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The Player's Bill of Rights

Gamasutra has a Designer's Notebook column up this week offering up a Player's Bill of Rights. Written by Ernest Adams, the article decries the many indignities that we as players should never be forced to suffer. From the article: "The Right to Feedback: The player has a right to know how she's doing, and in particular, to some means of determining if she's in danger of losing the game. If the player doesn't get feedback, she can't adjust her strategy, and the outcome will feel random. Players need to know whether their approach is working or not."

213 comments

  1. Re:How about a Slashdot Bill Of Rights? by Anonymous Coward · · Score: 0


    You do have that right. Just go to the homepage section of your user preferences and scroll down. To the right, you should see a list of authors with check boxes. Uncheck the box labelled "Zonk".

  2. Re:How about a Slashdot Bill Of Rights? by bigalsenior · · Score: 0

    you forgot
    1. the right to not be exposed to the same story more than once

  3. This bill is too long by melikamp · · Score: 3, Insightful

    This and other bills are too long. I think that all of the points in all of these bills will be addressed if we only get the right to

    (0) Return a game for a full refund if we do not like it.

    1. Re:This bill is too long by melikamp · · Score: 1

      On a personal note: I haven't bought a single game since WoW came out, but I played many warez versions. Still, I guarantee you, if I had the above right, I would actually buy games and keep some of them, dirty criminal that I am...

    2. Re:This bill is too long by wbren · · Score: 4, Funny
      I think that all of the points in all of these bills will be addressed if we only get the right to
      (0) Return a game for a full refund if we do not like it.
      I had an opportunity to view the rough drafts of the bill. Your suggestion nearly made it into the final version. Here's a history:

      First Draft (0) The Right to Have Hell Freeze Over...

      The author felt the wording was a little loose and vague, so he modified it slightly:

      Second Draft (0) The Right to Pirate the Latest Games Through Legitimate Retail Channels...

      The wording was still a little bit off, so he re-worded it yet again:

      Third Draft (0) The Right to Return a Game for a Full Refund if We Don't Like It...

      Then he came down from his acid trip and decided to remove that right altogether because it didn't make any sense to someone not on an acid trip. The literary process is really quite interesting. But seriously, that suggestion makes no sense to a retailer. Software generally has a return policy of a) no returns if it's opened or b) exchange for the exact same title (to protect against defective media). That won't change as long as publishers care about preventing piracy.
      --
      -William Brendel
    3. Re:This bill is too long by melikamp · · Score: 1

      LOL that's funny as hell.

      Seriously, of course it does not make any sense for the retailer. It is the gamers' right! You know, just like retailers have a right to refuse service to people not wearing shoes. I like going barefoot but I won't cry about getting kicked out of Best Buy for that because I respect their right to be selective.

      And also, retailers do not have to eat the returns. They can simply pass them over to designers. I completely agree that it is in the designers' best interest to make cheap knock-offs that sell in virtue of the brand recognition. This is precisely my point. As a gamer, I need to have a right to return this crap, whether they like it or not.

    4. Re:This bill is too long by ivan256 · · Score: 1

      That won't change as long as publishers care about preventing piracy.

      Next you're going to tell us that airline tickets are non-transferable and non-refundable to prevent terrorism, right?

      Here's a quick question for you.. What's easier: downloading the cracked version of a game over the internet without getting up and going to the store, or going out, buying a game, ripping the CD, breaking the copy protection, and returning the game. Or better, going to blockbuster and renting the game, copying it, and dropping it in the night return?

      The return policies won't change as long as the publishers care about maintaining revenue without the burden or cost of increasing quality. The only effect that the current return policies have on piracy is to increase it because people feel justified in pirating a game to make sure it doesn't suck before dropping $50 on it.

      All it would take to change the policy is for EB and Wal-Mart to get together and tell the game publishers they won't stock games the publisher won't take returns on anymore, just like the way it works in the book publishing industry. That would have the added bonus of increasing the selection at game stores and removing the need for preorders. Since the value for the publishers is in the sale, not the box, they should realize that the game in the box only costs the few dollars it takes to manufacture, and it's better for them to print up a ton and take returns (which they can destroy or whatever) than to operate as if their product had some scarcity... It would signifigantly improve the shelf life of games, it would make game stores worth going to again, and it would increase profits. It would also blow the myth that every copy in existance costs them the full royalty they would have charged.

    5. Re:This bill is too long by tepples · · Score: 1

      Or better, going to blockbuster and renting the game, copying it, and dropping it in the night return?

      Blockbuster does not carry PC games because copyright owners have successfully lobbied for exclusive control of rental for all computer programs other than console games. See 17 USC 109.

    6. Re:This bill is too long by Sparr0 · · Score: 1

      We already have that right, in most states at least. I cannot speak for other countries. Know your rights!

    7. Re:This bill is too long by wbren · · Score: 1

      You can't photocopy an airline ticket and use it to get on the plane though. You can copy software and still use it. Your example is not valid. However, I do agree that airlines' policies on ticket returns/transfers are a load of garbage.

