Archive for 2011

WoW: Ganked!

So, I’m thinking it’s time to stop for a while again. I’ve hit a natural breakpoint in several respects: the lover’s festival just ended (taking its time-limited content and Achievements with it), and I just hit level 50, and I’ve just completed the lingering quests in a couple of zones I was interested in completing. Zones in this game are like chapters: each tells a story (or a set of connected stories) through its quests, and only touches the stories in the other zones lightly. It’s an interesting way to organize a game. I suppose it’s more or less how most single-player CRPGs work, but the immense size of WoW makes it clear how distinctly the different sections are authored, and the apparent seamlessness of the terrain makes the actual divisions all the more striking. Also, seeing this structure makes clear something I hadn’t really understood before I started to play: the nature of the expansions. Each expansion brings new territories into the game, and consequently new storylines, because story and territory are so tightly coupled.

But also, I’m kind of reaching a dismaying point of the game: the point where other players are killing me. For no reason. Or, well, for “honor points”, I suppose, but if you ask me, there isn’t much honor in how it’s happening. I’m venturing into “contested” zones, because after a while that’s where the quests lead you. Because I’m still mostly questing at well below my level, I tend to feel safe, when all of the sudden some Alliance player just up and attacks me, usually killing me with one shot before I’m even aware of their presence. And suddenly this seems to be happening a lot; I don’t know why it didn’t before. In one case, I was pursuing a special Fishing quest, one of the few quests I’ve seen that touches multiple zones: you have to catch specific fish in four specific locations around the world. So I’m standing there peaceably on the shore with a fishing rod in my hand when all of the sudden BAM. My first urge was to say something like “WHAT THE HELL MAN”, but then I realized that anything I said wouldn’t be understood: the game has Alliance and Horde characters speaking different languages, and anything said by people on the opposite team shows up as gibberish.

By means of this communication barrier, and the fact that players on different sides generally only see each other in contested zones, the game fosters the illusion that the opposite side is composed entirely of irrational jerks who can’t be reasoned with. Which, okay, accurately describes a sizable fraction of the players anyway, as my dungeoneering experiences show. But on the opposite side, that’s all you see. And there’s probably a lesson in that.

I suppose that if I don’t like it, I should go to another server — random PvP in contested zones is only possible on servers that permit it, and servers that don’t permit it are apparently considered “normal” by Blizzard. (Normal servers have special PvP areas, apparently.) I think back to my Everquest days. I didn’t like PvP then either, but I deliberately chose to play on a PvP server, because I didn’t want to think that the only reason people refrained from attacking me was that they couldn’t. And it actually worked out pretty well: even playing as an ogre in human territory, I quickly got a local reputation as the friendly ogre who goes around casting healing spells on people in peril. But that wouldn’t fly in Azeroth. The story of WoW is a story about war, and Blizzard has gone to some lengths to reward people for acting in accordance with that story, and to place obstacles in the way of ignoring or subverting it.

WoW: Staring at UI

When you’re adventuring with a party in WoW, there’s a lot going on at once. Spell-sparks fly around so thick thick and rapid, and the state of the battle changes so swiftly, that it’s basically impossible for a newbie like me to follow the action. Like the robot fights in the Transformers movie, it’s just a big wodge of undifferentiated violence. The tendency of pick-up groups to just keep charging forward without plan or explanation just makes things worse.

So what you do is, you don’t pay attention to the battle. You pay attention to the user interface. In particular, playing the role of Healer, the graphical representation of the world is almost irrelevant: the information that needs your attention is in your teammates’ health bars, and, more significantly, not in the world at all. If you turned off the UI layer, you’d have no idea what to do.

This effect isn’t even exclusive to multi-player play. When you take on a quest that involves singling out particular types of creature, there might be other, similar creatures in the area that don’t count. How do you distinguish a Dying Kodo from a mere Aged Kodo? There are probably differences in the model or texture maps, but the game doesn’t rely on the player noticing anything so subtle. No, the ones that are relevant to the quest have their name floating above them. (Any creature gets its name above it when you target it, but quest goals have their name above them simply because you should target them.) The words are usually easier to spot than the creatures, too.

