PAX Indie Showcase

Nestled in the center of PAX East’s enormous expo floor, between AAA game demos and hardware booths, were two low rows of tables crowded with widescreen monitors and laptops. This was the Boston Indie Showcase, a collection of six games from Boston-area independent developers, selected from a pile of submissions. Their prize was exhibition space, and our prize was the chance to see these games, one of them—Fire Hose Games’ Slam Bolt Scrappers—for the first time.

While Showcase winners Waker, Dearth, and AaaaaAAaaaAAAaaAAAAaAAAAA!!!– A Reckless Disregard for Gravity have all been available for some time, Meigakure and Slam Bolt Scrappers are still in production. Meanwhile, Turba was available for only hard-copy purchase during the show, but had its online release on Saturday, April 4th. These games run quite a gamut of genres and styles—Dearth and Waker are incredibly slick student flash games from the MIT Gambit Labs, while Turba, Slam Bolt Scrappers, and Aaaaa! were developed by small production teams. Meigakure, on the other hand, is the result of Marc Ten Bosch’s individual labor. It was also an Excellence in Design finalist at the IGF this year.

The crowds were thick and the lines were long, so we split up to focus on different games and get the closest possible look at each. I focused on Meigakure, Slam Bolt Scrappers, and Waker, while Laura tackled Dearth, Aaaaa!, and Turba. Here’s what we found…

Miegakure, Marc Ten Bosch

The PAX-East show floor is filled with bodies.  I huddle over an unfamiliar keyboard.  My head hurts, my stomach aches, and I do not know how to get the little man on the screen to the glowing Japanese gate.  I feel stupid and I glance around to see if anyone is watching me, judging me.  I have to fight the urge to stand up and leave—to move on to the next game so that no one discovers my intellectual ineptitude.  And then suddenly I know what to do—my forehead lifts with a flash of insight.  I shift some cubes around, I change dimensions and I’ve solved it!  Three hops and I am Rocky at the top of the stairs, I am Kasparov whispering ‘check mate’ to Deep Junior.  My imaginary onlookers mutter in awe.

If the mark of a good puzzle game is a headache followed by cathartic victory, then this is a damned good puzzle game.

Miegakure is a 4-D puzzle platformer.  Trying to explain the game’s mechanics makes me feel like Flatland’s A. Square struggling to describe the third dimension to the baffled 2-D King.  Suffice it to say, you solve puzzles by moving yourself and other objects through different worlds and spaces where several worlds coexist.  It makes you feel like you’re using a muscle you didn’t know that you had.  You don’t fight against the game so much as you struggle against your own mental limitations.

Mark Ten Bosch says that he’s at least a year from shipping.  I think I’ll preorder.

Slam Bolt Scrappers, Fire Hose Games

Tetris is fun and everything, but I’ve always thought that what it really needs is punching.  Fortunately, Firehose Games shares this line of thought: Slam Bolt Scrappers is a team Tetris brawler.    You play as a burly little guy with a funny hat and giant fists.  He uses these fists to punch miniature chubby Cthulhus with aviator hats, an action that is logically rewarded by the acquisition of colorful tetris blocks.  You then use these blocks to build a fort with shields and weapons—you have to destroy the other team’s structures while protecting your own.

Laura and I are the best people in the world at Slam Bolt Scrappers.  I know this because we beat a team that had one of the game designers on it, who was in no way going easy on us, ok?  The game started off really confusing, but as we figured out what was going on it started to be a lot of fun.  It’s fast paced and frenetic, but that fits with the game’s overall absurdity.  The part of our brain that we use to solve spatial puzzles is very different from the part that we use to punch people who are trying to solve spatial puzzles; frequently switching between these two activities leads to a unique and enjoyable experience.

Slam Bolt Scrappers has a lot of personality, but it unfortunately also has its faults.  For one thing, the four characters look so similar that it’s easy to lose track of which one you’re controlling and which ones you’re supposed to be punching.  The screen is so crammed with color, movement and explosions that your eye never knows what to focus on.  The backgrounds are way too sharp and saturated, so they only add to the clutter.

