Unemployed men are wasting away playing videogames, says CSM

videogame-unemployed-menApparently the Japanese aren’t the only ones struggling with listless and purposeless young men. Who are these guys?

In Japan, as described in this aptly titled 2011 Kotaku article “The Depressing World of Unemployed Nerds,” there’s a growing problem of young males who have effectively dropped out of society and are relying on the positive feedback of videogames and paid chatgirls to satisfy their basic social needs.

And now a new academic study is being mentioned by the Christian Science Monitor as discovering a similar problem in the United States, with these slacker boys polling as generally happier and more content than their peers. I think it’s important to note here that their peers are guys with a high school diploma or less, so it’s not too surprising that they find their warehouse or Walmart jobs uninspiring.

I think you could argue this two different ways. One, it’s pretty sad that these guys are happy to game their way into total oblivion and irrelevance. This is definitely not the way you want to see people adapting to 21st Century challenges, especially when employers (many game companies among them) are seeing talent gaps in a lot of key fields. The counterpoint, two, is that perhaps these sad slackers are getting valuable therapy from their videogame exploits, keeping their minds sharp in virtual environments, like the kid from The Last Starfighter, until the right job or inspiration strikes them and they spring into action. Maybe these guys would be psychopaths or suicides without videogames.

Opposites? Maybe. Or maybe it’s a combination of the two.

Scott Feldman’s Revival? And Bending the Rules in the Oldest Game

Normally this blog is about videogames, but today is about a different kind of game. The summer game! Baseball, of course!

Scott Feldman Reborn?

Here’s an insight for you baseball fans. The Astros’ Scott Feldman is one of those veteran pitchers who’s now vacillating between the bullpen and a starting role. He’s 31, has been pitching in the majors since 2004, and has been doing a pretty good job this season, 5-3 with a 2.76 ERA, down from last year’s 3.90. But he was bumped to the bullpen in late April and like all pitchers who signed on as starters and are now essentially filling in where needed, Feldman feels a little lost.

The interesting part is that, pushed out of his comfort zone, Feldman is now experiencing a renaissance of sorts as his fastball, typically in the high 80s, is now blazing in the mid 90s. That’s the kind of velocity difference that marks the gap between a control pitcher and a strikeout artist.

Yesterday, Feldman got his chance to show how his velocity holds up in a five-inning spot start against the Angels. He gave up a single unearned run, struck out two, and didn’t walk a man. The key data, though, is his average fastball velocity, which came in at 90.7 MPH. That’s pretty good, since it takes a lot of fastballs to get through five innings.

Although a far cry from his best average of the year, which was 94.3 MPH in a one-inning relief stint against the White Sox on May 19, he threw harder yesterday than in any of his other 2016 starts, where his FBv varied from 88.0 to 89.4 MPH. Is he better as a reliever than as a starter? Hard to say, and that depends on the needs of the team. But here’s to Feldman’s revival. It just goes to show that your comfort zone is often the last place you want to be. I think that’s true of life as well as games of all sorts.

Bending (the Rules) Like Beckham

Okay, you gotta check out this pitching delivery:

Baseball’s an old sport, and a conservative one. But as we all know there are some old rules that haven’t kept up with the times, like the “ghost tag” that umpires allow around second base and the various nuances of what gets called a strike at home plate.

That’s why this guy — Carter Capps of the Marlins — is such a shocker. But the fact is… if the rules don’t clearly indicate that you can’t leap off the mound and throw your pitch when you land… well, you can. And as a result you’re the best and most cheesy reliever in the game, circa 2016. I mean, that crap is just hilarious.

But come 2017, we’d better see a freakin’ rule change, because that crap is just cheating.

Video Game Vs. Real World Combat

Today’s chuckle is courtesy of Endless Origami, which hits on a favorite thought of mine: the differences between video game strategy and real-world combat strategy. Sometimes they are radically different, which means we’re in for a heap of trouble if (a la The Last Starfighter) the FPS video games we’ve been weaned on are actually being sent our way by a crack team of alien game developers who are trying to train us how to save the universe.

Here’s the comic (click to visit the EO site):

video game writer comic

And here’s the way I first read the comic, in Spanish, on the Metaverso tumblr:

video game comic

Is The Google Car Kind Of A Jerk? And A Cool Inventor

Some robot news for you today. ZDNet reports that the Google Self-Driving Car has caused its first accident by assuming a bus would yield, aka by kind of cutting it off.

