Coarse Gold

"How deepe do we dig, and for how coarse gold?"

1/9/12 07:54 am - games journalism sucks (and everyone knows it)

I just tried to read a piece on PC Gamer's website that someone linked. Even though it was about a game I'm looking forward to, I couldn't get past the terrible prose or obvious malapropisms that should have been fixed by an editor.

When demo CDs stopped being the driving force behind the sales of PC gaming magazines because broadband penetration had become deep enough, the quality of those magazines sharply declined. In the few years leading up to that point, there were some obvious signs of decline: "PC Accelerator" was one, a lame attempt to combine a Maxim with a PC gaming magazine. Computer Gaming World, the better–written of the two major magazines, lost its excellent editor–in–chief, Johnny Wilson (oddly enough, also a pastor with a PhD in Old Testament studies) to Wizards of the Coast's short–lived attempt to turn The Duelist into a general gaming magazine and not just "The Magic magazine" (a venture first killed by the rise of Pokémon as Wizards's main property, and then given a finishing blow by their acquisition by Hasbro). CGW ended up left eventually to Jeff Green, the back–matter columnist and assistant editor who was the last man standing at Ziff–Davis by 2001 from the mid–to–late 90s era that Green himself has said was the magazine's peak. Ziff–Davis has since managed to kill off the property in new and interesting ways throughout the last decade (first with identifying it with Gamespot, then with entering into a blood–pact with Microsoft to turn it into Games for Windows Magazine, which—believe me—read as ugly as the title). PC Gamer turned into a thinner and thinner publication, largely ads.* Of course, other magazines without staples have gone this way as well: Wired is anorexic compared to the nineties and early aughts, and even National Geographic has thinned out.

There are some attempts out there to try and reach back out to that "games are worthy of good criticism" ideal that CGW and (to a lesser extent) PC Gamer were working on back then, but the current attempts are amateurish and show. The Escapist was better when it was much smaller, but its editing was questionable even back then. The current incarnation has good pieces now and then, but it has mostly turned into just another online gaming culture hub. The fact is just that the publishing men behind those magazines didn't think that the quality of journalism mattered… and they were right. Sort of.

A big part of gaming magazines for most readers was just the filter–feature. That is, give me some informed opinion, backed up with some stars or a percentage score and tell me how not to waste my money. For that, the person who just wants to know what doesn't suck can check… Metacritic.

But Metacritic has problems; take this score. The 83 is pretty high, but for some gamers, that score is way too low and for others it is immensely too high. Also, the title has changed radically in the four years since its release; what meaning does that score have anymore? Europa Universalis III is enormously complex— even some hardcore gamers find it daunting (people who micromanage in 4X games like the Civilization series find it daunting). For the historically–minded strategy gamer with the patience and ability to wrap his head around its depth, it will satisfy like few other games. For everyone else, they'll throw it against the wall. (The developer, Paradox, recognizes this and embraces it. They love and serve their fans like few other companies.) Careful gaming journalists can curate those sorts of experiences, they can explain why the game is great even to someone who would never play it. (One of my favorite pieces of gaming journalism was about a hyper–realistic racing simulation that I would never actually want to play.)

Anyhow, the suits were correct: Most readers of the magazines were just buying them for scores and demo CDs. And that can be done cheaper, with less competent writers and editors online. But there was still that other market, and it is largely unserved, or frustrated. Had Ziff–Davis stuck behind CGW or someone else started up a small (non–color?) alternative, it might still be around and successful in its own way. I mean, there are small computer game developers out there who have proved you can design to a niche and be successful and well–loved, even if you are not a Blizzard or Valve or Bioware in terms of revenue and recognition.

Why hasn't anyone written to the niche?

*I remember how, in middle school, PC Gamer was something like a weapon when rolled up, its issues were thick. They were durable, too; a friend of mine in band and I debated the various merits of the members of a top–fifty games of all–time list throughout one semester in eighth grade, writing down our adjustments to the rankings in the magazine itself. (I still had some of the old ones around until college, when I finally clipped out the good pieces and put them into manilla folders… which I lost sometime after moving back to Louisville in '07.)

Addendum: I just found a recent interview with Johnny Wilson that is pretty good. [info]prester_scott in particular may be interested in the questions about being a gamer and a pastor.

12/31/11 12:47 am - OREGON

[info]mercyorbemoaned is probably going to e–strangle me if I don't write about the two weeks I spent out in Eugene at her home and with her and her kids. Mostly, I believe she wants me to assure the internets that Eugene sucks as bad as she says it does. It does.

Imagine a land where the most basic of interactions are fraught with unusual difficulty; where asking for change provokes confusion; where expecting help at the grocery store checkout counter is foolish; where arcades are "art projects"; where hippies can't tell you what color their fucking house is. No, I did not witness anyone in the act of putting a bird on it, but I probably would have seen the Eugene equivalent had I been there longer or not always been in the company of children who sing Gilbert & Sullivan.

The only good thing to say for Eugene is the beer.

Possibly the oddest thing about Eugene is that it is the home of a major public university, and a city of 150,000… and the university is nowhere to be seen. Much larger university towns I'm familiar with (Columbus, Lexington, even Lousiville) have campuses that are much more obviously part of the center of city life. Despite a lot of traveling, I only managed to see the football stadium—no campus buildings were to be found.

