Sony’s Backwards Compatibility on PS4…is Bad.

Sony needs to remember that the PS2 set the standard for native backwards compatibility when they say “No one really uses it”.

 

I cannot fathom what is happening over there now, beyond having enough sales to justify doing whatever they want: The backwards compatibility on PS4 for PS2 games (Which yes does exist), is absolute horrendous.

So I hope it goes without saying, but the PS2 set the standard with native PSone support, and the games ran fine. This was part of the hardware, all was well, this was then followed by the Wii, Wii U, Xbox 360 (Somewhat), DS, 3DS, you get the idea. The standard was set by PS2.

Jump forward to PS3, it had PS2 hardware to run PS2 games in it, but that was later removed to save money, a wise choice under the circumstances. However, the ability to pop your PSone CD in and play away remained, and again, it ran fine.

What the PS3 did eventually allow, was the ability to download PS1 and some PS2 games as “Classics” and play them, only emulated.

151355-sonic-heroes-screenshot

PS2 Classics on PS3 as emulated titles is a mistake. Let’s take Sonic Heroes for instance, which is available as a PS3 download and emulated on PS3. Frame rate problems (More so than the original!) and some errors that I can’t really explain, like boss text not fading away properly. It’s not the best.

But to compound the issue let’s look at PSone Classics, namely the Spyro Trilogy, and we begin with THIS little gem, courtesy of the PlayStation Blog from 2011 (Yes, I remember).

The journey from PSone disc to PSone emulation can be a long one – here’s the short version.
We make sure we’ve got a good copy of the original disk (or discs if there are localised versions), then the game is cleared for publish by our legal department.
Why are some games available on the US Store but not available on the EU Stores?
The million dollar question…
This usually comes down to either publishing rights or bugs that occur within the emulated PAL version that did not occur within the NTSC emulated version. There are several PAL titles that don’t play well with the emulator because of a PAL-only copy protection system that was used in several key releases, and sometimes other bugs occur at random.

Source

tenor

So what do I mean? Well with the Spyro Trilogy we got the American localizations (The system doesn’t hide this fact!). What sucks is this “It needs to be bug free and play well with the emulator” is absolute horse manure.

The three Spyro games on PS3, at least in the UK, have near constant slow down, frame drops, and musical errors. Yet if I pop my PS CD in there and play it from a disk…it’s fine. Flawless. What happened? Is the emulator that bad? Why not just make the games run natively?

Of course even native ports aren’t safe. The HD re-release of Ratchet and Clank 3 as part of the Ratchet and Clank HD Trilogy is a mess, with audio screw ups, either mis-timed or bad loops, and even scripted cutscenes playing out wrong (Just look up the Momma Tyhrannoid fight from 3 for that spectacle!). So when bringing over past games either as emulations of remasters, the track record isn’t great.

 

bullshit

 

Now we get to the big one: The PlayStation 4, the most powerful base system of the time. It outpaces the Nvidia Shield, Nintendo Switch, and Xbox One quite comfortably. You’ll see why I mentioned those shortly.

For reference, the Xbox and Gamecube surpassed the PS2 in performance, PS2 games were nowhere near as demanding or advanced in fidelity or polygon counts.

So this begs the question, why does the PS4, again a powerful system, have issues emulating the PS2, when the weaker Xbox One and Nvidia Shield can emulate the more advanced-than-PS2 systems in Xbox and Gamecube, with no issues?

 

In these two videos you can see frame drops, skipping images, jumping images, it’s all over the place and a total mess.

Sure we get up-scaled to 1080p and trophy support…but if the trade off is a terrible performing PS2 game on a PS4, then what is the point?

I have yet to try Jak 3 and personally I don’t want to, but the original Jak and Daxter was no better, with some moments becoming brief slide shows and one boss fight running routinely below 30fps it felt like.

dafuqdafuq2

 

Now the coup de grace: Both the PS3 releases as part of the HD Trilogy, and these PS2 Classics for Jak, have separate trophy lists, however, I can easily check both from my PS4, mobile app, website…the list goes on. It’s evident the two sets of games, despite being the same games, have separate lists.

