Showing posts with label nerdrage. Show all posts
Showing posts with label nerdrage. Show all posts

Wednesday, April 7, 2010

The Great Scrabble Controversy of 2010!

So yesterday the Internetz reported that, in some places, the rules of Scrabble would change to allow proper nouns. Gaming geeks like myself were completely outraged. Many flecks of spittle hit many monitors. Then the dust cleared and it began to appear that we had all been played in a careful bit of PR. Which is all to the good.

But why would it be such a terrible, terrible thing to allow proper nouns in Scrabble? It's a nice exercise in Game Design 101, methinks. Try answering the question for yourself. Go on. I'll wait. I'm sitting right here, chin in my hand, listening to the White Stripes and waiting for you.

OK. Got your answer? Well, here's mine.

One. In games, the ability to determine whether a move is legal or not is kind of a good thing.

When you play Scrabble, you first point at your dictionary and say, "That is the dictionary" and then you had a foolproof way to settle any argument about whether your awesome play of "quitzwij" gets 80 points or not. Sure, your dictionary might suck and not always approve of words you are SURE are correct, but at least you have a final arbiter.

But what if proper nouns are allowed? Well, there is no single authoritative dictionary of proper nouns, and there never will be. Thus, there is, like, no hard and fast way to determine what you are ever allowed to do in the game. This isn't a way to get people to play a game. It's a way to get people to argue.

Sure, each individual house could then come up with a stack of books and have them be the source of all legal proper nouns. An Atlas. An encyclopedia. An almanac. But there are several problems with this. First, that's offloading a lot of design work on the players, which is lazy and sucks. Just saying, "Grab a dictionary" is infinitely more reasonable. And, second, it makes validating a move far more time-consuming. Looking something up in the dictionary? Fast. Looking up one name in in eight books, less so.

Two. There are too many proper nouns, so there are too many legal plays. Just about any short combination of letters with a vowel or two is a name for something SOMEWHERE.

Here's an exercise. Go to Google and just generate a short random word with a vowel or two. Search for that random word and see what you get. For example, I literally slapped the keyboard to generate "Jihnu". I searched for it, and found several people with that name.

Amazing! Before, J, I, H, N, and U would have required thought to play. But the magical alchemy of this rule change have transformed those letters into 15 points of gold! And I didn't even have to, like, know anything.

Having a puzzle where every answer is correct takes a bit of the fun out of doing puzzles.

Three. It completely changes the nature of the game. Maybe you like the newer game, maybe not. But it worked extremely well for decades as a game of strategy and grammar, and objecting to completely reworking it is entirely understandable. At this point, you can accuse me of hating change. Well, once a game has reached a certain status and omnipresence, it shouldn't be changed unless the change is a clear, unarguable, huge improvement. Want a game where you get points for thinking up city names or whatever? Good for you. Invent it.

But, as I said, it looks like this is just a big misunderstanding and a PR bonanza for the Scrabble people. Which is good, because now we can focus on rules to classic games that should be changed.

My favorite? The Income Tax space in Monopoly. That's the one where you pay $200 or 10% of the value of all your holdings. Which means that the space invites you to grind the game entirely to a halt while you haul out an adding machine and add and subtract and carry the two and figure out exactly how much money your position is worth. Who still thinks that adds to the fun?

But my favorite part about the Income Tax space? The rules specifically say that you aren't allowed to figure out how much 10% is before you decide to pay $200 or 10%. Here's a game design tip I'll give you for FREE. If a design element requires you to place rules on what a player is allowed to think, you might want to reconsider it.

Wednesday, March 3, 2010

More Thoughts On the Anti-Pirate Measures That Will (?) Work

Well, the storm of commentary and attention directed at my Assassin's Creed 2 DRM article has died down a little bit. I suspect that that little blog post is one of the most read pieces of text I've ever written. At this point, 90% of the Internet has posted on Slashdot, The Escapist, or somewhere else to say I'm an idiot. The intensity of the reaction was quite interesting to me, and the various responses left me with a lot of what, for me, passes for thoughts.

I think a lot of the intensity of the reaction was because, simply, many people hadn't heard about this new DRM system. Or, if they had, they were still heated up over it. Add in the constant need among pirates to come up with increasingly overwrought justifications for their obviously illegal and immoral actions, and you have the expected traveling firestorm.

It is now rumored that crackers are making short work of this new DRM software. Believe me, I hope this is the case. As I said in the previous article, I think these measures are overall bad for the PC games industry (of which I am a part). However, this alleged victory will, I think, be short-lived. Once these games are being coded to constantly contact the developer's servers, developers have a lot of new weapons in their anti-pirate arsenal. More about this in point #2, below.