Still, though. Tetris. With punching.

Waker, MIT Gambit

Back in September everyone was talking about an interesting gaming experiment: the MIT GAMBIT lab had created the same game twice—once as a set of abstract actions, and once with a story layered over these actions.  The idea was to see how the presence of narrative affected the player’s experience of the game.

Five months later at PAX East, GAMBIT has removed the story-infused game, Waker, from the context of its abstract companion piece, Woosh.  This lack of context didn’t do Waker any favors, though, because Waker’s story feels like it was pasted over a finished game.

It begins with a long voiceover that tells me I have to save a little girl from being trapped in her dream.   I then proceed to the actual game and it has no relationship to this plot whatsoever.  The platforming is competent and sometimes even clever, but what does hopping around on little platforms have to do with saving a sleeping girl?  Why does it say “Wisp obtained!” whenever I clear a stage?  After each level I’m fed a little piece of voiceover, but I can skip even these by just walking off of the screen.

As an experiment, Waker and Woosh were intriguing.  On its own, though, Waker is just another decent platformer with a poorly implemented story.

Dearth, MIT Gambit

Dearth is unusual. Set in a desert landscape inhabited by tribal beings with fish for heads, its play focuses on enemy creatures which look uncomfortably like hairy water-balloons filled with sweat. They’ll chase you and your AI (or human) partner, and if you stop moving for even a moment with one of these animals on your tail, it will start to kill you. Your job is to keep moving, maneuvering into positions where you can smash your creatures into your partner’s, destroying them. It’s a game about movement, constant movement, but it’s also the kind of enjoyably frustrating puzzle that makes you want to take your hands off the controls and go find some scratch paper. If you do that, however, you’ll die: the game wants you to keep thinking on your feet and compensating for your mistakes on the fly.

In the loud and distracting PAX environment I found it extremely confusing, as did the strangers who played with me. Once I figured out the rules, though, the single-player game became too easy. The two-player game, with its crazily complex maps and the added human variable, is much more interesting. After PAX, I showed this game to some friends in a public space, and as we tried to figure out some of the tougher two-player stages we attracted quite a number of spectators. For a while they crowded around us, calling suggestions over our heads and laughing at our frequent mistakes. When a puzzle game can inspire that kind of moment-by-moment excitement, I’m impressed.

I’d recommend completing the single-player levels quickly, to get an idea of the strategy involved, then quickly finding someone to play with. It’s interesting but unsurprising to me that although Dearth was designed specifically to show off a slick AI implementation, it only really shines when you get another human’s hand on the keyboard with yours, and start solving the puzzles together.

Turba, Binary Takeover

Turba is a rhythm puzzle that uses a grid full of colored blocks. Like many other games based around a block grid, it challenges players to empty the grid by removing groups of like-colored blocks before the screen fills. Unlike other, similar games, it allows players to set the challenge with their own music. The beat of the chosen song controls the rate at which the blocks are added, and clicking with the beat will award more points. A faster song means faster blocks and, thus, higher difficulty.

It’s not a simple clear-contiguous-colors game, though. The one mode I was able to see rewarded the most points only if a player was able to clear groups from each of the four colors simultaneously. Because the player has the ability to swap columns, and because there’s an incentive to hold off cashing in the points until you’ve got a group from all four colors, there’s an interesting risk-reward struggle apparent in each moment of play—should I clear the blocks now, or wait to make a bigger combo? I failed songs several times because the screen filled while I was too busy swapping columns to notice. It’s much faster and more frantic than many other, similar games, and the developers have obviously been thinking about new ways to break puzzle-game tropes and make their game unique.

Perplexingly, the Turba devs were only selling hard copies of their game at PAX. Since then, however, they’ve had their online release, and are now selling downloads from their site, and have made a demo available. They’re also working on moving it to digital distribution hubs like Direct2Drive and Steam.

