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How I Plan To Rule This Dumb Industry

By Shamus
on Tuesday Feb 20, 2018
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Good news everyone! Last week I took yet another swipe at the big publishers, arguing that their attempts to raise prices via lootbox shenanigans were damaging and self-defeating. Also I said that if they wanted to increase revenue, they were looking at the wrong part of their business. In response, John Videogames, the worldwide President of Videogames, called me up and said he liked my blog. As a reward for posting smart things on the internet, he said I could run my own set of development studios. I even get a bunch of stock or shares or whatever it’s called when you own part of something.

Now, most of you know me as a nice guy who isn’t really interested in money except as a tool to fend off starvation. I don’t push merch. The vast majority of my work is given away for free. I’m very low-pressure when it comes to promoting my Patreon page. So you probably think I’m going to run this company like a bleeding-heart hippie. Maybe you’re expecting me to have some kind of “artists first!” crap. Maybe you’re hoping I’ll run it like a nonprofit and only charge enough money to pay the expenses. Six hour workdays. Free fair-trade coffee and organic vegan energy bars for everyone! Five months of paid vacation! Paid maternity leave if you adopt a puppy from a shelter! On-site grief counseling for players exploring Blighttown for the first time! Footrub Fridays, where I personally massage the feet of our proud workforce!

But screw that.

I could have used a $5 bill, but I think the $100 helps bring out the cigar's flavor.

I could have used a $5 bill, but I think the $100 helps bring out the cigar's flavor.

All I care about now is money. I want to make as much money as possible, for as long as possible. I no longer have any use for artistic integrity and I don’t particularly care if people like me, as long as the dollars keep rolling in.

I figure I’ve got an edge in this game. Andrew Wilson, Bobby Kotick, and the Guillemot Collective are all business types who don’t have a background in programming, game production, game design, or criticism. While none of them are willing to hang out with me yet, I’ve kind of pegged them as the typical golf-playing executive types who only understand technology as translated by terrified underlings. Phil Spencer understands technology, but he’s worked at Microsoft for most of his life and those guys can’t tell the difference between interface design and weapons manufacturing. I don’t think any of them actually understand their customer base, so it should be pretty easy for me to stroll in and eat their lunch.

So here’s my plan to get filthy rich as a gaming executive…

Continue reading »

Comments (163)

Diecast #198: Internet Strangers, House of the Dying Sun

By Shamus
on Monday Feb 19, 2018
Filed under:

After a 10-month hiatus, the Diecast returns! We’re still messing around with the format. Will we get other hosts? Will the show vary in length? Will the show continue to be weekly? I have no idea. We’ll see what works.

Direct download (MP3)
Direct download (ogg Vorbis)
Podcast RSS feed.

Hosts: Shamus and Paul. Episode edited by Issac.

The podcast-specific RSS feed is broken and isn’t going to be fixed anytime soon. I’ve tried a number of plugins for making podcast stuff, and most of them overbearing, overcomplicated things that assume your blog only exists to host a podcast. Also, I always get complaints that the RSS feed doesn’t work in iTunes or whatever, which is the only thing I want the plugin to do.

People are always telling me how easy and turnkey it is and how service X or plugin Y fixed everything, and it always ends up eating a bunch of time, causing confusion, and failing to work as advertised. I don’t know what sort of hassle you’re supposed to go through to get podcasting RSS to work, but it’s evidently more hassle than I’m willing to put up with.

Show notes: Continue reading »

Comments (58)

The Best of YouTube: Raycevick

By Shamus
on Sunday Feb 18, 2018
Filed under:

This week I discovered Raycevick, a YouTube channel dedicated to retrospectives, primarily focused on shooters. I know some of you have nudged me in the past to check this guy out, but I didn’t get around to it until this week. I’m only about halfway through his catalog so far, but it’s really solid stuff.