Or consider the act of gathering herbs. How do you distinguish a pickable herb from random noninteractive foliage? Often the herbs have coloration that makes them stand out, but that’s far from reliable. No, you spot them through the cursor rollover: the action cursor for herb-picking is an icon of a little cluster of flowers. Stop to think about that for a moment. In your view of the gameworld, there is graphical representation of a plant, but in order to understand it, you need to see another graphical representation of a plant, at the UI level.

The point is that you just can’t rely on the 3D world to give you the information you need, so you spend most of your time looking at UI instead. Which is a bit of a shame, because the gameworld is really beautiful.

WoW: Achievements

The Valentine’s Day event in World of Warcraft is almost over for the year. It was originally scheduled to last two weeks, but got extended a couple of days. The time-limited nature of the special holiday content has been my inspiration for playing so much lately — in particular, the Achievements. There’s a whole section of the game’s extensive and multi-tiered Achievements menu for ones associated with special events, and just this one festival has fifteen of them. I’m determined to get as many as I can at the moment, which isn’t all of them — one essentially requires a level 80 character, and a handful of others make you go to places that are only accessible with the expansions. (They just can’t pass up an opportunity to make it clear that basic WoW isn’t the full game, can they?)

Achievements get a bad rap, in my opinion. People object that they’re pointless, things that you’re encouraged to do without any real reward, but if you ask me, that describes most entire games. But assuming that you want to play a game, you probably don’t want to be distracted from it, and Achievements sometimes do just that. I think the problem here is that the Achievement system most familiar to people is that of the Xbox 1The very word “Achievement” is an Xboxism. Games predating Xbox Live that had their own Achievement systems used other terms, such as the “Skill Points” in Ratchet & Clank. , which handles them badly in a number of ways. For one thing, Achievements are a mandatory part of Xbox titles, regardless of whether or not the game is suited to them. Consequently, developers who don’t want Achievements in their games grudgingly jam in rewards for pointless and arbitrary actions at the last minute. Compounding this effect is the Gamerscore, a global sum of things that aren’t really comparable, let alone summable. It all seems like whoever came up with the system had a limited notion of what games could be.

But when a game is amenable to Achievements, they can enhance the player experience by adding another layer of intent. And a CRPG like WoW seems like the perfect place for such a thing. The player’s actions, in most cases, are fairly simple and uniform: you fight, you loot, you move on. The thing that keeps the player’s interest is the multiple things they’re working towards in the process. On the simplest and most direct level, you’re usually trying to physically move to some location, and monsters are getting in your way. The reason you’re trying to move there is to satisfy some quest or other — a goal that puts your immediate actions into a context. On top of that (and orthogonal to it), you’re also trying to level up, and to collect cash for upgrades. You may also be hunting for specific items, ingredients or components that will help you to practice one of your professions. Achievements are just one more optional thing for you to work towards in parallel.

Or rather, not just one more thing. Multiple things. WoW‘s Achievements are broad enough to contain consistent categories, things that you could imagine another game working into its basic mechanics instead of folding into the “miscellaneous” bin of Achievements. For every zone on the map, there’s an “exploration” Achievement for visiting all of its sub-regions, and also an achievement for completing a certain number of quests there. Every dungeon has an achievement for completing it — which provides another constraint for such as me, because dungeons disappear from the Dungeon Finder as you level up, robbing you of opportunities to Achieve. These are things that are rewarded anyway, with experience and treasure and opportunities, but Achievements prod you to do them thoroughly. And how can a completist like myself object to that?

References
1 The very word “Achievement” is an Xboxism. Games predating Xbox Live that had their own Achievement systems used other terms, such as the “Skill Points” in Ratchet & Clank.

WoW and Loathing

If there’s one thing that starting to play World of Warcraft has given me so far, it’s a greater appreciation of its influences in other games. In particular, several aspects of Kingdom of Loathing that I had taken to be simply drawn from CRPGs in general turn out to be direct imitations (or satires) of things in WoW. Which is a little strange, because KoL was in fact released first. But both games have changed substantially since launch.

