#oneaday Day 272: A productive day!

One of the troubles I am sure anyone with any sort of "online presence" will be familiar with is the feeling that you "should" be doing something "productive" with any free time you happen to have. Such is the case with me; I've been on holiday all week, and I've had the lingering sensation that I should make some videos for my YouTube channel, since it's something I enjoy doing, and having a bunch of free time available is, surely, the ideal time to do such a thing.

And yet. And yet. There's always a part of your brain at times like this that says "no, fuck that, you booked time off so you don't have to work, so just relax and enjoy yourself". Of course, making YouTube videos is a relaxing and enjoyable activity, but it also requires effort, so you can see the quandary.

Anyway, I made some time to get some stuff done today. I'd already scripted the intro sections for several vids yesterday, so all I had to do was set aside a few hours to record the intros and gameplay sections, and there we were.

I'd been meaning to do several of these videos for a while, but had put up a bit of a mental block towards a couple of them, because they involved games and a platform that are unfamiliar to me: specifically, two Spectrum games that had the potential to be rather challenging to cover.

And they were challenging to cover, but I found a solution. Mostly dogged determination, to be honest, though in the case of one of them, copious use of save states and rewind functions. And the result is, I hope, some videos where I demonstrate how a lot of Spectrum games can be something of a "slow burn", particularly if you didn't grow up with them, but if you are willing to put in the time and effort, there are potentially rewarding experiences that await you.

All in all, I got five videos done altogether today: three Spectrum vids and two Atari games as a palate-cleanser. Want specifics? Oh, all right then; on the Spectrum front, the two I was worried about were Ant Attack and Army Moves, the latter of which is where the majority of the save state/rewind "cheating" took place, because fuck that game's first four levels, plus Auf Wiedersehen Monty, which I knew probably wouldn't be an issue and, sure enough, wasn't. The two Atari games were Lode Runner's Rescue (which is a really interesting game I'd never heard of until very recently!) and Frogger II (which I just like).

That's pretty danged productive, so I should be pleased with myself. So I am! I'm looking forward to sharing these videos with you, as I think they're all a lot of fun. Watch out for them over the course of the next couple of weeks.


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#oneaday Day 269: It was my bloody SNES

In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all that's really happened is I spent £40 more than I thought I was going to, traded in the few loose N64 carts I had lying around (and which were now redundant thanks to the Everdrive 64 X7 I have) and now have two SNESes: one with (presumably) a fried chip that means anything involving "Mode 7" scaling and rotation (and adjacent graphical techniques) is borked, and my new acquisition which, so far, appears to work just fine.

I'm a little sad at the apparent death of my old SNES; that thing had followed me since childhood and has always been a treasured part of my collection, even at the times it wasn't getting much use. I suspect it probably is possible to fix somehow, but that would involve getting stuck into some electronics that I'm not confident enough to explore just yet, and my wife Andie, who is quite happy to get the soldering gun out, is in the middle of numerous other projects, so I don't want to bother her.

So anyway. Yes. CEX did not, in fact, sell me two consecutive faulty copies of Desert Strike, it was my bloody SNES after all. At least that's all resolved now, and with the FX Pak Pro safely in place, I can now just enjoy the thing without worrying about dead batteries, corroded connections and all that other good stuff that we never even thought would be a consideration back when these things were new.

I am looking forward to spending some quality time with the SNES library. As I've alluded to a few times in the past, despite owning that SNES since… probably '92 or so? I didn't have all that many games for it. I had Super Mario World, Super Mario Kart, Super Mario All-Stars, Starwing, SimCity and American copies of Street Fighter II and Chuck Rock. Plus two of those converter thingies that allowed you to play games from another region by plugging a "native" game into the back and the game you wanted to play into the top.

I played a few other SNES games through borrowing them from friends. I borrowed Super Star Wars from my friend Andrew on multiple occasions and liked that a lot; these days people seem to remember that as a ludicrously difficult game, but I don't remember it striking me as being unusually hard back in the day. Definitely one to revisit, and I was always curious to try Super Empire Strikes Back and Super Return of the Jedi, because I never even saw those running.

I'm also going to make some time to play through Soul Blazer, Illusion of Time (better known as Illusion of Gaia) and Terranigma, because I like Quintet's work (and their subsequent work as Shade) but have never settled down to spend a good amount of time with any of these games. I've played the start of all of them multiple times and enjoyed what I saw in all instances, but I definitely want to play them properly.

Then there's just the odd stuff. While loading up a flashcart or emulator with a bunch of ROMs is often a ticket to Analysis Paralysisville, one of the things I like about retro gaming is that you can pick something pretty much at random and probably be able to figure things out without too much difficulty. Sometimes when you do this you make wonderful discoveries of things you never would have thought to try otherwise; at others, you realise why these games aren't better known.