Like Joseph Anderson, I often wish our tastes were more similar so I could get more out of his videos. Aside from Spec Ops: The Line (which he covered last summer) I haven’t really paid much attention to military shooters. Sure, I occasionally sampled them just to keep track of what the genre was doing, but I’ve never been a fan and to this day I still get the lineages and developers of the tentpole series confused. If someone mentions Battlefield, Call of Duty, Modern Warfare, Medal of Honor, Black Ops, Ghosts, Rainbow Six, Bad Company, Ghost Recon, Splinter Cell, or Infinite Warfare, I usually have to consult Wikipedia to remind myself which ones are core titles and which ones are spinoffs from which other onesAlso I tend to get Company of Heroes mixed up in there, even though that one is a strategy game.. But Raycevick knows his shooters and his videos offer a lot of great insights to the history and nuance of these games, even if they all tend to blur together for me.

The one video I want to highlight is Be Your Own Consumer:

Link (YouTube)

I suppose this is another way to express the now-familiar tension between companies who make money to make games and companies who make games to make money. But it’s still an important point and the more people that make it the more I can enjoy my feeling of smug self-satisfaction and superiority over the suits at the major publishers. And you can’t put a price on self-satisfaction.

Comments (33)

Wolfenstein II Part 3: Legacy Problems

By Shamus
on Thursday Feb 15, 2018
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Before I start picking at Wolfenstein II, I should point out that I don’t think it’s a terrible gameAside from the PC technology problems I talked about last time, obviously.. A lot of these things might seem trivial or nitpicky. “Hey, if the game is good then who cares?” But this is less about griping about a terrible game and more about chastising a series that seems to be settling into some bad habits. Let me repeat my main points one last time:

  1. I think this game doesn’t really deserve to be rated so much higher than its predecessors.
  2. We’re now on the third entry in this series, and so a lot of this stuff should have been solved by now.
  3. While the story isn’t terrible, it’s also not nearly interesting enough to justify the length of these self-indulgent cutscenes.

So when I mention a problem, it’s not because it’s some unforgivable sin against game design. It’s because I think there are things that could have been better. Please try to keep this in mind while reading this series, because I’m not going to put one of these “I didn’t hate the game” disclaimers around every piece of criticism.

Cool? Cool. Let’s do this.

Continue reading »

Comments (148)

This Dumb Industry: Charging More for a Worse Product

By Shamus
on Tuesday Feb 13, 2018
Filed under:

I really like Extra Credits. I think their analysis of Metroid: Other M is probably the most level-headed and constructive take on the game. Their Open Letter to EA Marketing is the most damning analysis of EA’s marketing behavior, and is greatly bolstered by the fact that they’re not trying to create some rage-filled rant to appeal to angry fans but are honestly trying to show how harmful these practices are to the industry in general and even to EA itself. Their analysis of what went wrong with the animations in Mass Effect: Andromeda might involve a bit of speculation, but along the way you’ll get a great education in just how complex modern animation systems are.

I often agree with the show, and it’s pretty hard to make a weekly column out of “Yeah! What that guy said!” There are tricks you can use to pad something like that out to a 3,000 word essay, but those tricks are very, very, very, very, very, very, very, very, very, very, very, very, very, very, obviously obvious. So despite my admiration for their content, their videos just don’t work as conversation starters for me.

But last month they posted Games Should Not Cost $60 Anymore – Inflation, Microtransactions, and Publishing. It makes a lot of points I disagree with, so now we’ve got something to talk about. Yes, I’m aware this behavior is one of the reasons I get a reputation of being overly negative and nitpicky. But look, I’m only criticizing the show because I’m a fan. There are lots of popular YouTube channels out there that I don’t like and don’t care about, and I don’t waste time arguing with them. On this site, we criticize because we loveOr sometimes because we’re angry..

Continue reading »

Comments (325)

How Many Words 2017

By Shamus
on Sunday Feb 11, 2018
Filed under:

Last spring I decided to measure my overall output on this site. Now that we’ve wrapped up 2017 I thought I’d update the charts and see how things went last year.

As a reminder of how this works: WordPress doesn’t have a wordcount feature. So to get the number of words I write in a year I get a character count and divide by 6.6, which I determined to be my average word length. These charts only include my material, and not any of my distinguished guests. These charts are based on calendar years, not financial years or anything crazy like that. Read the original post if you want all the details.

