Archive for 2009

Everyday Shooter: End Boss

I’ve managed to survive to the end of the last song in Normal mode, but it’s clear that I haven’t really finished the game.

Level 8, “So Many Ways”, is, like level 6 and arguably level 4 before it, a level with a boss. By “boss” I just mean a unique abnormally tough enemy with lots of firepower. Bosses in shooters usually have one other attribute that these bosses don’t: they block progress. They’re generally the last thing in a level, and the way to finish level is to defeat the boss. But in Everyday Shooter, every level ends when its song is over. That’s so basic to the mechanics of the game that bosses aren’t allowed be an exception. The level 4 boss explodes into a kajillion points 1This is an estimation. You can only pick up less than thousand points before they fade away, but extrapolating from the density of those picked up, I can say with some confidence that the total number is approximately a kajillion. when killed, and, of course, stops shooting at you, which makes things a lot easier for the rest of that level. But killing it is optional. And, in fact, while the time limit imposed by the song has the effect of making it easier to pass the level, it also makes it harder to defeat the boss.

everyday-endbossLevel 8’s boss is a large circle with a pair of segmented tentacles, each segment bearing a circle that can shoot at you. The way it moves, together with its white-and-transparent color scheme, suggests jellyfish. The song is another three-section A-B-A deals like level 4; the boss drifts in at the beginning of the B section and leaves when it’s over. There isn’t nearly enough time to kill it simply by shooting at it: you pretty much have to lure it towards other objects that can be made to explode, and that’s not easy when you’re dodging its bullets. (Much of the time I accidentally detonate the thing I’m trying to lure it toward prematurely.) If you manage to defeat it, the large circle drifts to the center and becomes a point fountain. But I only know this because of Single mode, where I can play with diminished fear of death. 2Diminished, but not entirely gone. When you die, there’s a second or so before your next life begins, and that’s a second in which you’re not shooting at stuff. The song does not stop during this time. Losing a second or two probably won’t make the difference between beating the boss and not beating it, but if you’re dying frequently, it adds up. In Normal mode, I’ve managed to survive the boss, but not defeat it.

Whenever the game ends, you get an ending screen that reports how many points you accumulated and what percentage of the current level you cleared. (In Single mode, where I usually survive through the whole level, this is normally 100%.) When I passed the final song, something a little different happened: the jellyfish boss swam onto the screen again, and my completion was displayed as 99.9%. Without words, Jonathan Mak has clearly told me that I need to beat that boss to really finish the game.

I suppose I can understand the intent here. Despite its peculiarities, Everyday Shooter aspires to be a shooter in the classic mold. And in classical shooters, the player’s ultimate triumph consists of beating a difficult boss. The mechanics here mean that you can always pass a boss without beating it, so the game has to provide motivation for not doing that. It all makes sense in retrospect, but it came as something of a surprise to learn that I hadn’t beaten the game after all.

References
1 This is an estimation. You can only pick up less than thousand points before they fade away, but extrapolating from the density of those picked up, I can say with some confidence that the total number is approximately a kajillion.
2 Diminished, but not entirely gone. When you die, there’s a second or so before your next life begins, and that’s a second in which you’re not shooting at stuff. The song does not stop during this time. Losing a second or two probably won’t make the difference between beating the boss and not beating it, but if you’re dying frequently, it adds up.

Everyday Shooter: What Is Music?

I’ve described Everyday Shooter as a music game. And certainly, shooting stuff produces musical sounds. But can we really describe the end result as music? A cat walking on a piano keyboard also produces musical sounds, but we don’t call it music. Unless, I suppose, it’s used as part of a deliberate musical composition — sampling can turn pretty much any sound into music, like the barking dogs in The Beatles’ Good Morning or the rattling of a door in They Might Be Giants’ Hearing Aid. The cat on the keyboard lacks intentionality, but by being sampled and placed into a work, it becomes at least as intentional as Duchamp’s urinal — as if that were a convincing argument.