For example, one of the more noticeable additions to KoL from about three years ago was an optional alternate combat interface. Before this, combat was done with a simple HTML menu with a couple of drop-down lists. The new interface used DHTML to present a row of numbered boxes, into which you could drag icons representing skills or combat-usable inventory items, which you could activate by either clicking on them or by hitting the corresponding number key on your keyboard. It also supported multiple banks of such icons, with buttons for paging up and down between banks. In short, it was an awful lot like the WoW action bar, except for the fact that it only applies to combat. In WoW, it’s the main way you perform any action in the game.

One of the more useful icons you can put on the KoL action bar represents the command “repeat last thing” — either repeat the last action when in combat, or, afterward, adventure again in the same location. The icon for this is the number 1 in parentheses — “(1)” — which is sort of a joke on the notation used throughout the game to warn players that an action will cost an adventure. The zones on the maps are all marked with strings like “The Spooky Forest (1)”, but this icon obviously doesn’t know what zone you’re adventuring in, so all it can display is the “(1)”. Anyway, now it seems to me like it’s also poking fun at WoW‘s “!” icon in its action bar, the icon for accessing the quest log. It similarly takes a piece of UI typography and elevates it to the status of symbol.

KoL doesn’t have or need a quest symbol of this sort, because questing of the kind you do in WoW isn’t a very big part of the game. But there’s one thing that’s very much in the same vein: the Bounty Hunter Hunter. The BHH’s job is to find and hire adventurers willing to go after specific monster types for a reward. You can approach him once per day to start hunting something, with the choices available varying from day to day. In other words, it’s what WoW calls a “daily quest”, and like several of the WoW dailies, the reward is a special pseudo-monetary token that can only be spent at the same premises that awards it. But the biggest WoWism here is the way that questing for a particular creature makes it drop a special quest-redemption item that it never drops otherwise. I thought this was very strange when I first encountered it in KoL, but it turns out to be one of the fundamentals of WoW. It should be noted that before 2007, the Bounty Hunter Hunter worked completely differently: he just bought a daily assortment of ordinary monster-leavings for twice the usual price. But this didn’t encourage people to go out and hunt the day’s selected monsters; it just encouraged them to hoard their trash until it the BHH wanted it. So switching to the WoW model here was probably a good idea.

I don’t want to imply that KoL is just a WoW imitation. They’re very different games, and most of KoL‘s mechanics are either original or cribbed from other browser-based games. But they do occupy more or less the same niche in my mind, of a game that’s as much a social experience as a gaming one, and that gives you the feeling that you have to play every day to really keep up.

World of Warcraft is Decadent and Depraved

Oleari joined a guild a little while back, invited by my one known friend on that server, who is one of the guild’s co-founders. (Both guild and friend will remain nameless here.) Guilds in WoW are voluntary associations of players that get certain benefits — a permanent shared chat channel, a shared bank vault, some special mechanics to support raids. As of the Cataclysm expansion, Guilds can also level up, just like player characters, to provide special perks for the members, like experience bonuses or increased speed for your mounts. But the main thing I’m aware of when I play is the chat channel. It’s always there, spewing occasional banter, profanity, and tactics. It’s also pretty much my only contact with the guild; I have yet to do any adventuring with anyone in it. I don’t even often talk on the guild channel, because I don’t really feel like I have a place in the guild’s social dynamics.

But I feel like I have to at least give the guild thing a try for my WoW experience to be complete. It is, after all, one of the things that distinguishes it from the other sorts of games I play, and it seems silly not to take advantage of it. Meet people, without the pressure of actually meeting them! Alas, even that might be too much for a geek like me. People are still people, and anonymous strangers on the internet are moreso.