Earlier today, I tried the Infogrames Asterix game. I was a big fan of Asterix as a kid and am still rather fond of it; I still have all my old Asterix books, and the Konami arcade game is, I maintain, one of their best belt-scrollers. I was always frustrated that there was no home version of that arcade game, though, and for one reason or another never came into contact with any of the console games. This particular one isn't anything particularly remarkable, but it does have some of the Asterix wit and charm about it, and Roman soldiers go "PAF!" when you punch them, which is nice.

Another nice thing about the FX Pak Pro is that it functions as a Super Game Boy 2, meaning you can load up Game Boy ROMs as well as SNES ROMs. I found a couple of games that don't seem to work with it — The Smurfs, sadly, which is a shame, as the soundtrack for that game is way better than you would think it would be — but Rod Land does, which is all that really matters.

So mixed feelings today, then. Sadness at the apparent death of my childhood SNES, but joy at the world the FX Pak Pro is about to open up to me. And when the Mega Everdrive Pro gets here in a few days… well, I'll be in 16-bit heaven for quite some time, I feel.


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#oneaday Day 264: Flashcarts: a retro essential?

I can't remember if I mentioned it on here before, but even if I did, I'm going to mention it again anyway: I recently ordered an FXPak Pro for my Super NES, to add to my collection alongside the Everdrive 64 X7 I got a while back for my Nintendo 64, and long-term I intend to also get Everdrives for the Mega Drive, Master System, NES and possibly Game Boy Advance.

For the unfamiliar, an Everdrive is a cartridge for a retro gaming system that allows you to pop in an SD card full of game ROMs, then play them on original hardware. The FXPak Pro is a similar device, but it's distinguished from Everdrives primarily due to its origin, but also because it is capable of emulating the custom chips that many SNES cartridges had in them, such as the famous Super FX chip that powered Starwing.

Most of these devices also have additional benefits such as being able to back up save data and even make use of emulator-style save states in some circumstances — one model of the Mega Drive one can even full-on emulate a Mega CD without having to have an actual Mega CD attached — but their main appeal element is the ability to play any games you want on original hardware without having to use original cartridges. Of course, this generally involves piracy, but at this point, none of the original makers of games on old games consoles are making any money from you buying an original cartridge anyway, which means the often exorbitant prices they go for are pretty much pure profit for the individuals or organisations involved.

A while back, I was all about building a curated collection of games for vintage systems, and there's part of me that would still like to do that. But I have had a few considerations arise over the last couple of years: the first being the available space I have, which is rapidly running out (although I've reclaimed some by banishing some items to the loft and rearranging some of the other shelves) and the second being that I had a run of bad luck with buying second-hand cartridges.

To give specifics, I attempted to buy the game Desert Strike for SNES, a game I never actually owned back in the day, but always enjoyed any time I borrowed it from a friend or played it at their house. I paid £8 for a copy from CEX, and was a little put out to discover when it arrived that it didn't work. Well, it sort of worked; the Electronic Arts logo on startup was garbled, in-game graphics occasionally corrupted and it would just randomly reboot sometimes. This problem persisted even after several sessions with the contact cleaner and cotton buds. The cart was just fucked.

No matter, I thought, it's only £8, I'll buy another copy and return this one if I can be arsed — though I knew from experience that if I attempted to return it to CEX, they'd almost certainly test it, find it didn't appear to work, then refuse me a refund, despite them selling it to me in a faulty state in the first place. So I bought another copy. And the same thing happened.

Couple that with several experiences I've had where I bought games where the save batteries had failed, and, y'know, I just can't be bothered with all the faffing around with aging, failing media when there's a better option just sitting there. Playing on original hardware definitely has its own distinct appeal from playing on emulation or even official rereleases on modern systems, so going the Everdrive or FX Pak Pro route just makes a lot of sense when my priority is not "investing" in a collection, but instead just enjoying the games.

I will add to the above that, if a game I'm particularly fond of or always wanted to play should suddenly become available commercially, I will happily pay up money for it, and have done on numerous occasions, even if I'd already played and beaten the game via "unofficial" means. It's the right thing to do. But there are myriad games out there that are never getting a rerelease for all manner of stupid reasons, and that doesn't mean no-one should be able to play them any more.

So, long-term, I'm intending that all my retro systems will be equipped with Everdrives or equivalents so they can be used and enjoyed without having to roll the dice on whether aged media is still in working order. And once that's all sorted out, I'm looking forward to spending some quality time with some classic games — both ones I loved back in the day, and hopefully some new discoveries, too.


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#oneaday Day 261: Two for one

Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad.

