Warframe (and why verbs are important)

I’ve been playing a goodly amount of Warframe lately. I played it a bit very early on, while it was still kind of half-baked and just barely out the door, and I basically hated it. It had a neat concept — acrobatic ninjas in space — but I didn’t really feel like the levels made me feel like a ninja, the weaponry and starting “character” I got weren’t to my tastes at all, and I couldn’t really do any of the cool stuff I felt like I should be able to. I also found the visuals unappealing– gross organic green and brown, and I couldn’t do anything to change them. On top of all of that, everything on the store felt ludicrously overpriced– $30-40 for a new character to play, $15 for a new gun, etc. Without being able to try any of these, there was no way I was going to pay that kind of money.

Warframe (and why verbs are important)

I’ve been looking for a new cooperative game, though, one with some meat to it, and Warframe came up again. Ash really liked it, and wanted to play more of it, so he’s jumped in along with me. The very first thing I noticed is that the game actually has a tutorial now, one that sets up some basic motivations and grounds me in the world. It’s not any deeper than, say, Destiny, but it’s somewhat more coherent than Destiny was to start.

I’m going to refer to Destiny a lot in this post, because Warframe and Destiny share a lot of similarities. They both have a mission-based structure with lots of collection of materials used to create new weapons and armor. The biggest and most noticable difference is in the movement. Destiny has some incredibly tight controls, some of the best in video games, but its movement is pretty staid. You walk around on a surface, there’s not a ton of verticality (maybe two or three tiers of flat platforms), and you’re limited to a fairly low jump and whatever your class’ special movement power is, which is the most fun part of movement but tends to be somewhat limited. You also get a vehicle, a fairly cool looking jetbike that amounts to a big bonus movement speed buff, but doesn’t add any new options (and you can’t shoot while on it last time I played).

Warframe (and why verbs are important)

In Warframe, movement is incredible. It’s the difference between 3D Zelda games and Assassin’s Creed. The first is very servicable and very tight but not necessarily fascinating, the latter opens up an entirely new world of motion. Warframe, by default, gives you a broader set of movement options that nearly any other game I’ve played, and THEN you can adapt those and unlock more. You have double and sometimes triple jump as a default, you can wall-run, wall climb a la Mega Man X, dodge roll, slide tackle, and at least one that I’m probably forgetting and Ash will mention to me later. There are also combinations of these– you can slam the ground while jumping, slide into an incredibly satisfying forward dive, propel yourself off walls to attack enemies, and so on and so forth. To add to this, the levels are designed to make this not only feasible, but fun, with tightropes for you to ninja-run across and plenty of walls and gaps for you to essentially fly past.

Movement is so much fun that I do more melee in the game than almost anything else, despite my penchant for playing a sniper-type character that the game hugely supports. Despite having INCREDIBLY satisfying sniper gameplay, I’m still closing to melee and skirmishing, something that I pretty much never do in this kind of game. Opting for melee means that I can dive and jump across the battlefield to my targets, which is an absolute joy.

Warframe (and why verbs are important)

The two games that Warframe reminds me of are Mass Effect 3’s multiplayer (which I love), and Destiny (which I didn’t, but I understand has improved dramatically). Neither of them have movement as fun as Warframe, and that movement makes all the difference. It’s an extra verb other than “fight” that the game has made fun and compelling, and I would play an enemy-free level that was a ninja footrace through a crashing spaceship or something, just because that would be incredibly fun. As I research the game while writing this, I’ve found that this actually exists as part of the Clan system, their equivalent of guilds, so I’m going to wrap this up and go look into that.

Adding more verbs to games really makes the experience richer and a lot more interesting. Warframe has a very competent combat engine, but its movement is what really sets it apart. I’m really interested in seeing what kinds of verbs we see in games, and which ones get added. Warframe’s “vehicle” mode is a flight game in full 3D, which I’m very interested in checking out. Part of why I like stealth games is because they add another interesting verb — “hide” — to the usual mix, and often have fairly interesting movement to boot.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

i’ve talked about good and bad design, and one of the things that I’ve wanted to point out is that there’s a separation between good design from a purely design-oriented perspective and something good that is designed badly, whether by accident or on purpose. I think it’s easy to stop thinking about good design at the precise moment something works– once it does what it’s intended to, there’s a temptation to say “okay, good design here” and move on. I think that’s an oversimplification, and a potentially harmful one; it leaves us out of looking to continually improve our designs.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

That being said, ideal design is not always possible, or even desirable. There are a wide variety of reasons why we might want to intentionally design something less well than we could, or even design it badly on purpose. I want to talk today about a few reasons we might do this.

