#oneaday Day 823: Information Diet

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Know what I hate? Chavs. Know what else? Teaching. Know what else? We could be here a while. I’ll tell you. Press embargoes.

I get why they happen, obviously — publishers and their PR people want to ensure that coverage of something is coordinated nicely so that everyone gets suitably whipped up into a frenzy all at the same time. But there’s an unfortunate side-effect if you happen to, say, follow a bunch of different video games outlets at the time a major announcement happens: everyone bellows the same fucking thing at the exact same fucking time.

It’s happening more and more nowadays, too. The most notable examples that stick in my head in recent memory are Assassin’s Creed III and Borderlands 2, both titles that I have a passing interest in but find myself becoming curiously resistant to the more and more I get battered in the face with the same information from slightly different angles.

I think, on the whole, this is the “problem” I have been having with mainstream gaming overall. There’s too much information out there — too much coverage, too many “behind the scenes” videos, too many “exclusive” interviews, too many press releases announcing a single screenshot (yes, that is a real thing I received today and I have no shame in naming Square Enix as the perpetrator). After a while, you become completely saturated with information about a product and subsequently have absolutely no inclination to want to touch it, ever. This was a big part of why I didn’t want to play Mass Effect 3, for example — EA’s appalling behaviour was just the straw that broke the camel’s back, really.

I feel for my friends who work in games PR for “B-tier” games, too. It’s hard enough to get a title like, say, Risen 2 noticed at the best of times but when you’re competing with everyone beating themselves into an orgasmic and/or angry frenzy over Mass Effect 3, there’s little hope for your title outside of groups of people like me who have forsaken the mainstream in favour of enjoying less heavily marketed titles.

Conversely, the games I have been playing and enjoying are the ones where information has been trickling out slowly, usually straight from the developers mouths without dribbling through the PR sieve. Take the “Operation Rainfall” RPGs Xenoblade Chronicles, The Last Story and Pandora’s Tower (which I’m currently playing), for example — these received very little in the way of press attention despite being fantastic games. The aforementioned Operation Rainfall, a grassroots campaign to get these three excellent games localised and released in Europe and the US, received plenty of press, but information on the games themselves was conspicuously absent. As a result, I was able to go into all three of them pretty much blind and have a fantastic experience in the process — a big part of what made all of them great is the sense of discovery inherent in all of them. That just doesn’t happen if you’ve been smothered in information for the six months leading up to the game’s release.

As a result of all this, I’ve come to a decision, and if you’re feeling the same way as me, I recommend you follow it too.

Cut back. Cut out the crap. If you follow a buttload of games journalists and outlets on Twitter, unfollow them. If you want some gaming news, pick one outlet and keep it on your follow list, but chances are if you follow lots of gaming fans, someone will retweet the news as it happens anyway. Otherwise, go seek out the news when it’s convenient for you. Check the sites when you feel like it. Subscribe to their RSS feeds. Use Google Currents or Flipboard to receive information in an easily-digestible format. Receive information on your terms, not that of a carefully-crafted PR campaign.

This doesn’t have to apply just to games — it can apply to pretty much anything that suffers from the problems described above. Film, TV, celebrity news, business, tech… anything, really.

I’m going to give this a try. It will doubtless initially feel somewhat weird to not see some familiar faces and logos in my Twitter timeline, but I have a strange feeling that I’ll be a lot happier, less frustrated and less cynical as a result. Check back with me in a week or two and we’ll see.

(If you’re one of the people I do happen to unfollow, it’s nothing personal. You just might want to consider getting separate professional and personal accounts!)

#oneaday Day 821: There are Bigger Problems in the World, Like Your Face

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Second only to the patented “Everyone Is So Entitled These Days And Should Just Shut Up” argument-defuser is the ever-faithful “Everyone Should Realise That There Are Bigger Problems In The World And Should Just Shut Up” conversation-closer.

I shan’t get into the former here — everyone has talked it to death and should just shut up — but I feel I should address the latter, since I saw it come up on Twitter earlier today. (And, if you’re reading this and you know that you used it, fear not — this isn’t a personal attack on you by any means, just my own thoughts on that particular argument.)

