Behind every super logical sounding argument or theory, there is always some kind of emotional charge. This is especially true in media studies and criticism, I think. That's not to say, however, that the argument or theories are wrong, or coming from a dishonest place. We're all people and we all have stories that are real and that happened and that do actually say something about the world, and those real things are informing our point of view now, in the form of that emotional charge. For as long as the internet has had access to me and my writing, and also for many years before that, I have been a strong videogame cynic. I pretty much hate all videogames, even the ones I play, and even the ones I endorse. Someone asked me what the best Nintendo DS game was. I said, confidently, that I thought it was Mystery Dungeon: Shiren the Wanderer. They looked into it some, and were able to find out many egregiously horrible design flaws in the game. I conceded them all, saying, "I didn't say Shiren was good, I said it was the best DS game." I've met people recently who call themselves videogame cynics, who say stuff like "I feel like I hate all videogames", and I just know that they like videogames way more than I do. Over the last few years I've been telling people I'm a "videogame refugee", particularly coming out of the GamerGate situation and how so much of videogame industry and fans (at least the loud, vocal ones) seem to be toxic, angry, aggressive, lacking compassion, etc. It feels very insular sometimes, going to these game conventions with booth babes, guns, and huge muscle cars everywhere. And as a straight white dude myself, I generally have wanted to kind of back off somewhat out of that insular little circle. Oh, and also videogames cost a lot of money. And it's this big conspicuous consumption thing where people just kind of want to buy stuff, like on some level the most fun games ever are are while you're purchasing them. And also, what adult has the time to play these things, anyway? The point is: if you want to withdraw from videogames, there are ample reasons to do so. For years I've told myself that my hate for games is actually because I love them so much. I see a promise in them that other people either can't see, or don't care about - a promise of vastly better interactivity, etc. And all of that stuff, all of my criticisms, I think they're not false. But there's also an emotional charge element to it all that maybe explains it better than whether any of these points are true or false. The picture above was taken sometime around 1992 or so, I believe, and it's of me in my home-made Sonic the Hedgehog costume (thanks, Mom!). Growing up, I really liked videogames. But like, no - you don't understand. I really, really liked them. I had a massive collection of NES, Super Nintendo, Atari 2600, Gameboy, Game Gear, and Genesis games at that time, and they weren't the only things I was interested in, but they were always a main centerpiece of any social interaction or free evening. And back then, I had an optimism and a positive identity as a "gamer". I took pride in it. I would dress up as characters, draw the characters, talk to people about the games, go excitedly to Gamestop (or back then, more Babbage's) and get excited about things. In 1992, I was like how so many people are now about videogames. Excited, and able to take pride in my hobby. By 2000, I was distinctly and clearly not so. You were so cute—what happened?!
In this episode, I struggle with, and mostly reject, a lot of the formalist ideas I previously held about art. Art - whether it's games, music, movies, or anything else - is largely about connecting with other people. When you like something, it's largely because of a lot of subconscious processes that are largely informed by a specific language of art that you personally have developed for yourself, based on your own personal experiences that aren't the same as anyone else's. So just as I would be a pretty bad judge of West African music as someone who has very little exposure to it, I am also a bad judge of someone who makes puzzle platformers, or someone who makes death metal music. These are specific aesthetics, or languages, that I just don't really have the cultural capital or emotional connections to connect with. But the point is, I should try. Just as I am open to meeting and having relationships with new, different kinds of people, I should be the same way with new, different kinds of art. Art is a reflection of people, and I think it's probably healthy to look at it that way. Also, some Push the Lane updates! Don't forget, you can become a patron over at http://www.patreon.com/keithburgun. Enjoy the show! Special thanks to Aaron Oman and Jean-Marc Nielly for their generous support! <3Read More
Hi everyone! As you may know, I did a talk at Indiecade '17 last month. It went really well, so I thought I'd piece together a lot of that talk into a podcast episode to share with you guys. It's about the special problem of avoiding toxicity, violence, and hostile feelings in strategy games, and how single player games are part of that solution. I was originally going to put together a video version of it as well, but I don't think I'll have time to do that because I've really gotta get back to Push the Lane. Expect some streams of that soon. If you'd like, you can follow along somewhat and/or check out this PDF of the slideshow. Not all slides worked with the audio, so for the podcast I had to delete some sections, so beware that it might be a little bit confusing. In other news, there should be some big exciting site announcements for keithburgun.net coming really soon. As always, you can support this show by visiting my Patreon page. Thanks as always to supports like Aaron Oman and Jean-Marc Nielly.Read More
Hi everyone! It's been awhile since I made a podcast episode. Today's episode is just me - no guest, although I do have a long list of guests that I intend to get on soon. In this episode I talk about the crazy summer I had and some major realizations that I've had about art and its (at least partially) social purpose, perfectionis, a way for indie game developers to exist, and some specific challenges I'm having with Push the Lane (and their Clockwork solutions) -- and a lot more. I hope you enjoy the episode, and thank you so much for listening! Special thanks to Aaron Oman and Jean-Marc Nielly for supporting me on Patreon, as well as all my other patrons.Read More
This summer, specifically the month of July and the first half of August, I decided, "I'm going to make a game". Many factors in my life had sort of come together at the same time to allow this. My programming abilities and my level of comfort with Unity had both come to a point where "I could make a thing" and where I can get around most problems I encounter (even if that means creating 10 bigger problems for future-me). I think I also felt that because 100 Rogues took two years, Auro took 5-6, and I haven't put out anything since Auro, I just really needed to get something out the door, desperately. I think my average time working in July was something like 10 hours a day, most of which I streamed on my Twitch channel. I think my record was around 13 hours which I hit a few times over. The streaming thing was a bit of an experiment for me; I haven't done much of that except the recent Dinofarm streams. It works well for me though. It keeps me on task, while also being maybe 10% social, just enough to make me feel like I'm not totally isolated. I usually had 1 or 2 viewers, sometimes as many as 5 or 6, and often zero viewers. But if there was even one, it was pretty great. Viewers had a ton of great comments and questions and there have been a lot of good discussions on the stream. The result of all this work is that I now have a game that's playable! Here are some of the features that Push the Lane currently has:
- Four fully-functional characters each with their own abilities, strengths and weaknesses
- 6-7 different monster types, most of which who have something unique about them
- Five different zone types which all have their own unique properties
- Four different zone-bosses which each have their own unique abilities
- About 15 items that you can buy in the shop, some of which are somewhat interesting
- An optional deckbuilding system, which allows you to unlock cards, etc
- Three game modes: Play Mode, which lets you pick characters and build your deck, Quick Play, which gives you a random character and no cards, and Custom, which allows you to do whatever you want
- Single Player-Elo system, like in Auro.