AaaaaAAaaaAAAaaAAAAaAAAAA!!—A Reckless Disregard for Gravity, Dejobaan Games

This game has been out for quite a while, and anyone interested in indie games has almost certainly heard about it before. Though Dejobaan won’t release sales numbers for it, it’s obviously been incredibly successful: it hit the top five Steam sales during its first week after release.

Kent and I attended a PAX panel titled ‘Indies Will Shoot You in the Knees: Why We Don’t Play Fair’ at which Dejobaan’s winningly enthusiastic Ichiro Lambe asserted, several times, that the game’s success stems from the sheer quantity of personal character that the developers crammed into it. He is absolutely right: as an expression of joyous individuality, it’s a masterpiece. After playing it for the first time, when the alpha came out last year, I felt as though I’d run into an insane genius at a crowded party and enjoyed a fleeting, absurd conversation before losing him in a crowd. Watching Ichiro talk at PAX was a similar experience.

It’s not a game to play alone, really. Play it by yourself, of course, but for every minute you huddle alone with it, promise yourself that you’ll spend another minute showing it to friends, or to your family, or to random strangers on the street. Not only will they think it’s incredible, but they’ll love you to death and assume you’re awesome for liking it. And you will be awesome. The entire game is about celebrating what an awesome, sassy person you are—at any rate, about celebrating the kind of person you become once you start leaping off of floating skyscrapers in a crazy world of neon lights and hilarious graffiti. It’s marvelous.

CAGE MATCH: PART TWO: Indigo Retrospective*

I haven’t played Heavy Rain, as I don’t own a PS3, but I have played the hell out of Indigo Prophecy, David Cage’s prior attempt at the interactive-story genre. When I picked it up, I’d just returned from an exhausting term abroad, and I wanted to sit back and enjoy a reactive game, something without statistics or strategy—basically, anything that wasn’t Dragon Age. So: Indigo Prophecy. I finished it in under two days. Then, like Jane Goodall emerging from the sweaty depths of the forest, I reemerged into society, slightly the worse for wear. Like Jane Goodall, I’d made important discoveries about the animal kingdom. Namely, I had discovered that David Cage is an absurd beast with a humorlessly bad taste in pulp fiction.

This isn’t to say that I didn’t enjoy Indigo Prophecy. I thought it was an absolute riot. But the story was awful, and the controls were absurd, and I never knew exactly what was going on or what I was supposed to be doing, which was also pretty unpleasant. But I enjoyed it the way I enjoy bad community theater: it was comfortable, not too taxing, and charming in an embarassing kind of way. Whenever I see bad community theater, I want to leap up onstage and protect all those terrible little actors from the criticism of the outside world, and I felt the same way about Prophecy. I didn’t want to compliment David Cage myself, but I wanted him to receive comments, abstractly, from somewhere: I wanted him to feel good about himself, even though he’d made a pretty questionable game.

What makes it so terrible? The controls are, in fact, awful. The disconnect between what you are doing with your hands (infamously, of course, playing Simon Says) and what your characters are doing on the screen is occasionally so unreasonable that it bears no excuse. So much has been written about this. I find it unnecessary to add anything.

According to Me, reader of this many books, the plot is also horrifically bad. I can’t justify turning this into an outright spoilerfest, but those who haven’t played it should know that they may understand only around 60% of the plot. It is a mélange of unrelated science fiction and horror tropes, cobbled together in the least convincing way. The final hour of the game consists of a showdown between, basically, two opposing tropes: teams of secret soldiers who represent different science fiction clichés actually fight and kill each other with guns. I found this hilariously symbolic. Furthermore, that final hour develops jarringly: a very filmic ‘cliffhanger’ signals a kind of act-switch, and most of the player choice that took place in the beginning is rendered meaningless afterwards. The tropes move in and take over, the illusion of agency dissolves, and the player is left wondering how the hell the plot got where it seems to have arrived. Game suffers to story here in a big way, yeah, but story suffers too, in that it’s a bad story.

But: independence? Uniqueness? Yes. The game has it.

