Impressions: Nogalious

Nogalious is a challenging and short platform puzzler from LUEGOLU3GO STUDIOS. What did we think of the opening title of this trilogy?

 

Free Product provided generously by LUEGOLU3GO STUDIOS!

 

Nogalious is a game that captures the essence of challenging retro titles, injecting some light puzzle elements. This classic design can lead to a sometimes frustrating but equally rewarding experience.

Nogalious is very much a retro styled game.

Nogalious proves to be a fun and challenging title.

 

How Does It Look?

Nogalious aims to replicate the earlier days of gaming.

Nogalious captures the classic PC era of gaming perfectly.

Nogalious is a very simple game. Objects are defined and the character stands out. Enemies can at times blend in, red bats and red clouds for instance, but the aesthetic suits the game well.

Items are often obvious, though at times can be obscured by the low-level of detail making it hard to see what you need to do.

As the game is a puzzle platformer of sorts, you need to examine each screen carefully to identify your objective, usually a key, to be able to pass to the next screen. This can involve pushing or pulling graves to align them, or killing all the enemies.

Of course the soundtrack is suitably retro, and captures the gothic feel of each stage well.

 

How Does It Play?

Nogalious isn't always a pleasant walk.

Nogalious can sometimes be a bit challenging…

Gameplay is as noted above, find the objective to grab a key to move to the next screen. Progress through each screen in a stage and finish the stage.

Along the way will be special stones and weapons for Nogalious to use. These range from a sword, a boomerang, and even timed mines. Each of these works differently and can be cycled through, so finding the right one is key for each situation.

Sometimes the way forward isn’t particularly clear, and this can come down to either the visuals, or the translation. The translation for Nogalious is odd in that while it gets the basics across, the language barrier proves difficult when explaining finer mechanics. With experimentation though it doesn’t take long to grasp.

Nogalious himself is very easy to control, being able to attack, jump and pull or push objects. Oddly jump is assigned to pressing Up, but this is simply a matter of adjusting. You have fluid mid-air control, but be warned as some platforms are less solid than they appear.

 

Let’s Talk Problems

Sometimes the solution is hard to see.

What do you see on this screen? Do you see a way to lower the water?

Trying to find the solution to a screen requires precise assessment of the pixel art. On the screen above you have a branch on a tree that will lower the water level and let you find the key to progress. Of course, this isn’t immediately obvious.

Another problem with the above screen is the crows. Given Nogalious perishes in a single hit, and they can eat away at the respawning vines you need to climb and jump between, and contact damage is also fatal, care is required.

There is a degree of randomness to this all. How much of the vine they chop away depends on where they land. Further, jumping between vines requires you to first jump and then move, making it feel more awkward than need be.

The final issue is, unfortunately, overall difficulty. The challenge in each room can vary greatly, and your limited lives and fragility lead to using your limited continues at which point, well back to the start.

This is a game about mastery, so a lot of trial and error will get you to the end.

Expect to die. A lot.

I saw this a lot…

Overall?

Nogalious is a fun game held back by its reference material. It’s still a great time, but the less patient gamers may find it a bit much. It’s fairly short, but the amount of (Mandatory) replaying will leave you chasing that high score if you are persistent.

I recommend this quite easily to fans of classic challenging titles.

If you want to see the game in action, we have a short stream below:

Thanks for reading everyone, and don’t forget to share what you think of on social media or try it out for yourself on Steam. While you are here, check out our other Impressions pieces! Until next time, Happy Gaming!

Impressions: Tiny Hands Adventure

Tiny Hands Adventure is a charming little romp of a platformer from Blue Sunset Games. What did we think of Borti’s debut adventure for bigger hands?

 

Free Product provided generously by Blue Sunset Games!

Sometimes simple is better than messy.

Tiny Hands Adventure is a nice and charming 3D platformer

Tiny Hands Adventure is a game that manages to evoke its reference material and present some new ideas to forge a unique identity. What you ultimately get is a solid experience full of charm and unique ideas, but nothing truly stellar. Good, but not super amazing.