In Service To A Greater Design

I’ve talked before about friction, and how important it is to a variety of (notably interactive) experiences. Friction is attained by intentionally slowing things down, making them less efficient, less direct, and in general, more frustrating in small ways. Friction in games tends to take the form of one feature being designed inefficiently to make the overall game’s design better; we make decisions about one area to improve the whole.

Outside of games, there are things like speed limiters or manual transmissions on cars. A car with a speed limiter is not as well designed as one without that kind of hardcoded restraint, but those cars help make the roads safer, contributing to the overall design of the transportation network. Similarly, while cars with manual transmissions are more efficient and give the driver finer control, they’re also more difficult to use and require more training to operate– cars without them, while less efficient and offering less control, allow more drivers to use cars without needing to overcome the training hurdle, and allowing a driver to pay attention to a wider variety of things while driving without compromising safety quite as much.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Catering To A Specific Audience

Sometimes, the specific audience for something lends itself to otherwise bad design. Whether it’s a niche crowd that prefers a very specific sort of content, an enthusiast who is either intentionally pursuing older or less refined hobby materials, or a group of hardcore gamers that wants their games excessively punishing and challenging, catering to these groups will require sacrifices on the design side.

In a lot of these cases, people will just be “used to” something, and even if a superior design exists, the transition or new rules are so uncomfortable that the improvement in design gets lost. Inertia is a powerful force, and it’s often a lot easier to continue using what’s already known than attempt to improve a system, even if that system is poorly designed. The saying usually associated with this is “if it ain’t broke, don’t fix it”, but I tend to think that this misses the need to continually self-improve. That having been said, incremental improvement is a solid way to shift, and that often requires intentionally bad design just to ease the overall transition.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Creating Art

Put simply, there is a line where the science of design meets the art of design, and these two facets of the whole tend to clash. People’s reactions to design are often emotional, rather than practical, and an objectively good design may still inspire negative emotions, and vice-versa. Art is doing this intentionally, evoking emotional responses intentionally, and in the service of creating art, design can and must be sacrificed.

Everything science has to say about aerodynamics may make it clear that curved shapes are more capable of flight, but an artist creating a beautiful painting of a flying machine for a culture that despises curved shapes is going to give up the superior curved design in favor of the desired emotional response.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Not Enough Resources

Sometimes, something needs to just be “good enough”. It’s a reality of pretty much every creative industry, and realistically the vast majority of designs are going to need to settle, rather than get continually refined to near-perfection. It’s just too resource-intensive to pursue ideal design constantly, so corners often need to get cut (or rounded, depending on the tools you’re using).

While a necessity of staying sane in a creative field, I think it’s still important not to conflate “good enough design” with “good design”– settling for poor design is fine, but convincing oneself that the “good enough design” is actually intended and is therefore above criticism or improvement is something of a dangerous trap. It leads us to stop thinking about how to improve, and I’m firmly of the opinion that we should never stop pursing improvement.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

To Teach

AI shouldn’t run into obvious traps. Systems shouldn’t obscure parts of themselves or mislead their users as far as their functionality. Games shouldn’t be wildly unbalanced or turn on cheat codes for the player. All of these are useful in the context of teaching people how things work. The AI that runs into a trap shows you that the trap is there, so it isn’t an unfair surprise. Systems may obscure parts of themselves or lie about their capabilities to break themselves down into more manageable chunks. Early levels in games will often make you invincible, or otherwise have an overwhelming advantage, just so that you can learn the controls and the basic functions.

Inflatable water wings make you a less efficient, less capable swimmer, but they’re GREAT for teaching children to swim and generally be comfortable in the water. They’re a temporary measure to be shed later on, like many teaching tools. Once we’re capable of understanding how to swim, we tend to automatically understand why floaties are unnecessary and really just hold us back. Similarly, once we’re capable of seeing the traps, understanding the systems, or competently playing a new game, we no longer need the teaching tools.