This is something I can easily check, yet for some reason, despite trophies being a part of my account and Sony being very capable of checking if I already own the games, you don’t get a discount on these facades of PS2 “Classics”. Full price, which is upwards of £30.

To compound this further, the PS3 re-releases I actually bought digitally, and thus is part of my account’s purchase history! Still no discount. Unlike Microsoft, who let you pop a disk in and download it onto Xbox One when available (Something the PS4 could do with your original PS1 and 2 disks!) to see if you bought physical copies, or simply checking your account and giving you the games if you already downloaded them….you need to pay again.

Hell, let’s get really archaic with the Wii. That didn’t even have an account system, your purchases for the Virtual Console were locked to your hardware, but via system transfer, your Wii U can see what games you already had on Wii Virtual Console, and gives you a very sizeable discount on the Wii U versions when available!

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Yes. Even the damn Wii got this right. It was cumbersome, but they found a way to do it. But here, all the data is right there, multiple times over as it happens, in my account and…nothing. Full price please, have some butchered releases.

I don’t like that.

 

To end, I’ll quote my favourite man who should himself hire some PR guys: Jim Ryan! Remember what he said about backwards compatibility?

“That, and I was at a Gran Turismo event recently where they had PS1, PS2, PS3 and PS4 games, and the PS1 and the PS2 games, they looked ancient, like why would anybody play this?”

You know what Jim? I have to somewhat agree. Except instead of criticising the graphics, I’ll modify your statement a little.

The PS1 and PS2 games, they ran worse than they did initially, even though it’s far more capable hardware, like why would anybody play this?

That’s the question I find myself asking. Why? There is absolutely no reason for it to be this way. Everything about Sony’s approach to backwards compatibility is wrong, which is a shame as they spurred it into an industry standard.

Plus, Jim Ryan, at the rate you all churn out these maligned releases, for the sheer gaps between releases, for all the effort that clearly goes into these, if this is the resultant quality….keep them.

 

Thanks for reading! What do you think about PS4 BC in this day and age? Is it acceptable? Let me know in comments or on social media, and until next time, Happy Gaming!

 

A Degree In Game Design and a Lesson For Our Future…

You guys might want to sit down for this.

So you all know I have become disillusioned with my degree as a Game Designer, I mean I did fail after all. It’s become something I see, and many others see online, a reflection of the negatives of the industry. I always believe if you are creating a form of entertainment, you should make it your best efforts, otherwise a lack of enjoyment from users will mean it wasn’t entertaining. Catch my drift?

So, for simplicity sake, we are going to go through the classes and some anecdotes of my time studying Computer Games Design, explain why I am self-taught, what we were taught, what the marking states we are expected to do in the industry, and how we are expected to progress as individuals and businesses.
So, let’s start at the start.

They hate Nintendo: I’m just getting this done with now, because it’s the most bassackwards kind of thing you’ve ever heard. So when discussing what game systems sold the most, just as a bit of general knowledge, we had 5 options.

Game Boy
Wii
PlayStation
PlayStation 2
DS

So, we had a logical question: Obviously it is PS2 right? Well we asked, for obvious reasons, does that include hardware revisions like the DSi? They said yes, so stuff like the GBA counts towards Game Boy sales as it’s the same thing.

To these people, teaching the young folk of the industry, the GBA is just a Game Boy. Not new hardware, not new games, just a Game Boy. I did point out (After promptly bashing my head of a table like several others in the room did), that this would mean the Wii U did very well, and the PS4 is well over 400 million units by now, if we use that logic.

They stood by it, so whatever. They also said Wii U games can’t be near the size of Blu-Ray, and Nintendo doesn’t make big games anyway so why expect AAAs. (This was before Switch, I must stress). This was a collective head bash again, as the Wii U discs go to 25GB.