 

How Does It Look?

Tiny Hands Adventure has a lot of variety!

Tiny Hands Adventure is actually a quite attractive game with a lot of variety.

Tiny Hands Adventure is a very charming game. Not confined the dinosaur appropriate locales, the games has you climb lighthouses, traverse swamps, top-down view mazes, inter-dimensional stairways and even a comic book. While it may seem to be a visual mismatch, the game maintains its identity even though different settings.

On PC the game runs perfectly fine. No issues with resolution of frame rate, that I can see. On Nintendo Switch, I cannot say, but it stands to a reason a fairly simple game should have no issues.

Sometimes the worlds may look a little empty or flat, and the text certainly isn’t as refined or well implemented as it could be, but it’s functional. Everything is appropriate and accounted for.

I also have to say, the soundtrack is really good. Not a dull track in there, a good range of styles and lively beats.

 

How Does It Play?

Even with a controller on PC the game was very responsive.

Tiny Hands Adventure is a very nice feeling game in the hand.

Gameplay in Tiny Hands Adventure is simple. Progress through each stage in a tier, in what order you desire, grab the main collectible and finish the stage. When all 4 collectibles are assembled you can take on the boss.

Boss battles are perhaps the weakest aspect of the game as a whole, lacking feedback to being hit and at times either being too long for a fight that has no checkpoints, or being simply a waiting and dodging exercise. They aren’t bad, but some fine tuning would have been nice.

Beating a boss awards you a “Hand”, an extension of Borti’s standard tail whip. These include a drill, plastic grab hand that doubles as a wider spin, and grappling arms. Each of these are used in various stages, some even requiring repeat visits later in the game. Beyond this though, they feel under-utilised, but give Borti more to do as the game progresses.

Strikingly, the game encourages repeat visits to stages by offering 5 collectible crystals. Some require certain Hands, so making note of the different environmental situations is key. Collecting all five unlocks the harder version of a stage, with a single white crystal to collect, for 100% completion and rewards.

This is a simple but effective way of improving replay value, and while the game isn’t too difficult, the harder stages are definitely where the greatest challenge lies.

Borti himself however, is a joy to control. His weight feels right and his movement, even when using a controller on PC, feels smooth. There were very few times I felt like a death was the fault of the game, and rather my own judgement. He has a wide range of moves including a spin and slide, so he comes well equipped, though these feel under utilised until later, as the level design is often rather basic and doesn’t require much use of these advanced moves.

 

Let’s Talk Problems

Sometimes you can make Borti a super T-Rex

This game does have some rather entertaining bugs

This release is by no means flawless. As a smaller title errors do slip through. Sometimes you may find something isn’t quite solid, or a hitbox is a little misaligned on some spikes. Regardless, the game still manages to be fun.

The aforementioned issues with boss battles stands out as a real low point, as does the lack of enemy interaction, instead acting as stationary obstacles.

The game could perhaps come off as boring to some with its relative ease and simplicity, but to others this may be a positive. That is for the individual to decide.

Finally, and this is a purely personal problem, the explosive boxes in the game aren’t distinguishable enough from their standard counterparts, with the explosive graphic only appearing on some sides and the colour (Because I’m colour blind) being near identical.

 

Overall?

Tiny Hands Adventure is a game that occupies the same space as Sonic 1 and Crash Bandicoot in my mind: A solid foundation. With that said, I can recommend the game to platforming fans, and the concept of a T-Rex looking to expand his reach is ripe for picking.

I can only hope like the aforementioned examples, a potential sequel to this game would take the concept and run with it, with crazier worlds and more varied and useful Hand upgrades to Borti. The concept has a lot of promise.

If you want to see the game in action, we have a forty minute stream below:

Thanks for reading everyone, and don’t forget to share what you think of on social media or try it out for yourself, on Steam or Nintendo Switch. Until next time, Happy Gaming!