      Now, back to the point. I work for a major US retailer, and people do try to return games and software titles several times a week, saying "It didn't work; I want a refund." That always raises suspicion since our software return policy is clearly visible at our registers and on the back of the purchase receipt. If you offer a replacement copy and they refuse, you know they are probably just trying to rip off the company. We make exceptions in rare cases, but generally we simply keep repeating the policy and refer the customer to our corporate offices to complain. It's harsh, but it's necessary.

      We all know copy protection is easy to defeat. With copy protection out of the way, it boils down to returning a music CD, something that is so easy to copy that retailers must assume the customer has copied it. Businesses are around to make money, not to make customers happy, despite what retailers lead you to believe. While happy customers are repeat customers, in the end it's all about the bottomline. Some people would be happier if they could return opened software or CDs, but businesses would lose a substantial amount of money.

      --
      -William Brendel
    8. Re:This bill is too long by tepples · · Score: 1

      If you offer a replacement copy and they refuse, you know they are probably just trying to rip off the company.

      OK, I'll dutifully take home the replacement copy and bring it back the next day, claiming that it was defective in exactly the same way.

      We make exceptions in rare cases

      Such as for somebody who has pointed out legitimate defects in one dozen copies of this title?

      We all know copy protection is easy to defeat.

      Even on the GameCube and the Nintendo DS? Though those systems have been cracked to where anybody can run homebrew, they haven't been cracked to where just anyone with a PC and a console can dump a game and make a usable copy.

    9. Re:This bill is too long by ivan256 · · Score: 1

      Those return policies apply to console games too.

    10. Re:This bill is too long by ivan256 · · Score: 1

      Now, back to the point. I work for a major US retailer, and people do try to return games and software titles several times a week, saying "It didn't work; I want a refund." That always raises suspicion since our software return policy is clearly visible at our registers and on the back of the purchase receipt. If you offer a replacement copy and they refuse, you know they are probably just trying to rip off the company.

      Why assume they're trying to rip off the company, and not assume that the game is a buggy piece of crap (like many PC titles these days)? Worse, companies are encouraged to release before all the bugs are fixed because they know that users can't return the software.

    11. Re:This bill is too long by wbren · · Score: 1
      OK, I'll dutifully take home the replacement copy and bring it back the next day, claiming that it was defective in exactly the same way.
      If you exchanged the same title consistently, we would simply ask you to leave the building and tell you to take it up with our corporate office. It's happened before at my location, and I'm sure it will happen again if you drop by ;-)
      Even on the GameCube and the Nintendo DS? Though those systems have been cracked to where anybody can run homebrew, they haven't been cracked to where just anyone with a PC and a console can dump a game and make a usable copy.
      You're right about console games, of course. I was thinking more of PC software (PC games, word processors, financial software, etc). The software return policies (excluding console software) are there for a reason, not just to make your life miserable.

      Software is fairly unique in the retail world. When you buy a TV and don't like it, you can return the TV without a problem (minus an unnecessary "restocking fee" if you're unlucky). When you purchase a software title, you aren't just buying a physical product, you are buying an intangible license which permits you to use that software title. When you purchase a software title, you obtain both the license and software necessary to use that license. The problem is that while retailers can verify you returned the disc, they have no way of taking back an intangible license. Customers need to realize that before they buy a product. Reading reviews and asking questions beforehand is necessary when purchasing software, face it.

      Now, it's a different story if the product is advertised falsely in some way (e.g. a product's box says it can open Word documents when in fact it cannot). However, that is a very rare situation. The other "rare cases" I am referring to usually occurs when an employee incorrectly states a product can do something. That is definitely grounds for a full return. But other than that, customers need to be responsible and make intelligent buying decisions.
      --
      -William Brendel
    12. Re:This bill is too long by ivan256 · · Score: 1

      You can't photocopy an airline ticket and use it to get on the plane though. You can copy software and still use it. Your example is not valid.

      I would argue that photocopying your plane ticket has the same effect on the revenues of an airline as copying the CD of a game does to the game publisher... But that wasn't the point of the example. The point was that they are both rediculous policies that are enforced for the sole benefit of the seller (the airline / the publisher) and passed off to the consumer with blatent lies as reasoning.

    13. Re:This bill is too long by tepples · · Score: 2, Interesting

      Now, it's a different story if the product is advertised falsely in some way (e.g. a product's box says it can open Word documents when in fact it cannot).

      If my computer meets the printed system requirements for a game, and the game crashes on my computer, the product is defective, right? How would the local corporate branch of your store chain react? I hope I don't have to take the issue to small claims court.

    14. Re:This bill is too long by FLEB · · Score: 1

      This subsection does not apply to--
      (i) a computer program which is embodied in a machine or product and which cannot be copied during the ordinary operation or use of the machine or product; or
      (ii) a computer program embodied in or used in conjunction with a limited purpose computer that is designed for playing video games and may be designed for other purposes.

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
    15. Re:This bill is too long by UberGeeb · · Score: 2, Informative

      I was given a copy of Pirates! for my birthday. I put the cd into my computer to install it, and the machine crashed. I tried again, it crashed again. Returning the game got me another copy, which also crashed my computer. In the end I took an older CDROM drive I had laying around and crammed it into my computer to give it a try. Magically, the game worked using this drive. Now, if I were a typical computer user, I wouldn't have had that drive laying around. I'd have had to spend another $40 or so on a new drive just to get the program to work (which, according to the listed requirements, should have worked with my existing hardware). That, or the game my friend bought for me would have actually been a couple of $20 coasters. According to store policy, this broken product was not returnable for a refund. This sort of thing is the reason most people want to be able to return games to the store, and the reason why so much software gets pirated nowadays: why should consumers risk their money on a product that the producers aren't willing to guarantee will even function properly, let alone provide an enjoyable play experience?