There was a blatant love of false information, it was disheartening to see, but as time went on it just becomes numbing as opposed to shocking. For people who worked in the industry one would expect them to be accurate with what they teach to the future.

Be at the forefront of new technology….that we want you to be at: Do you know how fast they were all over PS4 Pro? PSVR? Sony partnered uni for you. Interns there are making VR games, even. That’s cool. That was one of many blooming fields in gaming right now, and I fully support it.

So when I had the opportunity to demo Nintendo Switch, on my own time and money, and be given some of the opportunities I have now (Through my own actions and skill, not theirs, I have to add), they weren’t happy. Why? This is something I’ve never gotten a straight answer on. You tell us to be at the forefront for new and exciting stuff, but seemingly only if it suits them.

They think platformers are outdated. Cant have running and jumping no more. We were actively discouraged from making those for level design courses which didn’t make much sense, given that’s an excellent show of designing a level regarding flow, player abilities and more.
Now we move on to the content, I have more anecdotes about their very weird views on what we should be doing, because some of it is flat-out restrictive to making games and content, but those will pop up in the next section

Year 1

Production: Making 12 page Game Design Documentation, and small prototypes. This is all fine and good. There was an inordinate amount of time spent on writing stories (I have no idea why they spent that long on that, it was at least 5 weeks), but they did cover some handy things like progression through a game and mechanics. This was pretty good. Only downside was very little, maybe 1 week, of programming, which means making the actual game was….a challenge. Even then it was copy/pasted code.

Plus, and this is important to bring up, I have come to understand that I design games in the “Japanese” way as opposed to the “Western” way. It just suits my workflow better. Shorter documents, different primary focus, where western focus is on visuals, character and story, mine and seemingly eastern focus, is on gameplay. Those have priority in the official documentation.

I was marked down for that, with the specific words that…I was wrong. Doing something wrong, yet only doing the same thing differently because it suited me. University, and especially a creative field, was being judged on academic criteria, which is counter to the nature of the field.

Creative Design: This started strong. Making company logos, scene concept art, character concept art, promo materials, all good stuff. But that was just half of it. The 2nd half, bear in mind this was mandatory to pass, involved making an interactive magazine, with a video review of content, and amazingly enough, a prediction of the future of something we have interest in.

So I said, based on previous industries like phones and PCs, and them having peripherals to play handheld games on consoles, and console ports on handhelds, that Nintendo will create some kind of hybrid system.

They said we aren’t giving you the marks, as that’s not realistic, citing Nintendo wont be around and the technology isn’t there yet to make it compelling. You can imagine my feelings on this now.

I never did get awarded those marks.

3D Modelling: I have no issue with this. Despite not being very arty, its relevant and covered everything from individual models to whole scenes. This was good, very good in fact.

Web Development: Making websites. In a games design course. Yep. People had the option to do Flash animations as well, as an alternative, but neither are super relevant. You could say Flash based games are, but this was 2014, Flash was already outdated and soon after deprecated.
Year 2

3D Animations: No problem here. Make 3D animations. My only issue was, amazingly, being put in a group half the size needed for group work, one of whom didn’t work, and the other didn’t want me as part of the team. So I opted to redo it and still failed, as I was then stuck doing a 6-man job as an individual.

Level Design: Relevant. Don’t know why they pushed CryEngine so much, as I think everyone universally hated it, both years I did it. This was one I had to redo because despite having the right sized team, one guy actively faked doing work until he vanished 4 weeks prior, so all I had was code and no assets, and the other guy, bless him he is lovely, doesn’t do any good standard of work. The new team was far better, despite having to teach myself C++ for Unreal Engine 4, because the uni seems to have some weird aversion to teaching how to actually make the game part of a video game.

Mobile App Development: What has this to do with games? Nothing. It was mobile website development, by the way, just thinly veiled. Had to make apps to track people via Google Maps. Riveting.