Nintendo Switch eShop – UK Sales Charts (29/04/2018)

Is Football Manager still at the top? Did South Park make an impact as a new release? What indie games shot up in sales or otherwise? Let’s see…

Numbers in brackets 


1: Football Manager Touch 2018 – £29.99
2: Stardew Valley (Up from 3rd) – £10.99
3: Minecraft: Nintendo Switch Edition (Up from 4th) – £19.99
4: Oxenfree (Down from 2nd) – £15.99
5: Rocket League (Up from 6th) – £15.04
6: Robonauts (80% OFF) (Up from 10th) – £2.69 (u+Usually £13.49)
7: Arcade Archives: Vs. Super Mario Bros. (Up from 8th) – £6.29
8: Sonic Mania (Up from 12th) – £15.99
9: Shovel Knight: Treasure Trove (Down from 5th) – £22.49
10: Streets of Red (Down from 9th) – £6.29
11: Don’t Starve: Nintendo Switch Edition (Down from 7th) – £17.99
12: Celeste (Up from 13th) – £17.99
13: Mario Kart 8 Deluxe (Up from 14th) – £49.99
14: South Park: The Fractured But Whole (NEW) – £49.99
15: Adventure Pals (Down from 11th) – £10.79

 

 

So what can we gleam from this look into the UK eShop? Well…

Football Manager Touch 2018 has firmly cemented itself as a top seller, making up what will likely be the top 4 for a good while now alongside Rocket League, Stardew Valley and Minecraft. At least until FIFA (Maybe) comes out on the Switch this September.

Arcade Archives remains around the middle of the charts, further showing nostalgia sells, as does Sonic Mania right behind perhaps in preparation for the DLC this July.

Streets of Red maintains it’s place despite no longer being on sale, while Robonauts hugely benefits. Of course Shovel Knight and Don’t Starve continue to drop down, while Celeste and Adventure Pals maintain the lower ends of the charts, with Celeste being a recent return.

Most notable then, is Mario Kart 8 Deluxe maintains it’s position as the sole charting digital first party title, and the only new entry this week is a respectable 14th place for South Park, a full price release of a game from October on other platforms. Maybe this one will pick up steam?

 

And that’s it for this week, so what did we learn? Football Manager is a hit, Mario Kart sells, indies are living the dream and South Park at least charted. Expect Donkey Kong to top next week though as a notable new release.

Nintendo Switch eShop – UK Sales Charts (22/04/2018)

This week in the UK eShop sales charts we get to see just what is going on with Football Manager, if it can hold its top spot after rocketing up the charts, and what other indie and third-party releases are sticking around yet again!

 

Numbers in brackets are previous positions based on: 15/04/2018 (Unless they haven’t moved)


1: Football Manager Touch 2018 (NEW) (Up from 3rd) – £29.99
2: Oxenfree (Up from 8th) – £15.99 
3: Stardew Valley (Up from 4th) – £10.99
4: Minecraft: Nintendo Switch Edition (Down from 2nd) – £19.99
5: Shovel Knight: Treasure Trove (Up from 7th) – £22.49
6: Rocket League (Down from 1st) – £15.04
7: Don’t Starve: Nintendo Switch Edition (NEW) (Up from 13th) – £17.99
8: Arcade Archives: Vs. Super Mario Bros. (Down from 5th) – £6.29
9: Streets of Red (NEW) (20% OFF) – £5.03 (Usually £6.29)
10: Robonauts (80% OFF) (Up from not charting) – £2.69 (Usually £13.49)
11: Adventure Pals (NEW) – £10.79
12: Sonic Mania (Up from 14th) – £15.99
13: Celeste (Up from not charting) – £17.99
14: Mario Kart 8 Deluxe (Down from 11th) – £49.99
15: Kirby Star Allies (Down from 12th) – £49.99

 

So take aways for this week? A few things really. First, sales of Oxenfree and Shovel Knight have propelled up the charts to actually dismantle the usual three suspects of Rocket League, Minecraft and Stardew Valley.