But, in the mess, interesting things were said. Here is what I have learned (or still believe):

1. To "work", anti-piracy measures only need to stay unbroken for the peak sales period of the game. That is, the first three months or so. If it stays uncracked for that long, the developers win. I never said that there was uncrackable DRM, because that is not true. It does not need to be uncrackable.

2. UbiSoft's "Have the game maintain a constant Internet connection and move a lot of the processing onto the server" solution will slow down cracking. If not now, then in the future. Developers can move more and more processing onto the server. Right now, it's just saved games. Later, they can move more and more code off of your machine and onto theirs.

You want your very-difficult-to-crack DRM system? Here it is! Take all the statistics (and maybe scripts) for creatures and items and weapons and put them on the server. The game only downloads them when it needs them. This is ten thousand little chunks, only a handful of KB, of vital and irreplaceable data, and it will take a long time for a cracker to get the game to download all of the bits so he can isolate and read them all and put them in his fake server/cracked game. And God help you if he missed an item. Don't just wave your hands and go, "Oh, someone could break that easy." This system is already routinely used by MMOs, and it would work.

(And I suspect Assassin's Creed 2 has some of this and they just haven't told us yet. Remember, it has to be using that constant net connection for something.)

Once the game is developed with a constant net connection in mind, the developer can heap an arbitrary amount of work on hackers. I've read a lot of "easy solutions" to the problem over the last few days. All assume they know everything that's going on on the server side. Not a good assumption.

3. Oh, and by the way, the constant server thing is temporary. UbiSoft has already said that, when they don't want to maintain the servers anymore, they will release a patch removing the need for the game to talk to them. I give it about six months until this happens. Maintaining that many servers is expensive, and once that period of time has passed they won't need the DRM there anymore. Then Assassin's Creed 2 is free to appear on ten buck shovelware DVD compilations, coming to a Best Buy near you.

4. People have an almost religious need to believe in the power of the cracker to overcome any obstacle in his (or her?) way. I think that part of the ideological structure pirates build to justify their actions must include believing that, "Hey, it'll always be cracked anyway." Either that, or people just don't wanna believe that the river of cool free stuff they believe they are entitled to might dry up.

5. If you use the terms "hacker" and "cracker" interchangeably, you will make a small number of people very angry at you.

6. Suppose, for the sake of argument, they did develop pirate-proof DRM on the PC. Lots of people seem to assume that, when people can't pirate the game, they just won't buy it. Hogwash. People LOVE games. If they have to pay money to get games, they will. Just look at the XBox, Wii, and PS3. It's possible to pirate games there, but it is not easy. Thus, people pay tons of cash for them. It's easy to talk big about how you will never pay money for games with restrictive DRM, but everyone has a price. If games as sexy as Diablo 3 ever start coming with the mean DRM, a lot of people are going to sigh, grit their teeth, and accept it.

So, as repellent as the new system is, they aren't insane for trying. The rewards for success are considerable.

So thank you for all the attention. And, if you don't think I'm an entire idiot, my newest fantasy RPG for Windows and Mac doesn't have any scary DRM at all. And the demo is huge and free. Please excuse this blatant self-promotion. Thank you, and good night.

Thursday, February 25, 2010

The Awful Anti-Pirate System That Will Probably Work

So, when I read that Assassin's Creed 2 for the PC would fight piracy by requiring a live internet connection all the time when you were playing, I thought it was a joke. Sort of a dry, post-modern satire of the whole idea of DRM. Then I learned that, if your internet connection broke while playing it, the game would freeze. What's more, if the connection didn't return soon enough, the game would quit and your progress would be unsaved. This convinced me that the whole thing was a joke.

Then I learned, as explicitly confirmed by Ubisoft representatives, no. Not a joke. Not at all.

Of course, this is pretty harsh medicine, and the many reasons this set-up is hostile have been ably discussed. What if you have an inconsistent internet connection? What if servers ever go down? (Due to malfunction, bankruptcy, or no longer wanting to pay to maintain them.)

Also, you don't hold onto your saved games anymore. They do. This part is really significant. That's why the game needs the net connection all the time. It's not just for their amusement. The constant contact is necessary because your game is saved on their machine. Not yours. They are claiming that this is for your convenience, because then you can get at your saved games from any computer anywhere, but nobody is fooled.

