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Worth Reading: 03/15/2014

Might as well use this in-flight wi-fi for something useful.

I'm currently on a flight to San Francisco for this year's Game Developers Conference, and it's the first time I'm attending without living in the city it's hosted in. It certainly weirds me out to type those words, and reminds me that I've actually been gone since last June. Damn.

 I still miss this view, the weather, and my friends.
I still miss this view, the weather, and my friends.

The reason I'm heading to the Bay Area a day earlier is to give a talk at the Critical Proximity conference, a one-day event focused on discussions surrounding games criticism. My talk is titled "Bridging the Critical Gap," and tries to illuminate the vast difference in approaches to games writing in the biggest games publications against the many smaller blogging communities.

When BioShock Infinite was released, it was more or less universally lauded. That wasn't so in the critical circles I follow. The exact opposite reaction was playing out. Put aside whether you fall into one camp or the other: how come there's such uniformity on one side? I've said this before and I'll say it again, but when a new game comes out, I'm always interested in hearing what the person who hated it has to say about it. It's why I appreciate Tom Chick's work, even if we rarely agree.

My talk is only 10 minutes long and I already hate most of it, but like anything else, eventually you have to stop, draw a line, and move on. That happens when a game has to ship, and it happens when a talk has to be given. The presentations are supposed to be recorded, and I'll make sure to pass on a link when it's available. I gave another talk to a group of college journalists recently, too, and I've been meaning to publish it online. Maybe that'll happen after I can give some more time to making my website not terrible.

Oh, right! This is being published on a Saturday because I ran out of time this week. There will be no Worth Playing this week or next week, and it's unlikely Worth Reading will happen next week, either. Look for a jumbo-sized version of both the week after. Other programming notes: I'll be on the podcast next week, as well! If we're doing an Unprofessional Friday, I should be around for that, too.

You Should Read These

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The story of Flappy Bird still remains somewhat mysterious, and it will probably always be that way. But David Kushner's article, taken at face value, is the one I want to believe. Kushner managed to do what many other journalists have been foaming at the mouth for: talking to designer Dong Nguyen. The developer comes across as earnest as his now-defunct Twitter account, and he continues to state the reason for removing Flappy Bird had to do with being distressed over how addictive people had become. I wonder if his next game will have "from the developer of Flappy Bird" on the splash screen? He strikes me as the kind of guy who is willing to roll the dice and release his game into the wild, though.

"But the hardest thing of all, he says, was something else entirely. He hands me his iPhone so that I can scroll through some messages he's saved. One is from a woman chastising him for "distracting the children of the world." Another laments that "13 kids at my school broke their phones because of your game, and they still play it cause it's addicting like crack." Nguyen tells me of e-mails from workers who had lost their jobs, a mother who had stopped talking to her kids. "At first I thought they were just joking," he says, "but I realize they really hurt themselves." Nguyen – who says he botched tests in high school because he was playing too much Counter-Strike – genuinely took them to heart."

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You have every right to be upset when an excellent new local multiplayer game comes out, and you can't play it because your gaming friends don't live near you. Local multiplayer is having a bit of a renaissance right now, and it means some people are excluded from participating. Rather than chalking it all up to a "design decision," Super Pole Riders (part of the Sportsfriends package) designer Bennet Foddy has written a terrific feature explaining why online modes are so notoriously difficult to implement.

"Lag compensation is how the server tries to guess what you were seeing on your computer when you pressed a button on your controller. When your computer tells the server you fired your gun in Battlefield 4, the server rewinds time a little bit so it can guess what you were looking at when you clicked your mouse. If you were aiming at an enemy on your screen, it awards you a hit, even if you were aiming at the wrong place according to the server or your opponent's computer.

Of course, nobody notices these discrepancies, because it's really hard to see whether or not your enemy's gun barrel is pointed at you or slightly to one side of you, especially when there's simulated blood and screen shake and blurring all over the place. We just accept that we got shot, cry a little bit and move on. Lag compensation works really well in first-person shooters for this reason.

In a game like TowerFall, though, you have a pretty good idea of whether an arrow should hit you, or whether a stomp should connect. If it looks like it's going to miss on your computer, and then you die because of something that only happened on your opponent's computer, that's going to feel broken and unfair."

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Patrick Klepek on Google+

75 Comments

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Sydlanel

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Edited By Sydlanel

@zmilla:
I don't know, I personally wouldn't try to get more acquainted with Tom Chicks philosophy...
I mean, read the Journey review ( there are several other terrible reviews in his site, but I think this is the worst offender):

"Journey is nothing like Flower, which was a unique spry tale of wind, color, and redemption. Journey is yet another game in which you control a little dude who sometimes jumps. Most of the time, you just push your stick up and watch him move languidly and sometimes ponderously past scenery. It’s certainly a pretty game, if somewhat monochromatic. It imagines an exotic (i.e. Middle Eastern) culture of sand and cloth, except that these people have sharp points where their feet should be and they’re polytheists who believe in reincarnation."