Anyway, let’s get to the charts…
Continue reading »

Comments (47)

Wolfenstein II Part 2: Broken Technology

By Shamus
on Thursday Feb 8, 2018
Filed under:

Like I said last time, my goal here is to illustrate how this game has a lot of overlooked shortcomings and half-baked gameplay systems that should be fully-baked by the third entry in a series. But before I can argue with the critics, we need to talk about the PC launch. So let’s get that out of the way. Let’s talk about…


To get the framerate up to playable levels, I had to turn the visuals down to 2009 levels of detail. And yet the game still struggles to keep up. Where is all the power going?

To get the framerate up to playable levels, I had to turn the visuals down to 2009 levels of detail. And yet the game still struggles to keep up. Where is all the power going?

The game launched as a broken mess on the PC. I’ve spent hours reading the forums and I’ve never been able to find a pattern in any of it. There doesn’t seem to be a single unifying problem that caused the crashes, headaches, slowdowns, glitches, and bugs. There were people with low-end hardware that could run the game and people with high-end hardware that couldn’t. The problems impacted both AMD and NVIDIA hardware.

I get it. Developing for the PC is hard. This is doubly true if you’re one of the first AAA games to use the new Vulkan API and you’re still working the bugs out. While I always insist that for $60 the publisher is obligated to perform the due diligence required to make the product usable for the customer, I might be more inclined to give the publisher a bit of slack if they had shown even a sliver of competence after launch.

The timeline went like this:
Continue reading »

Comments (149)

This Dumb Industry: Violence and Science Fiction

By Shamus
on Tuesday Feb 6, 2018
Filed under:

Mr. BTongue (also known as Bob Case around these parts) just released a new video on videogame violence as a follow-up to his first video on videogame violence. This new video pokes at some longstanding flame wars regarding the American military, politics in games, the supposed obligations of artists to the societies they operate in, and diversity. But it’s also got some stuff about The Iliad in it and that’s always fun:

Link (YouTube)

I’m wary of pulling on any of the threads in his video. I think there are a lot of interesting discussions to be had here, but this ain’t my first visit to the internet. I know that before we even get started we’ll end up with some partisan announcing, “I HAVE STRONG OPINIONS ON AMERICA AND THE MILITARY AND I’M GOING TO MAKE YOU AGREE WITH ME BY DROWNING YOU IN OUTRAGE AND LINKS TO SOURCES IDEOLOGICALLY ALIGNED WITH MY POSITION.” And then we’ll end up in the same old Red vs. Blue ditch where all internet discussions go to die. As usual, a few people ruin it for the rest of us.

So let’s just skate past that stuff and talk about…

Spec Ops: The Line: The Discussion: The Return

It’s funny that Btongue brings up Spec Ops: The Line now, since we were just talking about it in the comments of the most recent post of Wolfenstein II. Some people disliked the game. In their view, the game traps you in contrived scenarios where you only have one option and many seemingly reasonable alternatives aren’t available. Then it turns around and condemns you for those actions, and seems to condemn you for wanting to play the game in the first place. I really liked the game, but I also understand where the critics are coming from.

Continue reading »

Comments (276)

Getting Over It with Bennett Foddy

By Shamus
on Sunday Feb 4, 2018
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A few days ago we got a new installment of Errant Signal where Campster talked about Getting Over It, which seems to be the game everyone was watching and nobody was talking about last month. (I mean nobody in the gaming press. Maybe you talked about it with your friends, but I wasn’t there for that. It’s getting less coverage than PUBG, is what I’m saying.)

Link (YouTube)

If you missed it:

Getting Over It is a game seemingly made from random crap from the typical asset store. That’s the equivalent of making a movie using only stock footage. The game embraces this hodgepodge approach to design and makes it central to the game’s visual aesthetic. You play as a nameless naked man in a black cooking pot who uses a sledgehammer to pull and shove his way up a gargantuan mountain of trash. That’s no story, no characters, no context, no score, no unlocks, no save points, no enemies to fight, and no achievements to earn along the way. There’s just you, your hammer, some really fiddly climbing controls, and Bennett Foddy’s calm narration ruminating on difficulty and punishment in games as you ascend to new heights and tumble back down in bitter defeat.