Football Manager is very likely to remain a chart topper along with the usual three for some time now, especially at £30. Arcade Archives VS Super Mario Bros also continued to linger in the middle of the charts.

Don’t Starve seems to be selling really well, still climbing up to a respectable 7th. Streets of Red and Adventure Pals are the other new indie entries this week, one with a launch discount, locking themselves notable sales over other entries.

Celeste has also returned, as has Robonauts with a huge discount. UK gamers love cheap and cheerful after all.

More of note is the continued presence of Mario Kart as the evergreen digital first party release, as Kirby is about to fall from the charts entirely. Not surprising, but Mario Kart will also likely drop in the coming weeks with the release of Donkey Kong.

 

So that’s it for this week on the Switch eShop in the UK! Join us next Sunday when we see if Football Manager can remain on top. It probably can, it’s football. I said this last week too.

Steam is Pretty Much Gone for Indies…

Admit it, you all saw it coming right?

 

Steam has been heading down this path for a long time, and as the monopoly force behind digital distribution for PC games it has just sat and done nothing.

 

So what has happened? Well FDG Entertainment revealed that yes, Blossom Tales on Nintendo Switch in only three months, outsold its Steam release by 20 to 1. This has allowed the developer to stay in business.

A game styled like Zelda on PC has every opportunity to explode into a critical and commercial success on Steam. Low barrier to entry, great game, great basis, all a recipe for success. Alas, Steam failed.

It failed to deliver on what should have been a smash hit. It was buried under the waves of hundreds of weekly games and tech demos poured onto Steam in a market with no curation whatsoever. But that one move over to a console gave it all the light it needed.

It cannot be understated, it kept a company in business by moving away from what IS and SHOULD BE a huge market.

But it isn’t, at least not anymore, and its unlikely to ever be again.

share_steam_logo

Steam has long been the bastion of indie games, propelling lesser known studios to stardom to then propel their own games with their own marketing bucks to an even wider audience, rather than risking being a drop in the bucket trying to make a wave by luck.

Of course now, you are almost guaranteed to be a mere drop in the bucket. Steam doesn’t care. It got its fee – the users likely can’t find you, curators can’t curate, the market is over saturated.

The recent Nindies Showcase, while showcasing 14 games, was met with a lot of “Is that new”? Turns out a lot of the games are coming FROM Steam, where people didn’t even know they existed!

steam-greenlight

Back with Steam Greenlight, a mess though it was, games were announced to be coming to Steam via the program. It was a big deal. Now with Direct, the entry fees haven’t changed – the curation has demonstrably gotten worse – and the games just sort of…appear.

That’s all that happens. Games just…show up. No fanfare. Valve got your money now go try to sell yourself amid the wave of new games coming tomorrow.

 

A better way to word it, is imagine trying to sell your game, but your only chance at making enough money to break even is to basically be the Wii. A flash of lightning in a bottle. That system got huge success due to the right ideas to the right people at the right time.

On Steam, you need to be lightning in a bottle, and it needs to be immediate, or the wave of sewage will come and douse you.

 

Oh, and Steam also has THIS issue:

 

So that is where we are now. Games are finding more success on curated store fronts, where the console makers, Sony withstanding it seems, are more than happy to push indie games. They know these small developers will one day be the big shots. It’s a shame Valve has left itself become complacent.

 

As for the PC side, I can’t see things changing. Valve is in a position to not be challenged in distribution, so unless a platform for indies appears and explodes, you’ll have to be lightning in a bottle. Every day on Steam that window gets smaller and smaller though.

 

Thanks for reading and sorry for the huge delay and absence! Things will begin to pick up slowly! Let us know what you think of these revelations (It was obvious really) and see you all next time! Happy Gaming!

Behind The Game: Games of the Year!

Rather than do a numbered list, we will just be posting our favourite games of this past year.

