Valve’s wake-up call for visual novel enthusiast and others

With Valve taking steps to remove numerous titles from Steam due to T&A, Mangagamer has decided to bring their titles to GOG. The last sentence in their post also mentions how Sekai Project, the infamous VN publisher, is joining them in this move.

Mangagamer questions Steam a retail platform for visual novels, and that has been an extremely good question from the start. Steam as a digital console has the exact same limitations as vast majority of other game consoles have had throughout the years when it has come to sexually mature content. The last console that allowed some sort of clothes-off action was the Sega Saturn with its R-18 rated gambling titles, though even then the titles were cleaned up from their arcade and PC counterparts. Whether or not it really is better to have violence than sex in media has always been brought to question, but that’s slightly outside the scope here.

The PR director for Mangagamer, John Picket, knows how to word this opening salvo towards GOG. There has been some friction why these titles have not appeared on GOG, mostly due to GOG having different set of guidelines than Valve, but calling this an opportunity rather than an option forced on them is standard marketing speech. Considering Steam has always been an unreliable publishing platform due to how Valve exercises their control over titles, developers, publishers and users, this movement should not have come out as a surprise to anyone. Valve’s customer support is legendarily terrible, and their ~30% cut of all sales, which yields less and less revenue to publishers down the line, especially when most users simply purchase everything from sales. In previous post about VN bans on Steam I mentioned how their policies went against EU legislation when it came to purchasing, resale and refunding titles, but what I didn’t mention was that Valve put in bit in their EULA before purchase where the consumer would waver their freedom for 14-day return period. Similarly, when Valve was in court in Australia over similar matter between 2014 and 2016, they stopped providing their financial information, which ended the judge giving them a middle finger in legalise form. All legal cases that they knew they couldn’t sensibly win has been elongated for PR reasons and to create proper backup whenever the inevitable end result comes to.

While EA is considered to be the Satan of game corporations, credit must be given where credit is due, and their did have refunding program as according to EU legislation two years prior to Valve, and even then Valve’s refunding program was in Steam credits, meaning they still keep your money. Valve’s policies get changed from time to time to reflect the pressure they’re under from outside forces, all to cover their own assets and revenues. That is ultimately the end goal of all corporations, after all.

Valve has the control over the PC side of game market like no other to the point of publishers and developers considering any other route a detriment to their product. After a company has partnered with Valve to get their titles to Steam, everything else gets so muddled down. Why would you want to publish games on other platforms when Steam has essentially become the Windows in terms of digital games publishing? We’re at a point where an anti-trust case about their monopoly could be made, but that won’t happen. Too many consumers and companies are tied to Steam both in terms of money and emotions. Only something that would break the glass would make them consider twice on Steam. Something like taking down titles for them having bare chests.

But Aalt, aren’t you the one always championing game exclusivity? Yes, with consoles. The PC is a different market than consoles and is based on user-end freedom, something that has been constantly eroding through the use programs like Steam, taking Operating System control away from the user and evermore increasing activity tracking to the point of end-user having no privacy. If consoles are tightly controlled platforms for single purpose only, the PC was its free counterpart, where everything from your hardware choice to how you modified your software was completely up to you. Now, if you modify software linked with Steam to any extent unsavory for them, you’re going to be banned.

Valve has no competition. GOG is a good second, but far behind Steam in terms of dedicated users, despite GOG always being the objectively better option for software. Japan has DLSite and DMM for both pornographic materials and normal titles, something that Nutaku reflects in the West. There are numerous smaller publishing platforms that do not tie the user to themselves, but due to lack of publishers on these platforms they’ve never reached the surface awareness.

There is a distinct lack of diverse competition on the PC currently and it is not because of exclusives. This has been case for a good decade now, with even vast majority of the small amount of physical titles needing to be connected to a service as a form of DRM. This had lead Valve to had an effective control over PC software when it comes to gaming and their like titles, like visual novels. It should come to no surprise to anyone when Valve decides to exert their control on anything that might be seen as unsavory for their own benefits.

Cross pollution evolution

With the amount of cross pollution between console and computer gaming we’ve seen during these last ten years plus, it’s not wonder it sometimes seems that things have almost flipped around. With the further advent of Steam and its competitors like GOG, combined with the ever-furthering PC gamification of the consoles, consumers do move towards the PC and its digital consoles.