The early reports on the Google Car said that it was perhaps too hesitant and polite, causing it to be the recipient of road violence (rear-endings) rather than the dispenser of same. Maybe Google engineers need to turn the asshole knob down a notch now.

Reminds me of this Google car I saw parked in an Austin lot in a rather questionable fashion:

google car

And in other robotics news, I discovered this hilarious inventor today. She’s like a sober, Arduino-happy version of My Drunk Kitchen’s Hannah Hart with all the genial charm and three times the geek chic. Pure win, especially watching her absorb abuse from her own creations.

I do fear that some people will criticize her for making “frivolous” gadgets, but I applaud her (get it?) for showing that technology can be fun and accessible. Plus I am fully aware that her skill with a breadboard is well beyond mine.

Do You Watch Your Friends Play Games?

Not everybody enjoys watching others play videogames, just like not everybody enjoys others play sports. There’s something about games that demands that hands-on experience.

Of course, a big part of it depends on the style and personality of the person you’re watching. If you’re a stealth gamer, you probably wouldn’t enjoy watching a brawler barrel through levels, for example.

But assuming you’re watching someone who plays like you do, or perhaps faster than you do (!), do you enjoy watching them play? Or are you itching for them to get an urgent call from their significant other?

I don’t love watching gameplay video, but I’m watching theRadBrad on Youtube right now. He’s got a pretty good style, he moves quickly, and he’s got a friendly, funny energy to him.

Videogames Are Murderer Kryptonite, Says NPR

videogames-and-murderersFor your enjoyment, here’s another salvo in the ongoing discussion about “do videogames make kids into psychopaths,” aka “First-Person Shooters Were Designed by ISIS and the Taliban to Extend Satan’s Nefarious Reach into Our World.”

As you might expect, this TED Radio Hour episode connotes play with balanced human psychology. Less expected, perhaps, is a researcher who finds that the lack of play is part of the formative story for murderers.

Yes, that’s right. Murderers might’ve turned out okay if they’d only played more first-person shooters. 

I mean, maybe the infamous University of Texas mass murderer, Charles Whitman, wouldn’t be the first guy you’d want to see pumping quarters into a Silent Scope cabinet at the corner arcade. But, says Dr. Stuart Brown, the lack of unbounded, reckless, communal play might’ve been a factor in his lack of normal psychological development.

Personally, I find the demonization of videogames to be a bit tiresome, a symptom of a society looking for easy answers. Sure, like anything else, videogames can be taken to excess. But outlawing videogames is like outlawing kids playing cops and robbers in the local park. Just because it’s popular and loud and visceral doesn’t mean it’s evil.

In many cases, the solution for violent, unruly kids is quality parenting. Right? That’s my easy answer for the day. (“Said like a true non-parent” would be a valid riposte.)

Anyhow, I think we can all agree with the theory that play is an important part of the human experience. Here’s your podcast breakdown:

Does something serious happen when we play? In this episode, TED speakers describe how all forms of amusement — from tossing a ball to video games — can make us smarter, saner and more collaborative.

Here are the four parts:

  1. Comedian Charlie Todd and his group Improv Everywhere choreograph bizarre, hilarious and unexpected public scenes, creating whimsical opportunities for total strangers to play together.
  2. Dr. Stuart Brown says humor, games, roughhousing and fantasy are more than just fun; humans are hard-wired to play. He came to this conclusion after conducting some somber research about the stark childhoods of murderers.
  3. Primatologist Isabel Behncke explains how bonobo apes learn by constantly playing. She says play isn’t frivolous; it appears to be a critical way to solve problems and avoid conflict.
  4. When video game researcher Jane McGonigal was bedridden after a concussion, she gave herself a prescription: play a game. She says games helped her get better; and for many of us, virtual games can improve our real lives.

How to Harvest LR41 Watch Batteries from Junk Mail

In the Geek Skills category of Game Writer Central, I’m happy to announce this new lifehack: converting junk mail into value…!

LR41 Watch Batteries in Your Mailbox

free-watch-batteriesIf you’re in the right neighborhood, you’ve been getting an occasional giant postcard with a little plastic “sweepstakes” gadget attached, like this one. Mine comes from my local generous Nissan dealer. In theory, you pull out the tab from the gadget and it’ll show you your winning sweeps number or whatever.

If you’re like me and you don’t want to buy a new car, you are tempted to pitch this advertisement. Don’t!

The Gadget Is Junk

Admittedly, the gadget is not even the secure electronic device it’s designed to emulate. The digital display is actually fake; there are no LED digits and the number is the same for every single recipient.

free-watch-batteryHowever, it is a lighted display and the little unit does have an LED light to illuminate. And that display is powered by two shiny new LR41 watch batteries.

