dunceCast Episode 30 – Unnecessary Remakes and Sequels

Today on the dunceCast, we get all speculative about the new Star Wars movie, as well as a certain remake of a beloved fantasy JRPG.

Direct Download (mp3 31.1MB 1:07:58)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Binary Sunset by John Williams from the Star Wars: A New Hope Soundtrack
Prelude by Nobuo Uematsu from the Final Fantasy VII Soundtrack
Gold Saucer by Nobuo Uematsu from the Final Fantasy VII Piano Collection

HandmadeCon 2015

CVtmXd0W4AA5xZJ
From left to right, Me (Matthew VanDevander), Abner Coimbre, Casey Muratori (holding the Owl of Shame), Andrew Chronister, Dustin Specht

So, I’ve just got back from one of the craziest trips that I’ve ever taken in my life. I headed out to Seattle last weekend for HandmadeCon, a convention which is centered around a low level game engine programming tutorial series which Casey Muratori broadcasts weeknights live on the Internet.

I’m not sure that I necessarily want to cover every single thing that I did while I was in town in excruciating detail, especially since there’s literally no way that I can put into words how awesome of an experience this has been for me. But I guess I’m writing something so I may as well talk about some of my thoughts about the experience.

Heading Out

I’ve never been on a plane before, so of course that was a little bit nerve-racking. It turned out to not be as big of a hassle as I thought it would probably be (what with the TSA being totally banana-cakes and all). I had some friends telling me before I left that they would never fly anywhere because they were scared of being on the plane, but much as I suspected for me: that turned out to not be a problem at all. I actually enjoy flying–insomuch as you can when you have a four-and-a-half hour flight packed in like sardines next to somebody that doesn’t want to talk to you.

Arriving in Seattle was just a surreal experience for me. I’ve never been so far away from home and everything that I know. I started to feel little bit alone, but luckily I met up with some people that I knew from the Handmade Hero chat at the airport.

About Seattle

The city is cold and rainy. Apart from Friday–the day I arrived, it rained pretty much the whole time. The city seems to have a lovely culture, feeling much more like a smaller city while still having lots of things to do. I had some of the most amazing food of my life while I was there, and overall I had a really good time, apart from the weather.

Because sometimes I think about getting outside of my bubble of Tennessee and maybe moving somewhere else, I naturally evaluated whether or not I could live in the city. My overall assessment is that I like it much better than, say Manhattan, but I’m still not sure I could live there if the weather is like that all the time. There’s also a little bit of just my general uncomfortable feeling about being in cities because of growing up living in rural areas. I always get a sense when I’m in the city that I can’t relax because something terrible could happen at any moment.

Meeting Online Friends

We ended up throwing a few meet-ups together for some of the conference attendees that wanted to socialize: the first of which was the night before the conference at a Szechuan place called Seven Stars Pepper. (Those Dan Dan noodles were amazing.) I had booked the reservation for 10 people initially, but I quickly had to double that. Thankfully somebody else reserved a table too, because we ended up having about 38 people show up in total (including Casey). So that meet-up was awesome, as were all of the social gatherings that we put together around the conference.

The Con

Since I was heading out there for HandmadeCon, it only makes sense for me to quit stalling and go ahead and talk about what I thought about the conference itself.

Overall, the conference was amazing. It was packed from beginning to end with amazing speakers who are totally at the top of their game in terms of what they do. Because Casey decided to go with a more informal “Fireside Chat” style discussion with each speaker, I feel like the conference was easier to pay attention to and felt more relaxed than the typical PowerPoint-centric type conference.

The best way for me to talk about what I think about the conference is to break it down by each speaker and give a few thoughts about each of them.

Tommy Refenes

In my assessment, even though he is often known as “and Team Meat” in favor of Edmund McMillen, Tommy Refenes contributed immensely to the design of Super Meat Boy. The controls and the physics of a platformer are a significant portion of the game design. To that point, the part of the discussion with Tommy about how early the controls, jump height, and movement speed were set in stone was interesting. My experience designing Duet showed me that the level design of an entire game naturally follows from those early low-level decisions, so it was cool to hear some familiar stories.