But even with intentionality as a criterion, the sounds in Everyday Shooter occupy a middle ground: the individual sounds were deliberately chosen, but their arrangement is left up to the player’s actions, which are guided by a desire to score points and avoid death, not an intention to produce music. The player might as well be a random number generator. But random processes have been used in composition before. The only difference here is that the random component occurs after it’s left the composer’s hands. Or, to put it another way, it’s rather like windchimes. Do windchimes produce music? I honestly can’t answer that.

For that matter, perhaps intentionality isn’t all that important. Coincidentally, about a month ago, a friend emailed me with some youtube clips of the arcade games Pulsar, Qix, and Zookeeper, asserting “These games are better electronic music than most electronic music out there.” Of the first, he said “I have entire glitchcore CDs that sound like this, but not as musical” (emphasis mine). This for sounds that were created by a very similar process to the ones in Everyday Shooter, but were not intended to be musical by the player or the creator. From this point of view, the important thing is merely the way the sounds are perceived.

And that, for me, is where Everyday Shooter fails. As is usually the case when I play a game a lot, I’ve had the music going through my head when not playing. And the music that goes through my head is just the background track, without the incidental player-initiated sounds. So clearly, on an automatic and intuitive level, I’m perceiving those sounds as not part of the music. It’s possible that I would perceive them differently if the background music weren’t there, because the consistency of the background music is so much more musical (repetition being the backbone of music) that it drowns out any perceived musicality of the foreground. If so, it’s ironic, because the author clearly intends the background music to encourage us to think of the foreground sounds musically.

TF2: Halo Wars (cont’d)

It turns out that the lack of visible halos is isolated to the server we play on at work — which is mysterious, because we didn’t do anything to disable them. At any rate, the halos are still around, and stirring up all manner of trouble on the Steam TF2 forums.

I don’t normally read these forums — good gravy, why would I subject myself to that? — but one of my colleagues drew my attention to them. He was trolling them. Fanning the flames, so to speak. He hardly needed to, though. I realize that pretty much any change to any online game is going to produce angry forum posts, but this one drove out all else. People saying that they’ll ban anyone with a halo, refuse to heal them as a healer, etc. I haven’t seen any evidence of this behavior on the servers I’ve played on, though, which seem to have gotten used to them pretty quickly. That doesn’t stop the vocal minority from declaring that “Valve is tearing the community in half”. It’s all pretty childish. Some people were threatening to stop playing. Considering that Valve isn’t charging subscription fees or anything, I can’t imagine they’re much concerned. If these people do stop playing, it’ll probably improve the experience for the remaining players.

My trolling colleague pointed out the thing that really sticks in the vocal minority’s craw here: These are completists. They cheated precisely because they wanted all the special items in the game, and now there’s one that they don’t have and can never get. Well, I self-identify as a completist too, so I can sympathize a little, but not very much. Cheating, to me, defeats the point of completism. The virtual items in your virtual inventory are just tokens of the feats performed to acquire them. Heck, I’m even a little leery of acquiring pokémon by trading with people who aren’t actively playing.

And ultimately, if you’re going to be a completist, you have to learn to discern which games, and which aspects of those games, are and are not suitable for completism. Take Kingdom of Loathing. There are a number of collectibles and unlockables there, many of which have been available only for a limited time. The most extreme case I know of is a trophy that you could only get for being logged on and not wearing pants at the stroke of midnight on New Years Day 2006. There were apparently some oblique hints about this beforehand on the forums, but the vast majority of players are simply ineligible for that trophy. Some players grumbled when the developers started pulling stuff like that, but in the end, it set a precedent that probably altered the tone of the game for the better. The completist will was broken. I suppose that that’s what Valve is trying to do now. I hope it’ll be successful.

TF2: Halo Wars

Something amusing happened the other day. As described before, players can get random special items in Team Fortress 2 simply by playing a lot. Some players game this by just leaving themselves logged on and not actually playing — apparently there are special apps to facilitiate this, presumably by making the idling player keep rejoining matches as they end. Obviously this isn’t what the developers intended, and yesterday, they announced that they would be (a) taking away all items procured using external idling applications, and (b) giving everyone who showed no sign of ever cheating like this a new hat.

The hat was of particular interest to me. Hat items, unlike weapons, affect nothing but your appearance, but I wanted a hat simply because I didn’t have any yet. Well, it turns out the the hat, called the “Cheater’s Lament”, gives the player wearing it a glowing halo.

