packbat: A headshot of an anthro bat-eared fox - large ears, tan fur, brown dreadlocks - with a shiny textured face visor curving down from zir forehead to a rounded snout. The visor is mostly black, but has large orange-brown ovals on its surface representing zir eyes. (batfox visor)
Thursday, April 14th, 2022 10:15 am

We made a game for the Black and White Jam #8 game jam! Click through if you want to play it!

[a circle made of arrows] logo: the title on top of, quite literally, a circle made of arrows. In parentheses below: by Packbats.

It's fun! Very abstract-strategy spatial-thinking planning-ahead-y - it goes well until it doesn't, in our experience. Content warning for blinking - it can be kinda disorienting.

Anyway, we're gonna talk about it a bit.

Read more... )

It was a lot of work, our wrists hurt after, and there's a lot about it we're dissatisfied with ... but damn, we made a game! We made a jam game! And it's fun!

Like, really, this is something we'd already figured out: our best shot at making something is to make something we'd want to play, and that's what this is: a game where you can turn the music off (it's in the pause menu, hit Enter or Esc) and occupy your eyes and fingers while a podcast happens.

And we'll go back to it, eventually, and add a tutorial and a music volume control and suchlike. But for now we're proud.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Saturday, July 10th, 2021 09:26 pm

Gaming and the Golden Record is a compilation of tiny video essays on the theme of the Voyager Golden Record, each answering the question: if you could package up videogames on a golden record to send out into the universe, as a communication to people who don't know anything about Earth about what we people on Earth are like, what would you send? We have issues with some of the responses - a little blatant fat-negativity, a little casual amatonormativity (assuming romance is for everyone here) - but it was interesting and the question was interesting: what do you send?

Our first thought was a game we loved and loved the plot of, pretty unsurprisingly - one that has things to say about who we are, what our social structures are like, what motivates us, what kind of injustices happen ... but we stopped, and we thought, and we decided that a story next to a game just wouldn't work, however well told. Every story is full of gaps, assumptions about what people will infer and therefore shouldn't be said, and if all you have is handfuls of words, there's so little to help you find what you're missing in them.

And on that note, shouldn't we try to help them understand us? There's going to be loads of stories on this, a lot of which will probably take for granted an understanding of our ordinary. Maybe we should include a game about that ordinary - give them "Gone Home" and let them pick up books and pens and cassette tapes and turn them over and around in their hands, or give them "The Long Dark" with bodily needs to be taken care of in a world physical enough that exertion keeps you warm and different species of wood burn differently, or give them one of The Sims games and let them watch the characters seek to fulfill their bodily and social needs both.

...we probably shouldn't give a group of people who, we presume, will tear apart the few records they have of an alien civilization for every atom of information it can give them ... a game with easy-to-find glitches that break things as a guide to what normal is. We don't want them to think the most efficient form of human locomotion is backwards long jumping. We probably also don't want to give them a game quite so cisheteronormative.

So ... screw it, "Stay?" by ejadelomax.

"Stay?" is a choice-based text adventure. You act by clicking links, not by pushing joysticks - the extent to which you can glitch out the story is probably near zero. ("Stay?" also deals with abuse, body horror, and violence, so be prepared for that kind of thing. Also food and alcohol, incidentally.) "Stay?" is a story about being a person interacting with people - about lying in bed the morning after failing at the task you were trying to achieve, about deciding who to spend time with in school, about asking your friends for help, about leaving everything behind and walking off into the mountains to go be somewhere else for a while, about mysteries and secrets and turning over every metaphorical stone in your hands until you understand enough about the situation to do something about it. "Stay?" stuck with us for hours after we played it, grieving our choices.

It's a whole lot of words - a whole lot of details, for everything it glosses over - even if it doesn't have images to help you interpret what the words are describing. But it has words, it has the specificity and perspective that words make explicit, assuming we send their readers enough dictionaries and encyclopedias to understand them. It has choices for you to make, and reactions for you to have to them. (I love abstract expressions of meaning, but ambiguity is not so helpful here.) It's not everything we want - there's a dating sim component to it, even if it lets you turn someone down and remain the closest of friends, and we're sure that there's not gonna be much aro representation in the collection - but ... but screw it. I want a story that doesn't apologize for queerness on the disc, and I want a story that talks about war and suffering and injustice, and I want a story you can spend hours pulling apart to try to understand, and a story that matters a lot to us and we want to share.

packbat: A headshot of an anthro bat-eared fox - large ears, tan fur, brown dreadlocks - with a shiny textured face visor curving down from zir forehead to a rounded snout. The visor is mostly black, but has large orange-brown ovals on its surface representing zir eyes. (batfox visor)
Sunday, June 13th, 2021 06:31 pm

(crossposting this from itch.io, with minor edits.)

