Retro Games, Presentation, and Gatekeeping

For those of you who are white collar workers, imagine the following scenario. It’s happened to me more than once in real life, and perhaps it’s happened to you too …

A new bit of jargon recently crept into your industry. For now, let’s just make up a word, like … “scropely.” 

Everyone starts to use it, slowly at first, but it quickly builds momentum. At first you think you understand what scropely means, but then a few people use it in a new and seemingly contradictory way. Now you’re back to square one.

At some point you’re in a large meeting. The new jargon is being tossed around freely – everyone is talking about how something is or isn’t scropely. →  Some say the world will end in fire, some say in read more

Awful Boss Fights

What do Wolfenstein: Young Blood and Halo: Infinite have in common? If you guessed that they’re both mediocre games, you’d be right, but that’s not what I was thinking of.

No, what I was thinking of is that they both have similarly terrible final boss fights.

The basic rules of each fight are as follows:

  • They both take place in a vaguely circular arena. You’re exposed if you go into the center, but you can find some protective walls if you move toward the outer edges
  • The boss flies and/or teleports around hurling projectiles at you, some of which can be difficult to dodge when you’re also trying to shoot back
  • Multiple waves of enemy mooks spawn in to try and distract you
  • The boss has multiple phases

It is uncanny how similar (and similarly terrible) these fights are. →  Sounds mildly entertaining, I guess.

Gamifying Exercise – An Exercise in Patience

Like a lot of middle class white collar workers, I should exercise far more than I do. It’s a  challenge that my spouse and I have been trying – and failing – to conquer for years now.

I’m not going to go into detail about why it’s challenging. Anyone with a modicum of empathy, with a modicum of experience with the stressors of modern life, and who isn’t an Instagram fitness influencer will understand that finding consistent time, motivation, etc. with which to regularly exercise is easier said than done for a whole lot of people (and if you have established a successful routine, it was probably really challenging to do so, regardless of what Survivorship Bias might tell you).

(For better or for worse, I’m also not one of those white collar workers who is obsessed with endurance sports because it’s the only way they can feel alive in their otherwise soul sucking existence. →  But the future refused to change.

Gacha by the Nostalgia – Fanservice, or Predation?

I’ve played Gacha games – only four or five total – off and on for years.  I’ve rarely spent money on them, but I know they are – by design – predatory.  I find them relaxing and they offer just the right level of engagement for 10-30 minutes a day – sometimes more, sometimes less.

On some level, I know it’s a bad idea to play them.  Having played for years, I know the feeling of spending all your “free currency” on summons and getting nothing of value (where value can mean either a useful unit or a favorite unit).  It was tempting to spend real money – maybe $5 or $10 – to “support the game” and try for one last chance to get something good,but I managed to resist the temptation.  →  Go ahead, read my day.

Maximum Spoilage: Inscryption Loses its Edge

The Maximum Spoilage series of writings is focused on discussing aspects of a game that would spoil said game to any normal person. Please continue reading at your own riskryption.

Inscryption is a great game that perhaps begins with more greatness than it ends. If you have any interest in playing, and you should, I would really not read this. Anyway, after being forced to “Continue” a game from the top menu when you start the game for the first time, you realize your character is playing a card-based board game under some duress. The game is legitimately unsettling when it dawns on you that you’re a prisoner and the in-game game you are playing likely has mortal consequences. The Frog Fractions-esque ability to step away from the board game – where you play the in-game board game – and examine your gloomy confines, all while your captor remains invisible sans his eyes, lends the game an ambiance of true horror. →  Oreshika: Tainted Postlines

The Last of Us Rereleases and Remasters

I’ve seen some … complaints about the fact that Sony is planning yet another re-release of The Last of Us.

To be clear, I get it. On the surface, it does seem nuts that a single game would get three different releases, across three different consoles, in less than a decade. And these are distinct products – with their own unique changes, features, and additions – rather than straight ports of the original code to new hardware.

At a certain level, it feels bad. Maybe you consider it a cynical cash grab for Sony to do this. Maybe you think it points to a general lack of creativity and new ideas. Maybe it seems bizarre because the original, PS4-based remaster works on PS5. →  When one person suffers from a delusion, it is called insanity. When many people suffer from a delusion it is called a game.

Aesthetic Gachaism

Here’s a pretty cool post from indie game developer Keith Burgun. It’s about a concept he labels as “aesthetic gacha-ism”, which he describes as follows:

The core of my conception of aesthetic gacha-ism is the commodification of games: both in how they are produced, the rules, the experience, the way it’s talked about. At nearly every level, the experience of games gets put more and more onto an assembly line, alienated from human experience, connection and meaning.

He then goes on to list some of the core tenets of Aesthetic Gacha-ism:

  • Extrinsic-reward driven (AKA “the metagame is more important than the base game design”)
  • Elements feel copy-pasted a lot, and/or “subdivided” to increase length
  • Compulsion-driven design
  • The (dreaded) crafting system
  • Commodified quests
  • More and more things “level up” in some way

(The author elaborates on all of these bullet points within the actual piece, so I encourage you to read through it.) →  Silent Post 2

Out Run, I Mean Outrun Culture

A few months ago I found myself buying (and playing) the Sega Ages version of Out Run on Switch. It’s a great port with some interesting new features, and it made me appreciate the game all over again. Eventually I found myself doing some historical research on the game to learn more about its development and legacy.

Unfortunately, this was easier said than done. My search results were dominated not by Out Run, but by …. Outrun.

As far as I can tell, “Outrun” is the name of both a subgenre of synth music, and a surrounding subculture. According to the Outrun subreddit’s description, Outrun is:

Dedicated to the synthwave music scene, a revisionist 80s music style of synthesizers and pulsing beats, and the retrofuturist 80s aesthetic of fast cars, neon lights and chrome. →  Gotta get down on Friday.

Top 10 Trends I Ignored – An Old Man is Prideful of His Ignorance

In the dozen years since I used this site as a platform for bad jokes, Wii apologia, and po-faced discussion on design, many gaming trends have come, and in some cases, gone. Having ignored most of these shifts in the industry, I will now document these trends and explain why I am better than each of them.

  1. MMOs

These already existed when this site launched in 200…something. As I am competing with my dead grandfather at having the fewest friends, I worried social gaming would lead to comradery and therefore defeat. This fear was unfounded, however, as years on gaming forums have led me to accumulate exactly zero new acquaintances. “Who is that condescending guy who only posts single sentences that are obviously sarcastic?” →  Arc the Post: Twilight of the Spirits

White Flag of Freedom – Why not give up on a game?

There is something almost therapeutic about finishing a game. Another accomplishment, another disc to put back on the shelf (metaphorically if you are not obsessed with collecting slowly decaying physical media), and the freedom to move on to another game without the slightest twinge of guilt, regret, or sense of failure.

Completing games has been enshrined in the culture by sites like Backloggery and How Long to Beat. I have a 6 year old spreadsheet I use to track what I finish and know other people who do the same. Gaming forums have threads on backlogs frequently; many of us feel the weight of our unfinished games.

Why do we want to finish games, and should we? You’re right, those are good questions. →  Ring of Read