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Stricter Comment Policies

Geoffrey Pullum has become annoyed with a couple of common comments:

… Unable to bear any longer the tedious work of seeking out all the instances of these two comment types so I can delete them, I have decided that from now on I will hunt down the relevant commenters and kill them. …

From now on, if you are going to post either of the two sorts of comments I have just described, please supply your actual name and residential address so I or Language Log security staffpersons Luca and Enzo can track you down.

I appreciate that there may be some legal issues with this policy, and some believe that death is too harsh a punishment for Language Log writers to be handing out… But the “let-everyone-have-their-say” softies who criticize my policy have no idea just how many boring self-satisfied twits have posted almost exactly the same thing over and over again down the years. Yes, death is a severe sanction. But I think people should look at things from my point of view. It is really irritating.

Keep in mind also that both kinds of commenter think that they are being enormously clever and witty and original. This is frightening: remember, these morons are out there somewhere, ready to get seated next to you at a dinner party or on a plane and bore you senseless. …

Hope, Hype, and Expectations

It takes me six months to forget exactly how bad hot dogs taste. I occasionally have a good one, but mostly it is a process of thinking, “it cannot be as bad as I remember, even if I said that six months ago.” It is like Hofstadter’s Rule, only for lower quality rather than longer time.

I look forward to games on two-year cycle. Maybe that is how long it takes me get over the last disappointment. When did Warhammer Online come out? How disappointing was that? Hey, the 2011 MMO crop looks promising.

It is easier to meet expectations if you do not set them too high. After everyone tells you to read/play/watch something, it has a lot to live up to, whereas “so bad it’s good” can be enjoyable under that expectation. Perhaps my greatest disappointments have been cases where I thought I had lowered my expectations enough, but people told me that it was okay as long as you went in with low expectations, so I unconsciously raised my expectations about how well it would go. “It’s not as bad as you’ve heard” is dangerous.

Which is to say, look forward to some really bitter posting next year, even though I explicitly know better! My mental hardware is made of meat; I may truly be unable to help myself.

: Zubon

Balancing for Upgrades

I have frequently cited the difficulties of balancing a game in which the players have upgrades. Either you assume that players will be mostly/fully upgraded, in which case the base content is nigh-impossible without them, or you balance it so that players can beat it without grinding in-game cash for upgrades, in which case it will be face-roll easy for anyone upgraded.

The clearest example I have met yet is Notebook Wars. Flying into the last mission without a fully upgraded weapon, the final boss took 15 minutes. Its attack pattern is about 5 seconds long, so you might imagine those were not the most exciting 15 minutes of gaming I have, but you know the bloody-minded need to finish it when you’ve gotten that far. For bonus fun, the shots you dodge in that fight have a slightly larger hit box than the graphics for them.

There is a downward spiral to this. I upgraded for defense before offense. The cash for upgrades comes from killing things, not surviving or beating missions. On the second row of missions, I saved up for the best ship (defense), so on the third row, enemies were flying off the map before I could kill them. It was ridiculously easy because I did not need my new ship’s increased speed; its increased hit points let me turn on autofire and go AFK during the level 11 boss fight. (That fight, by the way, would be a great place to farm money if you were so inclined, because the boss spawns enemies that are worth a lot.)

Or maybe the designer meant to have a 15-minute long boss fight on the idea that really long fights are epic.

: Zubon

[Update: the latest Zero Punctuation addresses this same topic in a game that has a budget.]

Vindicated

Vindictus officially launches October 27!  I am pretty excited. I put in one good long weekend for Vindictus Open Beta, and uninstalled it thereafter. It was fun, but I did not want to test it. I also didn’t want to put in my valuable time only to have it wiped away before launch with a server reset. I’ll be honest. I went in for a sneak preview.

First off, I have beta tested and am beta testing MMOs. I have no problem giving constructive feedback in return for the privilege of playing the game early.  For me that is solid consideration enough. Yet, in the case of Vindictus the means of feedback were horrific. That I found, there was one forum with one feedback area that was chock full of horse dung and contained everything from guild recruitment to an IRL photo thread to complaints about logging issues. This is not beta testing. Yet, I was under no illusion of a true beta test to begin with as I received one of thousands of keys from Massively. Each one allowed the player in to the test. There was no selection process or anything.

Secondly, even though the game was really fun there was not going to be any persistence to my actions. There is a big reason that I just cannot play single-player games anymore. I want desperately to finish Mass Effect, a really fun game, but I feel whatever small time I spend on my real-life friend’s Minecraft server is magnitudes more meaningful than going through some personal single-player game. The third strike, as always, is time. With all the other games that are finished or value my “beta” opinion, it just was not worth my while to take the full cook’s tour.