Had the same lovely guy from Level Design working with me on this one, never did any work, had to teach myself PHP for server-side stuff, because they wouldn’t teach that for some reason (again) despite being half of the marks. Turns out he went and made SASS sheets that were just HTML formatted incorrectly, so we had to scramble! The teaching focused solely on front end: Visuals and appearance.

Games Programming: It was a train wreck. A good attempt but most didn’t get it (Heck I didn’t get it) as the information wasn’t being conveyed in a way that made it learnable, it was just pure here’s some code away you go slap it together. The attempt at teaching programming was a copy and paste effort. Not productive in the slightest, and in hindsight was vastly over-complicated for what needed to be done. You don’t start teaching programming to some students who have never touched an IDE by having them make AI.

User Interaction: Critiquing UI across devices and suitability for things like VR and such. I didn’t do this one, wouldn’t let me because I didn’t do Flash animation (Why?) but, at least it was relevant to the field.

Multimedia Web Development: This was an extension of making apps except it was making videos and images for web-based viewing. Game Design remember?

Audio: Smashing stuff. Didn’t do this, because I didn’t do Flash, but hey they you go. Another relevant one.

Professional Awareness: You know I have no idea what this is? Talking to people who did it, they didn’t either. It was something to do with team work. Can’t really fault that from the outside, but the confused responses I saw from people made me think it was one of those “token classes”.

Year 3 

Here we go. So a note, they wouldn’t let me do the group project or individual research project. I’m going to get to something else they didn’t let me do this year as well, at the end.

Advanced Concepts in Gaming: Debate issues around gaming such as women’s rights, sex, violence, anthropomorphism, realism, middleware and so on. We had to make either a realistic building render, a character creator (Which I did, guess what there was a complete lack of material on? Yes there really was NO teaching on what the hell they even expected!) or a transmedia narrative, spanning multiple devices.

Basically glorified marketing. I actually failed this one, because for whatever reason, my side of the debate, when it came to the debate, didn’t back me up in the slightest. Didn’t help every debate prior had been a one sentence thing, while this was a paragraph on why anthropomorphism is bad for games as it is dehumanizing. Overall, this wasn’t a bad idea, it just wasn’t…a good marking thing? It’s hard to explain. Like why the class existed was okay, but what you had to do to pass was all kinds of arbitrary.

Digital 3D Effects: Make a 90 second CGI movie. Take real footage and CG something in. And make a documentary about making it. Teams of 4, I got a team of 2, with the nice guy who does nothing from Level Design again.

Side note, the people in the class did say “Thanks for taking one for the team”. Cheeky sods.

But again, this is Game Design. Making CGI/Live Action movies? I….alright? I don’t see the relevance unless you wanted to do pre-rendered cutscenes.

But the good part: So being colour-blind I can’t composite shots very well. I can’t get the tones right, so I directed the location shoots, designed a monster for a monster movie trailer, animated it, gave it all to the lovely guy to do, while I worked on a documentary using shots of the cut up work with narration to explain what we did. It was easy marks for him, and he couldn’t possibly screw this one up.

Boy did he ever. For some reason he used barely any effects, had terrible audio balancing, used his own static image for a monster it was just….I had some alcohol that night. It totally invalidated the documentary as well, which didn’t help marks.

But to compound things, he did ask for feedback, and by the time I was done watching the…monstrosity…he had constructed, he messaged me to tell me it was submitted.

I became a very good friend of Mr. Jack Daniels that night.

Indie Game Development: Here we go. The things you need to know when making a small studio. Great right? It also went over ways to make money and such. Didn’t cover talking to other companies or acquiring anything for development but hey, priorities.

When writing out a business plan however, we were required to plan out DLC and micro-transactions (Not just for marking purposes), but it is a requirement they want us to do when we plan a game. They want us to put MTAs and DLC in from the start.
And I didn’t do that. I openly object to that.