Again, it’s important to understand that the teaching tools aren’t indicative of the good design of whatever is being taught, in the same way that putting scaffolding around a building isn’t a good design for the long term, but is useful for short-term construction until the building no longer needs it. Much like things that are in service to a greater design, teaching tools aid the overall work, rather than necessarily being good design in and of themselves. A game that never sheds its tutorial cheats, or whose AI consistently runs into obvious traps gets savaged in reviews; the game needs to shed those constructs because while they’re useful for the short term, they’re bad for the long term.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Design is a really big concept that’s often treated like something much smaller. Part of my inspiration to write this series stemmed from a discussion I had about free-to-play games, that lean heavily on randomness as a skill equalizer / spoiler and are in some cases explicitly built to draw money out of players at the cost of the game’s overall design quality. Candy Crush is a well-loved game but it frequently supplies you with unwinnable boards and carefully constructed design failures to drive you to make purchases. These things aren’t good design for the game, but they serve the product as a whole.

I find the distinction between “good design” and “justifiably bad design” to be a really important, really interesting one, which is why I’ve spent so many words over the last few days talking about it, both here and elsewhere. At a philosophical level, I don’t think being able to justify something makes it right, and that philosophy extends to things other than moral imperatives for me.

Hopefully this was interesting for some folks. Thanks for reading!

The Sovereign

Outside

I am not really sure where to go with this post so bear with me.  I had something already planned this morning, but I have to say when I woke up and turned on the television, the news hit me pretty hard.  As a result I am sorta rerouting all power towards a post talking about my love of David Bowie.  I think the part of the news that shocks me the most is the fact that this weekend I had my own mini Bowie odyssey.  On a complete whim the song Heart’s Filthy Lesson popped into my head, which is from the era when David Bowie and Trent Reznor were collaborating on a ton of different projects.  Which lead me to listen to the entire Outside album again…  since in my core I am still wired to care about albums as this complete vehicle.  Bowie particularly…. created experiences… and if you were not listening to the entire album… preferably in order you were missing out on the total picture he wanted to leave you with.  It feels so damned strange to be writing about him in past tense because for the most part my entire life I have loved him.  Granted I am too young to have experienced his really “shocking” Ziggy Stardust period, but I have this vague ephemeral impression of him existing in the background as I ran around playing with my Star Wars toys.

The first era I can really remember being a fan was during the 80’s with China Girl and Let’s Dance… both of which songs loaded with meaning and disguised in a candy coated pop exterior.  That was the thing with Bowie music…  it worked on so many different levels.  There was something pleasant and easy to swallow….  but it burned a bit on the way down.  So if he wrote about something… it was often as an indictment of a practice.  He had this way of taking something and wrapping it in so many layers, that it was often a puzzle to unravel what exactly he was meaning.  Hell as I listened to album Outside this weekend I found myself googling all sorts of side phrases that exist along with the songs… but not really part of the narrative.  Each of them taken together added up to building this atmosphere of the world that the album existed in.  Things like “Paddy? What a fantastic death abyss!”  Just sprinkled there without explanation…  only serving to add to the allure of the tapestry being created.

Persona

The Sovereign

I think the thing that always consistently impressed me about David Bowie, is the fact that he could seemingly transition between different phases of his life and different personas….  and make it feel as natural and thoughtful as if the other face was always lying there just beneath the surface waiting for its turn to come out.  There are a lot of artists that are known for re-inventing themselves as the times changed…  Madonna for example has been this great and malleable chameleon.  Bowie on the other hand was something different…  for lack of better words… its like he never changed but was always evolving.  There is this sameness to all of David Bowie’s music… even though most of it sounds nothing like the rest of his catalog.  Listening to any Bowie song… is in essence listening to all of them.  Every single one seems as carefully crafted as the last, and each one tries so hard to reveal something inside of yourself…  and at the same time about the times you are listening to it in.  In the middle the thoughts and feelings you have when you listen to the music…. somehow get encoded in the experience as well.

Listening this weekend, each time I changed songs…  an experience that I had to that song played clearly in my head.  Not all of them were amazing experiences… and a lot of the early 90’s were spattered with the confusion and loneliness of being a sensitive teen, but still there was this experience that I revisited again through the music that was very much worth having.  There is this period of Bowie that often gets forgotten…  that happens to be my favorite.  During the late 80s… 88/89 to be specific Bowie did this side project called Tin Machine, and there was just something about the sound that fit perfectly to whatever I happened to be going through at the time.  Granted this is the exact same time I am listening to pretty much nothing but Pretty Hate Machine… but there was just something about the music that spoke to me.  I remember skating to Under the God, the above song…  and it blended nicely into the confused soundtrack of DRI, The Cure, and the Red Hot Chilli Peppers that are also often gracing the beat up spray painted “boom box” that sat ramp side.  That is the thing about the music… there are all of these touchstones… where specific albums mean specific things to me… and all of them are important.