Now, the announcement states that “only about 4.5% of the players in TF2’s community” had cheated. I’d expect that the proportion among active players would be somewhat greater, because the casual or occasional players aren’t the ones likely to grow frustrated with not having every item available. On the other hand, there are apparently servers that cater to idlers without using an external app, and surely the hard-core players would know about those, so who knows? All I can really say is that when I played on a public server last night, only a minority of the players were haloed. (That minority included myself. It’s my only hat, so I wanted to wear it.)

Furthermore, there was a considerable amount of anti-halo sentiment in the chatter. The word “faggy” was used. “Aim for the people with halos!” was a much-heard battlecry. Perhaps there were people in the match who were encouraging this attitude to cover for their own shameful lack of halo, but it seems unlikely that this was the cause for everyone. More likely, the idea simply backfired. No one likes a goody two-shoes, and the halo smacked too much of parading your moral superiority — and without much justification, if it’s only superiority to 1 in 20 players.

The halos seemed to be gone the next day, during the lunchtime session at the office. That is, people still had the Cheater’s Lament equipped, but it produced no visible effect. Maybe the server was out-of-date. There are rumors of technical problems, that the halo’s glow was still visible on an invisible Spy. But maybe, just maybe, the devs decided that wasn’t working out the way they intended. Again, who knows.

Everyday Shooter: Reaching New Levels

Well, I’ve reached the penultimate level: Earthworm, which seems inspired by Centipede. Mostly superficially, it must be said: there are segmented bugs to blast apart, and spiders appear here and there, but neither the bugs nor the player bahave like their arcade counterparts. It’s possible that I wouldn’t have thought it similar at all if I hadn’t been anticipating the appearance of a Centipede-like level, due to all the other references to arcade shooters of yore.

Deliberate attempts at reaching new levels in this game involve some tension between going after points to buy extra starting lives, and simply trying to survive — that is, aiming for eventual or immediate progress. There’s always a bit of this balancing act in any game where points yield extra lives, but usually it’s a wash if you lose a life in the process of gaining one, and that’s not the case here. I’m finding that I generally decide at some point what the purpose of a particular session is, and therefore what kind of risks I take for the big scores. It get interesting when I change my mind about this mid-match, when I’ve gotten further along than I expected and suddenly feel like I have to start trying to survive.

TF2: Medic

In my pursuit of giving at least one real try to every class in Team Fortress 2, I have spent some time on the Medic. The Medic is the one class whose main skill is helping people rather than harming them, so I suppose it’s unsurprising that no one wanted to play one in the original Team Fortress. And yet, I found the experience of the TF2 version enjoyable enough that it’s now, according to the Steam stats, my most-played class. What happened?

Much has been made of the TF2 version’s “Übercharge” ability, which lets you turn a teammate and yourself temporarily invulnerable. (According to the developers, this was added as a way to get Medics more involved on the front lines.) And there is a draw to it — specifically, the draw of the unattainable. Only rarely do I live long enough to charge up fully. Even if I play it safe and stay behind cover, spies seem to home in on me. They see the beam tethering me to my patient and know that they’ve got an easy kill, someone whose reaction time will be slowed by the need to switch to an actual weapon before firing back.

The really appealing thing, though, for rubbish players like me, is that you don’t have to aim. I though the Pyro had it good in this regard, but the medigun really has the flamethrower beat. First of all, when you’re shooting at people to heal them, they don’t even try to dodge. Secondly, there’s that tether I mentioned. Once you’ve got someone on your heal beam, you don’t need to point at them at all; you can turn around and watch for people sneaking up from behind if you want, and the beam just curves around. (Not that this does much good. Blasted spies.)

Everyday Shooter: Controls

Like I said before, I really knew very little about this game going in. One thing that I only just recently learned is that its original platform was the Playstation 3. Which means that it was designed for a PS3 controller, with its dual analog sticks. Which isn’t really all that surprising, given the gameplay…

Suddenly it struck me. I’ve been using the wrong controls. I had been using the keyboard, which limits me to eight directions of movement and fire, when I should have used my PS2 controller and USB adapter to get the intended 360-degree rotation.