The cross-pollination has also become increasingly more and more evident with the Japanese developers porting their titles to Steam due to having to deal less bullshit from Valve’s end to certain extent, and not having to care about other licensing issues or having to give a second thought about physical media. This is essentially the cheap option, when you don’t have money to release a full physical release. The recent Kickastarter for Arcana Heart 3 Love Max Six Stars!!!!!! (yes, with six goddamn exclamations) basically had no chance of seeing further ports if it hadn’t been for Steam. Depending how the title will see success after it’s been launched at whatever date in the far-flung future, the possibility of convincing execs to further port the game for other platforms is possible.

That’s probably the main reason why Japanese companies have begun to see Steam as a valid option; costs. Much like with Muv-Luv‘s Kickstarter, Japanese game developing execs have to be convinced with data and analysis. And tradition, can’t forget that. It’s the corporate culture. To keep using the aforementioned Arcana Heart as an example, the cost of developing a port of an arcade game that never saw major success on consoles and never would stand out from obscurity is just tad too high. The main problems with this isn’t just paying the workers to port the game, but the ad campaigning and licensing costs to console companies too. Pressing the physical media isn’t as expensive as people would think, but the logistics and rising material costs do add up pretty fast, especially if you’re intending to do region specific releases, which nowadays is absolutely stupid thing to do. Just throw in a language selection in the menu and be done with it.

Steam publishing removes quite a lot of logistic headaches in this regard, and in Arcana Heart‘s case may not require too much porting depending on the arcade hardware it’s running on. Which seems to be Taito Type X2 Hardware, which means it’s Windows XP driven. Easy as shit to port to Steam and other similar hardware to be honest and shouldn’t cost much anything. Hell, I think there’s a version out there on the Internet that’s essentially just the arcade executable, that runs just fine on Win7, but I remember that could ruin Window’s core folder structure or something else. Anyway, due to the lack of sales with Arcana Heart means that whatever way to save money and have it out there at the lowest expense possible means that it might make some money.

It’s no wonder Japanese companies have begun to aim to release games on Steam as well. Steam may not have the installation base in Japan that it has in Europe and US of A, but if they want to tap that digital sales market they better rip their preconceptions out and strike when the iron is still hot. This is evident with all the digital services Japan has for its own indie scene with the likes of DMM and DLsite, which work more as online shops for digital content than dedicated clients. These have been popular for number of years before Japanese developers begun to move their software to Steam. Once the ice was broken, even the smaller success software would bring in data to show that Westerners indeed would purchase their titles in digital form. Make no mistake, all Japanese titles that have seen success on Steam is all thanks to Western consumers.

The old argument for cross-pollination is that it offers the consumer choices, that the consumer can play a game on whichever platform they choose to. This is only a good argument on the surface. If you had all the titles on all platforms, the concept of having different platforms makes no more sense. The PC would always come out on the top. Not because it’s superior, but because everyone needs a goddamn computer of some sort nowadays. People hate buying new console hardware, but if it’s on PC, might as well skip purchasing that new Sony console. Steam’s model as a digital console steps in just fine, thought their UI has a terrible design, it functions quick and easy. It might seem awkward, but having multiple different systems with different games would further encourage software and hardware developers to hit different niches and expand the market. Nintendo’s consoles won’t disappear as long as Nintendo keeps making exclusive games that people want to play. Uniqueness in library content after all is the lifeline of a console. The more unique a library is, the more contest the console can tackle. Take that uniqueness away, and you’ll effectively get Steam, a system everybody wants to pick up because it’s the cheapest option.

Not even joking about that. One of Steam’s main point is that it’s cheap both to the consumer and developer. Most games don’t even require a high-end PC anymore because consoles have become dumbed down PCs to the point that Steam is getting ports from consoles and they’re for all intents and purposes identical. Hell, cross-play between console and PC versions has become a completely viable option. It’s no wonder console gamers who are sick and tired of seeing developers screwing them over and seeing support being dropped in favour for the upcoming systems and moving to PC, where they have no real need to concern themselves over that.

All platforms shouldn’t offer the same experience. The cross-pollination however will go to the point where consumers will have a choice to just select one and have everything on it, damn the quality and competition. Valve and Steam will keep themselves relevant while both Sony and Microsoft will cannibalise each other. Nintendo will most likely keep themselves relevant by hitting the market consensus by innovating and expanding the market. All this is really a change we just have to live with.