If you get one of these ads, don’t pitch it until you pry the gadget open and salvage those nice batteries…! Ordinarily these sell for about $1 to 3 each. If you can’t use them, give them away to friends or on Craigslist. Enjoy!

How Do You Meet Game Writers and Designers?

meet-game-writers-designersI got an interesting question recently on Quora and thought it might be useful to repost the Q&A here:

How do I meet game developers?

(I titled this post targeting game writers and game designers because that’s a little more relevant to this blog.)

Here’s my answer:

That’s not hard.

1) Find a local meetup for game developers and attend. Be courteous and research your questions before you ask them. Never ask anything that you could’ve read on Wikipedia. (Not so easy if you’re in a remote area.)
2) Go to the Game Dev Conference in California: GDC 2016.
3) Arrange a tour or informational interview with a local game studio for your school or interest group. (Not so easy if you don’t live near a studio)
4) Find the game developer group at your local university and join or support as best you can.

And of course be wary of the wannabes. There are a lot of “developers” who are just gamers with vaporware dreams.

See the Quora thread and feel free to weigh in.

Videogame Indictment: Dragon Age Inquisition

A Dragon Age Review with Bugs Attached

Been playing this popular game on PS4 recently and man, am I disappointed. I really want to love it, but instead I just think about how Bioware shipped this thing about six months before it was finished, with some bad design decisions baked in. I’m also a bit irate to see how badly they’ve evolved in the storytelling process while Bethseda has leapfrogged them handily with titles like Skyrim and Fallout.

It looks and sounds lovely and there’s clearly a heapton of backstory and thought. The characters are interesting and well-acted, when you can figure out what they’re saying*. You can see that, as Ray Muzyka said in a Wired interview, they “aggressively checked out” Skyrim and tried to borrow some concepts. Some of them have good conflicts with each other while all pursuing common goals in their own ways. All of this merely adds to the disgust and tragedy of this buggy, burdened, burdensome game: I think of all those game developers who poured their hearts into this damned box and all they (and we) got for their inspired labor was a shining turd.

What’s Broken in Dragon Age: Inquisition

The key bugs that annoy me in DA:I are clear A-class bugs in combat, especially in the time-stopping Tactical View, which is a necessity in tough fights, when the AI’s decisions can quickly decimate your party (and frankly, there’s really no AI that can handle a tough fight as well as a person can). What kind of bugs? Party members going completely AFK. I give them an order, and they just stand there. Forever. I have to pop out of Tactical View into real-time and jump with that character to wake them up. Why? Who knows. It might be a terrain issue; I have seen party members fall through gaps and occasionally stick on terrain until their deaths.

Oh, did I mention that the Tactical View camera traverses the terrain like a person? So when you want to attack an enemy from up on a rock ridge, you have to guide the damned thing down a walkable path to target the enemy. And then back up again anytime you want to check your guys or adjust them. And Maker help you if you’re fighting in a narrow gully with trees roofing it. The camera will hop around like a bullfrog on crack as you move it, and positioning a spell effect area precisely is hopeless when you can’t get high enough or low enough due to ceilings and obstacles. Bioware, here’s a hint: Please don’t do detailed collision detection with the damned camera. Make stuff translucent when the camera goes through it. It can be done. It has been done. Please.

Or I hit the button to switch characters and nothing happens. I can only control one character until I finish the fight or get to a menu somehow. I tell someone to stay out of danger, and they inexplicably start wandering. (Yes, I am double-tapping on the target location to see the little shield icon for HOLD POSITION.) Rubberbanding foes that teleport across the area in Tactical View (no, they weren’t being yanked by heroes’ grapples). And yeah, it’d be nice if the AI didn’t cast fire spells on the fire demons… sigh. The latter is a rarity in RPGs, I know, but one that wouldn’t be all that hard to code.

The menu system is a mess too. Inventory’s complicated if powerful. But you can’t equip items in the shop interface, which means you have to hop in and out of menus to buy an upgrade (buy new item, switch to inventory, unequip old item, equip new item, switch, sell old item). Nor can you discard item crafting patterns (“schematics”) for useless low-level items; instead you have to scroll through an ever-growing list of junky schematics, comparing their numbers, to find the good stuff. Feels like work.

And when you’re crafting items, you can’t compare the proposed item’s attributes with what you’re currently using. I actually wrote a bunch of numbers down on paper to figure out whether crafting was a good use of my resources. Uhhhh… really? Feels like work.