I suppose I failed to think of this sooner because of the obvious Robotron influence. After all, Robotron used a pair of 8-direction digital joysticks. And for many years, in the days before dual-stick gamepads became standard, the best way to play Robotron adaptations or imitations at home was with a keyboard. 1This didn’t stop people from coming up with single-joystick solutions, but the results never had the feel of the original. The few existing console ports of Crazy Climber have the same problem. But Robotron is far from the only game to influence Everyday Shooter, or be referenced by it. Level 4, for example, draws heavily from Time Pilot, a game whose feel is more or less defined by the smooth rotation of an analog stick.

Unfortunately, I haven’t been able to get my PS2 controller working under it. I don’t know why. The game makes provision for a gamepad under Windows, as evidenced by its options menu, but it just doesn’t recognize mine, no matter what I do. And this gamepad works without problems in other apps, so it’s not a hardware problem. Perhaps the game’s PS3 origins mean that it won’t accept anything so antiquated as a PS2 controller, even though it seems equivalent for this game’s purposes. At any rate, it looks like I’m stuck with keyboard for the time being, which makes certain parts harder than they should be. Fortunately, extra starting lives will compensate.

References
1 This didn’t stop people from coming up with single-joystick solutions, but the results never had the feel of the original. The few existing console ports of Crazy Climber have the same problem.

Everyday Zuma

The title “Everyday Shooter” can be taken two ways. It can mean a shooter that’s ordinary, the sort of dime-a-dozen thing that you see every day, or it can mean something that you play on a daily basis. And that’s got me thinking: both Everyday Shooter and Zuma are built for everyday play in the second sense. They both seem to want players to engage them casually but over an extended period of time. But they encourage this in different ways.

There are common elements, sure. Both games are skill-based, which rewards frequent play as the way to keep your skills intact. And both games discourage extended play within a single session by providing limited lives, and making the player start over when they’re gone. Once I’ve reached or even extended the apex of my achievement, I don’t really want to get kicked back to the very beginning — at least, not until I’ve taken a break and cleared my head. Where they differ is in their treatment of permanent progress. In Zuma, progress plateaus. It lets you skip over chambers you’ve cleared, but progress within a chamber is transient. If, like me, you play the ninth chamber repeatedly without reaching its end, those sessions are effectively wasted, except insofar as they provide practice that increases your skill. Everyday Shooter, on the other hand, does not let you skip levels, but at the same time, no session is wasted. As long as you get at least one point per game, those points build up over time and eventually let you buy additional starting lives.

Consequently, Everyday Shooter has an implicit promise that you will eventually beat the game if you keep playing it for long enough, even if you have to buy hundreds of lives to do so. (I said before that the cost of life increased exponentially, but in fact it seems to be capped at 20000. I’m currently earning about 3000 per session, which means I’d get a life per week if I play the game once daily.) Zuma makes no such implicit promise, but has a high enough luck factor to offer players hope anyway — sometimes you catch a break and the game delivers just the right sequence of colors to let you rack up a massive Chain Bonus and beat the level easily. The difference is a bit like saving up your spare change versus playing the lottery. Or, to put it another way, continuous versus variable reinforcement. So, even though Everyday Shooter in some sense gives the player more motivation to keep playing every day, the motivation in Zuma is of a much more insidious and addictive sort. (And I don’t mean “addictive” in the positive sense used in game advertising.)

TF2: Chatter

Team Fortress 2, like any multiplayer game, has a social element. Just what this means depends on the people playing it. Last night, I got onto an open server where several of the players either knew each other, or perhaps were just very friendly. At any rate, they were talking over the game’s built-in voice channel, and not about the game. And I found it unpleasant.

It’s not that the content of the conversation was unpleasant. I know that online games have a reputation for producing antisocial behavior, and have seen for myself the depths of immaturity that people get up to on online forums and comment threads, where, as it’s been said, no one can punch you in the mouth no matter what you say. No, these guys were mostly just making smalltalk and expressing their opinions of various brands of beer. An innocuous (if uninteresting) conversation in any other context, but it was coming to me through the same headphones that I was using to play the game, and that made all the difference. Imagine you’re on the telephone, and some strangers are having an unrelated conversation near you: you can effectively tune it out, right? Your attention is on the sounds coming over the phone. Now imagine the sounds coming over the phone include the unrelated conversation. It would be harder.