The trouble with the “Everyone Should Realise That There Are Bigger Problems In The World And Should Just Shut Up” argument (hereafter referred to as ESRTTABPITWASJSU) is that it assumes that people who are commenting on or complaining about something are equating their personal reaction to something that is “close” or “important” to them with something that is unquestionably a Big Problem For The World.

This is not the case at all. Recent examples where the ESRTTABPITWASJSU argument has been applied include independent game developer Phil Fish‘s ill-advised admonishment of the entire Japanese game development community in a very public place (and subsequent beratement of those who criticised him on Twitter, culminating with him leaving the social network altogether); and public reaction to the Mass Effect 3 ending. I have no desire to beat those particular drums in any great detail for now, so let’s put the specifics aside for a moment.

Yes. There are bigger problems in the world than both of those things. There are people losing their homes and livelihoods to the economic crisis. There are people in the world with not enough food or water. There are places in the world where diseases go unchecked. There are countries that are ruled by people with only their own interests at heart, not those of their people. There are wars being fought in the name of… what? And there are people who get so passionate about their religious beliefs that they blow themselves up in the name of their god, usually killing many other people in the process.

These are big problems. They are fucked up, massive, humongous problems that we, as individuals, can do very little about. Sure, we can throw our money at charities and, if we’re feeling particularly activist-y, attempt to take some sort of action against. But realistically (or pessimistically, if you prefer) there is very little that Josephine McAveragepants can do about these things since she does not run a government and/or army and/or bank. The problems become so massive that they take on an unreal quality — they often feel like they take place in a parallel reality distant from our own.

This is why people prefer to turn their attentions to problems they feel they can solve, or that they feel they can at least have an impact on. They have every right to do that. They may often have selfish interests at heart, but recent examples of organised action aimed at these relatively minor issues have proven that it’s far from being isolated individuals shouting and screaming about Games for Windows Live in Dark Souls or whether the Mass Effect 3 ending constituted false advertising (apparently, according to one Better Business Bureau blogger anyway, it does, believe it or not) — these are groups of people who are prepared to stand up and be counted in order to tackle problems they feel like they can face.

It’s an idealistic, utopian vision to believe that people (read: the Internet) will rise up together and do something about the bigger problems in the world than the ones they have successfully tackled to date. Maybe it will happen one day. Maybe these small “victories” will give some people the confidence to try something bigger, a little piece at a time. Protesting, say, a war is a bigger deal than signing a petition against the ending for a video game. Some people may be scared to jump in at the deep end, particularly with the apparent risk to life and limb frequently presented by the media, so they take the “safe option”. They feel like their voice is being heard, but relating to an issue which is smaller, closer, more relatable.

The key thing, though, is that none of these people who are sweating the small stuff are saying that the issues they feel strongly about are more important than the Bad Shit Happening Everywhere Else In The World.

No-one is equating those things except, ironically, in many cases, those people making use of the ESRTTABPITWASJSU argument.

#oneaday Day 802: On ‘Entitlement’, and How the Games Industry May Have Brought This on Themselves

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Yet another op-ed discussing the controversy of Mass Effect 3’s ending dropped today, this time from Gamesindustry.biz. In it, author Rob Fahey notes that “the advent of the Internet generation has done something deeply unpleasant and disturbing to the word ‘fan'”, going on to describe how the word has gone from meaning “I like this, it speaks to me on some level, I enjoy it, and I’m willing to spend money on it and advocate it” to “I like this, and thus it belongs to me, I own it, and I deserve a say in its future and its direction.”