Just yesterday, I happened to be logged on at the same time as aforementioned friend, and we talked amiably for a bit on the guild channel. After she logged off, someone else addressed me: “Carl, you fuck,” he began. Not quite as amiable, but lacking context, I chose to imagine that he just likes to swear and that it wasn’t personal. He then asked if I wanted to “do” my friend the guildleader. I think I would have been stunned into silence by the impertinence even if I hadn’t been busy fighting off giant spiders at the time. He wasn’t really interested in waiting for my answer, though. He was just warming up to badmouthing her behind her back and accusing her, rather ironically to my mind, of being passive-aggressive.

I don’t know if this guy had some kind of bad history with her or if it was random Internet Misogyny or what. Regardless, I maintained an uncomfortable silence for the rest of the evening, fearing that if I spoke, he’d try to engage me in conversation again. And it was perhaps my silence that allowed me to witness the night’s next uncomfortable moment: two players — I kid you not — using the guild chat to arrange a drug deal.

Perhaps I shouldn’t be surprised at this. Perhaps I’m just uptight, or “square” as the kids say. But this isn’t the sort of thing I expect to see while I’m playing a computer game. People are supposed to buy and sell drugs at clubs and parties and raves and similar situations that I can avoid. Computer games are a world apart, more apollonian than dionysian, a place for such as me. But not any more, I guess, or at least not exclusively. You don’t get eleven million subscribers without attracting all sorts. And in the context of the guild, I’m even more aware that I’m a guest in someone else’s house. Whether I’ll stay or not, I haven’t decided yet. It is kind of nice to have my horse run 10% faster.

Gish: Bosses and Bossiness

The final boss in Gish is an interesting one. As hinted by a couple of prior boss speeches, it’s another ball of tar, similar to Gish himself. The chief differences: first of all, in a concession to readability, it’s white. I’ve never heard of white tar, but you need to be able to tell it apart from Gish. Secondly, it doesn’t have quite the same capabilities as Gish: it doesn’t seem to be able to jump, or to turn sticky and climb up walls. It does have the ability to turn heavy and ram you, and when thrown into the air, can zero in on you with all its crushing weight. Beating the level requires hurling a block up onto a platform (so you can use it to weigh down a switch that opens a trap door into a lava pit), and aiming it while being battered by a white tarball is the most difficult thing about the fight.

Thirdly, despite my use of the neuter pronoun above, the end boss is female. (Don’t ask me what distinguishes male tar from female tar.) This is a twist on the usual kidnapped-girlfriend plot that I only recall seeing once before, in Earthworm Jim. Usually the person who kidnaps the hero’s girlfriend is an implied romantic rival, regardless of his ostensible motives. Here, the relationship archetype is instead that of jealous psycho ex. Her motivation for the abduction was that she wanted the girlfriend out of the picture, mistakenly believing that she was the only thing standing in the way of destined love. But even then, her pre-fight rant implies that she really understands underneath it all that she was never anything to Gish, and never will be: she hollers “What do you mean, you don’t even remember me?” and similar disappointments when Gish hasn’t actually said anything of the sort.

In fact, Gish never says anything at all. All the bosses in the game begin their bossing with boasting and taunting and bombast, and Gish’s reply is always the same: “…..” And then the clever, agile hero overcomes his overconfident foe by exploiting the environment. (It may take dozens of lives to accomplish this, but we don’t count these failures as part of the actual story of the game, do we?) It’s often the mark of the difference between hero and villain, isn’t it? The villain is ego-driven. The hero just wants to get the job done. Even when the hero is given to wisecracks, like Spider-Man, the villain has to step up his boasting to compensate, or else the hero just comes off as something of a jerk. And it’s particularly appropriate here, in a game based around cartoonish grotesques, with a strange hero with strange abilities , but notably awkward in the things that other platformer characters find easy. If Escape from Butcher Bay was a game written to appeal to the school bully, this is a game written for the school weirdo. Getting your way without the need for verbal sparring is part of the fantasy. (Although Spider-Man has a similar sort of appeal — heck, he even shares Gish’s wall-climbing abilities — and, as noted, engages in verbal sparring all the time. Maybe there’s something wrong with my analysis.)