I can’t really begrudge them their chatter. It’s probably their server, and I’m a guest. They’re using the game as a social context, a way to relax with friends — it’s been said that “World of Warcraft is the new Golf”, and there’s no reason why TF2 shouldn’t be the same. It just means that people like me, who want to be immersed in the game and undistracted from the experience it provides, should seek other servers. And I did. I also turned off voice chat on my machine, which is a bit of a shame, because it seems like it would be useful tactically, as a way to plan and coordinate maneuvers. But I’ve never actually seen it used that way. To the extent that people coordinate at all in this game, it’s wordlessly, supporting each others’ actions without being asked.

Everyday Shooter: Music

I’ve asserted that music is central to Everyday Shooter, but I haven’t gone into much detail. This is because I basically lack the vocabulary. I am not learned in the ways of guitar. Nonetheless, let me give it a try.

The first song, “Robot”, is fairly relaxed, with the background music mainly consisting of simple chords repeated to a rock beat. This is the one level where nothing actively tries to kill you; things made of rectangular boxes just appear at the edges of the screen and drift across, like in Asteroids. For the most part, they take one hit to kill, and produce a simple guitar twang when you do so. There is one type of thing that fires bullets, but it doesn’t actively aim at you. It’s also important to the music, because destroying it plays a six-note motif, the only real melody that this level has. The fact that this motif can come in at any moment probably explains a lot about the background music.

Song #2, “Root of the Heart”, is based around stationary, electrically-vivid blotches that shoot various things at you (fans of bullets, ships that home in on you, slow-moving clouds, etc.) The blotches are easy to hit, but require quite a lot of shooting, the precise amount varying with their size. As a result, the player spends a lot of time just dousing them with bullets. This produces notes in very rapid descending sequence, reminiscent of Indian sitar music — which the guitar has been adjusted to imitate.

The third song, “Lush Look Killer”, is the first one that has any real structure. It alternates between two phrases, one very melodic, a sort of country thumping, the other consisting of strummed chords. There’s a large and lumpy eye in the center of the screen. During the thumping sections, truck-like boxes bring stuff to the eye that makes it grow larger if you don’t stop them. (It’s a little reminiscent of Sinistar.) During the strummed sections, the boxes disappear and tiny eyes drift around the entire screen. For the duration of this level, at least, melody corresponds to purposeful action. Strangely, I don’t recall how the player’s shots affect the music here. The effect of the two phrases seems much more significant.

“Porco in the Sky” has, as you might expect, a sky-like look, with two suns drifting about, emitting flocks of dots with triangular wings that chase you. There’s a lot of echo on the music, which starts with a longish and twangy melody, repeated twice. If you focus on destroying the suns, it takes about the length of that melody to finish off each of them. Regardless of whether you do so or not, they disappear for the next section, another bit of lazily-paced strumming, during which you’re periodically attacked by a red biplane, similar to the one in Atari 2600 Combat. (Or three such planes, if you managed to kill both of the suns.) The plane is apparently the “Porco”, presumably a reference to Miyazaki’s Porco Rosso. After its time is up, there’s a reprise of the sun melody, accompanied by another sun. Pretty much the only sound the player generates during this entire process is that of destroying the clusters of winged dots, which emit a little two-note wail like a bird’s cry.

“Build 88” is next, based around an insistent “Kathoonka-thoonka-thoonka-thoonka-thoonka-thoonka-WAH-wah” motif. The music is fast, but ironically, the enemies (various sorts of tanks and tank generators) are not. Instead, they are numerous and unstoppable, which I suppose also fits the “driving beat” idea.

I’ve managed to get to the level beyond this, “Bits of Fury”, but only once. Consequently, I don’t remember the music. I remember the gameplay, though — mainly, you have to shoot red circles to make them blow up and destroy the massive quantities of stuff that’s flying through all the time and which would otherwise kill you. I suppose this shows that I was paying more attention to the action than to the music. You really need to play through a level a few times for both to register in a way that you can remember.

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