But, in all the writing and bitching on the topic, everyone seems to be missing the most significant detail of this new system. Everyone always assumes that all DRM will be broken immediately and pirated versions will appear instantly and anti-hacker measures never work. But this system (and I know saying this will immediately get me written off as an idiot, but bear with me) is the one that will finally do a good enough job of holding off pirates. It won't hold them off forever (I think) but it will hold them long enough for the game to get its sales.

Here's why ... This is how hacking usually works. A game (or word processor, or operating system) is programmed to, say, check in at launch with the home server to make sure it's a legal copy. The hacker goes through the code and looks for that line of software and disables it. Snip. And the program is cracked and ready to be sent to the Torrents. This is a bit of a simplification, but it gets at the heart of the thing. Most hacking require disabling a small chunk of the program, and that is not hard.

But Assassin's Creed 2 is different. Remember, all of the code for saving and loading games (a significant feature, I'm sure you would agree) is tied into logging into a distant server and sending data back and forth. This vital and complex bit of code has been written from the ground up to require having the saved games live on a machine far away, with said machine being programmed to accept, save, and return the game data. This is a far more difficult problem for a hacker to circumvent. What are the options?

1. Make your own, free saved game server and alter the application code to use it.

This means a lot of work and expense, both to duplicate Ubisoft's game saving code and to set up and maintain the servers. Won't happen.

2. Trick the Ubisoft servers into believing you have a legit copy, so that they will let you save your game.

OK, the hackers will probably eventually come up with a keygen program. This is tricky, because the software that generates the keys will be in Ubisoft's hands, far from prying eyes. But they could possible do it, given a bit of time. But if they ever figure out you have a fake or duplicate key (and I bet they have their ways), poof. Your account and saved games disappear. I don't think this will work.

3. Hack the game to not need to save games on a remote server.

This means a hacker has to figure out the saved game format, somehow jam into the application new code to write the saved data and new code to read it, TEST IT, and get it to work. Doable. But it will take time, and I bet you'd get some bugs in the process.

So this will be a tough nut to crack.

Remember what it takes to get DRM to work. It doesn't have to be uncrackable. Nothing is. All it has to do is delay the hackers long enough for the game to get a couple months worth of sales. And by turning a key part of their game into a MMO ("We, like WoW, control the saved game, not you."), they have come up with a clever and brutal way to do just that.

But this will make everyone hate them.

Perhaps. Make no mistake. Ubisoft will lose customers and earn much nerdrage over this. But they are engaged in a grand experiment. They are seeing if an adequately pirate-proof game can make money. Will keeping cracked copies off the Torrents for a month make extra sales? And enough extra sales to make writing PC games worthwhile? Because the current system, where 90% of the copies out there are pirated and only megahits that could turn a profit on that 10%, doesn't seem to be working.

But it's an amazingly harsh system. As much as I hope for someone to come up with an anti-hacker measure that can reliably hold off the thieves for a few months without ticking the entire planet off (so that I can start using it), well, I wouldn't buy a game with the system Ubisoft is using. I really sympathize with what they're trying to do, and I can't join in with the (almost) unanimous chorus of rage. But this doesn't feel like the answer.

People might buy more copies of Assassin's Creed 2, but this is the sort of measure that can sour people on PC gaming as a whole. And that hurts everyone. Including me.

Edit: Thanks everyone for the comments! A couple responses.

Yes, of course there are solutions for making your own authentication server. But for the DRM to work, all it has to do is 1. delay the cracking, and 2. make it difficult/unreliable for the bulk of non-super-technically-apt gamers. Making people set up their own servers (on their own machines or not) is enough of a barrier to entry to get the job done.

Remember, I didn't say it was uncrackable, only that it was difficult/slow enough to give a profitable first few months.

As for the game making local copies of the saved games. IF this turns out to be the case, and IF the game also has easily accessible features in place for loading those saves (as opposed to only caching them there and only being able to load from the distant server), then yes, it's a dumb and easily crackable system. But even if this is the case, that doesn't change the fact that the next game to use this system will be slow to crack for the reasons given above, and all of the factors and consequences given above still apply.

Edit 2: One quick question for the "Anything can be cracked right away." crowd. Where do I get my cracked copy of World of Warcraft that can play the real game (not some cobbled together emulation server) without paying. Answer: You can't.

Once you accept the need for a constant internet connection, the developer can just load more and more of the game logic onto the servers. Right now, they're just trying it with saved games. (And who knows what else? Do any of us really know what the game is using that constant internet connection for?) But they can put more and more of the game onto their end until cracking the game will involve rewriting the damn thing.