I don’t argue with Fahey’s key point here — that there are people out there who believe that they should have a say in the way their favourite franchises are run — but I do object to several things about this article. My main point of contention is that the tone of the piece is yet another example of the games press being unnecessarily confrontational towards members of the public, lumping everyone who disliked Mass Effect 3’s ending together into one homogenous group. In reality, it’s rather different — while it’s true that there are people who have gone to the extremes of setting up petitions and complaining to official bodies over the ending, there are also people out there who dislike the ending because it’s badly written, because it feels half-finished, because it feels like an excuse to tack on the obnoxious “Hey! Buy DLC!” dialog box after the ending, and many other valid reasons to say it is a bit poo. (I’m paraphrasing from discussions with several friends and podcasts I’ve listened to here, as I have not played the game and, as you likely know very well by now, will not be doing so.)

Fahey does, however, then touch on an important subject which I believe is what has led us to this whole mess in the first place over the course of the last few years.

“Game companies are excited, delighted, by the idea of having loyal fans,” he writes. “Game companies have engaged with their fans, closely and directly. They nurture their communities. In BioWare’s case, and God knows they’re probably regretting this now, they openly talked about how important fan feedback is to them, about how Mass Effect was a series driven by its fans. It’s become a creed, a mantra. The fans are important. We love our fans. We listen to our fans. Tell people that often enough and they start to believe you — and on the Internet, there are a whole lot of people who don’t need much of a push to believe that they’re important and must be listened to.”

This is correct, but it is not the fault of the fans themselves. Rather, this situation has been exacerbated by the direct engagement with the audience that Fahey notes above. Fahey does concede that the industry has “forgotten that creativity isn’t about the audience, first and foremost, it’s about the creator” but seemingly shies away from what has actually caused this problem.

Two words: social media.

In BioWare’s case, their seemingly exemplary social media strategy of direct, personal engagement with fans has actually turned out to be their downfall. Let’s take a look at a bit of background to this.

For starters, a while back the company’s own social media coordinator Erika Kristine took the bold step of providing an open link to her own personal Facebook profile. Fans were able to befriend her and talk to her directly — though, disappointingly, as an attractive female, many of the comments she ended up getting on her page and photos tended to be of the “ur so beautiful” creepy variety rather than people wanting to engage with her. Perhaps unsurprisingly, her personal Facebook presence appears to have vanished, to be replaced by a “fan page” which hasn’t been updated since November of 2011. The damage was done, though — longtime fans knew that Erika, a human being, was in charge of BioWare’s social media, and thus opened the gates for “negotiation”.

Then there was the FemShep incident. What was previously a quirky subculture of the Mass Effect community — the cultish love for the female incarnation of Commander Shepard, voiced by Jennifer Hale — was adopted as a marketing tool by EA and BioWare. We started to get promises of FemShep trailers, FemShep art on the box, FemShep this, FemShep that. The whole thing came to a head with the odious “beauty pageant” public vote where subscribers to BioWare’s Mass Effect page on Facebook were able to vote on which of a variety of computer-generated hotties — very few of which are actually possible to create using the in-game character creation tools — would become the “official face of FemShep”. When the community objected to the fact that a “predictable” blonde, blue-eyed FemShep was winning the competition, the company opened another round of voting, this time providing a choice of hair colours for the same model FemShep. (We ended up with a redhead — a decision I applaud, but that’s beside the point.)

These aren’t isolated incidents, and they’re not limited only to BioWare and EA. Most major game publishers these days have hopped on the social media audience engagement bandwagon and regularly post questions, invite feedback and hold votes for everything from which athlete should be on the front cover of this year’s Madden game to what colour Serah’s panties should be in the inevitable upskirt scene in Final Fantasy XIII-2. All right, I made that last one up, but given that Konami promoted NeverDead with an interactive picture where the game’s heroine Arcadia stripped off more and more clothing as more people Liked the page, it’s not beyond the realm of possibility. This revolting marketing ploy has thankfully disappeared now the game’s page has moved to Timeline view.

Given the way developers and publishers interact with their fans, though, is it any wonder that some have started to feel like they have the right to exert some degree of “crowdsourced control” over their favourite franchises? If they can influence what FemShep looks like, why can’t they influence the ending of Mass Effect 3?