The final insult: you also can’t switch a character between melee and ranged weapons during a fight. I certainly understand penalizing a character with a delay as they swap weapons, or keeping someone from swapping between a dozen weapons like Duke Nukem, but utter inability to switch between a bow and a sword? Unheard of. This from the company whose heritage extends back to the original tactical party RPG, Baldur’s Gate. Just freaking shameful.

So Many Unique Lootz That You Hate Lootz; So Many Quests That You…

The game also manages to make loot uninteresting. There are so many unique items that you never know when you’ve found something cool. Instead, everything’s different and 99% of it is junk. (Granted, the latter’s true of any real RPG.) As a result, you don’t care about anything you pick up.

In Skyrim, you run across dozens of iron swords. When you get another iron sword, you immediately know it’s junk. But when you see an mithril sword of cleaving, that name gives you an obvious tip-off that it’s your lucky day. Also, it glows because it’s magic and you light up like Christmas.

But no, in DA:I, everything’s got a different name and you can’t see it physically unless you take the special effort to pop through a few menus and equip it to view it inventory. All you see is a loot item that, when opened, shows a list of the items within. Rarity is indicated by color (blue and purple being rarest), but there are useless purple items and good common items. And crafted items are generally the best of all, which means new item designs (“schematics”) can be valuable, but you’ll have to drag your butt to a crafting station to figure it out.

So it all sits in your bag until you have a chance to sort through it. Kind of like your bank statements. Congratulations, Bioware. You’ve managed to nerf one of the primary joys of RPGs.

I think they went the opposite (and wrong) direction of Fallout 4 on loot in this game, a grave error. In Fallout 4, you don’t even have to press a button to see what’s inside a container — you just look at it and the text appears showing contents. This avoids the annoyance of opening empty chests when you’ve doubled back on your path. Bethseda’s gotten rid of the opening action entirely.

There’s a minor innovation in the form of a war room where you can commit points to unlock abilities (like larger inventories) and new map areas. You can also send your war council on errands to solve problems and expand your influence, giving a nice impression of a larger international conflict (and challenges of leadership) that compliments your individual adventuring. Too bad the UI is tedious to navigate and the tasks apparently can be completed in almost any order, with few conflicting tasks and no time-dependent tasks. The UI is a lot like scrubbing a scene in a pixel-hunting adventure game; it’s littered with icons that are irrelevant, and positioning the cursor is onerous. Feels like work. A little snap-to-POI algorithm would go a long way here.

And of course there are meaningless quests galore. Find the pisspot you lost in the Sewers of Despair? Sure, I’ll do that in hopes of getting 5 gold and another item that looks like all the other junk in my bag. Heck, maybe it’ll be a multi-part quest. Love those.

Other Gamer Grousing

In addition, the multiplayer mode is dumbed down and unstrategic. No Tactical View, and the one time I tried it, my friend and I were killed repeatedly in the first scenario such that it felt hopeless.

*And as mentioned earlier, the dialog is oddly oblique and obtuse. All of the heroes are apparently politicians. No one says, “I hate demons and I want to see them all dead.” Instead they say something like “Demons are offensive to the Maker. When I am inclined to consider action, I find my aims aligned with the Maker.” Uhhh, right. As a purported wordsmith, I admire the artistry here, people, but this all feels like work.

I will give unadulterated praise to one feature of the game, though. There is a throne that you can sit in to decide what happens to various prisoners and defeated NPCs. The options are thought-provoking and I appreciated the effort to create a “heavy is the head that wears the crown” effect, presenting the player with moral decisions.

Having a horse on call to speed through maps is good. (Also in Skyrim.) I did genuinely enjoy the tavern songs by Raney Shockne, which were pleasant and also distinctive. I’d have to say this is one thing that Inquisition did better than Skyrim.

And the skill trees and the skills themselves are quite cool and generally make a clear difference in combat. Also in Skyrim, and probably the one thing that kept me going as far as I did. In retrospect, maybe I should’ve just played Skyrim.

Storytelling is Not an Afterthought, People

Especially in a text-heavy RPG. And text-heavy is one of the problems: Bioware continues to think that quantity is a substitute for quality. Just like older Bioware games such as Planescape: Torment, the landscape is littered with characters who want to tell you their life story, but the core experience is buried under all that excess… especially when most of them speak in that same constipated manner I mentioned earlier.

Maybe the name Inquisition itself should’ve been a warning. Any game that chooses a title so closely tied to an oppressive, murderous, and inhuman movement as the Spanish Inquisition is going to be a little tone-deaf.

