, but I’d still think they are lower than this.

    I like games like CIV, but ultimately these games are not about the graphics. I just cannot imagine where the processing power is going. This trend to make the campaign maps of strategy game run at 10 FPS just boggles my mind.  What about all the strategy geeks with old PCs or laptops and no interest in buying new ones? Don’t people want their money?

    Someone with the min spec above, tell me how GSB runs for you. Please tell me it runs fine or I’ll look a right dork :D

    The fine line between marketing and addiction in games

    I don’t normally blog just to link to someone else’s writing, because that kind of bugs me, but allow me this rare indulgence. This is worth a read:

    http://kotaku.com/5605532/how-an-army-of-junkies-and-kids-enriches-tech-titans

    It’s a bit one-sided. I don’t like the moaning that virtual items ‘never existed’. Just because something is encoded digitally does not mean it has no value, even if the scarcity is artificial. (I own a ‘limited-edition’ print of a painting of a native american dancer, on the wall of my office. That’s artificial scarcity, and nobody minds that…).

    But given my beef with that specific complaint, it’s still an interesting read. I’d hate to think people spent too much money, money they didn’t have, especially if they got into debt… on my games. I need to earn a living, but I don’t need money enough to risk getting people addicted to something just to line my pockets.

    There is a fine line between clever marketing and design, and exploiting psychological tricks to wring every last penny from addicts. Modern companies of all types need to pay attention to that line, and not cross it.

    I don’t need a 2nd job, or heroin

    There seems to have been a huge growth in two areas of game design in the last 5 years.

    1) 2nd Job games.

    Most people call them ‘MMOs’ , but the basic gameplay seems to be this: You start out at the bottom. You go to someone who stands there all day doing nothing who tells you to go kill 5 spiders. When you do that, he gives you a miniscule promotion, and then tells you to kill 10 spiders. Repeat until dead.

    This sounds like some of the early office jobs I did, only rather than the spider-dude paying me at the end of each month, with an MMO, I pay for the priviledge of doing this job. No thanks.

    2) Heroin

    I’m lucky. I don’t get really addicted to farmville games, or flash MMOs. I know people VERY addicted to world of Warcraft or EVE. People who run online games who I know have tales of people spending $300+ a month on in-game items. Why? Because they are addicted.

    Peoples’ brains are different. A BIG chunk of people have whatever neurotransmitter or collection of neurons it takes to get them totally hooked on games which keep you in a  tight feedback/reward/effort loop, ad finitum. A lot of big companies are tuned into this and boy do they exploit it. Keep them playing…Keep them playing… Spread out the gameplay, because the players time is considered worthless to them. Quantity, not Quality…

    And we are only at the very early days of this. People have already shown adverts to people while they lie in MRI scanners to fine tune the ads to the way peoples emotions trigger. This will come for games, if it isn’t already being studied.

    Luckily, I seem to be immune to 2) and I already have a job, so 1) doesn’t appeal to me. There are still fun games out there that I enjoy, but they are becoming an endangered species. Company of Heroes is now Company of Heroes online, because they want micro-transactions and the addictive push-button-get-banana gameplay that earns zynga so much money…

    I see *why* gaming is going this way, I just feel left out and a bit saddened by it.