So with that in mind, I'll do my best to try and talk about something completely different in this post.

I've spent my evening playing some Midnight Resistance on Evercade. I do like that game a great deal, and there is, in fact, a reason I've been playing it outside of just "because I want to", but I also just wanted to.

With the general size of modern-day games, it's easy to forget about the appeal of classic arcade-style games from earlier generations of hardware. It's easy to think of these games as being somehow "lesser" thanks to them not having in-depth storylines, not having hours upon hours of gameplay (assuming you can make it through them) and not having in-depth secrets and lore for theorycrafters to post six-hour video essays on YouTube about.

I'm as guilty of this as anyone. When I sit down to play a game in the evening, I'm usually prioritising whatever my "big game" is at the moment — Xenoblade Chronicles at present, for example. But sometimes, as I alluded to the other day, I'm in the mood for something different. And that's generally when I bust out something that doesn't take as long to play, but which I often find is still incredibly rewarding, relaxing and enjoyable.

Take The Excavation of Hob's Barrow, which I played and wrote about recently. I decided to play this pretty much on a whim, but almost as soon as I started I knew that I would be devouring this game within a day or two. And, rather than coming away from the experience feeling like I hadn't had value for money from the game because it only lasted for 6 hours, I came away not only immensely satisfied with the experience I'd just had, but also inspired to write nearly 3,000 words about it.

It's the same any time I jump into something a bit shorter. I need to stop thinking of these as "filler" games, as it's easy to do, and actually settle down and spend some proper time with shorter experiences. Because there's a lot to appreciate in them, and it's valuable to consider the various different ways that interactive entertainment can engage our brain, excite us and distract us from the misery that is generally existing in 2025.

I'm feeling increasingly attracted to 16-bit games specifically, and with that in mind I've ordered an FX Pak Pro for my Super NES. This is a flash cart from the Everdrive maker Krikzz, based on an open source project known as SD2SNES, and it supports pretty much every SNES game you can think of, including the ones with the funny custom chips like the Super FX chip or DSP chips — and supposedly it even runs Game Boy games via the Super Game Boy 2 setup. I'm looking forward to loading it up with European SNES ROMs — the TV I run my SNES on doesn't like doing 60Hz — and spending some quality time with some excellent 16-bit games in the very near future.

And, once my wallet has recovered from the not-inconsiderable amount that the FX Pak Pro costs, I'm going to do the same for the Mega Drive and have an absolutely delightful selection of games to spend some time with when I just feel like kicking back and playing things that aren't too demanding of my time.

I do like collecting retro games, but realistically speaking, I have a few considerations: firstly, I don't have a lot of space for more games, and the priority on the remaining space is for current stuff; secondly, retro is getting very expensive, and not always worth the amount you need to pay to get stuff in reasonable condition; and thirdly, retro is also getting a bit unreliable at times. I bought the game Desert Strike three times from CEX and all three cartridges have an issue in the same way. It's not my SNES because that runs absolutely everything else just fine. Combine that with the fact that batteries in carts with save game functions are starting to fail and it's just easier to go the flash cart route. It's not as if buying a second-hand copy of a game from CEX is sending any money back to the original devs, after all — and as a general rule, if something I enjoy gets an official rerelease on a modern system, I will happily pay up for a physical copy of it. (Even better, often with Evercade I get to be part of making those physical releases!)

So yeah. 16-bit is where it's at for me at the moment. And with that in mind, I think a few more attempts at Midnight Resistance before bedtime.


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#oneaday Day 258: Mix it up

One thing I find myself having a bit of trouble with these days is feeling like I'm able to "mix things up" with regard to the things that are entertaining me. I feel a peculiar sense of "guilt" if I start on a new game, TV series or any other form of media before finishing one that I have already been working on for a while. And while in some respects that's not necessarily a bad thing — I estimate I finish more games and TV series than probably 95% of the average game-playing public out there — it's also a bit different from how I used to live.

When I think back to, say, the PS2 era, I had absolutely no problem chopping and changing between what games I was playing. Sure, if I found myself particularly compelled by an RPG or other narrative-based game, I'd probably make that a priority, but I also wouldn't feel any sort of "guilt" if I decided that no, that evening I really wanted to play Grand Theft Auto III. And I'm trying to figure out what, exactly, changed in my mind to create this, frankly, irrational feeling.

My initial reaction was that it might stem from the time where I was doing "Cover Game" features on MoeGamer, where I committed to playing a (usually long) game through from start to finish, penning at least four articles about it along the way. But then I remember while that was at its peak, I was also putting out pretty much daily articles about all manner of other games that I was playing. Granted, a lot of that came down to the fact that I was desperately bored at my day job and thus spent a lot of "work" time actually writing new articles for MoeGamer, but I still had to actually play the games in order to be able to write about them.