Macros and the accepted form of cheating

A while back at a friend’s house party, he showcased the visitors how he had set up a command macro on his mouse to function as a repeating fire in Mech Warrior Online. This macro allowed him to gain a high rate by timing the fire button presses according to the cooling rate. All he needed to do was to press a button. Execution and timing removed, all there was a press of a button.

I admit, this struck me. While macros are accepted in computer game community from the get go practically across the genres, all I really saw was an accepted method of cheating.  Cheating is, after all, gaining an advantage of sorts through illegal means. Illegal in gaming would mean something that would go against the allowed functions of the game. In this sense, there is nothing wrong in using a macro in a competitive game. Nevertheless, yours truly would feel compelled to ask the opposition whether or not it would be alright with them if I were to use macros to enhance my performance.

However, with electronic games the use of assisting programs is counted as cheating as well, as they often give you an advantage of sorts. Trainers directly interject with the intended function of the game and can give advantages like infinite resources or limitless health. The question that I need to ask at this point whether or not we can count macro programs in this category, as they do no directly intervene with the normal function of the game. Nevertheless such function gives an advantage to the player, an advantage that would not exist otherwise. In a competition situation of any sorts against a human opponent, this would be without any doubts be counted as cheating. Not in PC gaming though.

To use a standard 2D fighting game as an example, the use of a projectile within the game is often highly necessary. This necessitates the skill of being able to execute the fireball motion, most often being down, down-forwards, forwards and an attack button, or 236+A if we were to use your keypad as a direction indicator (assuming the player character starts at Player 1 side on the left).  If we were to use the same kind of macro function here, the player would simply need to push a button to throw out a projectile attack. However, due to the different nature of the games, the timing would still be completely up to the player, but with high repetition on the player could throw out this projectile as fast as the game would allow. In some cases, this could mean having multiple projectiles on the screen that the player would not otherwise have, or would have difficulties of executing without said macros.

To re-iterate in a different manner, macros are  a way to handle a mundane task that would take too much time or execution to streamline the gameplay, if you will.

The use of macros have become common to the point of games essentially being designed to use them. The amount of Damage Per Second is various MMOs are essentially tied to macros, in-game or not. An acquaintance asked me if I wanted to play an MMO with him, replying to my inquire whether or not the game required skill or whether or not it Was just about the numbers that it was. You needed the skill to set up the right build to your character and set up the macros so that you maximise the DPS.

Knowledge is not a skill. The search for knowledge however is, and the lack of that is evident on the Internet on sites like Yahoo Answers. To be frank, games like Final Fantasy or Dragon Quest require no skill. They require acquired knowledge of in-world mechanics and how to set up a party to counter these mechanics. You can set up a perfect team and win, or lose if your knowledge fails you. In a game like Monster Hunter the knowledge is about as much required, but the element of skill required to play the game also brings in execution, and that execution brings in

The use of macros are, in effect, replacement of execution and skill. As said, this is accepted within the PC game community as-is. There is no negative stigma in using them, and complex macros that may give even the slightest of advantages is seen as some sort of marvel. An impressive feat of setting up a string of commands that are executed with a press of a button.

Automation is where the world is going anyway. Tasks that used to take a master craftsman or other kind of skilled worker have been slowly replaced by machines.  In few decades even welders will have to wonder what’s next, when the technological level has reached certain point. In similar manner how macros are prevalent in PC gaming, some genres have aimed to broaden their customer base by streamlining their games, effectively, trying to lower the skill required to play them. This of course usually bombs and alienates the installed fan base. A fighting game, for example, won’t see much success if it becomes oversimplified and takes away the sheer excitement of the game. Pressing the same button for time for an automated string of attacks that end in a super is the very opposite way to go. The problem why current gaming has hard time to expand its audience is that it mostly refuses to expand itself. It’s the same shit all over again, and making things easier or dumbing things down (i.e. more accessible) has yielded little results. Games like Nintendogs and Brain Train  managed to be a hit due to them being something new and hitting completely different and untapped section of the possible market.  This is a whole post on its own, and I’m sure I’ve already written about it few times already.

To take yet another position, what does it say about current games and their design when they expect the player to have a set of tools to remove task management from the game? Is the mark of controllable complexity now the hallmark what ultimately separates PC and console games? That’s something we’ leave hanging out.