Don’t get me wrong. I don’t want to discredit Edmund as a designer, because he obviously brought his own massive contribution to the game, both from a level design standpoint, and from a character and art standpoint. (The odd one out in this was Danny Baranowsky, who received no mention during the discussion for his amazing contribution to the soundtrack. It seems that the working relationship between Team Meat and Danny has soured somehow, as the latest ports of the game do not feature his music. I am not certain of the details though, so it may be possible that there are no hard feelings. )

The discussion with Tommy was overall an enlightening and interesting dive into Super Meat Boy. It was often technical in a way which I don’t think I had seen before, naturally because we were at a conference for programmers. (Not to say that there weren’t non-programmers that attended.) A lot of times when you see an interview with a programmer, everything gets talked about on a very high level. You rarely hear concrete technical details about how something works. So it was pretty great to hear about how the art pipeline has evolved over the years and some of how it was implemented.

Mike Acton

So Mike Acton is mostly known inside the Handmade Hero community for a talk that he gave at CppCon 2014 called “Data-Oriented Design and C++”, in which he made the argument that programming should be seen as problem solving using a computer, and that finding effective ways of solving problems requires focusing on the nature of the problem. Since most computer problems are primarily about manipulation of data from one form into another, as a programmer, your job is to focus on whatever the most effective way of doing that transformation is. The common Object-Oriented approach often misses the point, and focuses instead on world modeling using objects, which only makes the problem harder than it really is. Mike Acton’s approach, as outlined in that talk, is very much in line with the kind of programming that Casey does on the Handmade Hero series. Casey often calls his particular approach “Compression-Oriented Programming”, but I feel like any programming methodology with “Oriented” in the title is destined to become abused at some point. So my personal preferred description would be “Pragmatic Programming”, because I feel that puts the focus on the mindset: solving problems using a computer.

Mike Acton works at Insomniac. Being a AAA developer, he’s in sort of a different sphere then Casey or myself in terms of being at a big company with a lot of programmers and multiple projects. However, that’s really why it was important to have him at the conference. He stands as exemplary proof that Casey’s straightforward method of programming does actually scale up to very large and complex projects.

The discussion with Mike was perhaps less specifically technical to a certain game than Tommy’s, although that could be because Mike mostly works on more generalized technology, but there is still a hell of a lot of knowledge that he shared. As with the rest of the conference I definitely plan on re-watching it to try to absorb as much of that as I can. Also Mike was hilarious.

Pat Wyatt

So, I’m just going to go ahead and get this out of the way: I didn’t know who Pat Wyatt was before the conference. But wow–he has an unbelievable amount of expertise with network programming, which is a topic that gets brought up all the time in the Q&A on Handmade Hero. Unfortunately, Casey does not have a ton of experience in that arena, and the nature of Handmade Hero is to be single- player. So, Casey has been unable to really give people a good idea of how the system like that should be architected.

It was super cool to hear from Pat about how he managed the complexity of network infrastructure supporting Guild Wars, and did so in such an effective way that the game launched without the seemingly industry standard server issues.

Hearing the nitty-gritty details about how some of the content management systems for Guild Wars worked was really cool. It functions in a similar way to what Casey is doing for Handmade Hero, where if the game is unable to successfully load an asset during runtime, It just keeps going with an empty asset instead of crashing.

Again, this will be a great talk to go back through and refresh because there was just so much information there. Also Pat offered to come on the Handmade Hero stream to talk more about network code, which will be awesome if it comes to fruition.

Jonathan Blow

So, if you have known me for a while, then at some point I will probably have talked to you about Braid or The Witness. Braid has been my favorite game for a while and is probably the only reason that I’m still working on games now instead of pursuing some other career option. It literally changed my life.

Naturally, it was an amazing opportunity for me to both hear from Jon at the conference, as well as to briefly introduce myself and talk to him before he grabbed some lunch. ( Hopefully I wasn’t too awkward. )

I feel like the discussion between Casey and Jon was almost a breather from all of the technical details of the earlier conference. As much as Casey tried to push Jon to talk about very concrete things, Jon still talked about stuff from mostly a high-level. Jon does love metaphors, even if perhaps sometimes that means that the point that he’s making can get a little bit lost on some people with less experience doing the type of game design that he does.

