Pandemic: Week 6

Are we nearing the end? It’s a bit of a time of suspense – will the quarantine end soon, or are we in for another month or two? Uncharted territory.

Had a really fun DnD session via Zoom. I guess it’s finally time to make the jump to 5th edition. They really streamlined the Wizard class. We’ve also been taking long drives to nowhere.

I’ve been making really rapid progress on http://flythrough.space. I expect to do something resembling a release soon. I’m not sure when I should call it done. There’s certainly more space to fill out, more balancing, and, like, sound. But Plunder, shot impacts, and other real game features are in. And I seem to be nearly done with ship models, leaving only some tidying up and shot models to go.

Digital Native: workflows

Made in Renoise with a Monologue sample, the same Cheetah drumkit I used for BattleMETAL, and an Ob-Xd. Mastered in Reason.

I wrote the melody in Reason (sequenced on some ABL-3s, played on Manis Iteritas), exported each measure as a separate file, then imported them all into Renoise and painstakingly sequenced them back in order so I could write drums on top. Then I exported the tracks, put the drums back into Reason, and finished the track. This took quite a bit of time but the results speak for themselves.

Sequenced entirely in reason, with mouse-edited drums and mostly ABL-3’d synths (starring the TAL-Bassline 101).

ABL-3s driving Manis Iteritas again, except this time the sequences where random! I let the machines go and automated the whole thing in one epic train ride into Boston.

Pandemic: week 5

The Culprit

This week got interesting. 60mph winds took down power lines and left our street (along with hundreds of other people in New England) without power. I remember how safe we’d felt when we stocked up. Having to throw away so much meat that had spoiled was painful, as was having to go out again, as was having the illusion of security shattered.

This week we, bizzarely, saw protests demanding an end to the lockdown. They appear to be AstroTurfed.

Pandemic: Week 4

We’re in the shit now. People I know and family of friends are starting to test positive. I imagine that this will be a difficult spring. Horror stories are coming out about what it’s like to be on a ventilator. Send a letter to your grandparents.

I can only speak for myself, but any attempt to suppress my vote this November by disrupting the USPS will be unsuccessful.

Pandemic: Week 3

This is where we started the week, giant tent hospital in the middle of central park. Vigilantes locking people in their homes. Some are still flagrantly violating the quarantine order but as evidenced by video of empty streets, it seems that most are complying. More people in the US have died of Covid then died on 9/11.

(u/Mholz)

Scott Aaronson wrote a very strong Mean Culpa regarding his initial reaction to the outbreak. I’d like to see more of these. Here’s mine: I totally bought into the propaganda that masks don’t help. They obviously do and I’m a contrarian idiot for arguing even the most watered down version of the anti-mask position.

In the context of private industry being praised for it’s response to the pandemic, this article is very interesting, showing how the medical device industry utterly failed to produce the ventilator stockpile that we now so desperately need. We needed a Manhattan project, we got a OICW program. Speaking of utter failures, this opinion piece by the Boston Globe clearly lays out the case against the trump administration.

We’ve run out of Bananas, beginning our slow crawl towards needing to go out and get food again. My worry is that we’ll be unable to stock up for longer then a week again and be forced to return to the grocery store too frequently. I’m hoping that the panic will have turned to a grim march by that time. We shouldn’t need to go out and get food until next week.

I can’t believe we’re three weeks in. It feels like just yesterday that I was back at the office. I keep telling myself that I’ve adjusted well, but I’m not so sure.

But hey, I released Digital Native, a collection of tracks I’m extremely proud of. I also published (on this blog) my essay laying out the case against fan remakes.

Don’t remake an old game

I’ve seen this way too often. A flashy trailer, some assets, a community project, a feverish dream at reclaiming the glory of games when they seemed new to you. I have made this tragic mistake, but you don’t have to. No matter how much you want to, do not pick up a 20+ year old video game and start trying to make a remake (in Unity! In Unreal! In Godot!) I’m not saying that you will fail, but I’m saying that you probably won’t get what you want.