Oh, and by the way, people accept their game needing a constant internet connection all the time. WoW. CounterStrike. Team Fortress. So saying people won't accept it for single player games is a bit of a stretch. They'll get used to it soon enough.

Edit 3: Wow. Main page Slashdot. The Escapist. All the hate is making my face burn. I've written a follow-up article, but I'm posting a squib from it now because I want to address the most common and fallacious point, that any system can easily be cracked:

"You want your very-difficult-to-crack DRM system? Here it is! Take all the statistics and scripts for creatures and items and weapons and put them on the server. The game only downloads them when it needs them. This is ten thousand scripts and bits of data, and it will take a long time for a cracker to get the game to download them so he can isolate and read them all and put them in his fake server/cracked game. And God help you if he missed an item. Don't just wave your hands and go, "Oh, someone could break that easy." This. Would. Work.

(And I bet Assassin's Creed 2 has some of this and they just haven't told us yet. Remember, it has to be using that constant net connection for something.)"

Thursday, January 28, 2010

Why I Won't Get An IPad

As a big Mac-head since the early days of forever ago, I was really interested in the iPad, Apple's next Machine To Change Everything. I don't currently actually own a laptop. I wanted to get my own personal, shiny Hitchhiker's Guide To the Galaxy, take it to coffee shops, and use it to do design work on my games while all the losers looked on in envy and awe.

Because, at that size and price, I expect a computer. And thus, I can't by it. Because of this little chain of logic.

If a computer doesn't have a fully functional web browser, it's not worth buying.

A fully functional web browser needs to support Flash.

The iPad does not support Flash.

Ergo, no.

Now, I don't care whether Flash is good or devilspawn and whether so much stuff (games, Hulu, etc) should be running on it. The fact is that Flash is a big thing, and I want the things it runs.

But I love my new iMac, and it's not even broken, so Apple is still OK by me. It's just that they seem to think bigger iPod Touches are the future of computing, and no, I don't think so. Versatility makes technology complicated, but it also makes it awesome.

Thursday, November 19, 2009

Make Your Game Easy. Then Make It Easier.

I started writing my first RPG for Spiderweb Software in 1994. Yes, this makes me old. When I started my cute, little shareware business, I had a lot of instincts for how to write a good role-playing game. Happily, about 85% of those instincts were good ones, so I was able to write solid games and make a living.

But 15% of my original instincts were not good. In fact, they were terrible, and it has taken many years for me to realize that. Even now, I have to fight those bad instincts with all of my heart, and I lose as often as I win.

My worst instinct has to do with game difficulty. I'm a hardcore nerd of the old school, and I'm not truly satisfied unless a game is really difficult. Other people, also known as "regular humans," do not, in fact, want this.

I used to succinctly describe my views about game difficulty thus:

People will forgive a game for being too hard. They will never forgive it for being too easy.

No. This is, in fact, completely, 100% opposite from the truth. A better summary of reality would be:

People will happily forgive a game for being too easy, because it makes them feel badass. If a game is too hard, they will get angry, ragequit, hold a grudge, and never buy your games again.

Video games are leisure time expressions of adolescent power fantasies. They should only be hard if players specifically request that they be hard.

I tend to like hard games. I am perfectly happy if any given title has 3 or 4 fights that requires 3 or 4 tries each to beat. But I am increasingly recognizing that this makes me a bit of a mutant. I am also realizing that while I like (or at least don't mind) the occasional repeated failure, I don't require it. I blasted through Brutal Legend with ease and I still had a great time. Plants vs. Zombies is easy, and it is also terrific. On the other hand, a game like Ninja Gaiden 2, which would happily make me refight bosses ten times on the easiest difficulty level ... Well, that was just stupid. Never again.

After long reflection, here is my new rule for RPGs I write:

When a player is on the default difficult level, has built his or her characters poorly, and is playing straight through the main storyline with mediocre tactics, that player should almost never be killed.

I can almost hear the heads of hardcore gamers imploding with impotent nerdrage. But seriously. If you have a problem with this, I think you're getting a lot of your fun from making other people have less fun.

Of course, a game should have harder difficulty levels. And, if a player chooses to opt-in on higher difficulty, they should be seriously nasty. But, when played on the default difficulty, the game should be accessible to your mom or average eight-year old.

I'm about to release my next game, Avernum 6. And it doesn't live up to what I have learned. In fact, in parts, it gets downright tricky. But then I'm going to write an all-new game series, and I promise that it will be pretty easy on Normal difficulty.