Also, this required submission of .exe files and code via electronic submission. All handy right? Electronic submissions don’t allow zips, rar files, code files or exe files. Whoops. Another mismanagement. You can’t submit it electronically due to restrictions on what can be uploaded, but the only submission was electronic.

Advanced Concepts in Web Production: Judging by what Advanced Concepts in Gaming was about….probably the same but Web-based. Again though, it’s Game Design.

Creative Visualisation and Animation: Do you know those Casually Explained videos that have neat animations explaining things and how they work? It’s that. Make that. Pick something and explain how it works via animation. Game Design.

And that’s the course structure. As you can see, a lot of it is irrelevant to the actual subject, but it’s what you didn’t see that worries me more. While a fair chunk of it is relevant, even within those, there are alarming holes, not most beyond teaching some dodgy practices and business moves.

Firstly: Where the hell was optimisation? I cannot stress this enough. We weren’t taught how to optimise anything, even for PC. Looking back it was mentioned in passing, like what it is and why you do it, but nothing on it. When submitting something, hardware just has to brute force it.

Secondly: Programming! They tried, bless, but it was so poorly done, in addition to a lot of mismanagement, it’s worrying that they hand wave the key component of making a game interactive. The bit that makes the game a game.
There was a week where Intel were coming around and allegedly offering job opportunities (Now why Intel came to game designers to offer them jobs, some of whom wont pass for two years, is a mystery) but it happened. Interns ran interviews, and all was well. Got emails and checked the sites for the list of times and such, find my allotted time.

This was a mandatory thing that had to be done by all second and third year students.
Long list of names, covering all second and third year students, both in the e-mail and on the website.

Except me.

I had been withheld from an opportunity that was listed as mandatory I must stress, and they never once said why. They never once said “We don’t want you there”, they just never let me do it and never mentioned it to me. I asked my housemate, once they revealed they were one of the people doing the interviews. They said they didn’t know why either. The staff pretend it never happened.

Now, they had, since day one, said we should be striving on our own as well. Working on games in the background, and eventually, trying to get relations with developers and publishers who visit for talks, see the exhibitions at the end of every year, and so on.

So, being a guy who likes to make progress, I did the numbers, looked at what games I wanted to make, so on and so forth, and by the half way point of that first year of learning, I was already talking to the first company I even spoke to.

But here is my thing. They say go to the new tech. Make the games you think people will enjoy. Work with people, who get you where you want to be. But it has become increasingly apparent, that it doesn’t apply to certain companies. I don’t know the exact reason why, I don’t know for what purpose, but I have been locked out of opportunities on many occasions beyond the egregious one I listed, ever since I took their initiative, showed initiative, and made myself known.

They refused to let me go and demo the Nintendo Switch in London, on my own time and money. Obviously I went anyway!

At the end of the day I got ahead, did as they asked, and I was pushed away by it. And that’s on a personal level, the worst aspect, that doing what I want and what they said I should do, has led to being left on the side.

This led to a serious downward spiral for my health both mentally and physically. I hope it is the only time I need medication for depression and anxiety, because lord knows it was a rough time.

But here is my final thought on the matter.

In a lot of ways, I have enjoyed myself. I have learned things, that granted, I did pick up over time just by playing games and being analytical about them, but the doesn’t excuse the gaps in knowledge, some of which is crucial, and the blatant irrelevancy and mismanagement of the course in general. For £9000 tuition fee per year, and all the loans I’ll have to repay?

It needs to be better.

That is 100% the truth. This is the education an actual institution is giving students who, god forbid if this standard maintains, will be making games in the near future. Aggressive monetization, dodgy practices, lapses in knowledge. Yes they can’t reasonably teach everything, but they could at least teach well and relevant.

Universities are ultimately a business, and this was a course that I personally feel was misleading. It positioned itself as one thing, with freedom, and revealed itself to be a stifling, counter-intuitive, sometimes random mismatched bunch of classes marked academically to judge creativity: And the problem with that is, if you don’t fall in line with that is expected, creativity can be shunned.