(also: this didn't make it into that review, but content warning for description of workplace sexual harassment in Chapter 2 of the game.)

I think​ we came into Silicon Zeroes with the wrong expectations, and as a result came away from it deeply frustrated.

In an old Game Maker's Toolkit video, Mark Brown suggests a distinction in videogames between puzzle solving and ​problem​ solving - to roughly summarize: players find the solution to puzzles, but invent solutions to problems - and from my experience with other programming games, I assumed this would be a problem-solving game. The general framing of the plot reinforced this to us - the player is working for a company designing computers, and after the first few introductory steps, each level represents a new task that needs to be completed.

It's not a problem-solving game, though. It's a puzzle game. There is a solution, there is a ​specific​ solution, and the game already knows what it is and wants you to find it. And new mechanics are being introduced not to give the ​player​ a broader toolset with which to approach problems, but to give the ​developer​ more options with which to invent puzzles. And because of that, those mechanics will absolutely be taken away from you if that serves the developer's goals with the current level's puzzle.

Silicon Zeroes has a lot going for it as a programming game - frankly, this is the first programming game where we actually ​used the "save an old design for the future" feature - but I'd rather people know what they're in for before they sink too much time into it.

packbat: Photo of self in front of a brick wall looking out. (three-quarter)
Sunday, January 17th, 2021 09:21 pm

We don't have an answer for this one, but it's kind of interesting to us: a lot of the games that we play a lot in a zoning-out or while-listening-to-something-else way are:

  • Short games
  • with a significant strategy element
  • but so much luck that we often just lose without recourse.

Solitaire games are like this. Minesweeper is like this. A lot of deckbuilding games are like this. "Forward" by Christophe Coyard is like this. "Castle Defense" by watabou is like this. These are games we can win if we play well enough and don't get screwed over by luck, but that we lose a lot because we do get screwed over by luck. (In Cards with Personalities, we're sitting at a 56% win rate after literally thousands of games.)

...it's probably, like, a random reinforcement thing. We know what to do but we don't know if we'll get rewarded, so the reward feels bigger when it happens.

We're not playing any games that try to get money out of the players, though.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (nanowrimo09)
Friday, December 18th, 2020 03:51 pm

In the past two weeks, two different gaming journalism YouTube channels have put out videos on Watch Dogs: Legion and its "Play as Anyone" system: "Playing as Anyone in Watch Dogs: Legion" (33:10, auto-generated English captions only) from Errant Signal and "How Watch Dogs: Legion Works | GMTK Most Innovative 2020" (13:29, manually captioned in English) from Game Maker's Toolkit. Both of these videos come to the same conclusion about the system: it's technically impressive, but it doesn't have a meaningful impact on the player.

9:26: And since it's kind of the defining trait of Watch Dogs: Legion, I think it's worth looking at the "Play as Anyone" system and what the game gets out of it. Because it's not clear to me - given the final product - what the "Play as Anybody" system is really trying to accomplish.

- Chris Franklin a.k.a. Campster, Errant Signal

8:08: But the thing is - and this bit is quite important: none of this actually matters. One of the most critical questions that Ubisoft had to answer with Watch Dogs: Legion was not "how do you make a game where you can play as anyone" - but instead, "why should anyone care?"

- Mark Brown, Game Maker's Toolkit

I'm leading with this, but neither video leads with this (the leading numbers in each blockquote are a timestamp), and the way they don't lead with this is interesting.

981 words )
packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Monday, December 7th, 2020 10:35 pm

Noticing more posts on here than in the past - I think we're maybe gonna make another push to incorporate Dreamwidth into our regular Internet habits.

Some updates since - *checks* - a month ago:

...idk. It's hard to remember what happened, but those things happened.

We'll try to be around.

packbat: One-quarter view of the back of my head. (quarter-rear)
Friday, November 6th, 2020 10:35 pm

Played through "A Good Gardener" today. Couple hours long, content warnings for war, blood, and death.

Spoilery thoughts under the cut.