And if you turn the difficulty up to Torment, well, I'll be gunning for you.

Oh, and one parting thought.

If your game is actually fun, killing the player won't make it more fun. But nothing sucks all of the fun out of a good game faster than repeated failure.

Thursday, November 12, 2009

Review: Brutal Legend

I just finished playing Brutal Legend, and I wanted to hold forth on it. (The 'u' in Brutal is supposed to have an umlaut, but I'm too lazy to figure out how to type that. Sue me.) I was pretty much destined to play the game once I found out that Tim Schafer designed it. He did Psychonauts, which is one of the best video games ever. So he's earned some trust.

I really, really enjoyed the game. It's one of the very few games I've ever played where, at the end, I wished it had gone on longer. (Though, admittedly, this might mean it's too short). The main storyline is a mix of mindless battle, driving, and strategy game, and they all totally worked for me. It was also balanced to be, on Normal difficulty, pretty easy, which I appreciated. The storyline is pleasant, the writing is truly funny, and the voice acting is top notch.

And yet, the game has been lambasted by some sources I really thought would appreciate it, like Penny Arcade and Zero Punctuation. For exactly the reasons I liked it. Which bothers me in several ways.

(Well, Yahtzee, the guy who does Zero Punctuation, should be expected to hate it. That's just what he does. I have actually seen people consider Zero Punctuation to provide a serious and worthwhile critical judgment. Do Not Do This. Yahtzee makes his living saying bad things about games. That's his right. That also means he has a strong financial motive to not like games. Yahtzee is either a person who pretends to hate games to provide material for his videos or a guy who really does hate all games but still feels compelled to play them. Let us all hope, for his sake, that it is the former.)

The main source of contention is the strategy missions of the game. In these, you are still a warrior on the ground, doing battle and kicking ass. But the game then sucks in elements of real-time strategy games so that you can summon units to fight alongside you. What's more, you can combine with the units you make to use special badass attacks. For example, you can make tanks to fight beside you, but you can also jump in those tanks, drive them around, and shoot stuff. Or summon your armored car and screech around the battlefield and run people over. Or dive into the middle of attacking hordes and lay waste. Or just fly high up in the sky and pretend you're playing Starcraft. It's very open-ended.

I love this, because it means that the boss fights aren't all just tedious hackfests where you have to find out the enemy's oh-so-clever weak point. They are epic battles, and they should be. And it feels unique to me and (well, here comes the word) innovative.

But that's the problem.

People say they want innovation. But actually give them something different that they have to adjust to and they get all angry and full of nerdrage.

And, since he made something that plays in a new and different way and this threw some people off, Tim Schafer wrote a public letter giving some strategy advice. He received some mockery for this, but he is in the right. If unfamiliar gameplay makes some people freak out, some gentle tips for how to get back on the right track are all to the good. And he isn't at fault here, because the game has excellent tutorials and tips for how to play. And the thing really is balanced to be easy. And there is a huge amount of freedom in how you play the boss battles. You can try a lot of different things and win. You just have to, you know, try.

Now, the game isn't perfect. I think that the main quest is still a bit underfed to justify a full $60 price tag. I rented it. Though I've heard the online multiplayer is pretty good, which would goose the value a bit. But, in terms of fun, Brutal Legend is aces with me.

Now back to Dragon Age and Torchlight. My world is full of stat-building, horrifying brutality, and trying to unlock the lesbian sex scene.

Friday, October 30, 2009

Hulu Charging For Shows? Oh noes!

There are rumblings that awesome TV show site hulu.com may have to start charging for TV shows. This has resulted in the predictable Nerdhate and rage.

But come on. I'm no happier about this that you. But. Of course they will do this, and it's hardly a terrible idea, for two reasons:

Advertising Is Not An Infinite Pool of Money From Which We Can Drink Without Limit - If the net should have taught us anything over the last few decade, it's that, "Hey, let's give things away for free and make money from adventising" only works if you're Google. Hulu is an awesome, awesome deal. It's just too beautiful to live.

People Pay For TV Shows! - Look at iTunes. People will happily give a buck for a TV show they like if it's really easy and convenient. To say that nobody will pay hulu is ludicrous. Some people will turn back to torrents. People like me, whose time has value, will just pay the dollar.

People hate to hear this, but it's true. Making TV shows is difficult and expensive. If ads don't make enough money (and I really doubt that the handful of ads hulu shows pay the bills), they will have no choice but to start charging. It's just the math of the thing.