Massive Collection of Links

I’ve been holding off on a link-based post for a while because I’ve had more interesting things to post, but now I really need to clear out my bookmarks, so here’s a giant pile of awesome stuff for you!

Anime:

  • The English dub of Durarara!! is not only airing on Adult Swim for people who dislike subbed anime, it will also be available for streaming online

Assorted Lifehacker stuff:

Gaming:

There’s a site I found a few years back called MetalStorm, and every year they take user suggestions in various categories for “best of” awards, which are then voted on by the users. In the first few months of the new year, results go up, and I find lots of great new music. It’s a great system!


In Mourning is one of the bands I found there after their first album, Shrouded Divine, came up as number 11 on the top 20 for 2008. I feel like their second album, Monolith, was on a genre-related best of list, as well, but can’t seem to find it. Anyway, I liked Monolith enough to very seriously consider buying it, which is something I never do. I mean, I own three CDs.

Listening to the first song from Monolith today, I decided it was high time these guys got their own post. So here it is! The song’s called For You To Know, and the lyrics are here, although if you listen to the song you’ll probably realize I didn’t catch most of it. So don’t read too much into it! Just enjoy the sweet, sweet sound of metal.

Halifax Explosion poem

[Apparently I wrote this when I was 12, for some school project I think. If you’re interested, google Halifax Explosion. It’s pretty short, but enjoy it while it lasts!]

The wind,

The snow,

The bitter cold,

None can hide, the 

Devastation, the sorrow.

The Lord shall visit

Halifax to take the

Innocent to

Heaven.


A daughter crying,

A Mothers tragic fate, 

A Fathers heartfelt wish

for an end to this war

Three years fought.


Babes cry, adults weep,

Families are torn apart,

Shattered like the windows

In their homes.

thegreatcrate:
“ This post is an update on what’s been going on for Crate.
In writing I have fifty thousand stories in the works (okay, about twenty five) ranging from three-pages long to twenty pages and growing. The longer ones I lose faith in...

thegreatcrate:

This post is an update on what’s been going on for Crate.

In writing I have fifty thousand stories in the works (okay, about twenty five) ranging from three-pages long to twenty pages and growing. The longer ones I lose faith in because the story meanders and I begin to doubt the foundation of the original idea. Most of these, I’m afraid, will never see completion which saddens me because while they are not the greatest pieces of literature ever conceived, I feel they are stories worth telling. Even if I’m the only one who will ever read them (and maybe close friends / family), I think those characters deserve that much. (Walt and Stephanie, I’m looking at you.)

The short stories are coming along much better. I can rewrite and rewrite to my heart’s content, although sometimes this meat grinder process makes them lose their original spark. I hope soon to be finalizing all these stories that are either started or completed, just not to my liking. I need to somehow overcome this insecurity and just decide a story is well enough to put into the catalog. One short story, titled Universal Architects, has gone through three rewrites in the last week. Each time I finish and decide I missed the point I was going for. The main issue seems to be I feel the story isn’t human enough; it’s not concrete or tangible. The characters, from draft to draft, have grown in complexity and it feels cheap not to show them in their respective lights just to finish the story and be done with it. The problem arises when I am tasked with how much to include or exclude.

I think the greatest strength of a short story is just how concise it is. There’s no such thing as character development in a short story, because there’s no space for it. You just present one important scene, and then it’s over. I think you’re better served to write characters that fit the message you want to send. Rather than using some complete human character - one that readers won’t get to see beyond the small window you’ve given them.

        But it also leaves a lot of room for personal style, and I’m sure someone out there writes tiny parts of some complex character’s life. I just think that a story like that would feel… incomplete, in a way. Whereas if you write to present one small striking moment or theme, everything you write goes towards creating a certain feeling for the reader.

        I don’t think this is official writing advice; more like my preference of style probably. I should try writing some short stories, actually… Adhere to a strict word limit, decide in advance what I want to say, and then go for it. I won’t make any guarantees, because it wouldn’t be the first time if I didn’t follow through, but you’ll see it if I write it!