In short, the industry has backed itself into this corner and no amount of complaining about how “entitled” the more vocal fans are is going to change that. These fans may well have a sense of entitlement, but that has come from somewhere — it hasn’t just appeared from thin air. And no-one seems willing to acknowledge this fact, perhaps largely because it’s much too late to do anything about now. Pandora’s Box has been opened, Liked and Shared with eleventy bajillion people around the world, and it’s going to be very difficult to close it again.

In order to fix this, developers and publishers need to take a step back from their audience, to stop engaging with them quite so directly and to stop soliciting feedback on every little irrelevant detail of, say, how many tassels there should be on the new Assassin’s Creed dude’s hoodie. If developers don’t want a repeat of this whole Mass Effect 3 fiasco, then they need to stand back behind a barrier that carries a big sign reading “Look, chumps, we made this, and we hope you enjoy it. You’re free to not enjoy it if you so please, but it is what it is — finished, complete, tied up with a pretty pink bow. If you enjoy it? Great. We’ll keep making more if you keep buying them. If you don’t like it? Don’t buy it, then we’ll know we need to do something else.”

“This isn’t a situation that’ll change overnight,” concludes Fahey’s piece, “not least because immense inertia defines the role of ‘fans’ in our industry — but it’s important for game creators to realise that things don’t have to be this way. Engagement with fans doesn’t have to mean letting the lunatics run the asylum, or even giving them the impression that they’ve been given the keys to the office.”

His conclusion here is valid — this is exactly what game creators need to do. You can’t crowdsource a big-budget game and expect it to come out coherently, so don’t encourage people to think that’s an option. However, the fact that some people have already come to that conclusion thanks to social media oversaturation doesn’t make them “sociopaths”, as Fahey calls them — it means that they have been brought to that conclusion via precedents set by the people they are complaining to. Similarly, those who simply dislike the ending on the grounds that it’s just not very good — particularly when the rest of the series is used as a yardstick to measure it against — aren’t being “entitled” or “sociopathic”, they’re just rather unfortunately finding their opinions lumped in with those who are taking more extreme arguments.

I hope the industry learns from this experience, but I have a suspicion it won’t.

#oneaday Day 786: On Endings

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I’m not going to discuss Mass Effect 3‘s ending here, largely because, as you all know, I have not played the game, nor will I be doing so. I have, however, been reading up on it and I understand that it is SUPER-MILD SPOILER rather bittersweet — or just plain bitter, if you prefer to look at it that way. /SUPER-MILD SPOILER

There’s been a ton of coverage regarding fan outcry over the ending. For the most part, those complaining about the ending (and even, in some cases, petitioning BioWare to change it) have been held up as figures of ridicule, the exemplification of that overused and increasingly meaningless word “entitlement”. Some professional industry commentators have even taken to insulting and verbally abusing people who believe that the ending is “wrong”, with one notable example referring to anyone who had criticised either Mass Effect 3‘s controversial DLC strategy or its ending as “whiny fucking babies”. (That netted an instant total loss of respect and an unfollow from me, incidentally, not that the person in question likely cared.)

Other outlets took a slightly more measured approach to criticising this group, noting that forcing BioWare to change its creative work according to public opinion rather than steadfastly sticking to the ending it chose to write would cause Mass Effect to cease being art and to simply be another product. (I would argue — and have done — that it’s already there, but that’s a whole other issue.) Meanwhile, articles like this one, that offer a well-considered message of support to disenfranchised fans, are rather more rare.

I’m not quite sure where I stand on the debate. From what I understand of the ending, the thing that people are most upset about is the fact that it appears to render most of the decisions made throughout the course of the entire three-game series completely irrelevant. Given that this “decision-making, choose-your-own-adventure then deal with the consequences” nature has been a key selling point for the entire Mass Effect series, I can see why people would be pissed off about it. And if this truly is the case (still haven’t played it, remember) then I’d be inclined to come down on the side of supporting those who are upset at the ending.