So whatever it is, it's happened since that time, so I estimate probably within the last 5 years or so.

Perhaps it's just generally feeling pretty run-down, and not wanting to have to think about too many things at once. That's a plausible suggestion, but inevitably I tend to find when I do have an evening where I just say "fuck it", put my current "big game" to one side and play something else for a bit, I have a good time. So it's not necessarily that I don't want to engage with something else; it's that I'm putting up a weird mental roadblock preventing me from doing so.

Part of it also may well be a false, completely unreal sense of "urgency" that is all in my own head. "I have all these games," I think, "so I have to get through all of them as soon as possible!" And this is nonsense. When I think back to that PS2 era and even earlier, I thought nothing of going back and replaying a favourite game multiple times, just because I enjoyed doing so. I thought nothing of playing a game with multiple endings repeatedly from start to finish without skipping anything. And those were good times!

I'd like to try and get back into that vibe I had when I was writing daily posts on MoeGamer. A while back, I experimented with the idea of "Gaming on a Schedule", and chronicled my thoughts on the process. I came away thinking that it was kind of a good idea, but that it was also possible to be too rigid about such things. The optimal balance is one where you still make time for your "big game" so you actually finish it, but also feel free to have an evening or two or three a week where you just… do something else instead.

So I think I just need to have a bit of a word with myself. If I have an evening such as I am having tonight, where I feel like "I don't really feel like playing Xenoblade Chronicles," there is no reason that I should feel guilt about that. I've already spent nearly 100 hours on that game, and I'll be spending at least that amount of time again on Xenoblade Chronicles X starting this time next month. So what does it matter if I have an evening "off" and play something else instead? It doesn't mean that I'm never going to finish Xenoblade Chronicles, which I think is where this whole roadblock stems from. Leaving aside the fact that I'm already very near the end, I have, after all, already beaten it once in my life, albeit on a different console.

So y'know what? This evening I'm going to play something else. Exactly what, I haven't quite got as far as deciding just yet. But I'm going to go with my gut rather than agonising over it for hours and then getting to bedtime having not actually done anything fun at all this evening.

So there. That's that. Here we go.


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#oneaday Day 256: I'm tired of collective hateboners

I don't think it's an exaggeration to say that probably 75-80% of the games I've bought in the last… maybe 5 years or so, possibly more, have come from limited-press companies. My reasoning for this? I like owning physical copies of games, and most of the limited-press companies wait to put out a physical version of a game until it has all its updates applied and usually (though not always, these days) all its DLC.

Taking this approach to buying games has a few effects. Firstly, it makes me consider whether or not I really want something, or if, as often happens with digital releases, I'm likely to download it, play it maybe once or twice and then never think of it ever again.

I value physical releases more. I just do. This isn't a slight against those who can't afford to, don't want to or aren't able to do physical releases, it's just a fact about how I approach my video game collection. If it's not on a cart or a disc, I am very likely to forget about it.

One thing I'm growing increasingly tired of is the collective whingeing that goes on any time a limited-press company announces its involvement in a physical print run of something. It happened just today with Digital Eclipse's long-awaited announcement that it will be publishing physical versions of its "Gold Master" interactive documentary series on Karateka, the back catalogue of Jeff Minter and Tetris. Because Limited Run Games are involved, some people have already written the release off completely. One person in a Discord I frequent described it as the "worst birthday present ever".

And… I just don't see it. Limited Run used to have big problems back when they opened pre-orders for five minutes and then promptly had them all swallowed up by scalpers, but they don't do that any more; instead, they have an open preorder window, during which they establish who actually wants a copy, then they print those copies. Sometimes it takes a good few months from ordering a game to actually getting it, but the company has always been up-front about that being a thing, at least partly for the reasons I described above — wanting to ensure that the game is "complete on cart/disc" with all updates applied — and partly to give them the time needed to take all those preorders, pass those orders on to their manufacturing partners and then sort the whole shebang out.

The same is true for other limited-press houses. Probably the "worst" of the batch in terms of being kept waiting is Strictly Limited Games, who has been sitting on preorders for some games for (checks) three years at this point, but when their eminently affordable special editions do arrive, they are absolutely lovely in terms of quality, with tons of extras and just plain gorgeous packaging.

I guess I just… don't mind waiting. I am under no illusions as to when I will be getting a game when I order from one of these companies; more often than not, it's a nice surprise several months (or even years, in the case of Strictly Limited) down the line when I get a dispatch notification for something I'd all but forgotten I ordered.