Read more... )
packbat: A headshot of an anthro bat-eared fox - large ears, tan fur, brown dreadlocks - with a shiny textured face visor curving down from zir forehead to a rounded snout. The visor is mostly black, but has large orange-brown ovals on its surface representing zir eyes. (batfox visor)
Wednesday, June 24th, 2020 09:38 pm

There are few tools as good as photography at documenting what is there. The camera almost inevitably captures an enormous wealth of detail in that span of time when it admits light into its lens - photography can record the visual element of history with incredible speed, accuracy, and fidelity. This is something to be celebrated.

...but the capturing of images with a camera does not cease to be photography when it is used to other ends.

550 words, including mention of food )

- 🐲

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Saturday, June 13th, 2020 09:06 pm

I think part of how we Packbats will approach the itch.io Bundle for Racial Justice and Equality (which is running for another two days and change from the time of this post) will be inspired by Errant Signal's "Talkin' 'Bout tiny Games". Specifically, the idea that small games do not need critics - those who can disassemble their themes and techniques, evaluate their successes and failures - so much as they need champions - those who can make public that which might otherwise be overlooked.

There are 1,659 items in the bundle. That's a lot to be overlooked.

We'll probably try to occasionally talk about what we've encountered and been delighted by in the bundle here. (For example, i'm sorry did you say street magic.) But we don't need to talk about what didn't click for us. That's not necessary.

packbat: An anthro furry with tan fur and brown curly hair, turning into dreadlocks down zir back. Ze is wearing sunglasses and a bright red shirt. (batfox sona)
Saturday, June 6th, 2020 09:29 pm

We just played through "Escort Yourself Out", an autobiographical game about dealing with triggers that was part of the Bundle for Racial Justice and Equality on itch.io.

The way itch.io is structured assumes that what you do when you play a game is that you rate the experience afterwards.

...ratings on a scale from one to five stars feels like the wrong framing for conversation about this game. It was worthwhile to us to play and stars are not how we'd talk about that.

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (running)
Sunday, October 11th, 2009 06:48 pm
To whom it may concern:

I am writing to you as a great fan of Test Drive Unlimited for two reasons: first, to thank you for making such a great game, and second, to suggest a few things I noticed that could make it even better.

Before I say anything else, I want to say that TDU is probably my favorite videogame of all time. The driving physics feel realistic without being unmanageable, the fleet of available cars is extensive and well-crafted, the traffic AI is beautifully implemented, and the variety of missions and challenges is enough to satisfy anyone. Most importantly, the major selling point of the game - the freedom to simply drive anywhere on the network of roads covering the island of Oahu - simply works; in contrast to previous games (such as GTA: Vice City), only the rarest of hiccups interrupt one's drive.

I would say that there are only three things to which I must direct your attention. I am sure you are well aware of the corresponding issues, but I will mention them nonetheless.

First, I notice that the game seems to have been designed with the outside-the-car cameras in mind. I don't really object to this - I know many people like to play that way - but I've noticed that when I am using the inside-the-car camera I (a) can't see traffic lights when I stop at the intersection and (b) can't turn the camera quickly to look in directions away from where I'm going. These aren't game-breaking issues, but it would be cool if the team could spend a little more time on them.

Second, the classification system for the cars is somewhat unsatisfactory. For example, in Class G, the Mercedes Gullwing is much slower than the Pontiac Firebird, which is much slower than the Lamborghini Miura, which is much slower than the Shelby Daytona. In the other classes, too, several assignments are dubious (e.g. the TVR T440R as C instead of A). Adding a numerical rating system like in Forza 2 would be able to capture these details more clearly (although even in Forza 2 the Porsche 914 was underrated). It would also support the addition of a more complicated tuning system, like in the Forza and Gran Turismo series.

Third, there's no way to tell whether another human car is a fair challenge for you before you challenge them except by knowing all the models. Again, the numerical system could help with this: for example, an identical opponent could be displayed with a white halo (like the health indications in Left 4 Dead), and the halo could fade towards pink and red for faster opponents and toward gray and black for slower. (I chose these colors arbitrarily - if you have better ideas, please ignore them.)

Thank you for your time and trouble,
Robin Zimmermann

P.S. I just finished all the missions to get "Ace" rank in TDU!
packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Monday, April 13th, 2009 08:40 am

What is your favorite old-school video game?

Submitted By [livejournal.com profile] 2hated2care

View other answers



Mega Man 9!

Okay, okay, I'll choose a real one: Mega Man 2. Or, if I have to choose something Older Than The NES (warning: TVTropes), Moria.