Apart from the fact that Journey has basically the SAME emotional plot arc as Flower ( it's one of the reasons you could critique Journey ), and shares the same comments on redemption, atonement and rebirth. However his purpose seems to be trivialising every aspect of it. His whole observation of journey seems painfully trollish.

I don't want to go into too much depth, and I can understand someone not being enamoured by the game but I honestly think anyone who has ever played it would consider the review's critique inaccurate and unfair to say the least.
And thats where I draw the line: using faulty logic and misleading / false information to justify a judgement isn't valid. It's not being a harsh critic, it's being a bad critic.

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ZTF

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I think it's kinda wierd that in an article where the author admits to doing horribly violent things, she is aghast that someone has done something horribly violent to her.

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xXHesekielXx

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Well written Patrick! Have fun @GDC.

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csl316

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Remember when Nick did the Romancecast with Sara as an intern? That was fun.

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deactivated-64b71541ba2cd

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@fiyenyaa: It is a roleplaying game. Set in a post apocalyptic world. The real world has plenty of theft and murder and rape. So too will a post apocalyptic world, it would most likely be even worse. People who play the game want to role play in that world, except for maybe Kim Correa. Someone is going to have to play the role of evil in these games or the whole thing is meaningless. Someone has to be a foil to the good players.

Everything about DayZ is over the top, it's people pretending to be in another world. Anyone who feels uncomfortable with that can find another server, another ARMA mod, or another game.

It's called acting... if you get uncomfortable watching rape scenes in movies you can fast forward.

I find it funny that people could care less about role playing murder, theft, drug dealing, kidnapping, genocide, but when someone role plays rape the line has suddenly been crossed.

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chocolaterhinovampire

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Another week, another couple of garbage articles from Patricia Hernandez (who doesn't seem to understand anything about anything, based on when I read her work) and Jason Schreier, who's just terrible in the first place (the article attacking Dong Nguyen, his bullshit FF article last week, and many others)

I guess it's worth reading for the reminder how terrible kotaku is?

It is almost like the majority of video game journalism is conceptually and technically awful. Honestly, if stuff like that (and Tom Chick) are viewed by other video game journalists as examples of the profession then this is a sad state of affairs. Those South Park articles from last week were referred to as "great" and they were most certainly not. If video game journalism is going to gain some mainstream legitimacy (or literary respectability), although there are obviously outliers, then people need to step up their game.

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generic_username

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@hailinel said:

@campion10 said:

I watched spirits within recently and it felt like a big budget art house movie if that makes any sense. No wonder Roger Ebert liked it a lot.

If you've watched it when it came out but have an appreciation for that kind of stuff now that you're older, and realize it has nothing to do with the games, you might find something interesting there.

Yeah, Spirits Within isn't really what I'd call a terrible movie. It just didn't feel very much like a Final Fantasy movie.

Also, as I noted in the comments on another recent Worth Reading, Jason Schreier is terrible journalist and not worth reading no matter how many times Patrick links his work here. Even if I do agree with the apparent tone of his piece on Molyneux (a serial offender of overpromising), after his attack piece on Dong Nguyen, he doesn't deserve to be taken seriously and I find his continued presence in Worth Reading absurd.

Yeah, he's kind of terrible, agreed.

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AboutBeverages

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TDot

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@iragequit: I think it brings up question about what do people really want to do and what constitutes total freedom? I honestly would not want to associate with someone who advocates that they would want to virtually rape or torture people. Try to use the explanation of "it's roleplay a post Apocalypse world!" to anyone and see if they don't shift away from you.

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TDot

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@travan said:

@patrickklepek Tom Chick lost any and all credibility he ever had with me the moment he penned this garbage.

Just so nobody is fooled by the bullshit he's spun here one second longer than necessary, he's "hilariously" spoofing a heartfelt Rock Paper Shotgun editorial on female representation in games, swapping out the examples to make it about male representation. Yeah.

I'm not sure if I followed this? Was it sarcasm? was he making fun of it or just showing how ridiculous it is if you switch the genders around? I mean I guess that was humor but I'm not sure what the point of it was.

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bybeach

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Pat Klepek says-" When BioShock Infinite was released, it was more or less universally lauded. That wasn't so in the critical circles I follow. The exact opposite reaction was playing out. Put aside whether you fall into one camp or the other: how come there's such uniformity on one side? I've said this before and I'll say it again, but when a new game comes out, I'm always interested in hearing what the person who hated it has to say about it. It's why I appreciate Tom Chick's work, even if we rarely agree."

