Watch the first minute and a half of this. Have a laugh! It’s okay to laugh! It’s pretty painful to watch. You’re getting a glimpse into how it feels to be a game designer watching playtesters.
So we all on the same page? Alright. So there has been a lot of discussion about this video online and I’ve been spouting off thoughts on twitter and I feel like I have enough to put them all down in one place. First, the boring one for me.
Don’t Games Journalists need to be Good at Games?
No. Absolutely not. “But if someone was bad at understanding movies or only watched kids movies, would you want them to review stuff?” Not the same thing. It’d be like saying only people who played in the NFL could comment on and critique NFL play. Which some people say, but most people agree is stupid. Knowledge and expertise do not necessarily imply skill. Also the consumer of game reviews are not necessarily great videogame players. For the average gamer, the opinion of an expert is just as far from their perspective as a poor player. Even with levels of play THIS poor, it’s important to remember that Platformer skill is a niche skill these days and nothing I’ve heard indicated that the player wrote a review or anything based off this. A journalist was just bad at a game. If you made me say, play a moba or a console FPS, I’d look like a jackass too, probably. Maybe not as much of one, but still. Maybe you don’t want someone who’s bad at a genre to review a genre (unless that’s the point of the review) but that isn’t the discussion people are having.
Not only is it okay, it’s BENEFICIAL. If every reviewer was good at games, whole areas of concern and accessibility would go completely unaddressed. More voices give more variety and more insight. You can argue about how those voices are used or w/e but they should absolutely exist. It’d be like saying ‘only great players should test games’ which is obviously absurd.
On Testing, and on the Game Design Perspective
So while everyone on twitter was burying this guy for being awful, pretty much every game designer I knew who was talking about it was like “okay but how do we make the TUTORIAL better???”. A lot of non-devs were like “WTH???” because to them it was like “Look this guy is CLEARLY bad and clueless it’s not the game’s fault.”
First things first. Even a complete knucklehead can teach you about your game. Bad players can teach you TONS of stuff. You might be like “Well why fix something to help people through who won’t be good at the game anyways?” because yeah, perhaps this guy wouldn’t be able to get far. But improving things like how the tutorial works improves things in little nice ways for everyone.
So what’s wrong with this tutorial?
It’s mixing elements really quickly. You have a dash you haven’t been asked to use yet and you have to jump, dash, and do so off a rock that isn’t a part of this section but is an obstacle for the last. Also you gotta do this pretty strictly at the peak of your jump. Some people made fun of him dashing into the pillar over and over again but in tons of games that’s actually WHAT YOU DO. Dash into things to break them!
Now most experienced players can figure this out, but if you can make things nice and clean… if it doesn’t take that much more effort, why -wouldn’t- you do it? Some people protested like “Well, it’s not fair to make devs compromise their creative vision for bad players!” Lets ignore the fact that, like I said, most devs were already all about how to make this better, who’s CREATIVE VISION involves a really quick tutorial segment? “JUMPING OFF THE ROCK IS FOUNDATIONAL TO THE MESSAGE OF THE GAME!” I’ll just tell you right now, I don’t know the Cuphead guys and I don’t know if it’ll be different in the final version, but I can tell you it’s not an important part of their vision. But what if it was?
Working on BEP I used to have real old school castlevania jumps. No air control at all. But then I had some friends test it who aren’t that great a platformers. One of them I saw struggling to jump up on things. They’d neutral jump and then try and press forward to get on platforms. And they’d do this over and over again. Pressing forward and jump at the same time from a stand still didn’t come naturally to some players. Walking to and jumping over a pit, sure no problem, but it screwed up their vertical platforming.
Obviously I didn’t want to compromise my vision for my own game but sometimes you gotta ask yourself “What IS your vision?” Was my vision “No jump control?” No. but I definitely wanted a jump that had weight and commitment behind it. I didn’t want the player to be nimble in the air. I wanted a slow, deliberate game. So I built up a jump to fit my needs. I gave the player a strong neutral jump – one where they could change to a forward or a backward jump arc at any time. Which was fun for dealing with projectiles. Then then for the normal jumps, I gave the ability to slow down or speed up a little. Jumps felt like braking while driving a heavy truck. The jump had character, but also fit my goals and ALSO fixed a lot of problems players had. So did I compromise my vision? No, I got a clearer understanding of my vision and executed it. Those changes also allowed for more challenging gameplay in later parts of the game so changing things for accessibility strengthened my vision and benefitted hardcore players in the end.
To add a data point to this, from someone who’s been playing platformers since the NES days: I would have initially misinterpreted the jump/dash hints in the Cuphead tutorial precisely because of games that I’ve played in the past. Specifically, the way that the hints were shown, I was expecting that the dash mechanic would work like the one in Tiny Toon Adventures: Buster Busts Loose for SNES. In that game, if Buster Bunny dashes toward a wall—but only if he’s dashing, not if he’s walking normally—he will run up the wall.