I played Prophecy off a 10-day Dragon Age high, and I was sick of the kind of choice-making that characterizes DA. The choices in Bioware games are simply too present. Will making this decision cut me off from awesome content? Will I lose a chance at a cool party member? There’s so much content and so much choice in these games that the player can actually reign with a crazy tyranny over the plot, doing whatever he or she pleases to see whatever content he or she wants. Mass Effect, with its stupid achievements for playing through with different party members, actually encourages this kind of illusion-breaking manipulation. Now, I know that you don’t have to play a Bioware game this way, but the temptation for me is overwhelming. I want my party members. I want my absurd dialog options. If they’re there, I’m going to game the system until I get them.

Prophecy eschews this kind of analytical, manipulative play. Stuff happens, fast. You don’t have time to think about it. In order to enjoy this game, you have to give in to the writers and just let their silly story play itself out.  And when you do that, it’s fun! Nonsense occurs, and you react! You punch those fucking buttons! Snap at your boss? Yes, please! Today we’re angry! Comfort your brother? Totally. No time to think. No matter what you impulsively choose to say, characterization stays pretty solid throughout, and even when the player makes discordant decisions—decisions along the lines of the much-maligned Heavy Rain sex scene—those crazy lines are delivered with conviction by the darling cardboard cast. It’s diverting, in the Jane Austen sense of the word. It doesn’t need to be anything more. It’s the weirdest thing ever, and it’s got a confidence and a ballsy drive to be unique that more than makes up for the fact that its foundational element—its story—is a load of steaming bullcrap.

I hope Cage wasn’t too set on changing lives when he made Prophecy. It doesn’t. I think people are nervous about Heavy Rain because Cage wants it to change your life, to change the way you perceive games in general. And it seems to be actually working as a challenge to the industry, a cannon-shot over the bows, so to speak. Prophecy was more like a challenge fired out of a potato-gun. But if Heavy Rain were about nonsense science fiction instead of serial child-killers, if its emotional plot was mostly-shallow twenty-something romance instead of nervous broken-dad misery, people wouldn’t feel so challenged. David Cage figured out that battling giant green Aztec beetles was less than emotionally-compelling, so he refocused: when he says that he’s working along the same tradition as the rest of his previous work, he’s wrong. There’s something pathetic and nonthreatening about Prophecy, but Heavy Rain’s been doing a whole lot of threatening. I’m pretty sure Cage figured out that the best way to hit people emotionally was to drop the canned sci-fi chatter and go for situations that were (marginally) more-relatable.

*AW YEAH. I just typed that.

Galcon Fusion is good times, some of the time

The gulf between multiplayer and singleplayer Galcon is like the gulf between an adorable puppy and a dead puppy that is already rotting.

Actually, that’s very unfair. But there is a huge divide. In my opinion, this iPhone-game-turned-PC-clickyfest is practically only worth playing on multiplayer. Multiplayer, particularly the team multiplayer, is a strategy-rich experience; the singleplayer is a dull, brief, staccato process that seems particularly ill-suited to the PC. I’ve heard good things about it on the iPhone, but when you’re playing thirty-second strategy games in your hand, while, as one reviewer put it, brushing your teeth, that’s a very different experience from hunching in front of your computer while the whole screen fills with robot strategy triangles. It’s simply not interesting enough to deserve all that space in front of your face.

Somebody got owned. By triangles.

Because that’s what this game is all about: circles and triangles. Lean, lean visuals. Admirable depth evolving out of a very slight, pared-down set of mechanics. And the developers tried to give this PC version some more totally unneeded complexity by including a seething mess of ill-explained singleplayer game modes that seem to have no reason for existing. And then there’s the AI. It comes in ten levels, some or most of which I could not actually tell apart from one another while playing. So, make of that what you will. This is a game which deserved more than to be weighted down with a million irrelevancies.

This is mainly because the multiplayer is so fantastic. I played multiplayer once last week—during finals week at my college—for over three hours straight. And it did not feel like a waste of time.