At any rate, it’s finally off the Stack, where it would have been back in 2009 if it had been working properly. I may come back to look for secrets, I may not. Just having it on my Macbook makes it more likely that I will.

WoW: Acceleration

Oleari is now level 40, which gives her the right to purchase faster mounts (and the skill necessary to ride them). I’m told that in older days, this was a major purchase, something people had to save up for. For my part, it barely put a dent in the cash that had piled up in my account simply as a result of doing quests. Revisions have made this aspect of the game easier, and many other aspects as well.

Raising your reputation with the various NPC factions became much easier when faction-specific tabards were added to the game. The tabard used to be a purely decorative item, a display of team spirit, but now, they can effectively display your sponsor’s logo instead. Raising your cooking skill at high levels used to involve practicing advanced recipes that use rare spices you have to hunt for, but now you can raise it a point or two every day through a simple daily quest. And, of course, there’s the rapid rate at which new characters gain levels now. I’ve been playing for only a little over a month now, and I haven’t been playing every day, and a largish chunk of that time was spent with other characters than Oleari, but still, I’ve reached level 40, advancing at a rate of more than one level per day. And that’s without ever actually trying to level. That’s just the result of playing the game and pursuing quests, many of which were actually too low-level to yield any experience.

People can complain about this, about how the newbies don’t know how easy they’ve got it. But I think it makes a lot of sense for an ongoing MMO to accelerate like this, partly because it gives the newcomers a chance to catch up, but mainly because the reasons for not speeding things up vanish over time, as new content gets added. When there wasn’t a lot of content yet, they had a motivation to space it out, to make sure that the players didn’t exhaust it too quickly. If they lost players who were frustrated by the endless grinding, they probably also retained players who would have left if they had nothing more to do. But now, there’s enough content to last a new player for months even if they consume it as fast as they’re comfortable doing. So why not give them access to what they’re paying for? It can only lead to fewer players deciding that the game is a waste of their time and money and terminating their accounts.

There are a lot of ways that WoW‘s dominant position is self-reinforcing, and this is one of them. Any new MMO challenging it will have the handicap that it hasn’t spend the last six years developing new content. I recall this being cited as a particular problem with Age of Conan, its lack of stuff for advanced players at launch-time. But was WoW any better when it was new? From what I’ve seen, the dedicated players are generally pretty adamant that WoW has gotten better over the years and no longer deserves its early reputation as a pointless grind-fest. Which is to say that even the die-hard players admit that it did deserve that reputation, once upon a time.

Gish: ANBUKaptain’s Lament

So I was finding world 3 difficult once again, and I started thinking that maybe I’d stand a better chance of getting through it if I played on Easy difficulty. Reluctant to start over and lose my progress, I sought online to see what difference it made. My guess was seven lives instead of five. The truth: infinity lives.

OK, that’s a bit of an exaggeration. You still get only five lives per game, after which you can continue, but your score starts back at zero. But that hardly matters to a score-ignorer like myself. The big difference is that when you run out of lives and continue, you continue from the beginning of the level, not the beginning of the world as in Medium difficulty. This makes the number of lives per continue unimportant. Suddenly, legitimate incremental progress is possible! You still have to make it through each level within a single life, but with as many do-overs as you need. Even a player who aims to finish on the highest difficulty setting would find this useful as a practice mode. And as a result, I’m already partway into world 5, which may be the last one. (Steam’s description says something about “34+ story levels”, and there are seven levels per world, so. I suppose the vagueness is justified by the presence of “warp zones” off the main track.)

Now here’s the fun part: This is the page where I learned the above. This person really doesn’t like the game at all, and has fairly detailed complaints, although they mostly come down to the same thing: that the game provides insufficient guidance in the use of its frankly unusual mechanics — or, less charitably, “I didn’t figure stuff out, and I’d rather blame the author than myself”. Either way, there was a communication failure there that I think I’ve mostly avoided.