That may seem like a criticism of the talk, or of Jon in general, but it’s really only a response to what I heard from some of the other conference attendees. I highly enjoyed the discussion between Casey and Jon, and my personal nitpick criticism would be that there was a few times where Casey failed to ask for elaboration on certain things that were highly understood between the two of them but completely unintelligible to me (and presumably the rest of the audience). At the start of the discussion, Casey brought up this possibility, saying that he would try very hard to pretend to forget everything that he knows about Jon and his games. I think he did probably as good a job as could be done, but there was still a little bit of that conversational short-cutting that you do among friends and people that you know very well. I’m not really sure i would be capable of anything better with my close friends if I were asked to talk for an audience.

Overall it was great, as always, just to hear Jon talk about whatever comes to mind. In particular I liked that the talk ran over a little bit into the break for Jon to go on a rant. His point about the apparent lack of results despite the increased prevalence of university game design and programming courses is apt and quite damning.

I definitely geeked out about getting to see Jon in person, since he’s been such an important influence of mine. I’m super excited to play The Witness when it “probably” comes out on time next year.

Ron Gilbert

What can you say, Ron is the definition of a game industry legend. He created the point-and-click adventure game genre (which has recently seen a little bit of resurgence, after a long period of being possibly deservedly dead). Not only that, but in creating The Secret of Monkey Island, he perhaps created the best game the genre has ever seen. Of course, games are a collaborative art, and there was a team involved in making that game besides Ron, but by creating a strong technical foundation for the game–in a similar way to Tommy–he contributed an undeniable amount to the game design and what made the game feel great to play.

It was totally awesome to hear a perspective from someone who had been in the industry since before I was even born. To learn about the challenges and perks of dealing with a completely different set of technologies and tools for producing games. The live reloading of assets on the Commodore 64 was a particularly awesome tidbit to hear about, but also amusing was the fact that they manually encoded all of the walk box information by hand for way longer than was probably reasonable.

It was also cool to hear about Ron’s current project, Thimbleweed Park: how as much as it’s a nostalgia project for fans of Ron Gilbert’s early work, it’s also a way for Ron himself and the rest the team to recapture their own past. It was a reminder that, at the end of the day, the reason that we all program games is simply because we enjoy it. There really doesn’t always have to be a better reason. It’s easy for me to get wrapped up in the feeling that I always need to be pushing game design forward and I shouldn’t be living in the past or whatever, but I think sometimes it’s okay to feel comfortable with doing something that’s purely for self-indulgent reasons.

Conclusion

I haven’t been to any other conferences but I’ve certainly heard from people that have that this was one of the best if not the best that they’ve ever been to. I don’t doubt it. I thought it was amazing and there was not a single speaker that I would not have gladly listened to for another hour at least. The discussions were extremely enlightening and enthralling to watch. I had a great time and I definitely plan on going next year. I look forward to the next speaker lineup, as well as getting to see all of the great friends that I met once again.

P.S. Campfire BBQ was the greatest barbecue I’ve ever had in my life. No scratch that: it was the greatest meal I’ve ever had in my life. If you’re in Seattle, do yourself a goddamn service and go get some of that barbecue now.

dunceCast Episode 29 – Crallout Through The Fawlout

This week, it’s all Fallout 4 baby. We take a deep dive into the systems of the game, but if you’re avoiding story spoilers, don’t worry. It’s SPOILER FREE!

Direct Download (mp3 32.1MB 1:10:19)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Crawl Out Through the Fallout by Sheldon Allman (Featured in the Fallout 4 Soundtrack)
Fall Out by The Police
Jean Luc Picard by Matthew VanDevander

dunceCast Episode 28 – Our First Listener E-Mail

This week we read our first ever (real!!!) listener e-mail, and it’s an urgent message which must be responded to…eventually. We also talk a bit about Fallout 4 and Oblivion, saving most of the discussion for next week. Also, seriously, what the fuck is up with Cracker Barrel?

Direct Download (mp3 21.2MB 46:25)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Main Theme from Terminator 2: Judgment Day
Boo Hoo Hoo by No Sinner

dunceCast Episode 27 – Matthew VanDevander Spoils a Video Game

This week we are back to talk about Television (old and new), Modernism versus Post-Modernism, re-spoil Mad Max (from 23:20 to 24:44), also Matthew VanDevander spoils a video game (from 28:35 to 29:06), and the Mystery of the Rancid Meat Faux Pas.