Game Analysis: Final Fantasy IX Revisited4

There’s a very, very fine line between “really clever” and “too clever to be true” when it comes to critical analysis. Whether it’s a book, a game, or a film, a lot of so-called brilliant people cook up some ridiculous theses and wind up on the wrong side of that line. On the other hand, people unfamiliar with critical analysis tend to assume it’s all nonsense, but that’s no better - there are a lot of good things to be said about themes and metaphors even when they weren’t a part of the author’s intent.

        Critical analysis of games is still in a weird position right now, because most people - and most gamers, too - don’t accept the idea that gameplay can be used to convey meaning. The other problem is that gaming lacks a lot of the specialized terms and knowledge that other mediums have developed, so analysis of games tend to be done through a literary or film-centric lens. So it’s a real treat to find analysis of the actual interactive part of a game, not just its narrative or themes.

        Revisited: Final Fantasy IX’s Mechanics of Identity by Joseph Leray (of Destructoid and Electric Hydra fame) is one of those rare pieces that actually gets mainstream exposure. I’m sure there’s plenty of critical analysis going on somewhere, but it’s certainly not getting published on Destructoid and Kotaku and driving millions of hits. Which is a real shame. FF IX Revisited is a “really clever” piece, and it’s pretty well grounded in actual evidence and logical conclusions. So it’s sad to see the couple of comments saying “sorry, but you’re full of shit, it’s just a game man.”

        What makes FF IX Revisited so great is that it has a limited focus and plenty of good evidence for its arguments. Identity formation and social roles are sensible themes that could even have been intentional - unlike most of what people say about Catcher in the Rye. In the comments, Joseph says at one point that the really fascinating part isn’t that FF IX does something new or exciting with its narrative or gameplay - just that “the two parts reflect off of each other so seamlessly.” That, right there, is the whole point - the ludic elements (gameplay) have an actual meaning, and a real connection to the narrative component.

        Most games have no ludic meaning beyond simple power fantasy, and that’s because they’re designed to convey fun to the player, not meaning. Games are what they are because they’re interactive and systematic, and if we don’t use these unique properties for any good purpose, we’re wasting the incredible potential of the medium. Film didn’t become a respected medium in its own right on the basis of well-written dialogue (writing) or acting (plays) - it was the unique possibilities provided by the medium that proved film could be art.

        In the United States, games are now legally considered art. The thing about critical analysis is that it requires you to look at something as more than just a simple piece of media, and that’s what we need in the gaming press right now. Film and book critics are expected mainly to do critical analysis, while gaming critics simply aren’t. Because the popular press spreads the idea that there’s a deeper meaning to everything, it’s a lot easier for people to accept a film or book as a work of art. The more we get pieces like FF IX Revisited on big name sites, the closer we’ll be to mainstream acceptance.

net slum: re: demi's IM4

vael:

Now Demi, do you really think I could pull off such a ruse as a game design? You may remember in the beginning of my envisioning for game 3 that I said “stealing a soul in game 3 is different than in EBZ, because you would actually be doing it”. The fact you can even *actually* do anything is enough to be interested because it instantly adds that fact to the narrative. “I went there, and THEN I talked to the person.” Instead of clicking on the storylet that tells you you did. “Casing” a place to rob may not be too different from EBZ, but how could it be? How much do I develop just to, what, perhaps make casing a bit more interesting, when there’s pickpocketing, lockpicking, and arson available to the player?

As I said, RPGs are “raising bars” along to a storyline, and while some gameplay is just so damned interesting that you simply must continue playing, (see your latest addiction to final fantasy’s job system) I’m not creating those kinds of systems. I’m slowly leaning towards more and more story-driven gameplay, but that doesn’t mean I’m neglecting the fact that I am still making a game. EBZ is wonderful, but we both know it’s not much of a game, and that being true has even made its players (players?!) question what a game truly is.

While you say “actually doing it” as opposed to “the game telling you that you did it,” they’re pretty much the same - except in the case of “actually doing it,” you have to click a few extra links. In Echo Bazaar, you click “investigate the reporter” and then some text comes up to tell you that you followed the guy and overhead a suspicious conversation. It feels kind of hollow, because it’s pre-baked stuff you’ve simply unlocked by pressing the right button, but if you really care about the story then it’s usually ok. I think most people will agree that this isn’t a very good mechanic, but I also think that most people will find something to like in Echo Bazaar, so it succeed fairly often.