I have to state the confusion I experience when reading this paragraph. Is it 'critical circles that defines one group as different to the other? As in critical circles on one side only? I'm sure I would be told different, but it seems 'critical circles' determined the other side wrong. And 'uniformity on one side'. Or is it uniformity on the pro Bio-Shock side and an opposite uniformity on the critical circles side. Were the uniformities polarizing, like around two flags?

And finally, why appreciate some ones work when you cannot find consensus with her or him, except perhaps devils advocate. after a while, that would wear thin.

I admire Pat Klepek for his work ethic. I found the sharp abrupt negativity of Bio-shock Infinite initially confusing (though he was only one voice, there were others). Not invalid (perhaps I needed to hear something!). But so odd when at the end of last year. For the life of me it seemed like a classic hipster backlash.

Maybe I needed to be 'more in the know.'..

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bhlaab

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Edited By bhlaab

No more Flappy Bird articles. If you see this and you're writing one, stop

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deactivated-5e49e9175da37

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I actually like that Patricia Hernandez article. Maybe because it's about video games and the considerations that go into making them and not about popular culture and why all products have to interest and entertain her preferred social groups.

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LegalBagel

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I enjoy reading cogent criticism about games I enjoyed and looking at them from other angles, just as much as I enjoy reading passionate defenses of games I'd written off. But the problem with several-weeks-after critical analysis of popular games is that it's very hard to separate the wheat from the chaff. For every piece of good criticism there's a dozen trolls, click-bait, or people who are being contrary just because they want to be contrary to what's popular. Even good, serious critical analysis is often coated with woe-as-me, man against the world, speaking truth about what's popular and the common gamer plebe stylings that make it unreadable if you disagree.

It's sadly common in critical analysis of any medium, but it's become a serious problem for the gaming circles Patrick's talking about, which have become their own independent hive mind living on a different planet from the vast majority of the community. That's why a lot of the people Patrick's linked to with criticism of Bioshock and other popular games are mostly unreadable, even if they are extremely well-written and high-minded in a way I'd like games analysis to be. Some of them I don't even know how Patrick links to in good conscience, given his battle to try to tamp down on corrosive, enflaming discourse on the Internet.

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OddParticle

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@tha36thchamber: Whatever happened to personal and parental accountability? Nguyen shouldn't be so hard on himself... I agree with you entirely and also appreciate his decision to take responsibility even though he shouldn't have to.

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rjaylee

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Chris Plante's article on the Street Fighter live action movie is just the best thing ever.

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monkeyking1969

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"superannuation @supererogatory At 44%, Final Fantasy: The Spirits Within has the highest Rotten Tomatoes score of any video game film adaptation."

I know the flaws, but I think despite the flaws there is a good movie minus 10 minutes and with the addition of some more clear dialogue and scenes. The basic story premise, while slightly touchy feely, is solid base if they just were smarter about the story and pace. The people at Square just told the story poorly in spots, and that could have been fixed.

Perhaps, the biggest change would be to call the aliens 'inter-dimensional beings' instead of just insisting they were "ghosts" with such silly earnestness. A quick line of dialogue that said, "Our spirits might just be inter-dimensional parts of ourselves too...maybe we are talking ghosts...but the fact is these creatures exist!!!"

I think the movie just makes some poor choices in story, in pace, and in how it ends. Yet, 89% of the movie is actually very cool and very smart...more than can be said of 'so called better' sci-fi movies.

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"In a game like TowerFall, though, you have a pretty good idea of whether an arrow should hit you, or whether a stomp should connect. If it looks like it's going to miss on your computer, and then you die because of something that only happened on your opponent's computer, that's going to feel broken and unfair."

I mean, by that reasoning, most non-first-person online games should have latency tragedies happening all over the place. I guess many do, but somehow the game hides it. League of Legends and Dota 2 seem to do alright, despite both being games where split second positioning is incredibly important and you have a pretty good idea of whether you aimed something correctly.

On the other hand, other games of a TowerFall variety have had issues. It sounds like nobody is happy with the online in Nidhogg, which has crazy host advantage or something. I play a fair amount of Awesomenauts, and anytime I see pings of over 100, I definitely get in situations where "you die because of something that only happened on your opponent's computer" and it does feel broken and unfair. Hell, Smash Bros. Brawl's multiplayer had the same issue a lot of the time, where you were pretty confident you did a split second shield or dodge at the last minute, but your opponent's Wii disagreed.

So yeah, I'm pretty fine with indie games of this nature going more for local than online multiplayer, because online multiplayer really does take a lot of resources to do right.

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Jennifyre

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League of Legends rap battle was fantastic.

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pow1149

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