    16. Re:This bill is too long by DavidTC · · Score: 1
      re title, you aren't just buying a physical product, you are buying an intangible license which permits you to use that software title. When you purchase a software title, you obtain both the license and software necessary to use that license.

      Really? Just a license?

      When am I getting all my sales taxes back, then?

      --
      If corporations are people, aren't stockholders guilty of slavery?
    17. Re:This bill is too long by tepples · · Score: 1

      The console games exception to 17 USC 109(b) applies only to the act of rental, lease, or lending, not to a private-sector store's return policy. State consumer-protection law applies to return policies.

    18. Re:This bill is too long by tepples · · Score: 1

      Returning the game got me another copy, which also crashed my computer.

      Did you try returning that copy? What happens when a store notices that the defect rate on a given title is going up, and that people who bought that title are considering suing the store in small claims court?

    19. Re:This bill is too long by badasscat · · Score: 1

      Seriously, of course it does not make any sense for the retailer. It is the gamers' right!

      And why is that? Why do you have the right to act like a complete idiot and buy crap that you have not put any research into, then stiff the retailer for the cost and hassle of shipping it back to the publisher when you start suffering buyer's remorse? How is that your right?

      One phrase comes to mind: Caveat emptor - let the buyer beware. With a few exceptions that are specifically spelled out in various state statutes, this is the guiding principle behind retail law in this country. As it says in Wikipedia, "In most jurisdictions there is no legal requirement for the vendor to provide a refund or exchange." Caveat emptor.

      And also, retailers do not have to eat the returns. They can simply pass them over to designers.

      And how do you propose they arrange that? Simply ship em off and invoice them? Good luck ever getting that publisher to send your store games ever again. Caveat emptor applies just as much to retailers as it does to end-users - in this case, the stores are buying wholesale from the publishers. The publishers are under no legal requirement to accept returns simply because customers didn't like their game.

      I have no patience for consumers who do no research before buying products, whether we're talking about a refrigerator or a DVD player or a TV or a car or house or a video game. Educate yourself, try a demo if you can, and if you simply can't find any worthwhile info on a game before buying it, then let that enter into your buying decision. But it is ultimately your decision on whether or not to buy a game, and you should live with the consequences.

      (Note that I am not talking about games that are buggy or otherwise defective, I am simply talking about games that you play and decide you do not like.)

    20. Re:This bill is too long by AstrumPreliator · · Score: 2, Insightful

      Software generally has a return policy of a) no returns if it's opened or b) exchange for the exact same title (to protect against defective media). That won't change as long as publishers care about preventing piracy.

      Preventing privacy huh? Here's a little aside; my room mate bought a DVD player a few nights ago so we could watch my vast collection of DVD's on something other than my computer in my room. So we watched Spun and it worked fine, awesome we thought. The next night we tried to watch Eternal Sunshine of the Spotless Mind. But wait, what in the hell is wrong with the picture? Its' brightness continually modulates from dark to bright in intervals. This was their way of 'preventing' piracy. I had the DVD player hooked up through my VCR since my TV only has an RF jack. Fucking wonderful huh? I had to go buy an RF modulator so I could play a good 70% of my DVD's.

      I care about piracy, I really do. But come on people this is getting ridiculous. I want to be able to return a game if I don't like it, I want to be able to play DVDs without buying an RF modulator for an older TV to bypass the VCR, I don't want to be assraped by corporations. It's really not that much to ask for.

    21. Re:This bill is too long by SetupWeasel · · Score: 1

      1)People don't have the time or money to take every crime committed against them to court.

      2)The store will just brand you a "Demon Customer" and refuse to accept your returns anyway.

    22. Re:This bill is too long by Txiasaeia · · Score: 2, Interesting
      Agreed, but for a different reason than sticking it to the Man: I recently downloaded Advent Rising because I've discovered that some third-person games make me nauseous; Jedi Knight 2, for instance, was so bad that I couldn't complete it, and the boat sequence in Half-Life 2 gave me headaches. Interestingly enough, the nausea effect seemed to be cumulative; that is, no matter how short a period of time I played either game, I would eventually (after 3 or 4 hours) get sick after even playing the game for a minute.

      I was interested in Advent Rising because of Orson Scott Card and downloaded it to see if I could handle the perspective. Sadly, about fifteen minutes into it, I started to feel terrible. There was no demo to try out, nor could I buy the game and return it if I felt sick. So, sadly, I completely deleted the game.

      I feel morally justified in what I did, but are there any developers out there who feel otherwise? The fact that I now get sick after playing 1st and 3rd person games means that I generally stay away from the genre (Battlefield 2 being the exception, as I seem to be okay playing that), but I legitimately wanted to try it out to see what its effects would be on me. Assuming that I'm not a bald-faced liar (hey, it's the Internet and anything's possible), how do game devs feel about the above situation?