        When you’re “actually doing something,” it seems like it would be more like this: you click “follow the reporter!” and then “hide around the corner!” and then “eavesdrop on the conversation”? You’d get more or less the same text, but broken up into three parts. It would make the game more interactive, in theory - there would have to be other options along the way, so you have better control of what happens. In this case, success or failure is on your choices as the player, not random chance. But I don’t think it would be inherently better than what Echo Bazaar does. As a player, it’s hardly more interesting and you just have to press extra buttons to get what you need. As the creator, it radically increases the amount of “content” you need to make for all the different options. So it’s a question of execution.

        The distinction has merit, though, because the same thing comes up in a lot of dialogue based games - in Mass Effect, or LA Noire, you’re given small snippets or themes of dialogue to choose from. Then the writers put the rest of the words in your character’s mouth. So you’re talking to a suspect in LA Noire, and you pick “doubt” because you have a little feeling of doubt - and suddenly your character is outright accusing the suspect, potentially losing their trust or making them angry. And that sucks, because you, as the player, didn’t mean for your character to do that. The problem here is that your interactive role as the player isn’t perfect - you just give vague directions to the character and the writers fill in the rest.

        I haven’t actually played LA Noire myself, but I’ve been reading about it and I’ve listened to a number of podcasts about it. From my understanding, a lot of the “gameplay” is pretty terrible - the driving sucks, the shooting sucks, the interrogation is a bit iffy, and so on. But solving mysteries is really fun and really interesting. Enough to make up for every other fault the game has. Essentially, the game is carried entirely by its atmosphere and story, so even though the mechanics suck it’s completely worth playing.

        (As a side note, a lot of people who are really into gaming as a medium have argued against LA Noire being a “good” game, and rightfully so. Its strong points are borrowed from other mediums, and it’s probably the current pinnacle of “interactive movie” games. But that just means we don’t need to make more games like LA Noire. I think it’s a great opportunity to learn about what people enjoy, and what they’re willing to pay for. A game that isn’t about action can actually be successful - that’s a strong message for publishers. And if every game told a story as well as LA Noire…)

        So the point of all that is this: if you’re telling a great story, and your players are engaged despite the simple mechanics for delivering it, things will probably work out. Grinding in Echo Bazaar is completely boring for the player because it’s a simple mechanic and nothing beyond that. But being involved in some grand mystery at the Shuttered Palace, or talking to suspects (in the Rubbery Murders content you buy with Fate) is super cool, and unlocking things like Stormy Eyed feels rewarding despite the mechanics. It all works because you’re engaged, and that should be the ultimate goal of every mechanic in a game.

        (My points about LA Noire comes from a number of podcasts (Destructoid’s Podtoid, The Escapist Podcast, Japanator’s Japanator AM, The Electric Hydra) but I don’t have the exact episode numbers, and also this article on GameFront)

The Rise and Fall of Final Fantasy4

Looking at the comments on an excellent Destructoid piece about Final Fantasy IX, I came across someone who puts me to shame with his FF Nerd power level. I knew from the beginning that I wasn’t going to blog my way through the games, but I’m even happier now that I chose not to do that, because I could never hope to do it better than this guy.

        I spent a couple of hours last night just skimming through all of these, so take that as a warning about how much he wrote. Check out a couple, you’ll get a good idea of how dedicated he was to this. He’s got a good sense of humour, and the writing is solid too. He also chose to play the original versions of each of the games, in some cases requiring fan translations, which boggles the mind. I’ve been playing the GBA releases of FF I-VI (DS release for FF III), and they’re a whole lot nicer than what he had to deal with. The game I remember as FF II is radically different from the one he describes (in terms of gameplay), but then I haven’t played the game since I was twelve, so that might have something to do with it.

        So yeah, this guy is my hero.

————————————————————–

The Final Fantasy V And Pitchfork-related Section Of This Post

It seems like everyone has the exact same reaction to FF V’s job system. Pitchfork captures what vael and I felt nicely:

Final Fantasy V’s two-dimensional characters get tossed around by an implausible scenario with more plot devices and contrision than you can shake a moogle at. This seems to be the main reason a lot of players aren’t too fond of the fifth installment. A week or so I was talking about this with Polly, who is not a Final Fantasy V fan. “So what if the plot is silly,” I told her. “It’s still a pretty fun game.”