Behind The Game Podcast – Episode 1! 27/01/2018

Welcome to the first Behind The Game Podcast, discussing the last week in gaming.

Today we have the PSN outtages, death of Miitomo, Paragon and Twitch’s push to surpass YouTube, as well as GDC Surveys, Switch Sales, and more!

 

If you like what you see, give this a share on social media, feel free to suggest topics for next week, and we will see you then on Behind The Game! Happy Gaming!

Impressions: PlayerUnknown’s BattleGrounds!

An exercise in frustration, or an amazing game with a great concept?

 

So PUBG is something I have been aware of for a few months but never got into for monetary and other reasons. I simply had too much to do. But yesterday, live on stream, I played my first few matches.

 

I had only seen sparse footage of the game, or real discussion about it beyond its influence on Twitch and gaming as a whole. I know the story behind its creation, but not much of the actual gameplay beyond what is, on paper at least, an amazing concept.

miramar-b0ea3b5b

Airdrop up to 100 players into a huge map. Have them scavenge for armour, weaponry, tools and upgrades to their equipment…and kill each other. As they do this, the play area shrinks. Fall outside of this, your health is drained. So you have 100 people being funnelled down into a smaller and smaller area, and the last man standing wins.

This is truly an excellent concept…on paper.

Personally the idea of only two maps is a bit disheartening, until you realise these maps are huge, and the high variance of the games means every play will be different. You’ll never have the same round twice. Almost.

 

The execution of this concept is what drives me to a mixed reaction to it.

There are primarily three scenarios for your time in PUBG:

You are not likely to have two matches play out the same, unless you are unfortunate enough to be airdropped in next to someone, or a few people, who quickly find weapons, and bang, you are out of there within two minutes.

That isn’t the most fun aspect of the game. If you get lucky and don’t die immediately (Great! You got lucky!) you now need to find weapons. You can spend a good while running through open spaces (And thus be an obvious target) between buildings that may or may not end up with you defending yourself. Or dying if someone is hiding in one. That can happen too.

Long and short, you can spend a long time not being able to actually partake in the core of the gameplay.

Finally, you can end up in the third scenario which plays one of two ways. You’ll either get extremely fortunate and end up in semi-frequent bouts of combat and win, or die, or end up not finding anyone until the map shrinks and there are about 20 players left, and then come out on top…or die.

As shown above I made it to 7th place in a match…where I got two kills and spent a good 20 minutes sat in a house waiting for stuff to happen as the play area shrank and shrank, until I got blasted from the side.

This is easily the most fun part of the game. It’s high adrenaline, and goodness knows a grenade or gunshot with headphones on makes you leap out of your skin in what is a quiet world otherwise. Plus the knowledge that combat is inevitable and closing in on you is an amazing feeling.

This is where PUBG works best. Occasional combat instances, good luck finding weapons, and being able to play smart, assuming people don’t snipe you. Of course, you’ve got a 1 in 3 chance of your game even getting that far. More often than not, it feels like it won’t.

 

PostProcessingVeryLow

Of course that’s just the game design. Visually the game can range from alright to almost N64 style in visual quality, even at full resolution, as sometimes models and textures are incredibly poor. Other times not, which is a weird inconsistency. Maybe this a downside of playing on “Medium” settings, while streaming.

It should be noted I had very few network related issues, even when streaming the game and hosting a Skype call at the same time. That much is very functional at least, which is mandatory for a multiplayer game.

In terms of controls, I used both a Dualshock 4, and Keyboard/Mouse.

Keyboard worked fine for what it is, everything is mercifully within reach, just as I have explained before however, it’s not the most comfortable solution for me as a player. The downside of using a controller means some features like underhanded throws and quick switching through weapons, aren’t available without sacrificing other things. It’s a prioritize what you need kind of situation.

