Guest Article: Die for Me

I’m normally a very cautious player.  Beyond cautious, really; I can usually be found flitting nervously between neurotic and obsessive, with occasional forays into outright paralysis.  In FPS games I always keep my health and ammo topped off as much as humanly possible, and I quickload so frequently I may as well be playing Prince of Persia.

It’s not limited to any one genre, either.  Any RTS match against the computer will end with hundreds of enemy units dead, no more than a dozen casualties on my own side, and well over three hours of game time passed; I never attack until I’ve amassed an absolutely overwhelming force.  I don’t even touch the multiplayer most of the time, because I know I might lose.  Any RPG I play will quickly accumulate a massive archive of save files, one placed just before every decision I have to make—just in case I decide, after thirty or so hours of world-saving, that I would have been better off buying the Amulet of Herpes Resistance over the +3 Death Spork back when I was level 2.

Just in case.

Totally worth the herpes.

I might have been this way forever, but there was one game that finally showed me the joy of carelessness.

Half-Life 2 has these annoying critters called antlions, which spend a good portion of the game trying to kill you.  Then, once your hatred of them has had ample time to fester, the game flips them over to your side and gives you the ability to control them.  So it was that I found myself outside the front entrance of a Combine prison fortress with four of them following me around, ready to die at my command.  I may have hated them, but they were still a necessary resource, and I resolved to keep the four of them alive as long as possible—so I was a little distraught when I made a stupid mistake and got one killed before I’d even begun the full assault.

But within seconds, another one burrowed up from the ground to take the place of its comrade.  My hand froze over the quickload button.  Overtaken by curiosity, I took a hesitant step toward this newcomer and prodded it with my crowbar.  It squealed, but did not fight back.  I hit it again, more confidently this time, and it exploded in a shower of giblets.

The other antlions didn’t even react; as bits of their slaughtered companion rolled away out of sight, yet another one rose up out of the ground almost immediately to replenish their ranks.  It scurried over to me and waited expectantly, looking for all the world like an obedient puppy.  Realization finally dawning, I felt a grin creep slowly over my face.

I had minions.

Up ahead of me was a heavily defended beach swarming with Combine, overlooked by sheer cliffs with fortified gun emplacements.  No way in hell was I going to go in by myself; this was WWII-era Normandy all over again.  Anyone attempting a frontal assault would be immediately shredded by automatic gunfire from six directions.

I know this, because I counted.  As I watched my antlions being shredded by automatic gunfire.

Go, my super bug Pokémon!

As wave after wave of my stupidly obedient companions was cut down by the merciless cliff guns, I quietly snuck up a path off to one side and lobbed a grenade into one of the gun emplacements.  Now they were only being shredded from five directions.  A few antlions were starting to push through; the enemy lines faltered for a moment, and then broke.  Silence descended on the beach as I took a moment to observe the many, many corpses of my fallen allies around me.

“That was totally awesome,” I declared, in somber recognition of the slain.  “I wanna do it again!”  Truly, my eyes had been opened to the unbridled delights of getting people killed.  Now wouldn’t it be great if I could do this sort of thing in other games?

Enter Starcraft.

No, not the sequel.  The original Starcraft, which I have been proudly sucking at since I was a kid.  And the reason I sucked, as I mentioned above, is that I took such good care of my units.  I would never send somebody to the front lines if they were likely to die, so I never even bothered with the weaker units like marines or zealots.  But after my antlion epiphany I made a point of revisiting the bottom of each race’s tech tree, and it was then that I discovered the lowly zergling.

You already know what a zergling is.  Anyone who has ever played Starcraft, talked about real-time strategy, or visited South Korea knows what a zergling is, but I want to take a second to put them in perspective for you: The weakest Terran unit—a marine—has genetically enhanced everything, swings around a high-powered machine gun like it’s a toy, and wears more body armor than the Master Chief.  These are the guys that often get brutally chewed up by larger units, most of which are described with such terms as “mountainous,” “biblical,” and “oh shit.”

Everybody got that mental picture?  Steroid-munching cyborg supersoldiers getting torn apart by gigantic alien doomsday machines?  Good.  Now the zergling, by contrast, is roughly the size of a small goat.  And where other units have plasma swords and fully automatic gauss rifles, they have itty bitty claws and teeth.

The food chain.

Send any one of these little guys into a typical Starcraft battle and it will die almost immediately; the only upside is that you can build an awful lot of them at very little cost.

And if you send a lot of them into battle?  Well, they still die.  But so does everyone else.

Suddenly my games took on a whole new tone.  I was no longer carefully shepherding my expensive units into perfectly orchestrated battles; I’d just bang out a quick army of two dozen zerglings and send them blindly into an enemy formation, then cackle with mad glee as both sides shredded each other mercilessly.  Thirty seconds later, another swarm of zerglings would already be on its way to massacre the traumatized survivors.  Suddenly, I was almost good at this game.

As I wrap up here, I feel like I should offer a moral; something to properly honor the humble zerglings and antlions of our world.  But which to choose?  ”Nothing ventured, nothing gained” is already a cliché, while “zerg rush owns all” can be difficult to apply in situations outside of Starcraft.  Perhaps I should borrow a dry witticism, such as “never underestimate the power of stupid people in large groups.”

No, I got it: “Life’s easier when you get some other sap to do your dirty work.”

Anyway, many thanks to Laura and Kent for letting me do a…guest…article…

Waaait a minute…

Peter Riggs is a gamer and a crowbar-wielding murder machine who occasionally writes about games and crowbar-related murders. Most of his writing can be found on his blog, Intelligent Design, where he uses the pseudonym “Veret” to avoid detection. Don’t tell anybody.