See, Galcon multiplayer is is more explicitly a kind of communication than it is in any other strategy game I’ve tried, simply because it’s so stripped down. The units are triangles; they point where they’re going. More triangles means more troops. No triangles means a player’s turtling. Everything that happens is right there on the table, ready for players to draw their own conclusions from. The pull and play of triangles is like a conversation between opponents.

The result is an incredible range of strategy—incredible, really, for a game with only one kind of troop, one kind of command, and automated unit production. By manipulating your troop output, you can trick enemies into thinking you have more or less troops than you actually do; by changing your troops’ direction mid-flight,y ou can pull off some impressive feints. And because your enemies here are people, not AI, the kind of strategy and trickery you can pull off is so much broader, so much more satisfying. There are such a diversity of viable strategies that by the time you’ve grasped the basic mechanics you’ve probably developed a distinctly personal play-style. And these styles stick out. The game is so slight in visuals that player behavior takes the absolute center stage. Other players in your game will know you by your favorite tricks. And you’ll know them by theirs. And team multiplayer is even more glorious—those games are all about wordless cooperation, about games turning on a dime, about perpetrating a fantastic kind of human chaos. It’s something that simply isn’t possible in the singleplayer.

So, the game has terrible music, unimpressive graphics, and a singleplayer mode that struck me as a waste of time. But it has a multiplayer that, out of a few bare-bones elements, inspires a pretty-much endless strategy experience. This is some really tight design. I am incredibly impressed with it. What I’m not impressed with, though, is the fact that the multiplayer servers go absolutely cold during much of the day, which makes it impossible for me to enjoy the one aspect of the game that I actually adore.

Actually, this is what the game looks like most of the time. A bit more placid, I'd say.

I got the game for two bucks as part of an indie bundle; knowing what I know now about the singleplayer and the multiplayer server situation, I’m not sure I would have bought the full ten dollar game just by itself. At any rate, there’s a free demo on Steam. I’d certainly recommend that, but since I bought the game already I don’t even know if that demo has multiplayer in it. I hope it does—this game certainly wants to show potential customers the best it has to offer, not the worst.

Wondered where we were all last week? We were doing finals. It was kind of a bitch. But we’re back now, and you’ll be seeing some interesting stuff soon!

Also, we are going to PAX East. More about that later.

ALSO ALSO, Galcon, regular iPhone Galcon, won the Innovation in Mobile Game Design award at the IGF last year. Here’s the dev’s– Phil Hassey’s–website.

Hammerfight is like Omar Sharif

ATTENTION. I AM MANLY OMAR.

Or the game Omar Sharif would play. Let’s talk about it.

Like Sharif, Hammerfight is outrageously manly. Derek Yu wrote about the game’s manliness, and it was his assessment of the game—“like Charleton Heston in the Ten Commandments,” he said—that convinced me I had to own it. But I’ve come to disagree with his choice of actors. Yeah, Charleton Heston is plenty manly, but the game’s unusual style points me toward a different super-manly actor with a different cultural background and filmography.

See, Hammerfight is a game about dueling steampunk helicopter gladiators. Its setting draws equally from Dune, Ben Hur, Lawrence of Arabia, and the blisteringly insane imagination of its developers, who are a pack of clever Russians. Like Omar Sharif, a man of Franco-Libyan heritage who could play both Doctor Zhivago and Sherif Ali, the game seems to straddle an East-West stylistic divide. Out of this tension it creates a kind of weird, syncretic perfection never before seen on the face of planet Earth. Look at the man. Look at the game.

I AM ALSO MANLY. BUT A GAME.

Honestly, this game is such a hodgepodge of cultural signs that it actually escapes them and becomes own thing entirely. We’ve got the middle-eastern soundtrack. We’ve got sabers and geometric patterns and other Arabic visual cues. We’ve got the quasi-Arabic character names. We’ve got the Dune references. But on the other hand, we’ve got player advancement linked up to  ultra-western World-War-One-esque army medals and some rather Teutonic player title awards, as well as flying sandworms, steampunk, Greek architecture and Roman coins, and the absurd inclusion of retro pixel-fonts on every screen in the game. Also animated smileys: If you fly in a taunting waggle while fighting, your helicopter will flash the other helicopters an animated yellow smiley face. What.