(Apparently I was expected to intuitively realize that the dash in Cuphead actually works more like another Konami platformer from my childhood, Rocket Knight Adventures.)
I went back to check a playthrough of the Tiny Toons game to see how it signals this to the player, and noticed something that the Cuphead tutorial could have benefited from. There’s a point early on in the game where the player has to dash, and then jump while dashing, in order to cross a wide gap. The game shows signs indicating both actions, similar to Cuphead—but additionally, at the exact time that the player needs to make the jump, it displays another "jump” sign. It then continues with the “jump” pop-ups to indicate the timing for other tricky jumps. (And after this stage, it dispenses with these pop-ups entirely.) I’ve linked the longplay below; the part I’m referring to starts at 2:35, if the video doesn’t automatically start there:
[Edited to add: Oh, yeah, and the “dashing up the wall” mechanic? It’s basically revealed to the player when there’s no other choice: once you’ve jumped over the gaps, you run into a wall, and so there’s no place to run but upward.]
“The records being broken year after year — whether for drought, storm surges, wildfires or just heat — are happening because the planet is markedly warmer than it has been since record-keeping began. Covering events like Harvey while ignoring those facts, failing to provide a platform to climate scientists who can make them plain, all while never mentioning Donald Trump’s decision to withdraw from the Paris climate accords, fails in the most basic duty of journalism: to provide important facts and relevant context. It leaves the public with the false impression that these are disasters without root causes, which also means that nothing could have been done to prevent them (and that nothing can be done now to prevent them from getting much worse in the future).”
conventionally attractive person: there’s nothing sexier than being yourself! be comfortable in your own skin!!
me, real life goblin with no prospects and a burden to my family:…….right
If you haven’t already heard, Donald Trump has slashed funding for advertising the Affordable Care Act enrollment period by 90%. He has also cut the funding for local organizations that help consumers navigate the buying process by 41%. The time period to enroll has also been cut in half, giving people only 6 weeks to sign up between: November 1, 2017 – December 15, 2017.
These cuts mean that less people will be aware of the enrollment period and less people will be insured. Less people uninsured will also mean a drive up in premiums, making insurance unaffordable for many more. This is an intentional move to make good on his promise to let the Affordable Care Act “implode,” but it will hurt many people in the process. Many people will unknowingly miss the enrollment period and we cannot let this happen.
Since the president is unwilling to inform the citizens we must take action into our own hands. Spread awareness about open enrollment. I made the image above so you can save it and share it to Facebook, Twitter, Instagram, and whatever other forms of social media you might use. Tell your family and friends. Do whatever you can to make sure that people who need this information get this information.
Enroll to make Trump angry.
Signal boost!
Please share even if you’re not in the USA, for your followers there!
on queering women in hip-hop, appreciation, and the power of a feminine legacy is finally up on @philadelphiaprintworks.
As a Black queer boy, female rappers embody much of the confidence we often aspire to and achieve. When Trina taught me to be the baddest bitch, I didn’t know that Queen Latifah had already told me I need to be addressed as “your highness.” When Foxy asked why “all the sudden all these rap bitches got accents too?” Nicki Minaj was ready to ask where the fuck is her curry chicken and her rice and peas? You see, it is in the way they demand to be referred to as a queen and the Queen Bitch, to be given what they deserve, to be adorned with the highest fashion and pop bottles right next to the male rappers, that a confidence so bold and unique exists and flourishes. They are able to embody a powerful, magical feminine strength that reads like confidence but feels like life being handed over in a syringe.
When I was the small boy who was still carefree and still had space in his chest for joy, Missy Elliott, and Left Eye were there to help me shake my hips; their music would bring me the movement and vibrations like in the Keith Haring paintings. When I was an awkwardly small child in a world that felt too big, Trina, Remy Ma, and Foxy Brown gave me the confidence I didn’t know I deserved but definitely needed. I heard Foxy tell me she has these rap bitches in a chokehold at least once a week. And when I became intimate for the first time and love tasted like sex, I had many Lil Kim lyrics that lent themselves to me.
Since it’s Foxy Brown’s birthday, I think it’s fitting to share this article I wrote a few months ago. ❤
here are some fundraisers i found to help people in countries who are going through hurricane irma (reply to the post if you know any other donation links i can add):
Controversial opinion, apparently: Don’t hit children.
It teaches them to obey out of fear, instead of for good behavior’s sake.
Even then, it has mixed results and often makes defiant children.
It causes long-lasting psychological issues that follow them to adulthood.
It ruins your relationship with that child because they will not trust you.
To everyone in the notes and my messages defending hitting children because I’m “spoiled” or from a different culture, I am a legal adult and my mother still spanks me. If I sleep in on accident she has no problem picking me up out of bed and hitting my butt with a shoe. She says this is strong discipline that I need to mature.