ICD-11 video game addiction is being pushed without proper backing

Without a doubt certain percentage of people who play electronic games overdo their hobby. However, this is only for a small percentage of the overall enthusiasts and hobbyists. Furthermore, it would seem that problematic gaming, that is the consumption of electronic gaming that is detrimental to everyday life, itself grows itself thin in time and dissipates on its own. A longitudinal study showed this with 112 adolescents. I’ve already covered why the proposal for gaming disorder has no basis, but it would appear pushing for its suggestions into ICD-11 has merit to it. Merit that wouldn’t serve science, culture, markets or consumers.

Ferguson wrote that less than 1% of people experience video game addiction. His writing is a good read. Game addiction in itself is a very different nature from e.g. gambling. I’ve actually covered issues with pairing electronic gaming and gambling with each other previously, but to make short story even shorter, video game addiction is far more often a symptom of an underlying problem than the cause in itself. Ferguson’s own study supports this. Hell, there’s even a paper arguing against the very concept of video game addiction.

In a discussion between Ferguson and an administrator at the World Health Organisation acknowledged political pressure from countries, particularly from Asian ones, factoring in the inclusion of video game addiction into ICD-11. If countries are pushing its inclusion, that means scientific basis comes second at best and whatever political stance these nations have come in first. That is extremely dangerous, as adding video game addiction opens doors for other far more intrusive and harmful suggestions to be included under its umbrella. Considering video game addiction is extremely loosely defined and would require far more research than what it has, there’s no guarantee any of the future additions would have better research behind it.

You may be asking yourself what nations would have need or use for this sort of addition to the ICD-11. Some nations have reported more deaths from non-stop gaming than others, and mostly we hear these reports from either China or South Korea. In 2005 a 28-years old man died because his heart failed during a session of Starcraft, BBC reports. It is interesting to note from that article that despite Starcraft being a real-time strategy game, professor Mark Griffith only talks about MMORPGs, a very different genre of game. You have far less interaction with your opponent in Starcraft that you have in e.g. World of Warcraft.

South Korea has seen drastic changes in its electronic game landscape, and one of the more worrisome changes came around 2014, when some members of the government began to regard games as a detrimental pastime. South Korea has discussed to enact game addition bill to limit not only the amount of time people should be allowed to play, but also games themselves. However, when you have legislators directly comparing video games to tobacco and alcohol, there is something amiss. South Korean gaming culture is far different from any other, e.g. you can actually graduate to be an e-Sports player. However, much like any other person who has a career in “sports,” e-Sports players suffer from injuries as well. Seeing how the South Korean culture has almost twisted games and e-Sports into a national pastime, it’s no wonder a lot of young people are willing to give a chance to become a player worth millions of wons.

The thing is, South Korea does have a problem with gaming, but rather as we are lacking in evidence for gaming addiction (we have more researches saying against it as linked above), it is far more probable that the South Korean gaming problem is a symptom from an underlying social and cultural troubles. Putting legislation that equates games with drugs and alcohol won’t cure the problem, it will manifest itself some other way later down the line.

Passing a law based on game addiction is hard when you have nothing to base it on. However, if ICD-11 would recognize video game addiction as a valid illness, there would be no need for debating or researching the issue much further; after all, you can simply point out that it’s in the books. That would be injustice.

One of the gaming limiting laws has already passed. The Shutdown law was passed in 2011 and limits people aged under 16 from playing online games during the night between 00:00 and 06:00. While this would sound decent in principle, it is not the government’s job to do what parents should be doing. Furthermore, this law challenged in few occasions as unconstitutional. However, the law is still in effect, albeit nowadays parents can request the ban being lifted from their child.

China’s following this South Korean example with similar legislation that would ban gaming outright from people aged under 18 between 00:00 and 08:00, and would necessitate computers and smartphones to be fitted software that would track down law breakers. Both South Korea and China require their people to use their real IDs when accessing their gaming accounts. In case of South Korea, this is a necessity with many of their websites in general. However, in 2012 Real Name Rule was struck down and rejected by court. The law requiring the usage of users’ real names was introduced in 2007 to combat cyber-bullying. Again, this is treating the symptom, not the cause. Furthermore, as gaming is a million-dollar business, by accusing game industry creating addictive products, governments could push forwards for harsher taxations and other underhanded shenanigans to gain more from the revenues. This may sound like a foil-hat idea, but seeing how few years back we found game journalism colluding and attacking their consumers and recently CIA spying everyone everywhere, this isn’t far fetched.