 

In reality, a lot of games I played this year were from years past, but I have picked up plenty of 2017 titles, so let’s dive right in, in no particular order of course.

There will be some close omissions, and a fair few popular games are ones I haven’t simply had the time or money to get around to playing this year, such as Persona 5, but I am most definitely aware of their impact and deserved praise.

 

Sonic Mania

Available on PS4, Xbox One, PC and Nintendo Switch

Developer: Christian Whitehead, Headcannon, PagodaWest Games

Publisher: SEGA

sonicmania00_0

We reviewed this game and gave it glowing praise, granted it isn’t perfect, as a testament to what makes a great, fast paced, replayable 2D Adventure. Be it the stunning visuals in all their HD Pixel-y glory, or the jazzy retro soundtrack from Tee Lopes, there is something for any fan of platformers to enjoy. If you want some retro 2D goodness, this is where you go.

 

Chicken Wiggle

Available on Nintendo 3DS Systems

Developer: Atooi

Publisher: Atooi

7715-630-315-e7c73480edd167d63dfea4954954f7bbcf679fbf

From the 2D wizards at Atooi under Jools Watsham we have Chicken Wiggle. This game is certainly a welcome addition to the ever-expanding 3DS family that flew under everyone’s radars amongst all the Switch hype this summer. The gameplay is charming and simple, but buried within is the incredible level creation tools used to create the game with different objectives and the ability to share your creations with other players. Give this one a go if it’s your fancy. This is the prime level creation community game for 3DS!

 

Mario + Rabbids Kingdom Battle

Available on Nintendo Switch

Developer: Ubisoft Milan/Ubisoft Paris

Publisher: Ubisoft

mario_rabbids_2k

Another game we have written about before, this time in the form of a Behind The Game examination, Mario + Rabbids is a game that admittedly drew me in to tactical RPGs. My wallet cries already. Where other games have lost me on overcomplicated mechanics, Kingdom Battle strives ahead with simple but in-depth mechanics, and a true to form presentation backed up by Grant “Noggy” Kirkhope (Sorry Grant, but Twitter doesn’t lie!) and his traditional jaunty tunes bringing each world to life. This is a game full of surprises and well worth picking up, even if it can beat you down without mercy!

 

Metroid: Samus Returns

Available on Nintendo 3DS Systems

Developer: MercurySteam

Publisher: Nintendo

metroid

MercurySteam may have a history with Metroidvania titles, but nothing quite does their talents justice than Samus Returns. Sure the game can be difficult, very difficult at times, and it’s structure being based on Metroid II Return of Samus maybe doesn’t give it quite that open-ended Metroid feel we are used to, it is still a fantastic atmospheric and well-developed title, with unique twists to really make it stand out amongst its 2D Metroid brethren. Even just as an action game, you can’t go wrong here.

 

Crash Bandicoot: The N. Sane Trilogy

Available on PS4

Developer: Vicarious Visions

Publisher: Activision

Crash_Bandicoot_N._Sane_Trilogy_cover_art

Crash is back, and it is truly fantastic. Faithful (At times to a fault) remakes of the original trilogy from the PSone days, this is a trilogy available on PS4 that any PSone, platformer or retro fans want to nab. Difficult, charming, and true to the spirit of the originals we remember, this is the return the Bandicoot deserved. They even threw in some little bonuses and attention to details that fans will appreciate.

 

The Legend of Zelda: Breath of the Wild

Available on Nintendo Switch and Wii U

Developer: Nintendo EPD

Publisher: Nintendo

Breath-of-the-Wild-Walkthrough

So full admission going in to this: I’m not a huge fan of 3D Zelda. Something about the slower starts really turns me away. Up to the release of this game the only one I beat was The Wind Waker HD. So to my surprise, the speed at which this game lets you begin, let’s you learn and progress entirely at your own pace and gives you this huge captivating world you want to explore, even if the rewards aren’t all worth it. There are annoyances, but like many games above, this simply captivated me into continuing, just to see what was over the next ridge. This is a game I can safely say will give you an experience totally unique to you.