  “Pat,” she answered. “A little kid running around with a cereal bowl on his head is silly. Final Fantasy V’s story is just retarded.”

“WHAT?” I asked. “WHAT WAS THAT? I’M SORRY, I CAN’T HEAR YOU OVER ALL THIS JOB SYSTEM.”

I’d be really surprised if he didn’t know about it, considering how in-depth his knowledge of the games are, but FF V’s job system has a feature he doesn’t even mention. I don’t the game ever actually tells you what happens when you “master” a job, but something very important happens, and it’s probably the best part of the game’s design. Nevertheless, the “oh my god this is so well designed” reaction can only reach new heights when you find out about the connection between Freelancers and mastered jobs.

        When you reach the maximum level of a job, it’s considered to be “mastered” by that character. At the start of the game, the Freelancer job is pretty lame: you can equip anything, but you don’t really have any abilities. Later on, you can mix and match any two abilities you like.

        Now, by default, you can use all the passive abilities of a job when you’re using it, without taking up your second ability slot. A Monk can use Counter without equipping it, and a Thief can use Sprint the same way. But when you’ve mastered a job, this ability extends to the Freelancer job. If you master both the Monk and Thief jobs, as a Freelancer, you’ll have both Counter and Sprint innately. On top of that, you get the best of their innate stat boosts, too. So you get great strength, stamina, and agility.

        So the Geomancer job may have a pretty lame ability (and some helpful passive abilities), but it only takes 175 ability points to master it, as opposed to something like 600 for the other magic jobs. That means a really easy boost to your magic stat towards the end of the game for your fighters. The other magic jobs, for obvious reasons, give better stat boosts than the Geomancer job, so your Summoner/White Mage won’t get much use out of mastering it.

        Playing the end of the game as a dual-wielding Ninja with the Ranger’s Rapidfire skill is pretty awesome. But playing the end of the game as a Freelancer, with Rapidfire and Spellblade, and the best stats and skills of the Ninja, Ranger, Geomancer and Mystic Knight is amaaaaazing.

————————————————————–

The Final Fantasy V And Update-related Section Of This Post

Looking over yesterday’s post, I had a quick thought about the characters in Final Fantasy V, who are interchangeable from one another barring a few minor stat differences - they may be roughly identical in the gameplay, but they still have their own personalities and look (unlike in FF I or III, each character has their own “look” when using a certain job) and the player defines their own gameplay roles for the characters based on your progression through various jobs and customization of the characters.

        By contrast, in FF I the party you choose in the beginning only has meaning to the gameplay, while choice of job in FF III is fluid and contributes nothing to the actual character. They may get names in the DS remake, but you can make your job level 99 Black Mage a Ninja and your job level 99 Thief a Magus, and it makes no difference.

        On a final note, which will spoil a bit of FF V’s story, swapping a character for another wholesale is a difficult thing to pull off. In the beginning of FF V, you have Galuf as a party member - he’s a tough old man, well-suited to being a physical fighter. Later in the game, your progress with his character is transported to a character named Krile - a young girl, best used as a mage. If you’ve been training Galuf solely as a Monk up until this point, suddenly you need to change the role you’ve defined for the character. On the other hand, if you know it’s coming, you can train him as a more general character such as a Blue Mage or Mystic Knight.

You have [3] games remaining

There’s something I’ve been working on for a few years now, but I’ve never actually mentioned to anyone. A personal quest of mine, I guess. It’s not really a secret, I’ve just never bothered to explain it. I told someone yesterday, though, and I think he was impressed, so I feel like posting about it now.

        My goal is this: play every game in the main Final Fantasy series to completion. A dozen games right now, thirteen if you include FF X-2. I’ve finished some of the earlier NES titles in 20-30 hours, but the newer games are easily twice as long. More if you run around doing sidequests and finding secrets, which I tend to do. I’ll post my final times when I’m all done, but let’s just say I’ve put hundreds of hours into this series.

        At the moment, I have three games left to finish: Final Fantasy V, Final Fantasy VI, and Final Fantasy VIII. I’ve put a few hours into FF V already, but I haven’t started the other two at all. At a wild guess, I’d say 40 hours each for FF V and VI, but VIII could take a while longer than that depending on how much extra stuff I do. It’s looking good, though - I think I can finish before the end of the year, even if I get a job for the summer.