Eugene manages to combine the worst parts of rural small towns and mid–major cities. So you have: urban blight, ugly downtown architecture, traffic AND you need to go to the Wal–Mart on the outskirts of town to get a lot of everyday items. You get small–town insularity with urban anonymity. It's really weird. And it's not just "I'm from the East" or "I'm from the South", either. I've lived in California and spent enough time in Arizona to where I may as well have lived there. I've spent a lot of time in Utah and New Mexico. I've spent a serious amount of time in Colorado, including in some bum (active!) mining towns. Eugene is unique, but it may be an exaggeration of Pacific Northwest culture (I had never been to Oregon before this trip, and I've never been to Washington.)

The oddest part is bringing up this stuff to people who identify and like Eugene. For the most part, the complaints, when recognized at all, are seen as something vaguely unreasonable. Who would expect the girl at the natural foods store to acknowledge your existence when you put your groceries in front of her register? Etc.

My problem with writing about this is that it's all more interesting and a lot funnier if I can tell you about it. Facial expressions really help.

11/7/11 10:41 pm

8/14/11 02:07 pm - you can't stop me!

pulled pork & provolone on garlic naan

6/26/11 08:24 pm

1/15/11 08:35 pm

"I don't know how I added so many words related to dinosaurs to your sentence…"

8/6/10 12:16 pm - On the Transfiguration

"They were not forbidden to listen to Moses and Elijah, that is, the law and the prophets, but listening to the Son was to take precedence, since He came to fulfill the law and the prophets. It is impressed upon them that the light of Gospel truth was to be put before all the types and obscure signs of the Old Testament" —St. Bede the Venerable

"Peter ascended, who received the keys of the kingdom; and John, to whom His mother is entrusted; and James, who was the first to sit on a bishop's throne." —St. Ambrose of Milan

"A beauty of the truly mighty One is His intelligible and contemplated divinity." —St. Basil the Great

"The Word became flesh and tabernacled among us." —John 1:14

5/17/10 05:56 pm - Repetition.

Watched Moon (2009) today on Netflix Watch Instantly. Unfortunately, there's absolutely no way to discuss the things I found so interesting about the movie without also involving massive spoilers. As a film, its merits lay largely on Sam Rockwell's terrific performance, as a piece of sci-fi, it is quite good, but therein are the spoilers. Some people hate the minimalist scoring; I loved it. (Ebert's review is the best spoiler-free offering I can find about it.)

Anyhow: Anyone else here seen this?

4/4/10 08:28 pm - Yeah, I think about this fairly regularly.

I figure that the following conversation from Planescape: Torment would be a great way to hook an entire D&D campaign, I just don't know how you do it with the traditional 4-person party:
The Nameless One: "You seem to place a special emphasis on knowing. Why?"

Dak'kon: "All things–whether structure or flesh–their existence is defined by their knowing of themselves."

The Nameless One: "And if a man does not know himself?"

Dak'kon: "When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed." Dak'kon pauses. "It is said that what a flawed man sees, his hands make broken."

The Nameless One: "Do you know yourself?"

Dak'kon falls silent. His coal-black eyes take on the same distance that you noticed when you first met him.

The Nameless One: "I ask again: Do you know yourself?"

When Dak'kon speaks again, his voice has changed; his words echo, like a great stone dropped into a chasm. It looks like he is forcing the words from his chest. "It is not my will that you know this."

The Nameless One: "Perhaps I was being too polite phrasing it as a question: Tell me."

The words come out of Dak'kon slowly, as if they are being carried one by one. "It... has come to pass that I do not know myself."

The Nameless One: "Why?"

Dak'kon's voice drops to a whisper, like sand. "I do not know why. I know it has happened, but I know not the how, nor the when... nor how to know myself once more."
What interests me is how one could render metaphysical concepts as being mutable, fight-able in the fashion of traditional RPG baddies.

I'm not interested in simple outs, Sigil is an awesome setting because "anything can happen", but that also (I think) puts more responsibility on the GM to have a coherent worldview underlying the gears and cogs of the plot.

PHB3 recently added a Gith race to the "official" 4E ruleset, which is pretty much one of the last pieces necessary to make a really good Planescape campaign within the canon 4E rules. (Power creep is already severe enough to where I think banning, either by GM fiat or punishing "luck" abusive combos is more necessary than homebrewing additional rules. The new skill-based utilities were also a good step towards more whole characters.)

Generally, role-playing goes in one of two directions: (1) the PCs (or at least some of them) are world-historic epic figures whose adventures change things or (2) the PCs are just one of many empowered people making their way in a world that is fantastic to some degree. Though this is unpopular to say among people who like to think too much about gaming, I actually prefer (1). Stringing together an epic plot over the course of a long campaign is more interesting to me than (2). It is easier in terms of ideas but harder in terms of expressing those ideas in a fashion that doesn't come across as hopelessly lame.

What I think would be really interesting, though, is a campaign which tries to explore existence itself, through the "sub-creation" of the RPG itself. I don't know if this is possible, but I think Planescape and other works have laid some intriguing hints about how it could be done. I'm more interested in a campaign being about "What makes a hero?" instead of "How did you become heroes?". What Sigil does is let you combine the swords & sorcery heroism with the requirement to "Know thyself".

11/20/09 06:13 pm - Asking the LJ Fairy…

Does anyone know of an adaptor that would plug into a USB port and provide a powered mic/line-in jack?

I found a great gaming headset, but the problem is it needs a powered mic jack, which the MacBook Pro eschews for an unpowered line-in. It'd work fine with my desktop, but I don't have that set up right now. As I like the sound quality and comfort, I'd love to keep this set, but I can't seem to find an adaptor through my google-fu.
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