You won’t get the IP

In order to use the name “Your Favorite Game” you will need to purchase it from the existing owners. If nobody is producing sequels it’s probably because the IP holder has chosen not to. You will not be able to contact the IP holder and if you manage to, they will not sell it to you. If they do offer to sell it, it will be at a price way outside of your price range. If you wanted to purchase it at that price, you’d need to take out a loan, you’d need a business plan, and the project would very quickly not be fun anymore. You could also just sort of not quite use it and hope that the IP holder does not decide to shut you down. But getting the name is extremely important, because the path is littered with other semi-remakes that didn’t use the name, and you didn’t like any of them. Somehow, none of them had “it” because you’re still looking at remaking the old one, not playing someone else’s remake. Will you fare better?

The myth of fans

But I have a ready-made audience! You cry. Except you don’t. Videogames are massively more popular now than they were when Your Favorite came out. The audience for games has increased in size but the number of fans of Your Favorite has remained constant. It might be because genres have moved on. It might be because other franchises took up the banner. But the number of people who potentially enjoy The Remake is actually much smaller than the original fanbase was. Some people will have drifted away and don’t care anymore, some have probably moved on from gaming. Some may never have existed, because you don’t know what the sales figures are for Your Favorite and it was released before social media and steam statistics so you can’t really be sure what the size of your audience is. What about the number of active posters on the discord/reddit/forum where people desperately wish someone would finally come out with The Remake? That seems like a reasonable proxy. Go find this number (I bet it’s less than 100, but you may have better luck.) This is likely to be the maximum number of people who will care about The Remake. If you still want to embark knowing that you’re working for that audience exclusively, read on.

The myth of memory

So your intended audience is the people who are still online right now clamoring for The Remake as they have been since Your Favorite didn’t get the sequel it so richly deserved. But these will also be your harshest critics. Like you, each individual who played Your Favorite had an idea of what the game was, but they’ve each had twenty plus years to elaborate on that idea, and these imagined games have diverged. There will be a multitude of conflicting expectations which will mean that you cannot possibly satisfy them all, or even most of them. Indeed, because they (and you) have had years to embellish this imagined sequel and for their expectations to diverge, it’s possible that no game will satisfy them-no game will ever live up to what they want. The Remake may not have a ready-made audience, but it does have its first and harshest critics. But surely new technology will allow you to wow them, right?

The myth of progress

Making games is so much easier now! Surely if I take modern tools such as Unity, Unreal, Godot, Source, Lumberyard, etc, I will be able to rebuild this old obsolete game with minimal fuss. This may be true for arcade games like Space Invaders or Asteroids, but Your Favorite is only about 20 years old, so this is a misguided attitude. The tools of game creation are very good at making modern games. If you are building a sophisticated but off-the-beaten-path project, you are as much on your own as the original creators of Your Favorite where. Which is not to say that you can’t create original titles with modern tools-just that by constraining yourself to an archaic design, you may not be winning yourself any saved effort. You’re not a wizard from the future, coming back to build a castle with magic spells… you’re pounding in nails with a cordless drill. Modern game engines have primitives for things like “guy walking around” and “wheeled vehicle.” Trying to mimic the behavior of weird bespoke setups from the time before physics engines will result in very little off-the-shelf stuff to use. Same goes for a million other quirky modes of interaction with games that have ultimately been replaced with stuff like “reasonable defaults” and “realistic physics.” You’ll be reinventing the wheel constantly. You might be able to make it look nice, but many (most?) such projects stop there.

The Right Move

What should I do? If you really want to share the joy that Your Favorite brought you, you need to figure out what it is about the game that you found enjoyable. Consider the cargo cult; to recapture the bounty of cargo drops, people (so the story goes) built elaborate fake airstrips, thinking that if they created the right conditions, cargo would appear. I see the same in remakes – “if we take the art assets (or clone them, or redo them but off-brand-enough that we don’t get sued” and keep the gameplay exactly the same, it’ll be awesome!” Don’t do this. What you need to do is break down the design of Your Favorite, and figure out what it was that made the game compelling. “Everything” is not an acceptable answer, you need to be critical. You need to think about what you can reproduce in $CURRENT YEAR and what’s an artifact of its time, like compromises due to affordances of the platform, or time constraints. You must translate those compelling aspects into your future projects, and discard the anachronisms and sacred cows and genre conventions that belong to the past. Make your own game.