Still Processing

I am very much still processing the news, and at this point I heard it roughly an hour ago.  Bowie has been this supernatural force in my life, and always been one thought a way during a good chunk of it.  There are so many things that I cherish… and probably the biggest is the fact that above anything else he was an individual.  He was also really damned sexy, and has this way of making the what seemed like the strangest outfits seem completely normal.  If I had to describe him it would be something like “classy as fuck”, but not in the normal ironic sense of that phrase…. but legitimately he was almost painfully classy.  The above video is somewhat non sequitur but whatever…. even though that isn’t Bowie voicing himself in Venture Brothers…  it outlines the clearly super hero person the man had.  The world is going to suck without him in it.  Most of the time when a celebrity passes…. I have no real feelings.  This man however… he was important to me… he did important things… and produced important art.  This one…  is going to hurt for a long while.

Week Survived

Week Was Bullshit

Week Survived

This week was kinda hell.  It was my first week back from my extended Christmas vacation, and it feels like it was pretty much the same thing for my entire office.  Everything became a crisis, because all of those folks that had been slacking for the last quarter of the year suddenly realized that it was 2016 and all of the stuff they failed to accomplish now apparently looks bad for them.  So as a result every half formed idea and improperly started project has seemed to rise up from the graveyard to walk the earth once more.  All of this seemed to reach a head on Thursday when no less than a dozen different fires and microfires were blazing, all of which needing my attention.  Not the least of which was a false positive trojan, and a virus scare where over a hundred users decided to click on that phishing email.  As the week continued I started simply wanting to watch the world burn.

The positive is that as the week wore on I got less and less “jet lagged” for lack of a better term.  Over the Christmas break my wife and I had managed to get our scheduled completely screwed up, and there were several nights when I was finally getting to bed around 3:30 inn the morning.  Those first few days were pure hell, but Tuesday was better than Monday, and Wednesday better than Tuesday…  and thankfully by the time he hellmouth opened up and dumped Thursday on me I was actually feeling pretty great.  The other crazy thing that happened this week was the Lottery… and everyone daydreaming about what they would do if they won the lottery.  It felt like on Friday I could not go anywhere without someone striking up a conversation about the potential winnings.  While I realize that the lottery itself is a tax on those who are bad at mathematics… I managed to get myself suckered in as well and picked up a handful of tickets.  I have long played the pool at work, because I view it as insurance.  If for some reason the entire department hit the lottery… there would be a lot of tendered resignations the next day and I wanted to at least have the option to do the same.

Lots of Destiny

Week Survived

From a gaming standpoint, I mostly played Destiny on the 360 this week… trying desperately to get to level cap so I have a character to play with the friends on that platform.  Last night… I played absolutely nothing apart from some Neko Atsume.  Then again with Neko you don’t actually “play” the game but instead just look in periodically on your adorable catbutts playing with balls and shit in your yard.  Last night we had a gathering of some of our family, as before holidays we had resolved to try really hard to get together more often.  The problem with last night however is that my wife is entirely too nice of a person.  She somehow allowed one of the most bigoted anti-gay part of the family…  to join our otherwise gay positive little gathering.  The positive is that for the most part it was a pleasant night, which only serves to make me realize just how damned fucked up Facebook is.  The asshole in question has the nerve to forward all manner of anti-gay propaganda on Facebook but apparently would never say that sort of thing to someones face.  This is yet another reason why I don’t really have a Facebook, but instead just the one attached to this blog… largely for the purpose of propagating the blog out into the world.

As you could see in the first image of this post, it is fairly snowy outside so after our gathering we stopped by the grocery store last night and prepared to not really leave the house at all this weekend.  So today we are having Frito Chilli Pies for lunch, and crock pot spaghetti for dinner… all the time between snuggling into our blanket cocoons on the couch.  My wife is teaching Forensics this semester, and as a result she has a whole slew of videos that she wants to preview for augmenting certain sections of her text, like blood spatter analysis and such.  Her first year teaching we ended up testing a bunch of different fake blood formulas because blood spatter is the sort of thing that only really makes sense with visual demonstrations.  As far as myself today, I will probably be playing some more World of Warcraft, and I have even contemplated patching up Wildstar to try and get in on the world boss hunt thing that is going on.  I am still finding my thoughts of Final Fantasy XIV pretty lackluster right now, but I know there is a world event that I should probably pop in do.  Though admittedly I find the monkey samurai helmets creepy as hell… and no where near as adorable as the bunny samurai hat I wear all the time… or the ramurai hat from last year.