      --
      Condemnant quod non intellegunt.
    23. Re:This bill is too long by Random832 · · Score: 1

      When you purchase a software title, you aren't just buying a physical product, you are buying an intangible license which permits you to use that software title

      oh, BULL SHIT. why then can't i take back a disk that's been scratched, or broken in half, or half-eaten by my dog, or whatever, for a replacement at cost?

      --
      We've secretly replaced Slashdot with new Folgers Crystals - let's see if it notices.
    24. Re:This bill is too long by HD+Webdev · · Score: 1

      I've been burned enough times by game distributors that it would be better to ask me "where do you return the USENET version of your game that you downloaded so you wouldn't get screwed (no flowers, no kiss) again by a game that won't work on your computer without crashing every 10 minutes"

      --
      This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
    25. Re:This bill is too long by jmacleod9975 · · Score: 2, Funny

      I'm alutaphobic you insensitive clod!

    26. Re:This bill is too long by iamplasma · · Score: 1

      Actually, you can in a lot of cases. Yes, I know not all, probably not even a majority, of publishers do it, but many allow you to send in the remains of a broken game media and get a replacement copy (use your old CD key) for a reduced price.

      In any case, there's no reason they should be obliged to offer that service. You still have the licence to use the software, even if you are dumb enough to break your game media, so you've got what you paid for, and can keep using it if it's installed. It's just your dumb fault for breaking the physical object linked to that licence.

    27. Re:This bill is too long by AvitarX · · Score: 1

      What if every copy of a game has defects such as the character falls through the floor at threshold or sidewalk cracks and gets trapped.

      Or what if the flaw is that the game won't run for more than a minute without crashing? I would think these are both implied to not happed weather explicitly stated on the box or not.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    28. Re:This bill is too long by HunterZ · · Score: 1

      And why is that? Why do you have the right to act like a complete idiot and buy crap that you have not put any research into, then stiff the retailer for the cost and hassle of shipping it back to the publisher when you start suffering buyer's remorse? How is that your right?

      The problem with that is these days it takes just as little time and effort to pirate the whole game as it does to spend time reading reviews and/or downloading and playing demos. Why not download the whole game to try it out? The problem then is that you've already got something for free that you were originally thinking of paying for, and now you have to decide where to set the bar for games that are worthy of paying for. I'd imagine it's awfully tempting to set the bar so high that one ends up not paying for anything.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    29. Re:This bill is too long by Golias · · Score: 2, Informative

      Try playing on a smaller monitor.

      Motion sickness is caused when the feedback to your eyes contradicts the feedback of your inner ear (which is where you sense of balance comes from.)

      I can play Quake for hours and hours on a 20" monitor with no problem, but HALO on my big-screen TV is another matter. A half-hour of driving the Warthog ("Puma", whatever) and I need to stop playing and go for a walk outside or something.

      It's becoming a common enough problem that it seems there may be an opening here for arcades (which have almost all disappeared in the US since the rise of FPS, MMORPG, and the latest console generation): Build game machines which tilt to off-set this problem when playing the newest first-person shooters. Most people can't afford such elaborate contraptions at home, so you might get a few bucks a week out of them so they can play at your arcade/bar/bowling alley/etc.

      --

      Information wants to be anthropomorphized.

    30. Re:This bill is too long by Anonymous Coward · · Score: 0

      Disclaimer: Not a troll/flame, just a rant against the industry in general. :)

      I actually already do this. With publishers buying off the media like there's no tomorrow, and with the 'screenshots' usually consisting of some nicely pre-rendered or some exceedingly rare scene, but not bothering to tell you that the scene with 234823 glarduuks in it is rendering at 3fps on your brand new dual proc 5Ghz dual core flapjackotron with its 16 gigs of ram, and its dual proc per card ultron 10,000 video blastinator with its onboard 4 gigs of ultraram in multicard mode with supershaders and pixelinatoringos and uberleet super-duper-real-time-frame-generators.

      So, I pirate the damn thing. If it actually lives up to what they say it does (ie, have more than 21 type of bork if they say "more than 20 types of bork!"), and its useful extends far enough to make it still in use after two weeks then I go out and actually buy it.

      If on the other hand its a bug-ridden craptastic piece of flaming dog excretion, it hits the bit bucket and I never look back.

      And demos? C'mon. Only showing me one tutorial level and three peons of 234, and letting me cast a firetickle spell doesn't allow me to assess the long-term playability of the game. I've already seen a couple games move to a time-based demo, where you can play it as the full game for 30 minutes to a couple hours. THAT's where game/app demos need to go. I've almost always bought apps that let me try them for 15 days that I've made good use of.

      I want to, and like to support developers in making software. I understand they're making a living. But they're NOT going to make a living off of tricking me into buying some pile of crap that they've foisted upon the populace claiming it to be the 8th world wonder and the end to all of our problems/boredness.

    31. Re:This bill is too long by Gizzmonic · · Score: 1

      Your TV only has an RF jack?

      Either your TV is 20+ years old, or it's a total piece of shit. You can get TVs from a dumpster that have composite inputs. Take that $25 you were gonna spend on an RF modulator and buy a TV from Goodwill.