Finally, aiming seems a little…weird. Guns have the appropriate kind of blowback, which means you won’t just fire in a straight line. But reviewing some “Death Cam” footage (It happened a lot), I can see players do have a hard time lining up shots or even getting them to connect. I don’t know if that’s a network thing of if the aiming is just slightly off, but it’s a strange oddity.

 

Overall I can say PUBG on PC is something to at least try out. On Xbox One, I don’t know as I can’t test that version, but from what I have seen it’s not as smooth an experience at the moment, compared to the now out of “Early Access” PC version.

But therein lies the problem: The idea of the game is amazing. It’s just luck as to whether it plays out in a way that you enjoy, or if it effectively ends with you in a boring scenario where nothing happens for a good while, or die immediately upon starting.

 

Thanks for reading this Impressions piece on PUBG! It was an interesting experience and you can bet I will be doing more like this in future! If you enjoyed this article or have your own thoughts on PUBG, let me know on social media or in the comments, and I will see you next time: Happy Gaming!

Behind The Game Update: 17-1-2018

So today happened.

 

YouTube has been a bit problematic lately and with the unfortunate e-mail today that I will indeed be losing access to a lot of features, and my network, as of February 20th 2018, I had to quickly and very certainly move ahead with some plans I had been considering, but have now been pushed to acting upon.

 

So what is happening? Well YouTube basically stripped us, and hundreds of thousands of other small channels, of most of our features, and monetisation, to fix some problem (The email is kinda bad).

Now this isn’t a money issue. This is a “I’ve been at this for 9 years and the goalposts just moved”. Imagine getting an eviction notice and at that same moment being told your eviction is because your rent is increasing. Bit like that.

After this point YouTube has presented a brick wall that has to be climbed, and while many will stick with it, as they aren’t far from the requirements, others don’t get such a luxury.

But instead of give up, I have pushed myself to this point to consolidate all of my media avenues into one thing. So let us begin:

 

 

Behind The Game!

 

Behind The Game will see the least changes.

As always we will post written reviews, articles, discussion pieces, impressions on upcoming games, all the usual content. This will not change.

What will be added however, is podcasts, discussing certain topics in gaming, the previous week in gaming and more.

These podcasts will be held on Twitch, viewable live and linked to both here, and posted here for posterity, as well as available after the fact as on-demand videos on YouTube.

There will also be video impressions on indie games, DLC, other gaming things and more as stand-alone videos available on YouTube, that will be linked here.

2018av.png

YouTube!

 

This is where the most will change.

Currently we upload episodic Let’s Plays of video games. Now however, that content will not be recorded in advance (Usually, this is situation permitting).

From now on, all the “Let’s Play Content” will be streamed live on Twitch, then uploaded as VoDs onto YouTube, same as the podcasts for Behind The Game.

YouTube will also get the Impressions videos and any other things specifically for Behind The Game that cannot be livestreamed.

This is going to be the most drastic change, but allows us to record footage in better time, and upload it as long form episodes of an hour or two per week.

 

 

Twitch!

 

Finally we come to Twitch.

On Twitch we will host several shows that will replace our LP content on YouTube, such as a retro gaming session, indie session, so on so forth. More so this is where we will host our Podcasts for Behind The Game.

All things streamed on Twitch, whether it be the new “LP” content that will populate YouTube,  or Behind The Game podcasts, will be made available on YouTube after the fact.

 

So In Summary…

 

Behind The Game – Business as usual, except expect added podcasts and discussions (Hosted on Twitch, then uploaded to YouTube), and Impressions videos (Uploaded to YouTube)

YouTube – Our Let’s Play content will be replaced by live streamed content, made available after streaming on Twitch, and we will add the Impression videos.

Twitch – Twitch will be where we host our livestreamed content, both for gaming and Behind The Game.

 

 

So with that said, I hope you enjoy the changes, look forward to some streaming schedules, and go follow both of the channels at the links below. Oh, and stay tuned on Twitter @BritishPlaying for on the fly updates and news on all things BLP and BTG!

