Tuesday, July 12, 2011

Game Review - Dwarf Fortress

I finally decided to give an honest attempt at playing Dwarf Fortress. What a painful experience. I think I can best sum up my feelings with, “Fuck the creator.”

For those who don't know, Dwarf Fortress is a freeware game for Windows, Mac, and Linux, and the graphics are completely created using text characters. Since that's the first major problem with the game and the first you'll be presented with, let's start there.

The game uses a modified version of code page 437, the character set of the original IBM PC, which contains 256 different characters. These characters can be displayed in any of a whopping 16 colours. This incredibly small collection results in the same characters being used for multiple objects. To overcome this, you're forced to select the object in order to view its properties. I should take a moment to ensure that you know that this is not some game from 1982. This is a game that started development in 2002 and is currently still in development. On top of that, it's already using OpenGL (a 3D rendering API) to render the characters to a bitmap so that it an be properly scaled. The fact that this game is totally text based is completely unacceptable in this day and age.

What makes the problem worse is that the creator won't even make it possible for the community to really step up and improve on that aspect. Because the game is tied to the character set, it's not possible to simply replace the art and have everything look awesome. Since so many objects reuse the same characters, just replacing the character won't handle all the cases. Without even seeing the codebase for this game, I can say, without a shadow of a doubt, that changing this game to run off of a sprite sheet instead of CP437 would take less than a week of time. Even if this guy is a terrible programmer and every instance of character usage is hard-coded, it would still take less than a week. After that, the community would be free to do proper sprite sheet replacements that would take the visuals of the game to the next level. As an added bonus, it would make it easy to replace the graphics for the core game when the creator feels it's a more critical part of the game.

Let's assume that you've managed to fight past the terrible graphics and are ready to dig into the game. Not so fast. First you need to come to terms with the mind-boggling control scheme. I'll get right to it, there is (essentially) no mouse control in a game that is entirely based around navigating menus and selecting positions on a tile grid. How is this even in question? There is a reason that we have a pointing device attached to our computers and it's not because our desks look too empty without them.

Mouse input is one of the best methods of interacting with a 2D interface. Save for touch interfaces, it is the best. Again, there is no excuse for not having mouse control. Instead, you're left with the arrow keys to navigate the map, the +/- keys for navigating menus (but only sometimes!), and dozens of keyboard combinations to accomplish tasks. As alluded to above, the controls are also incredibly inconsistent. My favorite example of this is the difference between mining an area and building a farm. Both of the actions require that you designate a rectangle on the map to tell the game where you would like to execute it. For mining, you will move the cursor around with the arrow keys, press Enter to designate one corner, then use the arrow keys and press Enter to designate the other corner. For the farm, you will use the U and M keys to increase or decrease the height of the rectangle and K and H to do the same for the width. Then you use the arrow keys to place the rectangle and Enter to confirm. Seriously, what the fuck? There is no good reason for this. Ever.

With that description out of the way, let's give an example of an action you might want to perform, just to get an idea. We're going to build walls to create a 3x3 room. First, press b for build, shift+C for construction, and w for wall. Next, press u twice to increase the height of the wall, position it with the arrow keys, and press Enter to confirm. Now, press + or – to select the material you would like to use to build the wall and press Enter to confirm. You have now built a single 3x1 wall. Do that again for each of the other sides. This is not an exaggeration and I am not just picking out one of a few random things that are terrible. Everything in this game is controlled with similar mechanics.

My last major complaint is probably the most difficult to fix. The learning curve of this game is like a brick wall. Even without the maddening graphics, interface, and controls, the game is incredibly difficult to learn. Without directly being told, via either friend or internet, there is almost no way to learn how to play the game. For instance, you need a bookkeeper to know the quantity of supplies, such as food and water, you have in stock. You can assign a dwarf to be a bookkeeper on the nobles screen. It takes time for the numbers to be available to you. A dwarf with the record keeper skill will be better at being a bookkeeper. None of this is told to you, but all of it could probably be figured out with a little digging through the menus and a bit of experimentation. The sticking part is that the bookkeeper requires a “Meager Office” in order to work. In order to make this office, you need to craft a chair, place it in a room, and interact with that chair to create a study. Don't be fooled by the word study, you're actually creating a meager office. There are dozens, or maybe more, of these same hurdles. Adding to this difficulty is the, obviously intentional, lack of the ability to save your progress as you play. You can save and quit and that is all. I'm sure that if the creator could figure out a way to prevent you from copying your save files, he would. This creates an incredibly punishing game that's difficult to learn even the basics.

