How Has It Taken Us This Long to Talk about This??

Seriously though. This is like the quintessential A&E music video. It’s a cool hip hop song with great lyrics set to music from Sonic 1??

I don’t want to be the guy that analyzes things for a living, but…come on man. This is just begging to be analyzed. If only because: I see a lot of myself in Charles Hamilton. Or: Does he see a lot of himself in me??

Ah, nope, not really.

Ah, nope, not really.

Anyway: let’s break this bitch down, shall we?

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Listen to This: Do You Ever Feel?


Just ownnnnnnnnnn the night

Like the Fouuuuuuuuuurth of July!


Edit: Ahhhhh, I have NO idea why I find this so funny to just randomly send you, bro. It’s like my Rick Roll I guess. I originally meant this as a very insider-y metajoke, but hey, I keep watching the video every time I see it, so I’m leaving it up. You’re welcome!

You Either Die Cool, or You Live Long Enough to See Yourself Become the Nerd

“God, I REALLY hope the Bat Signal doesn’t go off for the next, like, three hours.”

I’m a football fan. Haven’t always been, but for whatever reason it really started to light up my brain right around the time I went to college. It’s a violent, brutal game, sure, and I’d be lying if I said I didn’t feel at least a little morally compromised watching grown men throw their lives and futures into the wind all for the smallest possible glimpse of glory or, worse yet, because they don’t know what else to do with their lives. I can’t help it, though — football, at its finest, is a beautiful game to watch. It doesn’t take much effort to figure out most of America feels the same way.

Being this passionate about a thing — anything, really — lends itself to a lot of interesting side-effects. Chief among them in this case? Fantasy football. It’s a game where you select players in draft format and your “teams” play “games” against each other, and a “winner” is determined by whichever team’s “players” accumulate the most stats during the week.

Does this sound lame to you? If so, you’re not alone: a Google search for “fantasy football dungeons and dragons for jocks” yields just under 5,000 results as of this writing. It’s a common refrain from the nerd crowd, who are all-too eager to prove that they’re no different than the “jocks” who allegedly persecuted them back in their adolescent years.

But what irks me most is that this comparison is short-sighted at best and completely unfair at worst. Tempting though it may be to call fantasy sports a “nerd” activity, it’s mostly borne out of wishful thinking and hypersensitivity.

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Podcast Stuff…

Okay, so, the Podcast hasn’t been working since Dropbox has crappy restrictions on the amount of bandwidth a thing can use. Whatever…

We’ve been looking into a better delivery method that we can use, and we’ve decided YouTube is probably best. We already have a video for Episode 4 done, so that will be posted soon, with back episodes coming soon after.

Apologies for anyone who has missed out already, we appreciate your interest in the blog, and will get things in order sooner rather than later.

Dropping Design Skillz: Mighty No.9

Over the weekend, I finally received my Beta-key for Mighty No. 9: The Kickstarter darling headed by legendary game designer Keiji Inafune. As you’d expect, I punched that in that key and dove right in.

They provided backers of the project with an e-mail address to offer our player feedback, which I took advantage of they day after. I thoroughly enjoyed the demo level, but there was one particular aspect of the game I felt I needed to comment on: The Grading-System. Below is an excerpt from the feedback I sent the developers…

… After I beat the level, I notice I received a D grade for my total score. I don’t know if this is just me or not, but I absolutely hate Grading-Systems like this in video games. It builds an unwanted resentment between the player and the game, it’s the game telling the player that they’re not good enough. Players don’t expect to be perfect or even all that good the first time they play something, so why does the game seem to expect it? Again, it builds resentment, it can make a player think, “Well fine, then I won’t bother playing again,” or if they can’t seem to get a good grade no matter how hard they try… They give up. Not to mention if high grades are require to unlock something, that’s less content for them to enjoy.

A Better Option: You already have a metric to measure success: The Points System. Instead of offering a tiered letter grade system, what if all the points you collect get added to an aggregate score meter that unlocks things the more you play? This would let people enjoy their favorite levels over and over again, and challenge them to get higher scores on tougher levels. You could even use a multiplier system, the better you do, the more points you get. Plus, by having the game say something like “NEW HIGH SCORE” it makes the player feel more accomplished, instead of defeated because they only get a C rating. It makes the score-keeping feel more inviting and encouraging than judgmental; which I realize is the entire idea of a points system, but the way it’s portrayed to the player matters greatly.

I sincerely hope you take this feedback into consideration, I love the game and can’t wait to play the final release.

In my humble opinion, there are far, FAR better systems in games like No.9 to measure player success. Games are about Fun, not Grades.

Am I wrong? Am I right? What do you all think?