Twitch

YouTube

Happy Gaming!

Matchmaking Is Coming Under Fire in Gaming…

This was something I have mentioned in passing but recent papers from EA (Surprise…) have revealed that money is likely to determine our online gaming…

activision

A few months ago Activision revealed a patent to influence matchmaking based on win/loss ratios and gear that would interest you from lootboxes.

Basically all this patent does is match you with people with gear you would desire, someone usually more capable with better gear than you, so that you lose. Then you would be presented the gear in lootboxes via micro transactions.

Loot based matchmaking, patented by Activision, but not wanting to be outdone in that insidious manner, EA steps up.

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So first we should discuss dynamic difficulty. This is common in older games and the immediate thoughts for me are Spyro 3, and the Crash Bandicoot games.

Dynamic difficulty is an excellent idea in single player. The idea is that if you fail repeatedly in a spot, you get an extra hit point, checkpoints, or in the case of Spyro 3, requirements for challenges and even AI gets toned down to accommodate people having trouble. This is done in real-time, as you play the game.

Personally? I love dynamic difficulty. It prevents player frustration and being stuck in what would feel like an endless loop. But applied to multiplayer…let’s think about that.

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So EA wrote two papers, neither are terribly exciting or enjoyable to consider.

One advises that the concept of “fair matchmaking” doesn’t hold up, i.e. paired with players of similar rank, based on the assumption it’s fair. They argue this isn’t optimal for engagement…and in some loose respects I could maybe see it?

But the point is you don’t want to pair a pro player with a new guy with lesser gear. That’s simply unfair. They argue though…that they “prove” as they say:

We prove that equal-skill based matchmaking is a special case of EOMM (Engagement Optimised Matchmaking) on a highly simplified assumption that rarely holds in reality”

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So the key word is the engagement. Engagement equals constant play, and as sneakily referenced in papers by EA available at the source: Spending.

Yep. Money plays a part again. So what is their logic here?

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Simple. Good feeling chemicals in your brain. Get matched for a few bad rounds with players you can’t possibly beat? The game then pairs you with players you will trounce. You will feel good about the comeback and eventual streak, before being knocked back down again. When the matchmaking lets you win, you are acting as the “Bowling Ball” to the “Pins” of less skilled players. Then those “Pins” get restacked as the “Bowling Ball” and the cycle continues.

A continuous cycle of loss a few, then be allowed a win-streak. Manipulating the outcome of your games by weighting heavily in or against your favour, with the hope the chemicals in your brain form an almost gambling like addiction to the bursts of success. Just like losing at a slot machine and suddenly winning. A burst of that good feeling, and it will maintain a player base.

The logic there is somewhat solid. But of course the word spending comes up. So where does that fit in? Give you a little nudge towards lootboxes of course.

Picture the scenario: You lose a few matches, get some lootboxes for free, start winning, and your brain would associate the two. Just a little nudge.

This adds to dynamic difficulty in that yes, if you lose a lot, you’ll get a leg up. Win a lot, the game just got harder. Not good in multiplayer when the matchmaking decides what role you get.

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There isn’t much you can really add to this. As opposed to Activision proposing a system based on your gear and using the “Pin and Ball” effect as I am now calling it, to basically get you enticed into certain lootboxes and chances of getting equal gear, EA is opting to psychologically make you feel good and bad routinely in a form of dynamic difficulty, by matching you with players you will beat with ease, or be beaten by with ease, to keep you playing and spending more.

That’s horrible to think about.

Worse still, we wouldn’t even know it’s happening. We can’t see the backend determining who we are matched with. We would just assume we won some and lost some.

If 2017 was the year of the lootbox, 2018 will be the year of the messed-up matchmaking. Apparently the past 15 years of online play wasn’t good enough to EA.

 

If you enjoyed this article, please leave a like, comment and do all the usual on social media, and until next time: 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.

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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.

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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.

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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.

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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!