Direct Download (mp3 25.8MB 56:31)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Main Title from the Stargate SG-1 Soundtrack
End Title from the Stargate SG-1 Soundtrack

dunceCast Episode 26 – Furious Feminism

Oh hey, I didn’t see you there. Well, we are back again this week to discuss Mad Max: Fury Road in-depth (with SPOILERS), as well as feminism and terrible terrible 50 Shades of Grey. Oh, and the bonus bits this week are extra long, spoiler-free and start at 44:40. 🙂

Direct Download (mp3 27.9MB 1:00:59)

Subscribe via: FeedBurner, iTunes

The music for this week was excerpted from the Mad Max: Fury Road Soundtrack.

Under the Sea

Sebastian from The Little Mermaid

This article can in some sense be considered a continuation of my previously shared thoughts about Alien: Isolation and horror simulators, but also should generally stand alone as a review of SOMA. It is also spoiler free.

I’ve backed myself into a corner, in a room with just too many windows. The monster growls behind me, and I duck behind a support beam in the wall.

“Go away,” I say under my breath, as it paces back and forth in the hall. Instead, it decides to come into the room. My mind races as the creature continues to come closer. “What do I do? What do I do?” Soon it will come around the edge of this beam and surely see me.

Finally, I decide my best chance is to just make a run for it. I step out from behind my hiding spot.

The music crescendos as I am spotted. I sprint as fast as possible out the doorway and down the hall. I hear echoing footsteps behind me of something inhuman. Suddenly all the lights go out.

The terror is palpable as I realize I’m headed right for the only room that still has the lights on.

“Great, I’ll be a sitting duck…”

I rush in anyway and make my way around the desk to the computer. I fumble with the interface a bit, but manage to get the door locked down before the monster arrives.

I hide in the corner of the room. The monster thrashes at the door but is unable to open it. I wish I could sink further into the corner.

Suddenly I do.

I look to my right and see the backside of the wall. Turn behind me and there are distant inside out structures.

“Ah fuck,” I say, “the game glitched out,”

I try to step back into the room. There is some sort of threshold I have passed, and I can no longer return. I turn around and look down into the yawning void, make peace, and leap into the abyss.

SOMA is a difficult game for me to write about. It’s a game that I had been looking forward to for a long time. It’s ambitious. It’s certainly worth playing. But somehow, it’s also a disappointment.

SOMA is Frictional Games’ follow-up to their 2010 horror game Amnesia: The Dark Descent. In the intervening 5 years since Amnesia’s release, there have been a slew of games to follow in its footsteps, including the notably big budget Alien: Isolation. One could happily call these games “Amnesia clones,” as they borrow so much from that game, but I have preferred to consider it a new genre, called horror simulation.

Most of these games put a small twist on the formula established by Amnesia, without really making any huge strides forward. SOMA is intent on changing that. Whereas most horror sims, including Amnesia, tend to tell the story primarily through audio and text logs, SOMA pairs these with strong environmental storytelling as well as dramatic scripted sequences and dialogue scenes. The game is intent on minimizing the limitation on player agency due to cut-scenes, and allows the player to continue to move freely unless the character is physically restrained.

Opinions on whether or not SOMA is “scarier than Amnesia” seem to vary wildly. Horror, like humor, is quite subjective. As for myself, I found SOMA to be much more intensely terrifying that it’s predecessor, although it’s much more of a slow burn than last year’s Alien: Isolation. Whereas that game felt as though it turned the volume up to full blast and never stopped, SOMA is much more content to explore the dynamics of horror, crescendoing into intensely terrifying set-piece moments, and then gently falling down and giving the player room to catch their breath and relax.

Overall, I really enjoyed my time with the game. It succeeds in more ways than it stumbles. The story is compelling and left me with a lot of interesting philosophical questions that I’m still pondering weeks later. The art direction and overall polish is super high for a game made by such a small team. And the storytelling is often effective, reminding me at times of Half Life 2 and Gone Home.

So what’s so damn perplexing to me is why I have this overall sense of disappointment about the game.

Perhaps it’s just a matter of how long I have been waiting for its release. It’s not uncommon for lengthy development times of games to grow hype to unmanageable levels (Just imagine what Half Life 3 would have to be at this point to not be a disappointment).