      --
      (-1, Raw and Uncut is the only way to read)
    32. Re:This bill is too long by Random832 · · Score: 1

      The problem is they're playing a shell game - when you want to treat it like any other copyrighted work [say, a book, a vhs tape, anything except digital media] for example (as brought up elsewhere in this thread) renting it out, it's a "license" that you paid for - but then obviously you shouldn't need to replace the license just because the disk broke - suddenly that $50 shifts back to being the cost of the physical media, with the license tossed on for free - and then there's sales tax issues [for which it's _not_ treated as a license as others have addressed here], the fact that nothing is actually granted [check 17USC117], etc.

      Well, FUCK YOU, software companies!

      I refuse your license. Copyright law still permits me to continue using the game or other software product, since i PAID for it. My clicks of your OK button are under duress and non-binding.

      --
      We've secretly replaced Slashdot with new Folgers Crystals - let's see if it notices.
    33. Re:This bill is too long by Anonymous Coward · · Score: 0

      yeah man, i agree with the other two dipshits, the solution here is obvious! give some more of your $$$ to the corperations for a new tv that does the same as your current one, only to have it outdated in a few years time by HDTV/compulsorary DVI/whenever the hell they decide you need a new set. fuck you moron, spend those dollars!

      [/sarcasm]

    34. Re:This bill is too long by DerWulf · · Score: 1

      So what if the game won't install because the installer is broken somehow? What if a game runs unstable beyond whats reasonably to be expected? What if the game isn't playable on the minimum spec setup like it said on the box (yeah right!). What if the CD key is rendered unreadable in the manual? All of the above things happened to me, btw. I just wonder: how is a replacement copy going to fix the problem?

      --

      ___
      No power in the 'verse can stop me
    35. Re:This bill is too long by Txiasaeia · · Score: 1

      I actually went from a 19" CRT to a 17" LCD (about an inch smaller in actual real estate), and because the LCD is much thinner, it's about five inches further towards the wall than my CRT - still no dice. It *is* good advice for anybody else reading this, but I'm afraid my only options are playing games where the backgrounds are static (ah, Baldur's Gate and Fallout), or where they don't move in relation to the player (Eternal Darkness, for instance). Wish I would have known this before getting my A64 3200+ 6600GT 1GB new computer last year!

      --
      Condemnant quod non intellegunt.
    36. Re:This bill is too long by iainl · · Score: 1

      Just as long as we get the corollary to that 'right' (which we do have in the market-leading games store in the UK):

      (0a) When I buy a game at full price, it will be a new, factory sealed copy, not one that has previously been returned covered in scratches and fingerprints, along with tears in the manual.

      I'm quite happy losing right 0 in order to get 0a, as I do enough research to avoid most horribly poor games.

      --
      "I Know You Are But What Am I?"
    37. Re:This bill is too long by Anonymous Coward · · Score: 0

      "If you exchanged the same title consistently, we would simply ask you to leave the building and tell you to take it up with our corporate office. It's happened before at my location, and I'm sure it will happen again if you drop by ;-)"

      And i will simply leave quietly making note of your name so you can be listed in my small claims suit against the individual store...then when you dont show up and i win and have a sheriff simply sieze the assets (like that guy that ended up owning a major telecoms corporate headquarters in the same circumstance)

      the store needs to not sell garbage in the first place...that is the real problem, you sold a defective product like some others have already pointed out with examples.

      if it is broken from launch you will replace it one way or another ( and guess what, if you know the laws, they side with the customer)

    38. Re:This bill is too long by mink · · Score: 1

      Have you tried various motion sickness remedies?
      Things like Dramamine or those bands that apply pressure around a point on the wrist?

      I have seen those kind of things work for real motion sickness, but I have no idea if they help with the game related type.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    39. Re:This bill is too long by mink · · Score: 1

      TV sets with only an RF input have been the norm up until less then 10 years ago. Sure you could spend a LOT of money on a high end set with more advanced features, but the average 25" set you could buy at a chain store or sears had just RF.

      This is specific to the USA, other countries like Japan or most of Europe were probably ahead of us on these kinds of features being standard.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  4. Re:Players Bill of Rights????? by Nasarius · · Score: 3, Insightful
    *sigh*
    I just knew someone would reply like this. Look at what website this is posted on. Look at the name of the column. Now, actually read the article.

    It's not a list of demands to game companies. It's some tips for game designers, like pretty much everything on GamaSutra.

    --
    LOAD "SIG",8,1
  5. she? by minus_273 · · Score: 1

    is this intended to mean that women need these things and men dont?

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
    1. Re:she? by Anonymous Coward · · Score: 1, Informative

      No. If you RTFA, you'll see that the author alternates between "he" and "she". It's called "inclusive language", and it's currently the best solution to the lack of a gender-neutral pronoun in English - though with the rise of singular "they" it will hopefully become extinct soon enough.

    2. Re:she? by yotto · · Score: 1

      is this intended to mean that women need these things and men dont?

      When writers say 'he' for generic people, do they mean that men need the things and women don't?

    3. Re:she? by Guppy06 · · Score: 2, Insightful

      No, it's intended to mean that the author cannot accept the possibility that "he" is essentially geneder neutral in English.