I haven’t played it. I’m pretty sensitive to frustrating challenges with big setbacks as punishment. I’d get too angry to have fun. But like a lot of people, I enjoy watching the game. It’s a cruel task with a lot of pitfalls, where the environment is engineered to make falling down a deeply costly mistake. In fact, let’s look at the map of the whole game:


Continue reading »

Comments (66)

Wolfenstein II Part 1: Introduction

By Shamus
on Thursday Feb 1, 2018
Filed under:

This game came out to critical praise. The trailers looked good. Outside of the technology problems on the PC, there’s wasn’t a lot of negative press. But then the game was 50% off just one month after release, which isn’t something you normally see with successful games. Yes, that was a black Friday sale and those are always a little crazy. But even so, I didn’t see any other 1-month old AAA games going on that sort of deep discount. Was this an anomaly, or was the publisher struggling to sell this game?

I have no idea, but after playing through a couple of times I can say there is definitely something off about Wolfenstein II.

Continue reading »

Comments (179)

Database Abuse

By Shamus
on Wednesday Jan 31, 2018
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The conventional wisdom is that WordPress is really database intensive. I’ve never seen an official critique of it or a proper comparison between WordPress and some other CMSContent Management System or publishing platform. This is just the sort of thing I see dismissive blowhards say on forums or StackOverflow. “What did you expect? WordPress puts a heavy load on a mySQL server.” I never really questioned it myself.

But last week got me thinking about it again when I tried to move this website to DreamHost. Is WordPress really that bad? How many dB queries does it take to create a single instance of the front page? How does that compare to other platforms?

Continue reading »

Comments (116)

What’s New?

By Shamus
on Tuesday Jan 30, 2018
Filed under:

Besides sulking, ranting, and pacing restlessly while my site was down, I spent the last several days updating bits of the site that have been neglected for ages. Most of this is probably only interesting or useful for new readers, but just in case you’re curious what I did:

There’s a new front page. Yeah. When was the last time anyone looked at that thing? I don’t even know.

Also, I updated the favicon for the site. I liked the old one because it was a blue die, but it looked terrible when mashed down to 16×16, which seems to be the norm these days. The new one isn’t as cool, but it’s more visually clear.

I’ve revamped the System Shock novel. Some PHP updates broke it ages ago, but now it should work as intended. Also I got rid of the archaic IFRAME-based design.

Heads up, you’re not at the end of the post. The next thing after the jump is an image of the thing we usually see below a post, which makes this feel like the end. But keep scrolling.

Continue reading »

Comments (75)

Stolen Pixels

A screencap comic that poked fun at videogames and the industry. The comic has ended, but there's plenty of archives for you to binge on.


Spoiler Warning:
Assassins Creed 2

Ubisoft tried to pass their horrendous Mary Sue / Da Vinci fanfiction off as an Assassins Creed. Sadly, they got away with it.


Secret of Good Secrets

Sometimes in-game secrets are fun and sometimes they're lame. Here's why.


Artless in Alderaan

People were so worried about the boring gameplay of The Old Republic they overlooked just how boring and amateur the art is.


The Strange Evolution of OpenGL

Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.


What Does a Robot Want?

No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.


Spoiler Warning:
Alan Wake

This game was a critical darling before release, so what happened that prevented it from resonating with audiences?


Spoiler Warning:
Metro 2033

A videogame adaptation of a Russian novel about living in the metro system after the world ends. Successful or not, it's completely unique among shooters.


Joker's Last Laugh

Did you anticipate the big plot twist of Batman: Arkham City? Here's all the ways the game hid that secret from you while also rubbing your nose in it.


id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.


Mass Effect Retrospective

A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.


What is Vulkan?

There's a new graphics API in town. What does that mean, and why do we need it?