Games of any kind, be it sports, card games or anything else, are addictive in their own way. For modern electronic games, it’s a whole mess to open why they could be addictive outside the usual action-reward scheme. This is because electronic games have more dimensions than gambling. After all, games are a tool to give leeway for people from their everyday life in an electronic way that supports social interaction through cultural landscape and aims to both challenge and please the players at the same time. They are not gambling, except Complete Gacha in Japan, as gambling quite literally requires wagering money or something else valuable under uncertain conditions for higher gains. Of course, games are designed to pull the player in and be enjoyable, but that is what every form of entertainment does.

If video game addiction would have something to be tied to, it would be escapism. Escapism is always tied to something else than the tool people escape through, and the question I must ask here; what are people escaping from if they are willing to kill and die because of video games?

More Steam consoles coming your way

Recently Valve Corp. put out news concerning a portable Steam machine. No, not a laptop, but a handheld console.

What a console is has been through a change as of late, and Steam isn’t the only one that’s to be credited with this. All the account systems we have now have effectively become the consoles themselves. While this is a change from physical to digital, the core function hasn’t changed.

To recount, a console is essentially physical DRM. Unlike some PC DRM that are highly invasive and might even destroy the users’ HDD. Consoles have pretty much always been about plug-n-play, thou we can argue about Pong consoles. That simple function of having the game in, either built-in or as a cartridge, and have it there the moment you turn the machine on. That is the core difference between a console and a PC. This dynamic has changed, for better or worse.

With the upcoming Nintendo NX, we have seen signs that there could be a unified account system across Nintendo platforms, akin to how PSN is shared between Vita, PSP, PS3 and PS4, or how Microsoft accounts can be shared across all MS machines. With the constant increase in digital nature of the games, the physical machine has lost most of its meaning, especially now that PS4 and XBone are very similar in design and build.

Valve’s Steam was a bit ahead of this all, providing this sort of digital game console before stepping in with the hardware business. It’s very strange to see Valve Corp. to push out multiple versions of their Steam machines. At the moment, their most expensive machine variant goes for $4 999,99 while the lowest goes for $449. That’s strange, very strange. If Valve wanted to hit the same consumer group that the Big Three are competing for, this sort of multiple machine approach feels very strange indeed. It’s understandable why to offer a digital game console on PCs, as it streamlines the usability but doesn’t magically make it PC gaming. The machine, with it being slowly but surely being turned into a mere notion, is irrelevant now. It wouldn’t be for PC gamers, who would want to modify and tweak their games to the absolute maximum possibilities and beyond, but with Steam even these so-called PC games have gone with the console route and made everything simple. It’s the plug-n-play mentality, and calling that PC gaming would be demeaning what it is.

Steam OS is another example of this change, as it quite literally turns your PC into a game console. You’ll be losing all the benefits PC gaming used to have with Steam, and with an OS the last remnants of PC gaming are almost completely lost. The only things that Steam allows the consumer to do that resembles PC gaming are options that are not found on consoles, eg. higher resolution and additional effects. These games are still tied down to the system, just like console games are.

PC gaming isn’t getting the same games as consoles and having them on better specs. Hardware race used to be a big part of PC gaming, but not anymore. There’s still those who masturbate over getting that extra frame per second over someone else, but that’s practically meaningless in comparison to actual PC gaming, where the hardware race was to actually get the game run properly. PC gaming wasn’t plug-n-play, it wasn’t necessarily easy. That’s an atmosphere that PC game is in the end. Whereas arcades were all about the reflexes and split second decisions, the PC was a thinking man’s realm. The main reason why UItima always sucked on consoles was because it’s a PC game series. It wasn’t just developed for PCs, it was designed and its core lays with the PC way of thinking. You find all the best Western RPGs on PCs, because they’re text heavy, adventures, designed to blazed through in a relatively slow pace. With consoles being in the middle between arcade and PC, they could’ve been a healthy balance between the two. The Legend of Zelda, the first properly popular Action RPG got that genre coined because it functioned like an RPG with its relatively slow overall pace but with the need to be able to manoeuvre properly in arcade like action. While most people think PC RPGs in terms of levels and numbers, these levels and numbers have been streamlined in Zelda to be simply represented with hearts, pieces of the Triforce and equipment.

In Japan this was represented in Visual Novels and their own adventure games and simulators, where the text and menu heavy games ran rampart. The occasional action game you saw was either clunky or horribly choppy to the point of almost impossible to play properly.