He’s somewhat coy about exactly what he didn’t figure out, and I don’t really understand why, considering that these are anti-spoilers he’s talking about, information that makes the game worse if you don’t have it, as his own experience shows. I will say what he does not: Gish has the ability to throw small blocks. You do this by getting the block on top of Gish (by turning sticky and rolling over it like a katamari), then, when its weight is deforming you, stop being sticky and tense up to resume your shape. There’s one part in world 4 where you have to get three blocks (out of a larger number available) up onto a ledge that Gish can jump to easily, but not while carrying a block: “carrying” means sticking to it, and turning sticky tends to adhere you to the floor and prevent you from jumping. ANBUKaptain apparently got past this by painstakingly building a staircase out of blocks and then somehow hauling blocks up it without pulling it apart — only to then get killed later in the level and start over again. This is clearly the wrong way to do it, not least because it’s less fun.

So, why did I discover this capability that he did not? I can state right off that I did not discover it because I was looking for it. It’s just the sort of thing that you notice while noodling around — playing with the game, as opposed to just playing it. But my usual approach is quite goal-oriented, and I can easily imagine myself in ANBUKaptain’s shoes. I suspect the real difference is I replayed the first two worlds so may times, partly as a result of putting the game away for months at a time, partly because I was trying to find all the secret areas, partly because of the crashing. When you play through the same stuff over and over again, your brain starts looking for shortcuts, more efficient ways to do stuff. You become less methodical, more willing to take risks. There’s one bit in world 3 involving a series of hanging platforms over a lava pit; the first time I encountered them, I carefully jumped from one to the next, but eventually I discovered that you don’t even need to jump: get a running start, and you can just barrel over the lot, carried over the gaps by your momentum. I’m willing to bet that ANBUKaptain never made that leap. I probably wouldn’t have in other circumstances.

In fact, there’s one bit where I rather think I did miss the point until later. The world 4 boss chases you back and forth in a hallway whose ceiling sports three large stone blocks with crumbly blocks underneath them, supporting them. There was a similar set-up back in world 2, where I had passed it by jumping up, clinging to the crumbly blocks, and breaking them by tensing up and increasing my weight (and then getting out of the way quickly before I was crushed). The world 4 boss level makes this approach impractical: the ceilings are just a little too high to jump to, and the tiles around the crumbly ones are slippery ones, making it impossible to just climb the wall and move horizontally. I had notions of pushing loose blocks underneath so I could jump from a higher vantage, but my adversary kept pushing them away. At some point in this process, though, I discovered that I could demolish the crumbly tiles by throwing the loose blocks at them — difficult to do with any precision while you’re being chased, but easier than the alternative. And I suddenly understood something I hadn’t before: why there was a loose block sitting under those crumbly tiles back in level 2. I was supposed to have used it the same way.

So, the lesson here is to trust Edmund McMillen. If you’re doing something difficult and tedious, there’s probably a better and faster way. If you find a loose block, it has a purpose. And this suddenly makes me rethink another place where I found a seemingly-purposeless block, sitting on a sliding floor piece that I needed to shift but had difficulty getting a purchase on. I had gotten through that through awkward shuffling and stickiness, but now I suspect there’s a more elegant solution involving Newton’s Third Law.

WoW: Comic Moments

I’ve identified the goblins as WoW‘s comic relief characters, but really, there’s a lot of comic bits sprinkled throughout the game, including moments of self-parody. The first quest in the Hillsbrad Foothills area, for example, involves briefly taking on the role of quest-giver. You sit there on a horse, unmoving, with a yellow exclamation mark over your head, with a list of quests to give out to whatever adventurers ask for them. Three people come, and each is a player caricature: a clueless newbie (recently-raised undead still suffering from brain rot), a trash-talking bully, an arrogant twinked-out moron with stuff far above his level (“Yes, this horse IS made of STARS”). Their banter is full of pop-culture references and mocking of typical WoW quests (“Are there not bear asses to collect?”), and you meet each of them later, bailing them out of the trouble that their incompetent attempts at the quests landed them in. And yet, in the end, one of these story branches turns serious, and the character proves unexpectedly noble, sacrificing himself for the sake of the Horde. Just because something starts as self-parody doesn’t mean it has to stay that way.