To an extent, I get why this pisses people off. We live in an age where if you order from Amazon at the right time, you can get something on the same day you ordered it. We live in an age where you can click a button online and get food delivered to your door within half an hour or so. We live in an age of digital convenience, where if you want to watch something you just click the thing to watch it rather than having to search for somewhere that has it in stock, order it and wait for it to arrive.

To anyone who is used to those modern conveniences, paying up for something you won't get for months is unthinkable. But it's not that unusual. Many online shopping sites that aren't Amazon take a while to ship things. eBay sellers can be relied upon to not even think about shipping your item until a week after you paid. Things go out of stock and sometimes aren't back in stock for months. Granted, most of these situations doesn't see you waiting as long as you do for a limited-press video game, but after several years of hearing people constantly whining out non-specific complaints about Limited Run and its ilk, I just have to say… I don't care. Shut up.

In seven years of ordering from Limited Run, I've had precisely one mishap, and that was down to the courier in this country making a mess of things rather than anything Limited Run did — I ended up with a slightly crushed Switch case for the Contra collection from Konami. So y'know what I did? I got a new Switch case and replaced the damaged one. Job done.

In multiple years of ordering from other limited-press companies, I've had no issues. Yes, I have the aforementioned outstanding Strictly Limited orders, but I have faith that those are going to arrive. It doesn't really matter when they arrive, because I have over a thousand other games on my shelves all around me, and even more in my Steam library and downloaded to various consoles. It'll be nice to finally have those, but I'm not mad about them not being here yet, because there's really no point in being mad about it. I paid my money knowing that I'd be waiting for a while, and so that's exactly what I will continue to do.

I will also be ordering the Digital Eclipse Gold Master games when preorders open on February 25 — although as it happens, Digital Eclipse have sensibly partnered with a European distributor (Clear River Games, who also distributed their excellent remake of the first Wizardry game) as well as Limited Run for North America, which makes life quite a bit easier.

I'm tired of not feeling like I can be excited or pleased that something I hoped would get a physical release is actually getting a physical release, because The Internet can't get over its collective hateboners. And I can almost guarantee that a significant proportion of the people whingeing about it being Limited Run don't have any specific complaints other than they don't like them, or because someone involved in the company said something dumb on Twitter.

If you don't like them, you have no obligation to give them money. You have no obligation to buy anything if, for whatever reason, you don't want to give the people making it any money. I happen to like what they do, and I'm getting real tired of people pissing over my excitement for things like the Digital Eclipse releases because they can't get over the publishing partner.

Anyway, that was a useless rant. No-one's reading this anyway. But I feel a bit better. Time to go watch Angel in bed.


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#oneaday Day 240: Fair and Balanced Critique

Hello! First of all, here:

That's the first of the two videos I recorded this weekend. Please enjoy a full playthrough of King's Quest II: Romancing the Throne on Atari ST.

Part of the reason I'd felt inspired to play this (and Space Quest) this weekend is because I've been watching the videos of a channel called Space Quest Historian. This is a chap who absolutely loves adventure games, but had little experience with the King's Quest series prior to a donation drive on his Patreon, where he said he would play through each and every King's Quest game for reaching various donation milestones. He also doesn't really like "fantasy" as a genre.

I have been absolutely loving his entertainingly scathing teardowns of the King's Quest games, and I adore those games for the most part. And I've been racking my brains trying to think why I'm enjoying these vids so much when sometimes I feel oddly upset and defensive when someone is negative about something I love.

And it all comes down to intent. Space Quest Historian isn't malicious about these games at all, even when ripping them a new one for their more absurd elements. Instead, he's inviting us to be in on the joke; inviting those unfamiliar and existing fans alike to come along on a ride where he entertainingly points out all the ridiculous things in these games. And, to be clear, as a fan of King's Quest, I can quite happily admit that there are a lot of ridiculous things in those games.

Where this differs from, say, reviews of Japanese stuff that have upset me in the past, is that Space Quest Historian is not being mean about these games, nor is he being mean about the people who like them. He's not suggesting that you are a bad person for liking the games, nor is he suggesting that you are wrong for liking the games; instead, he is simply providing some light-hearted commentary in a series of videos that it should be abundantly clear from the very opening seconds should not be considered serious critique or analysis. And he's often the first to say as much.

Compare and contrast that approach with, say, reviews of Japanese games that outright call people who like them paedophiles, or suggest that people who enjoy a particular series are sex pests, or that they only like anime women because no real woman would ever want to touch them. That crosses a line. That's mean, and uncalled for. All of the games I'm thinking of with those examples have plenty about them that can be poked fun at, but without it being at the expense of those who genuinely love them and have found meaning in them.