I don’t want to know why the gardener is sending me on this FedEx quest to take his stupid broken trowel across the treacherous swamp; I want solve the mystery of my hero’s talent and beat the big boss. And when I don’t get tapped into that big conflict in a regular and meaningful way, I feel like the game is simply throwing chores at me while I grind my character toward advancement. I could be playing a game. In my leisure hours, why should I bother with all this work?

I’m sure an apologist would mention the rifts you have to close across every new map. Each rift is a reminder of the main quest and your special ability, and they do spawn new and tougher creatures as you progress. (Sometimes well beyond your ability, and much tougher than anything else in the map, with no indicator of difficulty.) But there’s a real lack of panache in the presentation. For example, I ran into a new beastie at one rift – a Pride Demon about forty feet tall and tough as nails. But no one in town was talking about him, and none of my party reacted to this obvious challenge. Opportunity missed.

A Modest Proposal for Books in RPGs

Actually, both Skyrim and Dragon Age fail with the many books you encounter in their worlds. These are amazing opportunities to enrich and entertain the player, but instead the developers are treating them like easter eggs, fodder for the completists. FAIL. How come these books almost never have anything related to the current quest that you’re on? How come they rarely mention anything useful or funny about characters you have encountered? Weapons or spells you’re using? Journals of people who are facing the same decisions as you are? How come we never start a quest or finish a quest by reading a book? How’s that for a way of telling the player that these things are just window dressing?

Here’s my simple proposition: make these damned things fun. I don’t want to read 14 volumes about ancient lore, in random order. I want to see the same number of books around, but 75% of them are dull-colored so only the completists will read them. Or maybe they’re even empty: when you pick them up the game says “You’ve read this one before in school” or “Yet another advice book on how think positively about the bubonic plague.” However, the brightly-colored books are always funny or relevant to your immediate situation. Make it so, people!

How Bad Is the Astros’… Chron Blog?

It’s October baseball, folks, and the Astros are in the postseason for the first time in 1,000 years. Hope and delight reign in the hearts of Houston sports fans, but torpor rules on the pages of the Astros’ primary blog, blog.chron.com, where Astros fans often turn for news. Why?

If you’re like me, you’ve noticed that your phone or computer starts to struggle whenever you hit the Astros’ Chron blog, and here’s why: the Chron blog webdesign needs life support, stat.

Chron.com pages have 17+ adsAstros blog fail #1:

Too many ads. Soooo so many ads.

I counted 17 ads in this example (right), and I was generous. I only counted the giant Outbrain panel in the middle of the page as one ad. It has fourteen links, half to Chron sports content and the other half to the typical drivel that earns the Chron income — clickbait content like “9 MLB Players Who Are Actually Huge Jerks” and “Sofia Vergara: Her Hottest Photos From Her Adolescence Until Now” (because Vergara is a huge Astros fan, right?).

Click on the image to the right to see the detail; look for the green arrows which denote ads.

ASTROS BLOG FAIL #2:

The Chron’s Astros blog also needs tuning to meet Google’s standards. I ran a random Astros blog page (about McCullers allegedly making a throat-slash gesture at the Royals) through PageSpeed Insights and compared it to a random ESPN article.

Google rates the Chron’s Astros blog as a 39 of 100 for desktop and a lousy 16 for mobile. That’s a failing grade by any standard, HISD or otherwise. Meanwhile, ESPN’s news-heavy page gets a 73.
chron astros blog page speed astros blog page speed espn page speed

 

 

 

ASTROS BLOG FAIL #3:

Lastly I ran my sample Chron blog page through a website speed test and compared it with ESPN’s. Again the results aren’t pretty.

ESPN’s page weighs in at 1.7 MB, loading in 8.1 seconds on average.

The Chron’s blog page loafs in at 14.5 MB, loading in 47.5 seconds on average. It’s almost ten times fattier and almost six times slower.

This site’s no glowing example of web design. It’s pretty basic. But since we respect our readers, we try to make the reading experience welcoming and enjoyable.

We spend an inordinate amount of time at the Chron’s Astros blog. They’re tuned in to the happenings and all the games, and our lives would be poorer without their reporting. But it wouldn’t take much for the Chron to tidy up their web presence a smidge and make the Astros blog pleasant to visit instead of a teeth-gritting, disk-churning experience. Will the Houston Chronicle deliver? Or will they continue to treat the Astros blog as a low-brow basement useful only for penny-click ad revenue?


espn speed test
astros blog speed test