    4. Re:she? by FidelCatsro · · Score: 4, Insightful
      What i never understood is why they need to use a gender specific.
      "to some means of determining if she's in danger of losing the game."
      could easily be "to some means of determining if the player is in danger of losing the game."
      or even better "to some means of determining if they're in danger of losing the game."
      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    5. Re:she? by Digital+Vomit · · Score: 1
      When writers say 'he' for generic people, do they mean that men need the things and women don't?

      No, becase 'he' is both used for masculine and gender unspecified/unknown in English.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    6. Re:she? by Pentagram · · Score: 2, Insightful

      could easily be "to some means of determining if the player is in danger of losing the game."

      This sounds a bit awkward if used repeatedly.

      or even better "to some means of determining if they're in danger of losing the game."

      Inelegant. The player is not plural so should not be referred to as "they".

    7. Re:she? by Sparr0 · · Score: 1

      Digital Vomit, "they".
      "they", Digital Vomit.

      There, now that introductions are finished we can get on with understandable english.

    8. Re:she? by GaryPatterson · · Score: 1

      I don't think that's true.

      'He' is the masculine pronoun.
      'She' is the feminine pronoun.

      There isn't an elegant gender-neutral pronoun, and using 'he' is just not correct.

    9. Re:she? by ElleyKitten · · Score: 1

      >>When writers say 'he' for generic people, do they mean that men need the things and women don't? >No, becase 'he' is both used for masculine and gender unspecified/unknown in English.

      Which I find very annoying. Whenever I see 'he' for a generic person, I don't know if the writer means women too or not. Usually I used 'they' for unspecified, gender-neutral people, though grammer-nazis tend to yell at me for that. While alternating between 'he' and 'she' can be confusing as well, it's grammarically correct and less stilted than saying 'he/she' every time. Why couldn't 'she' be used for gender unspecified as 'he' is used?

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    10. Re:she? by Digital+Vomit · · Score: 1

      Using collective noun antecedents for a singular, gender-unknown person is often incorrect grammar.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    11. Re:she? by Digital+Vomit · · Score: 1

      I think the best thing we could do is come up with a set of new, gender-neutral-only pronouns, as some have suggested in the past. Good luck with that, though.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    12. Re:she? by GigsVT · · Score: 1

      "he" is gender neutral. It has been for years. Same with "man/men". Unless you think we should strip women of constitutional rights because the constitution doesn't mention women.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    13. Re:she? by Anonymous Coward · · Score: 0

      Neither is using "she".

    14. Re:she? by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      > There isn't an elegant gender-neutral pronoun,

      True enough

      > and using 'he' is just not correct.

      How is it incorrect? It's been in use as a language standard for hundreds, if not thousands of years.

      I also have no problem using "she" from time to time -- or always.

      Both are quite elegant to use, and both are easily understood as to applying to no person in particular when used in context.

      The neo-cultural imperative to strip genderosity from language is a fraud perpetrated those eager to assume paternalistic authority all the while disclaiming otherwise.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    15. Re:she? by Fjornir · · Score: 2, Funny
      Unless you think we should strip women

      I like it!

      --
      I want a new world. I think this one is broken.
    16. Re:she? by ElleyKitten · · Score: 1

      >>> I think the best thing we could do is come up with a set of new, gender-neutral-only pronouns, as some have suggested in the past. Good luck with that, though.

      Yeah, good luck. People have come up with gender-neutral words ('ze' for he/she, 'per' for him/her, short for 'person') but the day I hear them used outside of a politically-correct discussion group designed to talk about this stuff, well, I think I'll just have a heart attack. Personally, I take the route that I won't complain if you always use 'he' as a gender-nonspecific pronoun if you don't complain that I always use 'she'.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    17. Re:she? by GaryPatterson · · Score: 1

      The neo-cultural imperative to strip genderosity from language is a fraud perpetrated those eager to assume paternalistic authority all the while disclaiming otherwise.

      That's an overly verbose way of saying "I don't like it." Wrapping it in some bizarre conspiracy theory that most self-respecting tin foil hat-wearing adults would blush at speaking aloud is a bit odd too.

      Believe what you want, but I find it clumsy to use "he" and "she" when I don't know the gender of the subject. The "it's always been that way" answer is a non-starter too - there's no reason behind it, just momentum.

      I find it just as bad to use "he" in one paragraph and then "she" in the next, as it seems too much like the subject has changed.

      I don't know what a good solution is. I see things like "M. Smith" as possibly good ways of referring to someone, but I'm not sure how to use that in a pronoun.

    18. Re:she? by Anonymous Coward · · Score: 0

      or even better "to some means of determining if they're in danger of losing the game."

      Inelegant. The player is not plural so should not be referred to as "they".


      More accurate but having the same problem as saying 'the player' would be:
      "To some means of determining if he or she is in danger of losing the game.

    19. Re:she? by Anonymous Coward · · Score: 0

      or even better "to some means of determining if they're in danger of losing the game."

      Inelegant. The player is not plural so should not be referred to as "they".


      But you can refer to all players: "Players should have some means of determining if they're in danger of losing the game."

    20. Re:she? by minus_273 · · Score: 1

      ever heard of "they" replace he or she with they, it works nicely.

      --
      The war with islam is a war on the beast
      The war on terror is a war for peace
    21. Re:she? by GaryPatterson · · Score: 1

      I do that, but somehow it just doesn't seem quite right.