On the flip side, I have nothing against a bittersweet ending. In fact, some of my favourite endings over the years have been bittersweet ones. (Spoilers ahead. Highlight the text to read it. Mobile users, copy and paste the white text into a note or something.) Take Conker’s Bad Fur Day, for example, where despite kicking all kinds of ass throughout the course of the game, culminating in an epic battle spoofing Alien, Conker’s girlfriend, whom he has simply been trying to make it home to for the whole game, is still dead. Or Final Fantasy XIII-2 (another game which saw a bit of fan upset regarding the ending, though not to the degree of spawning a petition) where Serah dies in Noel’s arms, having suffered a vision just like all the Yeuls the duo had seen throughout the course of the game — a possibility which the game had set up and repeatedly reminded the player of throughout. Or To The Moon, where the old man dies and it’s still massively upsetting despite the fact you’ve known for the whole game it’s going to happen. Or how about Persona 3 (I haven’t played FES yet so don’t spoil it if I’m wrong here!) where it’s rather strongly implied that the protagonist dies peacefully on the school rooftop surrounded by his friends. Or Persona 4, where after spending a year with people, building up close friendships, solving a series of horrible murders and eventually saving the world, you have to leave them all behind by getting on a train and not looking back. I even loved Fallout 3‘s original ending, where the player character dies a horrible, painful death in a radiation-filled room while saving everyone else. Or… you get the idea by now, surely.

I liked all of those endings. I thought they were effective and, in many cases, quite moving. I think the difference we’re seeing with Mass Effect 3, however, is that the ending is being seen as rather at odds with the way the rest of the game — nay, series — has played out to date, and fans feel that they are being cheated out of the choice of ending that they want, deserve, whatever you want to call it. Of course, there is a very complicated flowchart in a ring binder somewhere in BioWare HQ that maps out all the possibile decisions players might have made over the course of the three Mass Effect games, and attempting to untangle that in order to produce an ending that would satisfy everyone would be absolutely impossible.

Without getting into spoiler territory here, though, I feel it would at least have been possible for there to be one or two alternative ways for the saga to end besides those which are already there — and which are, from what I’ve read, relatively similar in their execution, if not their consequences and eventual outcome. It seems very strange for BioWare to do this given that they’ve been so good at endings in the past — look at the variety of ways Dragon Age: Origins can conclude, for example, whereby the player is pushed towards the final battle of the game, making it seem like a linear run to the finish, but is then thrown a number of massive decision points that significantly affect exactly how the ending goes down. The outcome is the same in each case, but the means by which it is achieved is enormously different — and, more to the point, is dependent on player choice as well as how they have played their character up until that point, factors which Mass Effect fans feel that the trilogy’s conclusion is not taking into account.

Basically, I can see both sides of the argument here, though both sides also have a lot to learn about respectful debate. Many in each camp are making valid points which then have all credibility removed when someone causes things to descend into name-calling and hair-pulling. A debate over something like this should be interesting and exciting, not leaving everyone involved and any onlookers feeling faintly disgusted and ashamed. A game provoking such discussion should be celebrated; instead, this whole episode is proving to be something of an ugly blot on gaming history.

#oneaday Day 782: Is It Worth Complaining?

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I had an interesting discussion on Twitter earlier with Peter Skerritt of Armchair Analysis and Craig Bamford of Leveling Criticism. Peter argued that gamers had made their bed with regard to questionable business practices surrounding downloadable content, preorder bonuses and all of the other annoyances which this particular generation of consoles has developed — that since so many people have bought into these schemes over the last few years that it’s now too late to go back, that any sort of “action” is not worth taking, and that anyone feeling the need to speak out about it should understand that doing so will have negligible effect.

Craig, meanwhile, countered that “‘shut up and consume’ is just greasy”, noting that Mass Effect 3‘s controversial day-one DLC “prompted a huge backlash which the company had to expend serious PR resources to fix.”

I’m not going to get back into this specific argument here, but I did want to address some more general points which Peter, Craig and I discussed. Namely, the question of whether or not it’s worth complaining about something.