Thankfully, I felt Vindictus was a good game. I walked away a potential customer instead of fleeing from another WoW clone or poorly designed game. I had enough of a bite to realize that I would eagerly anticipate it’s launch, and I headed for more persistent pastures. Heck, I don’t even understand why it just didn’t soft launch out of the gates. Anyway, it was a sneak preview, but all “beta” tests are not sneak previews. It’s up to the developer to make it that way or find people willing to test and provide feedback to get a real “beta” test. See you on the gnoll killing fields (i.e., ruins) in a few weeks.

–Ravious
a vestige of the vox populi

Labels and Tooltips

A principle articulated in The Design of Everyday Things is that a label is a confession of failure. If you need to label the light switches in your house, they are arranged unintuitively, and this is especially a problem if the lights are off. The door could have a push bar/plate or a pull handle; if you need to write “push” or “pull,” you are compensating for a design that may look pretty but fails to make the use of a door obvious.

Sometimes labeling is required. There are rarely intuitive mental mappings between a bank of buttons and their functions. You label the button on the phone for hold or mute. Computer UIs are generally in this category. (Icons also count as labels.)

Within that, you can have better or worse. The arrangement of arbitrary buttons can be intuitive or meaningful. The icons can be suggestive. Aspects can be made more or less prominent as relevant. Remember to adhere to industry standards unless there is a good reason to try to re-route what people have been trained to find intuitive. Remember that you are mapping functions to the keyboard as well as the screen, and you rarely get to label the keys.

Tooltips are one of my favorite principles in UI design, one so common that I forget about it until the tooltips are not there. You have to hate a screen with forty buttons that expects you to memorize what all forty icons mean. If I mouse-over something, it should tell me what it is after a moment’s delay, ideally with even more information if I keep hovering. I should similarly be able to get information on how to interact with items and objects in the world, rather than trying to remember what key throws a grenade.

I look forward to augmented reality so that we can have tooltips in meatspace.

: Zubon

Works For Me

Every game, no matter how well designed and implemented, will have detractors. Almost every game, no matter how poorly conceived or coded, will have people who enjoy it. It is a matter of taste. If you do not like MMOs or FPSes or RTSes, the best example of its kind might rise to “decent” in your eyes. If you do like them, you might play a dozen games in the genre and appreciate their respective merits. If they play to your preferences, a marginal game could be your treasured classic.

There is some game out there for which you are exactly the target audience. It favors your tastes precisely. You enjoy its theme, its gameplay focus is exactly what you enjoy doing, and you do not really care about the areas where the developers skimped.

Not minding negatives may be more important to idiosyncratic preferences than enjoying positives. Almost every game has good aspects, and we get angriest when something stands between us and that nugget of joy. You would enjoy the game except that it is ruined by this subsystem, that color scheme, and those loading times. Meanwhile, Bob never cared about the subsystem, is colorblind, and is glad to have snippets of time for a book he really wants to read. My deal-breakers are your trivial inconveniences or positives.

While Game By Night inspired this post, I feel that Bhagpuss deserves special mention here.

: Zubon

The Vanishing Mini Market (Guild Wars)

It seems the Hall of Monuments craziness is affecting even people that did not really hit it off with Guild Wars. Somehow I made it to 35 points even though I am years of grind away from the ultimate Guild Wars title. I think I am going to try for 45 points, but it’s really all fun and games now. I like the 30 point title “Closer to the Stars” better than “Ghostly Hero” (35) and “Flameseeker” (40) anyway.

There are five prongs to the Hall of Monuments: gaming achievements, player armor, companion armor, weapons, and miniatures. The first four are all based on player activity. Need companion armor? Play some challenge missions. Need weapons? Grind out some precious stones or Krytan trophies. Need miniatures? Fill out the available character slots and wait a couple years.

Continue reading The Vanishing Mini Market (Guild Wars)

Bunny Flags

I recently had an unhealthily long binge of Bunny Flags. Bunny-themed tower defense? Score! The attacking enemies are fingers and hands (who start to acquire football helmets and suicide vests), so it feels like “Little Bunny Foo Foo goes to war.” Your towers are bunnies in teacups. You can also choose to specialize in towers or your hero units. The maps remind me of Desktop Tower Defense: the obstacles are things like calculators and tomatoes.

I recommend playing at the highest difficulty possible, because the bonus for barely surviving that is greater than the bonus for doing any lower difficulty perfectly.

: Zubon

“Unhealthily” passes spellcheck, score. But “spellcheck” doesn’t, huh.