    22. Re:she? by AstrumPreliator · · Score: 1

      I completely disagree. Why do we refer to both genders using the masculine (or feminine) pronouns? I don't see a logical reason to introduce inaccuracies into our statements. I personally try (and often fail) to be gender inspecific in my general statements. And that's what it really comes down to, inaccuracies. We're not talking about equality for women or anything like that, we're talking about coherent, accurate, and precise English. Maybe it started off as a way for men to be more dominant than women and maybe some women would like that reversed, but come on now, let's not be childish over this situation by refusing to use non-gender specific descriptions in general statements simply to best the 'opposition'.

    23. Re:she? by Patrik_AKA_RedX · · Score: 1

      Lets make those PC's happy and introduce the gender neutral pronoun: he/she/it -> hesheit -> hshit (note: first h is silent).
      So don't write "he went to school" or "she went to school", write "Hshit went to school" and nobody will be offended.

    24. Re:she? by NonSequor · · Score: 1

      It's acceptable in casual writing, but I wouldn't use it in anything more formal.

      --
      My only political goal is to see to it that no political party achieves its goals.
    25. Re:she? by Guppy06 · · Score: 1

      "The "it's always been that way" answer is a non-starter too - there's no reason behind it, just momentum."

      That's how most words in the English language work. Sometimes they can be traced to other langauges, but then the question is "How did these words come to mean these things in language X?"

      It's language, not science.

    26. Re:she? by KDR_11k · · Score: 1

      "They" can be used as a singular pronoun of indefinite gender. That is correct grammar, you can look it up if you dont believe me. That's what we did in class some years ago.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:she? by geminidomino · · Score: 1

      Unless you actually stayed awake through english class.

      Using a plural pronoun to represent a singular noun is poor grammar.

      That's why I prefer to use "it." It's proper grammar, and yet, so completely un-PC that it makes me giggle like a little schoolboy learning no to use "they" in this situation!

    28. Re:she? by Gorelab · · Score: 1

      In casual spoken English this is okay, but it's not correct in formal usage yet. It's gaining acceptance but it still hasn't managed to become correct English, and probably will take a few years yet to do so.

    29. Re:she? by Digital+Vomit · · Score: 1
      Personally, I take the route that I won't complain if you always use 'he' as a gender-nonspecific pronoun if you don't complain that I always use 'she'.

      I'm perfectly okay when people use either (though I am accustomed to hearing 'he'). What irks me is when people switch constantly back and forth in one document. That's irritating.

      What was this article about again?... ;-)

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    30. Re:she? by ElleyKitten · · Score: 1

      >>I'm perfectly okay when people use either (though I am accustomed to hearing 'he'). What irks me is when people switch constantly back and forth in one document. That's irritating.

      Hee, I actually saw someone switch in the middle of a sentence! Talk about confusing...

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    31. Re:she? by realityfighter · · Score: 1

      It's actually unclear as to whether, historically, the male pronoun was truly intended to be gender-neutral, or if we got that idea from reinterpreting statements originally meant to refer to males. Remember that the last 500 years of western history have been marked by huge expansions of the rights of different kinds of males, expanding the rights of the poor, former slaves, etc. So using the word "man" as a collective may not have been intended to mean "all human beings." In fact, we know that the singular feminine was still used to refer to women in collective not long ago, because Margaret Fuller published a book in 1845 called "Woman in the Nineteenth Century." It wouldn't be far-fetched to assume that up to this time, Woman meant all women and Man meant all men.

      This is a gaming article. If you read the core books for White Wolf's pen and paper role playing games (particularly Mage 2nd edition), you'll see that the writers always refer to the character in general as "she." This was partly in protest to Dungeons and Dragons, whose books included a disclaimer indicating more or less the sentiment the parent expressed. It's quite possible that the article author was influenced by this, since it deals with issues in the area of gaming.

      Also, in response to your constitution argument, I did a quick word search. The U.S. Constitution contains neither the word "woman" nor the word "man," in any variation of plurality. The founding fathers probably wrote with great care not to exclude anyone from citizenship on the petty basis of semantics. We are referred to as "people." Both the members of congress and the President are referred to as "he" in sparse usage, without ever calling them "men". (The term "congressman" is not found.)

      This certainly does not imply that, even taken as literally as possible, the constitution does not grant basic rights to women. (In fact, it makes not even implied restrictions upon women who want to take on the position, of, say, Secretary of State.) We do not have women voters because the constitution says "man" all over when it means "person." The gendered language in the constitution was so sparse, that it isn't too great a leap of faith to believe that women were intended to have all the rights of citizenship from the beginning.

      --
      A strain of paranoid prevention can be worse than the disease, whate'er the intention.
    32. Re:she? by DerWulf · · Score: 1

      ha! you american are so far behind. We germans have been long over the s/he period! The latest thing here is to put gender neutral words in the feminin (which doesn't really exist. I a call it the fantasy-feminista-case). So get used to reading "to some means of determining if the playeress is in danger of losing the game"

      --

      ___
      No power in the 'verse can stop me
    33. Re:she? by DerWulf · · Score: 1

      me? I'm just not going to interact with people who can't use correct grammar because it's not deemed PC anymore. I'll just pass them a note reading 'Dear PC-freakess: get a life, grow up, get drunk, get laid. After that, come back and talk to me again'.