It can be a fine line, of course, between being hyperbolically nitpicky about something and the audience feeling like you're attacking it. And indeed, some commenters on Space Quest Historian's channel feel he veers too far in the "bad" direction. But as someone who is normally quite sensitive to this sort of thing, I've been really enjoying his work, and I'm looking forward to seeing more. It doesn't stop me from enjoying the King's Quest games; in fact, I probably find these videos funnier precisely because I recognise all the things that he's discussing.

Anyway, just fancied saying all that — and sharing my King's Quest II playthrough above. Please enjoy!


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#oneaday Day 239: Two Quests in one day

I recorded some videos earlier. I really like doing adventure game playthroughs, so I decided to play through both King's Quest II (I've already done the first one) and Space Quest, the latter of which I've never played all the way through by myself, but which I've fallen asleep to Dan from Game Grumps playing on numerous occasions.

I was hoping to get The Dagger of Amon Ra done also, but it turns out playing and beating three adventure games in one day is just a little too ambitious, so I've settled for just the two mentioned. The Dagger of Amon Ra is still on the list, though; I found The Colonel's Bequest far too interesting to just leave Laura Bow hanging like that.

I mostly enjoyed the experience of these two games. King's Quest II is a game I have fond memories of playing as a kid, though I'm not sure I ever actually beat it when I was younger. Space Quest was mostly a pleasure, also, save for two truly awful and mandatory sequences you have to endure: a "skimmer" race where you have to dodge incoming rocks, and a slot machine sequence where you need to earn an obscene amount of money using a purely luck-based system. (If you're playing a later revision of the game, there is a cheat to bypass this sequence, but sadly, the ST version I was playing was not said later revision, so I had to do it "the hard way".)

I always find it fascinating to go back to adventure games, because when I was younger actually making it all the way through one seemed like a literal impossibility. Particularly if we're talking about Sierra games, which most certainly are not afraid to kill off the player regularly, or leave them in a situation where they forgot an item earlier in the game that is mandatory to progressing later. King's Quest is probably more notorious than Space Quest in this regard, but as it happens, of the two games I played today, King's Quest II was probably the gentler, fairer of the two, while Space Quest had several opportunities to miss important objects and completely screw your entire playthrough over.

But no. Those games that seemed impossibly huge and insurmountable as a child are almost laughable in their length today. Actually, no, I don't mean that; both King's Quest II and Space Quest (annoying bits aside) are just the right length to be satisfying, so far as I'm concerned, but I do feel like if a modern equivalent of both of these was released today, they would be quickly review-bombed by entitled Steam kiddies whinging about "lack of content" and "no updates, abandoned game".

For me, though, it's nice to be able to power through a game like this in the space of a couple of hours — possibly even quicker if you know exactly what to do and the best order to do it in. I certainly enjoyed recording these two videos today — and I'm looking forward to publishing them over on YouTube over the course of the next few days. Now, though, it's 1.15 in the morning and I should probably go to sleep. Adventure is calling, but an adventurer also needs his rest, to be sure!


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#oneaday Day 235: Being conscious of game design might make games less enjoyable

There are a few terms that are bandied around the gaming enthusiast sphere that I've really come to loathe: "gameplay loop" and "quality of life". The reason for this is that any time discussion involving these terms comes up, I find myself pulled right out of any sense of immersion I might have had in something, and start thinking of something purely in terms of its mechanical and structural features.

This isn't necessarily a bad thing in and of itself, of course, because the artistry of video game design isn't just about making pretty graphics, composing stirring music and writing a compelling story. Indeed, there are many games that completely lack a narrative element, making their mechanical and structural elements the important bit you should be looking at if attempting to analyse a title as a creative work in any level of detail.

But there are also times where it just sort of sucks to be aware of the man behind the curtain; of all the things that are going on that make something look interesting and compelling. By being aware of all the digital ropes and pulleys behind the scenes, it becomes harder to suspend your disbelief and treat something as a coherent, creative, artistic work.

I became particularly conscious of this in Final Fantasy XIV over the last couple of years. This is by no means the only example where I've felt this, but it's one where I have felt it particularly keenly, so I'm going to use it as a specific example.

When I started playing Final Fantasy XIV, I absolutely adored it, and it will always be special to me, not least because it's the medium through which I proposed to my wife. But over time, it's started to feel less like an immersive world in which to exist and live another life, and more like a series of buttons to push in order to make the next thing happen.