        I don’t know for sure when I started doing this. I think it was a little over a year ago that I told myself I’d actually finish them all, but it was a few years before that when I decided to collect all of the games. I still remember when I got each of the games, but the thing is - I rarely ever finished them. I actually did complete II, VII and IX before dedicating myself to it. But since last spring, I’ve finished FF I, III, IV, X, X-2, XII, and XIII. Most of those games only took 10-20 more hours to finish from when I’d stopped playing, which may sound ridiculous if you don’t play RPGs, but it means I was pretty close to the end.

Here are a few things I’ve learned so far:

  • Basic plots can work, over and over again, as long as they’re well executed - you can make a dozen “go save the world” games, but if you make the player an integral part of the story and give them compelling short-term goals, they really won’t care (good examples: FF VII, FF X - bad examples: FF XII, FF XIII)
  • When the player takes control of existing characters, choose your “protagonist” carefully - the player shouldn’t feel like someone else is doing all the important work, but making the protagonist a supporting character can make things really interesting (Yuna is the most important character in FF X, and it’s her job to save the world, yet Tidus is the protagonist and manages to be integral to the story anyway - Vaan is the protagonist in FF XII, but Ashe is the only character that really matters to the story, and you’re left feeling totally unimportant)
  • Repetitive gameplay can be rescued by altering the feedback by a tiny bit - if the player has to fight 50 battles in order to get a single level up, they’ll feel like they’re making no progress, but if you give them stat boosts every 10 battles it’ll seem like they’re constantly getting stronger (FF II is great with this, while ability points in FF V and IX fill a similar role of constant feedback)
  • It takes a lot of work to make a great character, but it pays off in the end, so don’t skimp on the supporting characters - every character needs their own personality (this means you need to write well enough to show it off), a unique look to complement that, and an interesting role in the gameplay (every game from FF IV to X has a… mostly great cast, but X-2, XII, and XIII have boring, underdeveloped, and relatively uninteresting characters - they’re very pretty, though!)

        There’s probably a lot more to be said than that, but I haven’t thought of it yet. You really need to compare individual games in order to notice this stuff, because the strong points of one game can shed light on the problems of another. So even though I’m almost done playing the games, I’m nowhere near finished thinking about them. I could easily write this much about Dissidia Final Fantasy, the fighting game that pits characters from across the series against each other. I intend to write a whole lot more about the stories and characters of FF XII and XIII.

        I mean, someone’s gotta do it.

Down with profit!

For my 300th post, I thought I’d go a little high-brow and talk about a book I’ve been reading called Beyond the Profits System by economist Harry Shutt. The subtitle is “Possibilities For a Post-Capitalist Era,” so that should give you a pretty good idea of what he’s about. I’m really not interested in economics and things like that, but I picked up the book for five bucks when I was buying a textbook, and it was certainly worth the price. It’s a pretty rough read, though - the writing is very academic, and I think it might actually be intended for use as a textbook. Considering I’ll never take the class it was used for, I can’t really verify any of what was in it. A cursory search reveals pretty much no information on it or the author, but that’s normal for a textbook.

        With all that being said, I’m going to assume the book is credible until proven otherwise. The basic idea is that the current model of capitalism, focusing solely on growth and profits, is doomed to fail and needs to be replaced for the sake of public good. First of all, there’s the matter of absurd inequality - not only do we have countries that are far more prosperous than others, but within individual countries, there are people starving to death and others making money faster than they can spend it. Second of all, there’s something called “the business cycle” inherent in capitalism: eventually profits bottom out, and in order to get back the huge growth rates of the past, there needs to be a huge recession. I won’t get into it too much, but from what I understand, the idea is that capitalism revolves around investing excess capital in order to continuously get more. But eventually profitable investment opportunities run out, because there’s too much excess capital. So then you have crashes like the Great Depression, followed by comparatively amazing recovery.

        The part that I found most interesting was a section on how companies could survive without pursuing maximum profit. Ideally, in whatever new system would replace capitalism, non-profit ownership of enterprises would be encouraged. Privately owned companies like we have now would be encouraged in different ways to not accumulate profit, such as tax breaks for distributing the money to their shareholders or employees. New companies could be publicly owned (nationally, or even locally) or owned cooperatively (for example, social enterprises). It’s hard to say which is more interesting - the problems this shows with capitalism, or the good that could be done by the alternatives.