It’s easy to complain about things on the Internet. Start a blog or a Twitter account. Rail against anything you find personally objectionable. Talk up the people who agree with you and either ignore the people who disagree or get into very loud and public slanging matches with them. “Internet Rage” is its own meme now, though ultimately the concept of “the Internet being angry at something” has arguably done more harm than good to the concept of actual, genuine protest.

The trouble is that there’s an element of bandwagon-jumping. With any kind of disagreement, most people are going to come down on one side of the fence or the other. In the case of Internet arguments, those who are skilled in rhetoric will have very little difficulty in recruiting people for their side, as all it takes, in some cases, is a particularly persuasive YouTube video or an article featuring carefully massaged statistics to get people onside. People are lazy. If you lay an argument out on a plate for them, relatively few of them will have the inclination to go and research things for themselves. ‘Twas ever thus, and we even see this in the professional specialist press to a certain degree.

It loses its effect after a while, though. Words are just words, after all, and as any protestor worth their salt will undoubtedly tell you, actions speak far louder than words.

Or do they? I haven’t bought Mass Effect 3 but do I think EA give a shit about that fact? No, because a healthy number of people have bought Mass Effect 3, and those are the only people that EA care about. Those are the people that say to EA “what you’re doing is acceptable, please do it more.” It’s not just something that happens in video games. It happens with all sorts of shady business practices. The more people just accept something as “that’s the way it is” (houuuuuaaahhh!), the more likely companies are to want to keep pushing the boundaries a little bit further each time, like a toddler trying to figure out exactly how naughty is too naughty, only with millions of dollars instead of plastic things made by Fisher-Price.

Does that invalidate the criticisms that those people who object to it have? Does the fact that, say, EA has no need to take those people’s criticisms into account mean that they should stop speaking out against those things which they find unacceptable or distasteful?

Absolutely not. For if those people stop complaining, then we have no dialogue. We have no discussion, no debate. We simply blindly accept, consume, bend over, take it. You may be happy to blindly accept, consume, bend over, take it. You may believe that there are more important things to worry about in the world than whether or not a software company squeezes an extra $10-$20 out of its most loyal fans. You may believe the lines spun by public relations in an attempt to limit the damage done to a brand’s reputation. But that doesn’t mean that the people who don’t feel the same as you should be silenced. State your case. Come out from your corner fighting. You might change their mind — though given my experience of debates like this, you probably won’t — or you might at least give them an alternative perspective to consider, even if they ultimately end up feeling the same way.

In short, I believe that yes, it is worth complaining. In the video games case, Peter argued that complacency is what has led consumers to the point they are at now, where buying a $60 game is no longer the end point of the relationship between the customer’s wallet and the publisher’s pockets — it’s the beginning. If that’s the case, though, while it may be too late to salvage matters with regards to things like DLC, preorder bonuses, shady sales practices and all manner of other considerations, surely that’s a sign that consumers upset by all this should be more vocal in order to preempt publishers attempting to take advantage of them any further in the future?

Those expressing upset and annoyance at what they see as unfair shifts in business practices are now often accused of being “entitled”. But that’s simply lazy rhetoric. There’s a big difference between being “entitled” (typically used in this context to mean “expecting something for free”) and having very valid concerns about getting value for money or being treated fairly as a consumer. In the Mass Effect 3 case, no-one’s expecting something for free. They want to pay for the game, to support the developer, but they don’t want to be treated like idiots and/or bottomless cash pits in the process. Personally speaking, I don’t think it’s unreasonable or “entitled” to expect a complete product when you hand over your money for it. But, well, we’ve been over that already and I know far too well how futile it is for both sides to try and convince the other of their viewpoint.

The point: complaining or protesting may not have a direct or immediate effect. But it ensures that we continue to discuss, debate and consider things a little more carefully than we would otherwise if there was a complete consensus of opinion. It keeps things interesting, it prevents people from becoming too complacent and it allows people to retain their individuality rather than being treated as an amorphous mass of identical, anonymous “consumers”.

Sounds better than the alternative to me. But then you probably disagree. In which case you’re wrong, you entitled twat.