Part of this is down to predictability. Final Fantasy XIV's main scenario has a predictability problem — not in the narrative itself, but in the way that narrative is delivered. Essentially, it goes like this:

  • Arrive at new major location, unlock new fast-travel point
  • Do couple of story quests to introduce location
  • Map suddenly explodes with sidequest icons, all confined to the location you're in
  • Do sidequests (because if you're anything like me, unfinished sidequest icons are complete anathema)
  • Do next few story quests
  • Map suddenly explodes in sidequest icons again (it always does it twice)
  • Do sidequests (see above)
  • Do next few story quests
  • Do dungeon/trial
  • Move on to next major location
  • Repeat

I hate that I'm aware of this, and I can't "unsee" it. Because over the course of the last few expansions, I found myself reaching a new location and not thinking "cool, a new place to explore and get to know!" but instead just thinking "those sidequests are going to pop up any minute now, and I'm going to have to do them before I move the story on, even though I've already outlevelled the story by a considerable factor". The whole thing started to feel a bit like it was just doing things by rote precisely because it was so predictable; you never stumbled across someone in the wild who had a cool "secret" quest for you to do, for example.

Part of the reason for this ties in with those terms I used above: "gameplay loop" and "quality of life". The relevance of "gameplay loop" should already be self-evident: it's the predictable sequence of events you go through when you play the game. "Quality of life", though, bears a bit more discussion — and not just because when I hear that term I always think "making your beloved pet/family member comfortable before their imminent death" rather than "making the menus a bit nicer to navigate".

Modern gamers are obsessed with "quality of life improvements" in games. In short, ways to make playing the game more efficient and, supposedly, comfortable. "Quality of life" is why Final Fantasy XIV only ever gives you sidequests in populated areas in big, predictable chunks like this; it's so those who want to power through the story and get to the endgame — where "the real game" starts for many MMO players — can do that, while everyone else can, in theory, take their time over enjoying the story.

Except, as I've outlined above, it doesn't really work like that, because this structural element is so flagrantly transparent that it actively detracts from my feeling of immersion in the game world and whether or not I care about the various communities of non-player characters that I encounter over the course of the story. And it's really hampered my overall enjoyment of the game in recent years.

Some of this is, perhaps, a me problem. But I also think it's symptomatic of a broader problem with gaming in general. Both players and designers are seemingly obsessed with creating an experience that is as "frictionless" as possible, where everything you might want to do in a game is always within arm's reach, and while you might have to put in a bit of time to see everything, you probably won't have to work too hard for it.

In Final Fantasy XIV, this is visible not only through the game design itself, but in the way the western player base seemingly likes to play the game: all third-party externally hosted spreadsheets and timers designed to get each session being as "efficient" as possible rather than just enjoying the ride. I don't like it, and it's not as if I can just ignore it, either, because there are elements of the game — notably The Hunt and FATEs, which both involve things spawning semi-randomly around maps, and which are inevitably dominated by those with a spreadsheet on a second screen to tell them where to go next — that I simply can't engage with due to the way other people play; all because of their obsession with "efficiency" and "quality of life".

As I noted the other day, I'm replaying Xenoblade Chronicles right now. And while this is, to an extent, prone to the exact same problem I describe with Final Fantasy XIV above, it also isn't afraid to throw unexpected elements in your path such as questgivers hiding in an obscure corner of the map or who only appear under certain conditions, nor is it afraid to present you with an objective that you can't just quickly grind out in five minutes. I've had a quest in my log since near the beginning of the game challenging me to demonstrate friendship between two female party members, for example; you don't even get a second female party member to be potential friends with the first one until a good 25+ hours into the game.

Rather than that being annoying, I appreciate that. It's something I keep at the back of my mind while I'm playing and, while it does inform the way I play to a certain extent, I'm not just thinking "I need to do this for a mechanical benefit or to progress the story". It ultimately doesn't matter if I complete that quest or not, though the rewards are nice. But I want to, because Xenoblade Chronicles gets you in a mindset where it's enjoyable to help the virtual people, particularly if it requires some effort on your part. This is, of course, taken to an extreme by the "rebuild Colony 6" sidequest that pretty much lasts the duration of the game, whereby you'll need to find collectible items, enemy drops and recruitable NPCs to rebuild a ruined colony that suffered an attack from the game's main antagonists, the Mechon.

Again, though, because that objective is there as a long-term thing to engage with rather than a throwaway sidequest to power through just so I can see the next main scenario event, I actually give a shit about it. It's not trying to be part of a "gameplay loop" and it certainly doesn't care about your "quality of life" if the drop rate on some of these materials is anything to go by… but y'know what? I like it. I appreciate it. It doesn't feel like the game is pandering to my laziness.

Being aware of a game's structure can hurt the narrative in other ways, too. For example, it's extremely rare that playable characters in an RPG are put into any real peril, meaning that if you see a cutscene where they're suffering, they're probably going to be all right in the end. One could argue that this is a problem shared with serialised television, in which the contracted regular cast members will always be all right regardless of whatever scrapes they get into in each episode (unless their contract's up at the end of the season… RIP Jadzia Dax), but it somehow feels more pronounced in gaming.