With PC gaming almost completely lost due to consoles becoming dumbed down PCs and the games getting mixed, it’s not surprising to see a generation or two thinking that PC gaming is just playing games on PC, which is dumbing and tamping it down to lowest common extreme.

In a recent report we saw that the most played games on Steam are Valve based. This is very similar in where those who own Xbone mostly favour games close to Microsoft’s own brand, and similar fashion follows with Nintendo and SONY as well. As much as people would hate the idea, there’s four big console companies out there, Valve being included with the Big Three.

The Portable Steam machine is… a machine to play Valve games on the go without having to resort lugging your laptop with you, essentially. I’m not a fan of the preliminary design we’ve seen, but then again the whole idea of having to use a dual-stick controls is a turn off. That’s actually a good example of a way how PC was adapted to consoles. It’s an inferior method of control despite consoles allowing whatever type controller you wanted to buy and use. The NES was a bastion of controller selections and there’s a very good reason MadCatz has a negative rap to its name, despite producing high-end arcade sticks as of late

The change from having consoles gone to digital realm is something that consumers need to get used to. That is one reason PC gaming barely exists, and you can thank Valve’s Steam for that.

STEAM is a video game console

The most prevailing argument with digital form of games is that they’re the same game, just without the physical case or form. Then it’s up to you whether or not you like having five gigs of digital games on your HDD waiting for you. Personally, I like to hold the cases in my hand. Digital games tend to drown in my computer, because I tend to have a large library of various things from documents to images.

STEAM is not about PC gaming. It’s a digital gaming console. As such, if you’re a STEAM user, you’re more related to console gamers. The PC kiddies think otherwise, but let’s go a bit deeper.

Cartridge based consoles are basically computers that need to be completed with the said cartridge. Consoles needed carts to function, unless they had built-in games. As they became more dumbed down PCs, this link was more severed until we ended up with the machines like the HD twins, which are basically multimedia systems for everything, and gaming was not even the second choice.

cart PCB
After all, game carts are pieces of PCB that hold information that the console just executes

STEAM follows the original function rather well. You can’t really do anything with it unless you have games. Luckily there are games like Sonic the Hedgehog 4, Street Fighter IV, Phantasy Star and oh…
STEAM’s DRM also functions much like console’s own natural state of being the DRM itself, and many publishers won’t release their games without any DRM. As such, STEAM isn’t really just a programme, it’s a consoles emulator. That’s a bit tacky, so let’s go with a digital video games console.

I always thought that I disliked STEAM because it demanded me to stick with it, that I hated the idea of my games tied down to something. After a rather heated discussion with two of my friends, I came to a conclusion that why I disliked STEAM so much wasn’t because it was about PC gaming, but because it limited gaming overall. After all, don’t the consoles do the exact same thing? STEAM and Origin, and all similar services, are shadows of consoles. PC is a free environment where I can do whatever I want to it whenever I want. I can tweak games with mods, remove files here and there and basically have a drug party with its insides. STEAM doesn’t allow me to do any of these unless it approves. It’s like one of those evil aunties that take you for a weekend and force-feeds you her own strange foods that give you diarrhea.

Now that I think of it, it’s funny how all of my so-called hardcore computer gamer friends are nothing more that STEAM users.

There havebeen rumours for STEAM Box, a machine that would run a STEAM for your TV. Isn’t that a console that runs solely on digital games? The better question is, why the hell would VALVE would like to step away from this digital distribution business they’ve found so good? STEAM allows all generations to compete with each other on equal grounds, and the more I take look at what it offers, the more I see games that I’d like to play. The thing is, these games are older games and readily available on consoles. Why would I download a program that I don’t need for anything else than playing few measly digital games, when I can get the same game with a box, a physical manual and nice plastic casing around it? I did not buy my computer for games, I bought it for work. Gaming is a tertiary element here, but I bought these consoles for one thing only.

I do prefer physical consoles and physical games over digital ones, especially when the service provider has all the powerto screw me over at their will. SEGA can try to screw me over all they want when I’m playing Comix Zone.

The ownership of digital games is the second of the things that always putme off. As much as STEAM is a digital game console, all games that you have in your library are on an indefinite rent. If any of you readers wouldlike to sell some of your STEAMbased games, I’d like to buy them. They’re used of course, as you’ve been playing them. That should knock some 25% to 50% from the price, and as they’re common as hell because of digital distribution, that knocks other 25% from the price at least. So, I’d like to buy that 10€ game for 2.50€. I can always take my business- Oh you can’t sell?