For now, the most critical part of development seems to be adding complexity to an already complex game, such as mapping out damage on a dwarf down to the tooth or tracking soil moisture and nutrients. Clearly these aspects are incredibly important. Perhaps, however, it would be best to focus on the basics first? Like a clear, not necessarily pretty but clear, graphical representation and intuitive, well thought out, easy to use controls?

Which leads me into my final point. When I hear that the creator doesn't feel that graphics are a significant focus, or when essentially the same action has two different ways of controlling it, or when I can't use the mouse to play a game with an incredibly complex interface, or when I can't make a save file or even save the game without quitting, all I can picture in my mind is this:




The smarmiest motherfucker on the planet. A guy who is so proud of what he's accomplished, he can't see past the faults. Someone who is incapable of understanding why different people might want to experience the game in different ways. And that makes me sad, because beneath all of the shitty graphics and barely functional controls is a fantastic simulation. If the development focus was switched, even for just a month or two, the game could be greatly improved making it much more accessible and enjoyable to play.

Wednesday, March 10, 2010

Family Fail

A couple days ago, a male co-worker sent an email to the team containing the following snippet:

"I'd like to call in sick for the day. I've vomited about 3 times this morning.... I guess this is called morning sickness."

Really? REALLY?!?

This is what happens when you don't let your kids participate in sex ed.

Saturday, November 21, 2009

Tuesday, October 27, 2009

It's still the government

A few weeks ago I received an email from out of the blue from some guy I had never met. He had stumbled across my blog while searching for Rhys Hovey. For anyone who hasn't read my previous post about him, he's an old teacher of mine from Ai with all sorts of crazy conspiracies about the government. He actually believes, I shit you not, that the government has satellites in space that can pull ASCII characters from your brain.

Anyway, this guy tells me that he used to work with Rhys at EA in California and had similar experiences with him. He and others there wanted to help, but since Rhys seemed unwilling to accept it, they just kind of watched the freak show like the rest of us. He asked if I had any other stories to share. I had a couple, but I wanted to check over the old post just to see what I had originally wrote. In doing so, I found another chunk of madness scrawled in the comments from Rhys himself.

The comment consists of several pages of the most random, crazy shit you will probably ever read. You'll read something, think to yourself, "Man, that's the craziest shit I've ever read," and then read something immediately after that blows it out of the water. I think, "There was not cum on the teddy bear, there was never a teddy bear," has got to be my favourite line.

...My god, the freak show continues. I just went to grab the link to use in this post and discovered an even newer comment from Sept 28. Apparently Rhys has uncovered proof that he is a mind control victim. Look folks, I just work here, I couldn't make up shit as crazy as what he's writing.

What I find most fascinating about this series of events is that my blog has been dormant for almost a year and yet Rhys is still compelled to add new comments to that post. Because of this, I've turned off comments on this post, just to avoid starting some fucking crazy flame war. I've said it before, but Rhys is definitely the most genuinely insane person I've ever met.

Friday, October 23, 2009

A Return

Wow, it's been a long time. I've been flirting with the idea of posting for quite some time, but having Vicki, an old friend from Kelowna, actually ask for some posts is really what pushed me into it. I have a few game reviews I want to post and a new anecdote or two, but for now, I'll just post a bit of catch-up.

I'm still working at Blue Castle Games and I'm still really enjoying myself. I'm currently working on the competitive multiplayer portion of the game called Terror is Reality. It's really exciting to be getting my hands on some gameplay and I get to work with some really challenging stuff. I find it rewarding and I'm excited to finish the game and see what the world thinks.