Basically, what I’m saying is that this universe that Kranx Productions invented for its helicopter brawler is fantastic. This game is the square-jawed mythic hero-figure justice lovechild of Gamal Nasser and the Queen of England. So, Omar Sharif.

CHAIN CAGE MATCH

But what about the crazy mouse-swirling combat? Well, it’s basically genius. There is not a thing like it elsewhere in the universe. But there is a drawback: playing this game too much will give you severe tendonitis in your wrist. If you can suffer that well enough, though, you’re golden.

Like World Of Goo, this game stands upon the strength of its appealing physics engine, and play consists of teasing this engine out, elaborating upon its possibilities and feeling out its limits. Moving your mouse in circles, you struggle with centrifugal force for the control of the giant hammer hanging beneath your helicopter. You then smash things with this hammer. Or you can hang a sword there, and slice your enemies instead! Or an axe! Or you can put a wooden mallet there and play a ball sport! Fighting an enemy in the slave pits? Cool. Fighting an enemy in the slave pits while the two of you are linked by a giant chain that responds realistically to momentum? COOLER. Sick of hammers? How about swinging around some guns, learning to adjust to their solid, punchy recoil? Every possible variation on the engine’s original scenario is here. World of Goo and Hammerfight share that kind of genius.

Much of your time outside these fights is spent tricking around with different loadouts, searching for the best combination of weapons. These weapons feel meaty and significant in combat, and learning each type’s playstyle is one of the central focuses of the game. Unfortunately, there is no Hammerfight wiki, but if there were, it would probably consist mainly of pages about different kinds of weapons. Someone had better get on that.

'Glory' is a statistic in this game. Awesome.

In all likelihood, though, no one will ever get on that. Very few people play this game, probably because it is outrageously difficult. The learning curve for mouse-enabled hammer-battle is quite steep, and although there is ostensibly a tutorial progression, the initial levels are pretty frustrating. In fact, the fifth level features you standing up alone to an army of giant flying-sandworm-zeppelins and a neverending stream of hovering buzzsaw robots who attack you in pairs and triples while the zeppelins fire heatseeking missiles at you. You will probably die eight or ten times, and, restarting, you will sit through the slow pre-level plotty bit eight or ten times, too. If you think you can handle it, stay on board. The real game has barely begun, and things get easier with practice.

If I ever get a time machine, I am going to do a few things with it. One of the first things I will do will be to go back to the sixties with a laptop and give Omar Sharif, then in his multicultural movieacting prime and with all his youthful hand-eye coordination still intact, the chance to play Hammerfight. Then I will come back to the present and give you all an update on what he thought about it.

If he doesn’t get tendonitis, I bet he loves it.

—-

By the way, here is a hilariously-grammared trailer from the developers, reminding you what this game is all about (‘HIGH ART OF FIGHT‘).

Learning Dwarf Fortress

For my first few posts, I’d like to write a few short articles about the mega-indie city-sim Dwarf Fortress. My gaming interests lie particularly in indie PC games, and I feel that Dwarf Fortress exemplifies the kind of raw, unleavened creativity that can make indie PC games particularly special. But DF, as it’s called, also exemplifies a lot of the qualities that make some indie games inaccessible. I’d like to talk about this tension. It’s a productive one.

—-

My first game of Dwarf Fortress lasted a good forty hours.

It went like this: I stumbled through the terrifyingly complex world-generation process, ran the Fortress Mode game, and embarked with a randomized initial party of dwarves. I had a vague idea about the game’s object: found and intensively micromanage an outrageously detailed underground ASCII city filled with dwarves. But the menus—the controls! The visual language of this game is so abstract and opaque that it’s practically Martian.

Dwarf Fortress. Scary as fuck.

What is going ON here?

I managed to survive for about eight minutes before discovering that half my dwarves had been killed by fire imps while I was busy mistaking my camel for a carpenter. In fifteen minutes I was sitting back at the main menu screen, fuming, listening to the solitary audio track loop endlessly and thinking this is a fundamentally flawed gaming experience.