As much STEAM wishes for you to think that you own the games, as long as they have the say in whether or not you have the access to those games means that you’ve got no power over them. I can sell you vast majority of my games as I own them. The companies have nothing to say to that. STEAM isn’t just a console, it’s a console that takes all of your money without really giving the product you were promised. It’s crooked and dishonest, but the product itself seems to please all the PC kiddies nowadays, so it’s kind of expected to see it flourishing. After all, it’s a common misconception that only kids play consoles.


It’s also a really damn good question why would I like to download STEAM when services like DotEmu have packs like this. It even has goddamn UNDERCOVER COPS!

Developer delusions

I saw this post by Alex Norton, developer of the indie game Malevolence: The Sword of Akhranox.

I’d like to say that I laughed my ass off, but my reaction was more akin to drowning myself in booze.

I’m not trying to be spiteful or anything like that, but Norton is a pretty good example of a game dev that doesn’t realize his part in the cycle. In that way he is a very normal indie developer. Incidentally, this kind of developers are basically the reason I tend to avoid indie games like a plague.

I’m happy for Norton to realize that being a developer means that you’ll get a lot negative feedback and times will be hard. However, getting that real world is a bitch place to live in doesn’t amount realizing that we, the customers, are his bosses next to his actual boss in a company. He gives an example of this.

But one day the producer (who is computer illiterate and whose only gaming experience is with Bejewelled) would pop by and say “You know, my 10 year old niece is really into ponies right now. Change the game to be about ponies”. Because he is the money behind the masterpiece, I would now be forced to abandon all of my work and create ponies and handbags all day every day.

And doing ponies and handbags would be his job. At situations like this you should open a discussion with your boss about this sort of change, if possible. He might be computer illiterate and doesn’t know a lot about games, but he is clearly a businessman who sees that ponies are selling, and wishes to strike there where customers are. As a workforce it’s your job to do your damn job. And make sure it’s the best damn ponies and handbag artwork for the game as possible.

The fact that I was trying to do something new with my game was evidently a horrible crime to many people and I would get utterly horrible comments ranging from put-downs to persanal abuse that would get them arrested if said in person… 

There’s nothing wrong in doing something new as long as it sells. Space Engine is a procedural universe simulator. In that sense, procedural world is not new at this point. I don’t know if Malevolence was in development before Space Engine or vice versa, and I don’t care. Yes, there will be people who will always be against what you do unless it’s for the common good of everyone. [And even then, someone is sure to find a reason to oppose it.I’m sure his idea of open doors development was really good and tickled his inside artist, but we all know that open development is never a good idea. Mega Man Legends 3 suffered from too much transparency, to which I’m putting part of the blame why it was cancelled, and open doors development attracts more spiteful audience than you’d normally get. After all, he had an idea and wanted to go with it. Why ask what the audience would like to see?

 It doesn’t matter if other people like your game. What matters is whether YOU like your game. If you love it, other people are bound to as well. Just look at how much hate has been poured upon Minecraft over the years, but Mojang have sold millions and millions of copies regardless, and you can tell that they’re super proud of their creation!

Oh for God’s sake. No, it doesn’t matter if you like the game or not. What matters if your customers like it. Minecraft sold because it was an endless sandbox and building game that was missing. It was a simple idea that works because it hits the need of doing something in humans. Just saying that I like my chair design doesn’t mean that other people are bound to like it. No, most likely majority of them will dislike it, until I change the design so that people will like it. Naturally, if you’re not satisfied with your product, you’ll feel all kinds of worse feelings. Nobody wishes to do work with a project they don’t like, but that’s life. You also have an option of quitting, remember that. I’ve worked with projects that I never liked to begin with. They’re just stops between projects that I find more meaningful.


If you want to succeed, you’ll likely have to sell out. Just how MUCH you sell out is up to you.

I’m sorry, but this is just bullshit. If you want to succeed, you need to create product that your audience and customer base will want and preferably hitting the Blue Ocean. If your morals and ideas are against making the best possible product for the customers, then you’re an idiot.

I have no personal opinion on Norton and I had never before heard of him before I stumbled upon his post. This is not criticism just for him, but all these developers with similar mindsets.

What they call selling out is serving your customers and being successful. This is a side product of doing your damn job. This game is a trophy game. I’ve got no interest in it, nor will I give it any further look.