I'm planning on moving to France with my girlfriend Ave around the beginning of 2011. I want to get out of the country and experience a different culture for a few years and France seemed like a pretty cool place. On top of that, I don't want to sacrifice my career in any way and France has some pretty good game companies. I'm learning French right now which is going pretty well. I'm looking forward to when I can sit down and watch a movie in French and actually understand what's going on.

Beyond that, there have been a few events of note, but most of them probably deserve their own post. Instead, I will leave you with the trailer for Terror is Reality.

Tuesday, November 11, 2008

Game Review - Spore

Will Wright’s latest brain child, Spore allows the player to take control of a life form all the way from a cell through to conquering the galaxy. An ambitious boast that, sadly, does not live up to the hype. While Spore does technically do all that it claims, it fails to make the journey a compelling or fun experience.

The cell stage is, by far, the least enjoyable of all of the stages. You swim around eating random bits of food until you get bigger, then you eat some more. Stage complete.

The creature stage is where the game actually has some aspect of fun involved. This is where you really get to customize and evolve your creature into some cool and unique. The stage consists mostly of looking around for new parts to evolve with and either befriending or killing other species. This quickly becomes tedious and boring as little to no skill is involved. Succeeding or failing is based almost strictly on stats and death has almost no consequence.

After sufficient evolution, your creature gains sentience and moves onto the tribal stage. The tribal stage amounts to a very simplified real time strategy game with some basic resource gathering and unit control. The stage again consists of either befriending or wiping out rival races. As with the creature stage, leave your skill at the door, your micro is no good here. Build up a pile of resources, send a wave followed by another, win.

After wiping out the other tribes and becoming the dominant species of the planet, you’ll move onto the second to last stage, civilization. In this mode, you continue with your basic resource gathering and begin building up your city. Throughout the stage, your goal will be to conquer the other cities either through social or military victory (sound familiar?). Yawn.

Having done all you can on your own planet, you look to the stars. Space, the final frontier (yeah, that was lame.) Easily the most complicated stage, the space stage seems to be where the game really begins. Unfortunately, it’s so poorly thought out and so incredibly bloated with features, it’s just not any fun. You can set up colonies in other solar systems to expand your empire. The colonies will mine spice for you which you can then collect and trade for a profit. This process is so painful it hurts (I’m on a roll.) You have to manually fly to each planet in each solar system in order to collect its spice. From there, you have to fly from planet to planet looking for the best deal. Did I mention there are multiple kinds of spice? How about that the prices change so that even after you find a good place to sell, you’ll just have to look again later? I could go on and on about this, but I think you get the point.

Finally, from a technical standpoint, the game is buggy as shit. Model loading issues, audio corruption, and even crashes. It doesn’t even look all that good.
To sum up, as with most games, it’s worth a play, but wait for the bargain bin on this one.

Thursday, November 6, 2008

Game Review - Dead Space

There's a quote from a poster on Kotaku that I really like: "Hating EA is so last year." It's really true. EA saw their market share steadily decreasing after repeatedly fucking their customers in the ass and releasing shitty products and franchise updates. Realizing they needed to reconnect with their fans, EA set to work on creating some compelling titles including *GASP* new IPs. Dead Space comes as a result of this.

Dead Space is a survival dismemberment horror game where you dismember enemies to kill them by dismemberment. Got it? The game really only has one cool feature and it tends to get old before too long; shoot off the limbs of enemies and they die. Rinse and repeat. When you first start, this is awesome. I loved the game for the first few hours until I realized that it wasn't going to get any better.

As for the "horror" part of survival horror, the devs just missed the point. Survival horror, and horror in general, really, is about suspense and the possibility of danger. It's about surprising the player when he's not expected it and doing nothing when he is. In Dead Space, it's always expected. You always know when the monsters are coming and they can never really sneak up on you. The other problem with their take on horror is their lack of a safe zone. There's no area in the game where you can relax and let down your guard. Without that, you become overloaded by the input and desensitized to its effects. In short, it becomes the norm and you no longer care.

To be fair, Dead Space is an incredibly polished game and does what it does well. Unfortunately, it missed the mark on a lot of the important aspects of its genre. Overall, I'd recommend this as a rental, for sure, but pass on the 60 dollar price tag.