Then I went online.

I read a good three hours of wiki. I studied up on two different tutorial series, video and written. I made myself more comfortable with the pause button. Then I went back to the game.

This was now hour six or seven. I generated another world, fixed my keymapping, sorted out my starting dwarf party, and embarked. I told my dwarves to dig, to chop down trees, and to build doors and beds. Then winter came. The river froze solid, and my dwarves, apparently too stupid to melt ice, got thirsty. One died, dehydrated. The others went insane. The announcement bar at the bottom of the screen explained that, in their despair, they were throwing tantrums. Two of them killed themselves, or were killed by their tantruming friends—I couldn’t tell which. The leftover ones went mad, ripped off all their clothes, and died of thirst. My fortress was destroyed.

My fortress dies.

In DF lingo, this is known as a 'tantrum spiral'.

I went back online. I read about the importance of digging wells before the winter hits.

I started again. The next trip-up was farms. I went back to the wiki. I went to the forums. I learned that this game has a tighter, more-entrenched community language than many MMOs do, and a body of foundational folkhistory comparable in breadth to that of a minor US state. I saw what others have done with this crazy machine: I became intimate with the game’s systems, and with the possibilities those systems create. I felt out the slope of the learning curve. I peeled back the idiotic user interface, the absurd ASCII graphics, the nonsensical input-output scheme that drives the game’s guts. I played the game every moment of my free time. I started six or seven different fortresses in different locations. I read an entire sixty-page forum thread about endgame scenarios I’m unlikely to ever play myself. I was in it up to my neck.

See, Dwarf Fortress is a kind of crazy quicksand. Or maybe it’s like the military. It sucks you up and breaks you down and spits you out. Let’s metaphor nerdier: I spent my thousand years in the sarlaac of Dwarf Fortress and emerged stronger, if a bit corroded.

I started up a new fortress. It was my last fortress.

I didn’t win it. It’s not a game with win conditions. Instead, I played it just long enough that I could sit back and say to myself, Laura, you know how to play this game—then I stopped playing it. That was a week and a half ago, and I haven’t played a moment of it since. I consider that the end of my first game. A good forty hours, over maybe three weeks.

My longest-running fortress.

It's a messy fortress, but it works. 104 dwarves! Nobody tantruming!

The game of Dwarf Fortress isn’t just Dwarf Fortress the executable, Dwarf Fortress the little black ASCII window that runs behind my browser, plunking out its sad MIDI soundtrack: it’s Dwarf Fortress the process. It’s the masochistic procedure of learning to play, of learning the character and aims of the online community, learning to judge yourself against them, rate yourself by their impossible standards. It’s about learning to give yourself a purpose in a game which has no purpose beyond perpetuation. The exultation I felt when I realized that I had actually become a competent player was beyond most of the successes I had when I was ‘playing the game itself.’ As far as I’m concerned, I’ve won. It’s a real kind of winning.

So Dwarf Fortress is really more than one game, on a variety of levels. The game as it’s designed is both a city-sim (Fortress Mode) and a dungeon-crawler RPG (Adventurer Mode). But the game outside the game is there, too. I never finished Jesper Juul’s 4:32, since I refuse to uninstall Flash, but I appreciate what he was getting at. 4:32 and DF share a core similarity: it’s all about the process.

DF is, according to most modern standards, a Bad Game. It ignores the long, slow shift in focus that’s been going on since the eighties, the shift from difficulty and achievement to play experience—from NetHack to Fable II, for example. It’s a game from the before-time, so rough around the edges it hurts to touch. Bay12 Games’ current mission plan for future DF development puts UI updates and player accessibility very low on a long, long list, and it’s this crazy focus on complexity that makes DF so different, that creates the game-outside-the-game for me to win. It gives purpose and community. It gives the game a point.

Essentially, much of what makes this game so special is that it’s badly developed.

—-

I hope to write more about DF in the future, maybe after I take a break with something else. If you want to see some really sparky writing about DF, take a look at this.