 

Snake Pass

Available on PS4, Xbox One, PC and Nintendo Switch

Developer: Sumo Digital

Publisher: Sumo Digital

snake-pass-key-art-no-logo

One thing I always adore in games is a unique idea, and this is no different. How do you do a platformer….without the power to jump? Simply put, you use a snake. Snake Pass caught my eye from day one just as something different. Another charming almost throwback to the past, with the unique challenge of learning the physics and how Noodle works to explore the levels. There are plenty of optional challenges should you desire them, especially going for 100%, but impatient sorts will find themselves in a bit of a tangle. Stick with it though, and you’ll soon see what makes this such a gem.

 

Snipperclips: Cut It Out, Together!

Available on Nintendo Switch

Developer: SFB Games

Publisher: Nintendo

81b79217-3f6c-4fcb-99f0-e7aa2073d3f9.jpg

Yet another game that caught my eye due to its unique premise. You and a friend, or yourself on your own I suppose, co-operate and communicate in short puzzles that test your cunning, wit, and inevitable use of innuendo to refer to certain strategies. This is a game I am very happy to see get more content, if only for simple fun with friends. This is the top co-operative game this year for me, and nothing beats the blushing, laughter, and sound of gears turning in your mind when you sit down and play with friends for a few hours. You’ll be hard pressed to keep a straight face with this as your friend asks you to “Snip” them!

 

Super Mario Odyssey

Available on Nintendo Switch

Developer: Nintendo EPD

Publisher: Nintendo

H2x1_NSwitch_SuperMarioOdyssey_image1280w

Another for us platformer fans. Of course a successor to Super Mario 64 would be great but I had no idea I would be sinking 40 hours of my time, over a few nights, to get 100% in this game. I was unprepared for the variety, the creativity, the sheer joy at even simple actions, in a game that both looks back, and pushes forward. What it has is unique and incredibly solid mechanics and worlds, and only rarely loses focus with the sheer volume of content. This is a game you will come back to in years to come and still find new ways to approach things.

 

Splatoon 2

Available on Nintendo Switch

Developer: Nintendo EPD

Publisher: Nintendo

Splatoon-2-Main

Rounding out one of my favourite years in gaming so far is Splatoon 2, a game that manages to pull me back in for an hour or two a week just to mess around with the new content. Fun, colourful, and an improvement over the original, this is my multiplayer game of the year and for good reason: It’s simply fun. Not only does it capture the perfect “One More Round” mentality, but it keeps itself fresh week after week, and the sheer abundance of modes means every time you play, you’ll catch yourself trying something new. This takes an already unique concept one step further by simply giving you more bang for your buck.

 

 

Those are just 10 of my favourite games from this year. Of course I intentionally left out re-releases like Mario Kart and Mega Man, but some genuinely amazing games were also up for consideration.

I’m very glad to have had an amazing year in gaming with both big and small companies providing the good stuff in a multitude of genres and it’s a shame I can’t play them all. I have an ever-growing wish list of 2017 games I still want to pick up and play!

Yes there are the usual suspects, but one can’t forget this year for me has been a year of unexpected gems, and indie developers absolutely bringing their A game.

As always if you enjoyed this or have any other games you personally loved this year, please let us know on social media and give this article a share, and I will see you next time. Until then, Happy Gaming!

 

 

Programmers: The Unsung Heroes

This is an aspect of the reception of games that barely gets noticed, but one that is also noticed a lot in a different light: Programming.

 

So this is a discussion close to me, as a programmer anyway, as it is something that I have not only been subject to, but others have around me as well. Not just that, but you will see it regarding reviews of games or other software, or rather, it’s what you don’t see that is interesting.