There are, of course, rare exceptions to the rule — anyone who played Final Fantasy VII back in 1997 will be well aware of probably the textbook exception — but they don't come up often, particularly in games that go for a somewhat lighter tone. In short, game designers don't want to take away a playable character that people might have invested time and effort into customising and levelling up, because they'll see that as "poor quality of life". It's why you don't often see the "party member becomes the final boss" trope, either; people would be upset, and not because of the way the story went.

In talking about this, I'm reminded of the fuss there was over the ending of Fallout 3, which originally ended with your character selflessly doing… something or other (I forget what) in a heavily irradiated room, meaning the last thing you did in the game was die. I absolutely loved this when I first encountered it, because I thought it was an incredibly symbolic and ballsy thing for the developers to do — even if, when you stopped to think about it, it didn't make a ton of sense, because you were with a radiation-proof mutant at the time who could have quite happily done what you did with absolutely no risk to himself whatsoever.

But to me, that plot hole didn't matter. The ending was dramatic and symbolic. "This is my last act in this horrible world," that ending made you say. "I hope it makes life better for someone." But no. Because people wanted to keep playing after the ending, it got patched out, making the actual end of the story much more of a wet fart in comparison. I lost a lot of respect for Bethesda that day, and it was frustrating to see mechanical and structural elements win out over narrative, making the latter significantly weaker and less impactful than it was before.

Your mileage may vary with all this, and I'm sure it's possible to train your brain out of seeing all the metaphorical Oompa Loompas going about their business. But for me, I kind of long for the days when I was innocent and full of wonder; back then, I never found myself thinking "how did they do that within the constraints of the game engine and overall structure?", because I was too busy thinking "wow, that's cool". And, as I get older, I can't help but feel like that sense of starry-eyed wonderment was much more fun.


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#oneaday Day 234: The return of The Sims?

Supposedly The Sims and The Sims 2 are getting the rerelease/remaster treatment at some time around the end of the month. It is the 25th anniversary of the series this year, and it appears that EA is actually listening to people for once and (supposedly) bringing back two of the most fondly regarded entries in the series, neither of which have been available for a very long time — and I don't believe the original The Sims has ever been available digitally, since it came from that dark and mysterious time where you had to go to a shop to buy PC games. (Yes, I miss it. I would be much more of a PC gamer if it was possible to have a physical PC game collection.)

I used to really enjoy The Sims. The original game came out at an absolutely perfect time for me: while I was at university. As someone who had previously enjoyed the SNES version of SimCity (aka the best version… apart from the bugs) and Sim City 2000, I was intrigued to see creator Will Wright doing something a little bit different. The idea of a "life simulator" was something that had captured my imagination from around the 16-bit age; Activision's Little Computer People existed, but I wondered what something with a bit more "game" to it might look like.

Something really enjoyable, as it happened. The Sims, just in its base form, was an absolute revelation. Not only did I have fun with it, but everyone in my flat at university enjoyed getting involved, too. I'd made virtual versions of all of us, and everyone liked to check in every so often to see how we were all getting along. Because I rather overdid the size of our house when I started playing, we all had to sleep in recliners in the large communal living area for a while, but as everyone got jobs and started bringing in the Simoleons, we were able to live a rather luxurious life.

The Sims is interesting to think back on, because it's from a time where you could release a "sandbox" game and it wasn't anything unusual. Moreover, these games didn't need anything like achievements, daily quests or other engagement-bait to get people to enjoy playing them. They were enjoyable just because… well, because they were good. I'm actually rather interested to revisit the original The Sims just to see how well it holds up today. Obviously the graphics will look a tad dated, but I bet the gameplay still has it where it counts.

The Sims 2 I remember owning, playing and enjoying, but I don't recall playing it quite as much as the original for one reason or another. It certainly wasn't because I didn't like it or anything — I recall picking up several of the expansions for it — but for some reason it doesn't stick in my mind quite as much as the original. I know it's an especially fondly regarded entry in the series, though, so it might be fun to have another look at.

I really enjoyed The Sims 3, even though that was really the point that EA started truly taking the piss with the number of expansions and "Stuff" packs — something which has been taken to a frankly obscene degree with The Sims 4, which I've never played. I had a lot of fun with the World Adventures expansion in particular; I really liked the "dungeon crawling" subgame that added to the mix, as it made you make use of the game's mechanics in a rather different way.

I'm normally loathe to give EA money, particularly as they seem all-in on the AI fad right now, but I might make an exception if they don't fuck up the ports of these games — which is, of course, a distinct possibility. But we'll see; sources seem to reckon we'll see them by the end of the month, and there ain't much left of the month. Further reports as events warrant!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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