The gameMy original plan was to release Push the Lane at the very end of August, like August 28th or something. I still might do that, but I'm thinking of it in a different way. I will release Push the Lane around that time (maybe not on the 28th itself, we'll see) as an "Early Access" game on Steam. What's been hitting me the last couple days is that what I have here is a framework for a game. I mean, in many ways, it is a game. You can play it, and there are strategies and you can get good at it. I could probably just spend this week polishing this game as it is and then just add more content from here and I think people would think it's a decent enough single player videogame. But right now something is missing, and I feel like I know what it is, but I don't have the full answer yet on how to fix it. But I do feel like I know what the problem is, at least. Management The entire Clockwork Game Design thing can be worded as a methodology for "avoiding the trap of making a management game". Most videogames, and many board games, are really just "there's a lot of things going on. Manage them all in a way that makes you come out on top". That's alright, and that kind of "works". But without resorting to output randomness or other Skinner-box-like hooks, it's hard to make a management thing interesting for very long. And I think that's sort of the problem Push the Lane has right now. I designed it with a core mechanism in mind: lane-pushing. But as I was constructing stuff for the game, I was also constrained by two things: wanting to be accessible, and time limitations. I want this game to be accessible. Yes, I can pretty easily come up with some semi-abstract designer-board-game-like rules that will totally support that core mechanism of lane-pushing, but videogame players, by and large, will have to learn that stuff, and it's pretty unappealing for most people. I want Push the Lane to do with League of Legends does: be a videogame first, but sneakily support the core. That's why there's a lot of fighting, casting spells, buying items, power growth, and that sort of stuff. So basically, I had enough time this summer to "make a game", and I did do that. But I didn't have enough time to find a slick answer to "making a core-mechanism game that also happens to support the set of rules that videogame players already are comfortable with" - the "videogame rules", if you will. That's hard! I am confident that I will find those answers. I still have a few days left, so maybe something will come to me in that time.
One other thingBut there's one other factor that I kind of forgot about: I'm a human being! Over the last couple of months I have not been taking care of basic life business, like having social interactions, house chores and so on. I also need to get back to doing freelance work, which is usually my day-job (had a hole in the schedule this summer which I took advantage of). So, while I maybe could come up with these new gameplay rules and implement them in the next week, it's probably better if I just clean up what I have and shoot for an "early access" release. One thing that has been really helpful has been player feedback. Special shout-out to Bucky, who also was probably the world's top 100 Rogues player (and he's still writing great 100 Rogues guides if anyone's interested!) So hopefully Early Access can help me get a community excited about this game. Also I want to say THANK YOU so much to my Patreon supporters who were a big part in allowing me to get this far with this game this quickly. In particular, a special shout-out to Aaron Oman, and Jean-Marc Neilly. Thank you so much, everybody! Stay tuned, because I will probably have an announcement within a week about Push the Lane! being available for everyone to try out. <3 Read More
This week, I have an interview with Riot Games lead designer, Greg Street. A few months ago, the League of Legends YouTube channel posted a "Dev Diary" video. A few people who follow my work alerted me on social media about this video, telling me that it sounded a bit like theory I often advocate was being expressed in the video. I often watch Riot's dev-diary type stuff, but I had been a bit out of the loop at the time, so I missed it. But once I checked it out, it did feel kind of familiar! And it's true that it does sound a lot like me. For reference, when you Google "input randomness" I'm pretty much all of the top results; the only other people talking about it are people referencing my work, with a couple people referencing the Ludology Podcast (which is where I originally got the terms from). It turns out that Greg was aware of my stuff, so probably that is where he got the terminology, if not the theory. Anyway, I got a chance to chat with Greg about the theory and how it maybe should, or could apply to League. I think it went well! Let me know what you think in the comments, and thanks for listening. As always, you can support this podcast over at www.patreon.com/keithburgun.Read More