Or consider what happens in the previous section, in Silverpine Forest. At one point, you’re asked to singlehandedly take down the force field surrounding a city of magicians. There are several classes of human guards in Ambermill, including Ambermill Watchers and Ambermill Warders, but once you fight your way through them, you start encountering Ambermill Witchaloks. The thing that makes this joke actually good, rather than just a pointer at someone else’s joke, is their behavior: they shout overblown imprecations and cast spells that have basically no effect other than graphical effects that are flashy but kind of stupid-looking. To the unprepared player, though, they’re accompanied by a moment of panic. “Cower, monster, as I summon a veritable army of Wolfoids!” — and suddenly a mob of knee-high worgen spawns around you. Even weak monsters can hurt a lot when they attack in large quantity, so this scares you, until you notice that they’re just milling around and not paying attention to you at all. And it’s at this point that the witchalok taunts “Now you are surrounded by Wolfoids! What will you do? Where can you run?”

And this is smack in the middle of the grimmest part of the campaign I’ve seen yet — a story of cruelty and betrayal, containing the first major loss for the player’s side. At one point in this section, you’re assigned three companions for a mission, former Alliance leaders recently turned undead. They’re assigned to help you recover stranded troops hiding in a war-torn town. Instead, when you find the troops, they kill them, as punishment for their cowardice. They go on to turn against Lady Sylvanas at a crucial moment and become the bosses in Shadowfang Keep (which is a little odd if you play through Shadowfang Keep before this happens, but WoW is pretty full of counter-temporal weirdness right now). These same three are to some extent played for laughs, as they discuss the advantages of their new state, or send you on a tangential quest to recover all the pieces of an associate’s body so they can turn him undead too, and then immediately kill him again after going to all that effort.

Gish on Mac

One nice thing about the Steam Play initiative (Valve’s nascent cross-platform support) is that it makes it very easy for me to find out when games I’ve purchased become available for the Mac. This is an important thing to know for those games that don’t work right on my PC. Just the other day, I noticed that several of my indie bundle games had been quietly ported while my attention was elsewhere. My first instinct was to finally try And Yet It Moves, which I haven’t yet been able to get to run on my Windows machine at all, but I can’t get it to run on my Mac either: the download is eternally stuck at 99%, and attempts to run it anyway yield silly errors about the servers being busy. So instead I gave Gish another shot. I might as well; I’ve bought it in a bundle at least one more time since my last attempt, for something like five times total by now.

You may recall that the last time I played this game, it was crashing on me frequently enough that I figured out how to exploit the crashes to aid my progress. Without that help, the game is in a sense easier. I hold myself to lower standards, not seeking every secret or every coin, just trying to get through the levels as fast as possible. The first world breezes by when approached like this. It’s quite freeing; I get to do all the acrobatic stuff that I mentioned back in my first post — which, it turns out, I still remember how to do.

Which is fortunate, because it isn’t at all obvious, and this game has a pretty steep learning curve. In a recent online discussion, someone asked “Did anyone actually like Gish?” — to which the answer is obviously yes, because it won some awards, but it definitely doesn’t give the player the sense of immediate power and ease of movement that most platformers strive for, and that probably turns a lot of people off. Another discussion I recall pointed out how Mario 64 engages the player by making it look like Mario is really enjoying himself, running around and leaping into the air and shouting “Woohoo!”, to the point that it almost seems a shame to put the controller down and deprive him of his thrills. Gish enjoys himself too, opens his mouth wide in a wicked toothy smile when he’s fast and airborne, but it takes a degree of mastery to reach that point.

One thing I keep forgetting: one of the developers on Gish was Edmund McMillen, who went on to create Super Meat Boy. SMB is also too difficult for a lot of people (possibly including me, although I haven’t given up on it yet), but for opposite reasons: moving around in ordinary environments is almost too easy, with the result that you leap into sawblades all the time. At any rate, I give him credit for exploring extremely different points within the possibility space of the platformer genre, even if both of these games are at heart glorified Mario imitations.

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