If you think what my mother does is wrong, what is different between my and a small child’s rights to bodily autonomy and a home without fear?
I would also like to say to everyone in the notes that was hit as a child, for or against:
You did not deserve it, under any circumstance, and I’m sorry you were hurt like that. Parents should not hit or otherwise physically harm their children and I hope you are okay, and if you aren’t, I hope you recover.
Watch the first minute and a half of this. Have a laugh! It’s okay to laugh! It’s pretty painful to watch. You’re getting a glimpse into how it feels to be a game designer watching playtesters.
So we all on the same page? Alright. So there has been a lot of discussion about this video online and I’ve been spouting off thoughts on twitter and I feel like I have enough to put them all down in one place. First, the boring one for me.
Don’t Games Journalists need to be Good at Games?
No. Absolutely not. “But if someone was bad at understanding movies or only watched kids movies, would you want them to review stuff?” Not the same thing. It’d be like saying only people who played in the NFL could comment on and critique NFL play. Which some people say, but most people agree is stupid. Knowledge and expertise do not necessarily imply skill. Also the consumer of game reviews are not necessarily great videogame players. For the average gamer, the opinion of an expert is just as far from their perspective as a poor player. Even with levels of play THIS poor, it’s important to remember that Platformer skill is a niche skill these days and nothing I’ve heard indicated that the player wrote a review or anything based off this. A journalist was just bad at a game. If you made me say, play a moba or a console FPS, I’d look like a jackass too, probably. Maybe not as much of one, but still. Maybe you don’t want someone who’s bad at a genre to review a genre (unless that’s the point of the review) but that isn’t the discussion people are having.
Not only is it okay, it’s BENEFICIAL. If every reviewer was good at games, whole areas of concern and accessibility would go completely unaddressed. More voices give more variety and more insight. You can argue about how those voices are used or w/e but they should absolutely exist. It’d be like saying ‘only great players should test games’ which is obviously absurd.
On Testing, and on the Game Design Perspective
So while everyone on twitter was burying this guy for being awful, pretty much every game designer I knew who was talking about it was like “okay but how do we make the TUTORIAL better???”. A lot of non-devs were like “WTH???” because to them it was like “Look this guy is CLEARLY bad and clueless it’s not the game’s fault.”
First things first. Even a complete knucklehead can teach you about your game. Bad players can teach you TONS of stuff. You might be like “Well why fix something to help people through who won’t be good at the game anyways?” because yeah, perhaps this guy wouldn’t be able to get far. But improving things like how the tutorial works improves things in little nice ways for everyone.
So what’s wrong with this tutorial?
It’s mixing elements really quickly. You have a dash you haven’t been asked to use yet and you have to jump, dash, and do so off a rock that isn’t a part of this section but is an obstacle for the last. Also you gotta do this pretty strictly at the peak of your jump. Some people made fun of him dashing into the pillar over and over again but in tons of games that’s actually WHAT YOU DO. Dash into things to break them!
Now most experienced players can figure this out, but if you can make things nice and clean… if it doesn’t take that much more effort, why -wouldn’t- you do it? Some people protested like “Well, it’s not fair to make devs compromise their creative vision for bad players!” Lets ignore the fact that, like I said, most devs were already all about how to make this better, who’s CREATIVE VISION involves a really quick tutorial segment? “JUMPING OFF THE ROCK IS FOUNDATIONAL TO THE MESSAGE OF THE GAME!” I’ll just tell you right now, I don’t know the Cuphead guys and I don’t know if it’ll be different in the final version, but I can tell you it’s not an important part of their vision. But what if it was?
Working on BEP I used to have real old school castlevania jumps. No air control at all. But then I had some friends test it who aren’t that great a platformers. One of them I saw struggling to jump up on things. They’d neutral jump and then try and press forward to get on platforms. And they’d do this over and over again. Pressing forward and jump at the same time from a stand still didn’t come naturally to some players. Walking to and jumping over a pit, sure no problem, but it screwed up their vertical platforming.
Obviously I didn’t want to compromise my vision for my own game but sometimes you gotta ask yourself “What IS your vision?” Was my vision “No jump control?” No. but I definitely wanted a jump that had weight and commitment behind it. I didn’t want the player to be nimble in the air. I wanted a slow, deliberate game. So I built up a jump to fit my needs. I gave the player a strong neutral jump – one where they could change to a forward or a backward jump arc at any time. Which was fun for dealing with projectiles. Then then for the normal jumps, I gave the ability to slow down or speed up a little. Jumps felt like braking while driving a heavy truck. The jump had character, but also fit my goals and ALSO fixed a lot of problems players had. So did I compromise my vision? No, I got a clearer understanding of my vision and executed it. Those changes also allowed for more challenging gameplay in later parts of the game so changing things for accessibility strengthened my vision and benefitted hardcore players in the end.
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