 

So as I went through university for Game Design, a choice I completely regret (I mean that Economics degree was right there…), I realised we spent very little time learning the bit that makes games…interactive. Programming was barely a footnote amongst the art and writing aspects (And how to make the most money by selling your game piecemeal). I suppose this was the downside of the course focusing strictly on the “Traditional Western AAA methods”. I’ll write another article about the entire issue of the education I had at a later date, because it makes my blood boil.

In terms of programming, outside of the classes on Websites (Which were fine) and “Mobile Apps” (Which were really mobile websites), there wasn’t a lot. In my first year, in 2014, there was a class on “Digital Media and Design”, which from those who took said class, sounded like making games and animations in Flash. Yes, in 2014, I am just as baffled as you are.

flash-player-1024x576

For that first year, all I had to go on was some copy and pasted, not explained, not very well conveyed JavaScript into Unity. The few programmers there were on our own.

Second year had a class on “Games Engine Programming” which was basically C# in Unity. Now on paper this is a good idea. In practice, it was far too fast for anyone there to get anything, and overcomplicated matters without ever explaining the purpose of functions, methods or any other aspects. Just follow along, and we were expected to produce AI, procedural generation and inventory management systems. It was a mess.

Beyond that, programming was….well there is a reason they asked to see who was a programmer at the start of the course. They basically have it set up so the programmers go solo with learning, so they don’t have to, and hope the group work plays out okay.

ogimg

It’s baffling there is a course on making games that barely scratches the surface of making a game interactive, there was actually more classes on micro transactions and the types of story you can tell. Don’t even ask about optimisation, or programming in any other engines that we were required to use like CryENGINE and Unreal Engine 4. That wasn’t touched in the slightest.

But this is the facts, a generation of developers is now out in the world….with no knowledge of how to make a game interactive or be coded properly, and the problem is, this means they will be seen.

-1467735391

So my other issue that I brought up mentioned reviews, and this is true. Look at any review for a game. How often does a review mention how glitch free, or well done the collisions are? What about how stable the game is on a technical level? What about AI praise, or so on so forth? Programming in games, especially good programming, goes in-noticed. It’s never going to draw attention to itself by being good. But art, music, visuals? Yeah, people will praise that, and rightly so, if the work is good, praise them. But programmers don’t get that luxury.

Now read some reviews. Look at some bad games. How many mention the programming issues like glitches, or dodgy AI? Yeah, it drew attention to itself. A programmer is only seen and acknowledged when the work is below average. Back in university after clearing a group project and spending many nights building a gameplay style I was told to put in instead of refining other mechanics, I didn’t get to go to the expo to show the game off. The artists, writers, musicians went. Us programmers? Stay at home, put your feet up, your work doesn’t actually sell a game.

It should, because if a game is technically sound, it’s going to be a good game to play and should be fun, right? But your part in that won’t be praised.

1503696681267

For a field as demanding and knowledge based as programming, one has to wonder why the unsung heroes of game development don’t get recognition, at least when their work is good, alongside their peers in development. It’s an interesting situation and one I am not sure I would know of a solution to. Sure they are in the credits, but the actual conversations beyond that, you’d be hard pressed to hear someone praise a game’s programming.

That is just the thing. As programming isn’t a spoken and praised field like art, or writing, or hell even monetization if you look at the industry today, why should it be taught to students? The people of the world won’t notice it unless it’s bad, and they figure (And I know this is the case), that people who want to be programmers don’t need the teaching. Well, we do. We all learn somehow, and there is only so much Google and books can give you without the insight.

 

I sincerely hope in the future as games become more demanding, programmers get the praise they deserve. They are more than the people in dark cubicles who complain a lot. They make the game work. They make your tools. They gave you the software to develop your animations and art. They are there when something breaks and they would rather be asleep.

And this isn’t even mentioning the industry where if a programming job can be found by someone cheaper, a developer will likely take it regardless of quality. That’s a thing too, I suppose. Labour turn-over is a real issue.

 

 

If you enjoyed this rather different piece, share and leave feedback on social media, and I will see you for the next one. Until then, Happy Gaming!