        The way things are currently, the shareholders and so on who create companies basically receive all the profits the company makes. I.e. the people who have lots of money, get to make more money. Employees get more or less the same salary regardless of how profitable their work has become for the company. Meanwhile, the goal of the company is to do one thing: maximize profits. Doing the “right” thing doesn’t matter, unless it happens to be the most profitable thing.

There are some pretty big parallels between the business of book publishing and video game publishing, so I’ll use those as examples. Some of the similarities are…

  • most aren’t profitable, and it’s mostly a gamble on the part of the publisher that any individual product will be popular enough to turn a profit
  • the ones that do turn a profit are used to help fund the ones that aren’t
  • publishers essentially pay the creators with loans, leaving them entirely dependent upon the publisher until they achieve widespread success
  • artistic merit or quality, generally speaking, don’t matter as much as profitability
  • the price you pay for the final product includes a cut for everyone involved in its creation - the publisher takes their cut, the manufacturer takes theirs, and so on, until the actual creators receive their tiny portion
  • depending on the publisher and the terms of their agreement, the actual creator may not have much control over what they create, whether that be in the form of rights or the actual content itself

        There are probably more similarities, and there are differences too (for example, authors are usually expected to promote their own books these days) but you should see the problems here. Economically, it makes perfect sense that only the most popular products actually turn a profit. It makes sense that writers/game developers wouldn’t get anything from the sale of their product until it actually turns a profit. They wouldn’t be doing it if it didn’t make economic sense, right?

        But it doesn’t make any logical sense, or emotional sense for that matter. Authors who don’t become massively successful with their first novels are basically forced to write until they can somehow pay off their initial advance. Game developers that don’t put out a huge success are shut down, and hundreds of jobs are lost. Publishers can gamble with people’s livelihoods by deciding what books and games are published. The vast majority of the time a game developer is closed down by a publisher, it’s really not their fault - see the Guitar Hero series, wait for the Call of Duty crash, and the closure of Pandemic Studios after the release of, arguably, their best game. Then we as consumers have to pay heavily inflated prices, mainly because of things like production costs that could be avoided through digital distribution.

        This is why it’s so interesting to imagine how books and games could be funded in other ways, and in a way that puts the focus on the actual creators. I love holding a physical book, but I don’t like paying thirty dollars for a book - especially when the author gets, at best, a few dollars of that. Reading on my Kindle is wonderful, and paying ten bucks for a digital version of a book is lovely. I like to have a game’s case in my collection, too, but getting an indie game from Steam for ten bucks is almost absurdly convenient. Steam and Amazon probably take their cut from this, but otherwise, someone could create a game or a book and get actual money for it, right away. These services already exist! We don’t even need to change anything to take advantage of them!

        As for funding, Kickstarter is pretty much the perfect example, although it could probably use some more accountability from the people getting the money. The Kickstarter for the PC version (and enhanced 360 version) of Cthulhu Saves the World is a perfect example of this. They only needed $3000, but they got twice that much. Now they’re going to sell the game, and a previous game they created, for $3 on Steam. Two games for three dollars. Development funded by the kind of people awesome enough to donate $750 dollars. If you look at the page, what amounts to a “pre-order” of the game was originally $24. They only needed 125 people to pitch in $25 in order to fund the game, and they got 110. The other fifteen people gave fifty dollars instead. And I’m going to get the game for three bucks! I really want to donate $25, but three bucks is a lot better for my budget :(

        It’s probably a little bit harder with books, but I guess a great idea for a game could easily turn out badly, just as a great book idea could be poorly written. Even so, you create a Kickstarter or something, ask people to pay for the product in advance, and then you have enough money to survive while you’re creating it. Everyone wins in this situation. There are, literally, zero downsides. Except for publishers and retailers, who are no longer necessary in this system. Darn.

        Just to wrap up, think of it this way: if you were a self-employed game developer or writer, you wouldn’t really need to “profit” from what you make. As long as there was enough money coming in, you could pretty much keep doing what you love forever. No need for a fragile salary based job, no need to worry about publishers, just a direct connection between the money and the creation of the game.

What a beautiful world such would be… - The World Ends With You