Guest Article: Your Social Network Sucks

Morgon Kanter writes about an irritating new trend in game design.

The first time I ever played an MMORPG online was in 1996. It was called Medievia, and it was back in the days when “MMOs” were really just called “MUDs”, short for Multi-User Dungeons (anyone remember those?). The first time I ever played a video game online was in 1999. I was 11 years old, and I had just gotten my hands on a shiny new copy of Unreal Tournament. For those of you not old enough to remember, Unreal Tournament was, at that point, considered to be the greatest multiplayer shooter ever made. It even managed to accomplish this when most of the world was still playing it on dial-up.

Unreal Tournament, in all its account-free glory

Medievia was the first and last time I ever felt it necessary to make an account for a game. It was natural, really: it’s a persistent world where you’re expected to log in and continue where you last left off. Medievia was even a little unusual about that when compared to other MUDs, because you didn’t lose your equipment when you logged off. Unreal Tournament did not require me to sign up for account. I don’t even think the developers had conceived of the notion of requiring dial-up users to log in to their weak, easily-DDoSed servers in West Nowhereville before playing the greatest multiplayer game ever made. If one of them did, I have this little fantasy in my head wherein said person walked into CliffyB’s office and brought it up to him: “So, CliffyB, do you think we should make everybody sign up for an account and log in to play multiplayer?” To this, CliffyB would dutifully reply: “That’s the most fucking retarded thing I’ve ever heard.”

Fast forward a bit under a decade, and the most fucking retarded thing that my fantasy CliffyB has ever heard has gained some traction. I don’t really know where this idea started, though I have a few ideas: Xbox Live for the original Xbox, and Steam. On both places it makes sense: the former because you had to pay for it so of course you had to log in to play, and the latter because all the games you bought ended up tied to the account so of course you had to log in to play. But wait! Now the concept has expanded…to individual games? Now I need to log in somewhere to play multiplayer on a PC game, where I don’t have to pay for the privilege? This isn’t like Steam, where you log in when your computer boots up to access your games — all your games. Now I’m expected to launch an individual game, then fill in a username and password in order to get online and shoot people.

UT3, on the other hand, demands you make an account.

My first brush with this terrible idea came, rather ironically, with Unreal Tournament 3, where after booting the game up I was expected to do these foreign actions like “create an account” and “log in” in order to play with other people online. I don’t see why this is necessary — it wasn’t necessary in Unreal Tournament, or Unreal Tournament 2004. (The realistic answer is probably “it’s not necessary, but they want to see and control who is playing their game” or in industry-speak “preventing piracy.”) Part of me is glad that that game did so terribly for that reason; I absolutely cannot stand having to sign up for an account to play a game I already paid for. It’s even worse now that the game is on Steam, where first you download it to your Steam account and then once you launch the game you have to make another separate account. WTF, man? Could you imagine if you had to do that for every game you own? But wait, you say, that’s just for multiplayer. UT3 is a multiplayer game, so making an account is okay, right? What about single player? Funny you should mention that…

Turns out that requiring accounts for single-player games is also gaining traction. Dragon Age: Origins with its “social network” is a well-known example (required for the DLC), and anything made by Ubisoft now gets a special mention for the doubly asinine requirement of remaining online while you are playing even though it’s a single player game! Now, Ubisoft is absolutely terrible, and there is absolutely no redeeming feature in that model. But the thing with Dragon Age: Origins, that doesn’t have to be so bad. But there is just one thing…and it’s the same thing that bugged me so much about UT3. How many people bought Dragon Age over Steam? Given how it was in the best-sellers list for a while, I’m willing to bet the answer to that question is “a lot”. Now, with Steam, I am already signed up for an account. I signed up for this account the first time I bought games with Steam. This account is used for multiplayer in a number of Steam-based games (not just games published by Valve). Does it seem a little annoying to anyone else to have to sign up for *another* account, solely for Dragon Age, just for the DLC? Couldn’t they have just used my damn Steam settings?!

All things considered, Dragon Age is pretty tame. I don’t care about their stupid “social network”, but at least it doesn’t require me to run the Games for Windows Live client to play the game, which some games on Steam do require. That makes even less sense to me — I bought the game on Steam. STEAM. Why do I have to download and run ANOTHER stupid client just to play the fucking game?

Really, Bioware? You want me to blog about my DA experiences on your social network?

This deal with creating new accounts to play games (multiplayer or otherwise) is getting out of hand. I recently bought a pack of indie games on Steam. I generally expect indie games to be free of the nonsense and general stupidity over these meta-gaming issues that plague larger development and publishing houses. Imagine my chagrin when I discovered that I had to sign up for accounts — separately — for two of these games. I see no reason to not name and shame, so let’s do that: Altitude, and Galcon Fusion. Seriously guys, what were you thinking? I have over eighty games in my Steam account. Just think of what that would be like if I had to sign up for a separate account for every one of these. Think about that for a minute, developers. Can you start to see the problem?

I’m not entirely uncharitable here. I can understand why even small game studios would want people to have accounts for stat tracking or other sorts of persistent information (or “fighting piracy”). But making me sign up for another account when I bought your game over Steam is inexcusable. If you want to handle your own accounts, you need to come up with a way to make the Steam account details automatically transfer over. I actually brought this up to the developers of Altitude, to which they replied that they couldn’t because of privacy issues. That’s a good joke, guys. Privacy issues. As if I’m not going to go sign up for an account so I can play the game I just bought. Make it transfer! Bother Valve until they make some API calls to support it, if Steam doesn’t already! It’s not impossible. It’s not even that hard. So do it already. Stop dodging the issue or issuing these weak mea culpas, because I don’t want to have to make and remember separate accounts for all 83 of my Steam games.