Thomas Grip, the designer of both SOMA and Amnesia, has written and spoken extensively about his “Four Layers” approach to narrative design for games. It’s some heady and ambitious stuff for narrative-focused games that don’t want to leave the player feeling like a bystander. In a sense, the idea is to keep the player constantly engaged in the storytelling even down to the moment-to-moment gameplay, a point at which most games struggle to maintain that connection.

SOMA can be seen as a field test of those ideas. And for the most part it’s successful; resulting in what is one of the most ludonarratively consonant (there’s that word again) games that I have ever played.

But even though SOMA effectively executes on its storytelling approach, there have been plenty of other games which have focused on storytelling in the past several years. Many telling stories that lie well outside the established sci-fi/fantasy safe-zone which games have typically stayed in. This often leaves SOMA feeling like it is playing catch-up more-so than innovating. Credit should be given where due, as much of the game’s storytelling is strong, but it is perhaps impossible to not draw comparisons and find the emotional core of the game to be lacking in honesty or vulnerability. When it comes down to it, it’s a sci-fi horror story set in an laboratory at the bottom of the ocean, which can only be so relatable.

Because SOMA considers the moment-to-moment experience to be the core of the story, at any given moment, the game is typically very compelling. However, this focuses the player’s attention so narrowly that the game struggles to effectively integrate its big ideas. It can be a thrilling roller coaster ride, but when the game tries to probe at deeper questions it often feels like it’s just paying lip-service; draping philosophical window-dressing on what is essentially a haunted house.

I hate to bring up the issue of length in video games, as it’s so often a major sticking point for people in a way that I usually find unsavory. Many players will look at SOMA’s roughly 13 hour playtime and see it as being woefully short. However, as I get older, I find that my time is increasingly valuable to me, and I tend to not like it wasted. At a certain point, I knew there were going to be two possibilities with the game. Either I was going to put it down and never finish it, or I was just going to have to steel myself and marathon through until the end. I chose the latter.

In that sense, I found SOMA to be significantly longer than necessary. This is not to say that I found any of the moments in the game to stand out as particularly low quality, or that I would find it easy to say where cutbacks should be made. It’s simply a personal observation that the depth of the story felt as though it was not requiring of a 12 hour game to communicate effectively. It feels as though a third of the game could be hacked off and the story would come across just as well. Again, this is somewhat of a vague criticism, but is reflective of my feelings as I pushed myself to finish the game, expecting to be very close to the end, but rather being many hours away from it.

It’s hard for me to be comprehensive about SOMA, and in many regards, I still feel as unresolved in my thoughts about the game as I was before writing this article. It’s a good game, almost a great one even. You should probably play it. I wish I could point to one thing and say what’s holding it back, but it’s not that easy. Somehow though, SOMA never quite lives up to its potential. Even though all of the parts of it are high quality, the whole is not the sum of its pieces. It’s like a bicycle made of high quality aluminum, with new tires, but with wheels that are just a bit too square.

dunceCast Episode 25 – Talking Shop

This week, the dunces find time on a stormy night to eat lasagna, podcast and get meta. Speaking on the changes since the previous season of the podcast. And, woah, video games! Child of Light beef, a bit of Bastion, and SPOILERS for a 20 year old game!

Speaking of the SPOILERS, they are for Chrono Trigger (and there are NO SPOILERS FOR BRAID) and begin at 36:54 and end at around 41:00.

Direct Download (mp3 26.04MB 56:53)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Safe and Sound by Capital Cities
Grill Em by Pretty Ricky

dunceCast Episode 24 – This Podcast is a Double Album

Hey everybody. This week we talk about music, man. Pink Floyd is the same as Angels and Airwaves? Do all Double Albums suck? Certainly this podcast does! Also, a secret special taste test.

Direct Download (mp3 21.5MB 47:07)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Run Like Hell by Pink Floyd
Good Day by Angels and Airwaves

dunceCast Episode 23 – Everything Sucks Today!

This week, the dunces are back for a shorter-but-sweeter podcast to talk about the new Star Wars film, the wonders of advertisement, driving stick-shifts and the decline of modern software “engineering”.

Direct Download (mp3 19.7MB 43:10)

Subscribe via: FeedBurner, iTunes

The music for this week, in order of appearance:

Elastic Heart by Sia
A Nervous Tic Motion of the Head to the Left by Andrew Bird