      --

      ___
      No power in the 'verse can stop me
    34. Re:she? by DerWulf · · Score: 1

      you are wrong. 'He' is both the masculin and the indefinate gender pronoun. If you really like to be a pain in the ass, use 'one' to satsify your special needs. Otherwise it's 'he' all the way.

      --

      ___
      No power in the 'verse can stop me
    35. Re:she? by DerWulf · · Score: 1

      except that "they" is plural. So why not continue using 'he' seeing as it has been used as indefinate-gender pronoun for hundreds of years, even in other languages like german. Come on now. There is no *man* that's holding them down.

      --

      ___
      No power in the 'verse can stop me
    36. Re:she? by GigsVT · · Score: 1

      Maybe the declaration of independence would have been a better example, if less legally relevant.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    37. Re:she? by logpoacher · · Score: 1
      > Using a plural pronoun to represent a singular noun is poor grammar.

      If you use it as a direct replacement, then yes. But I usually find that it is a trivial task to use the plural form consistently, without significant loss of clarity or elegance:

      "Administrators will need to install the upgrade package before they can initialize the database..."

      I just imagine that I'm talking about a pair of programmers, or administrators, or users, who are working together.

      The only problems I find with this approach are that it can seem very formal (but that's easily solved - if you want to drop the formality, you start using 2nd person "you"), and it can be awkward if you really do need to introduce another player (but then you just assign role-names - makes things clearer anyway).

      OTOH, using "it" sounds like a good way of letting off steam when you're writing support documentation to avoid pilot-induced errors... :-)

  6. The Right Not To Be Insulted by wbren · · Score: 5, Interesting

    I disagree with that "right"--I still can't believe I'm replying to a post about a Player's Bill of Rights, only on slashdot. In some games, insulting and being insulted by NPCs is an important part of the game. Take Neverwinter Nights as an example. Depending on whether or not an NPC insults you or is ill-tempered, you might make different choices, ultimately causing a different outcome. Likewise, if you insult an NPC they may not be very helpful, which could change the outcome as well. Overall it was a good list of what should(n't) be done in a game. I especially liked the Right to Control Cut-Scenes, that's a must-have.

    --
    -William Brendel
    1. Re:The Right Not To Be Insulted by tdelaney · · Score: 1

      There's a significant difference to being insulted within the game (by other characters, etc) and being insulted directly by the game author/designer.

      One is part of the game, and can contribute positively to the game experience. The other is just going to convince people not to play the game.

    2. Re:The Right Not To Be Insulted by radicalskeptic · · Score: 3, Insightful

      I think there's a difference betwen insulting the player (what the article seems to dislike) and insulting the player's character (what you're talking about). Having an NPC call my character "a fat, smelly elf" is much different from a game actually insulting me.

      I will say that the article was complete trash though... most of these aren't "rights", they're just guidelines for good games--and incredibly OBVIOUS ones at that! I mean, c'mon, look at these:

      -The Right to Quit, Pause, Save and Resume the Game
      -The Right to Instructions
      -The Right to Win

      I'm looking through my collection of games right now (from all the major consoles), and I can't find a single one that didn't come with a playing manual, didn't allow you to save your progress, or which I felt was impossible to beat.

      From the article: The majority of the time a player spends in a game, he should be making decisions, exploring, creating, overcoming challenges, or otherwise acting upon the game world in some way. Players come to play, not to watch cut-scenes. Notice that I say the majority of the time. Non-interactive elements are not forbidden, but they should not take up more than 50% of the playing time of the game. (This is the absolute maximum; many gamers would contend that non-interactive elements should take up no more than 1% of the playing time of the game, if that.)

      Uh, well the Metal Gear Solid franchise seems to be doing just fine, and that series is notorious for its long and numerous cut scenes... But whatever.

      I have an idea: Why don't we just let the market decide which games people will buy, instead of some guy who is spouting off his opinions and calling them "rights."

      --
      WARNING: If accidentally read, induce vomiting.
    3. Re:The Right Not To Be Insulted by Anonymous Coward · · Score: 0

      It wasn't just the right to save but the right to save at any time. Which the vast majority of console games don't have.

    4. Re:The Right Not To Be Insulted by GaryPatterson · · Score: 1

      The right to save is an interesting one.

      Sure, just about every game allows you to save your position in some way. That's fine.

      But what about the games that artificially place save points to restrict your progress?

      Who hasn't played a game where the last save point is ages before a major boss and you have to survive all sorts of crap before you can actually get there?

      That's fine the first few times, but if you get knocked out again and again, you start to feel that you're wading through crap before you get back to the good bit. It weakens the game.

      Saves should be universally available.

    5. Re:The Right Not To Be Insulted by LuckyPossum · · Score: 1

      The whole "Right not be insulted" is bullshit. I miss Wolfenstein 3D's "Daddy can I play too?" mode or "Don't hurt me", I loved that because it gave me all the more incentive to get better so that I could play on "Hurt me plenty" or "I am death incarnate"

    6. Re:The Right Not To Be Insulted by Pxtl · · Score: 1

      It's different when you, the player are being insulted directly by the designer. That's just nasty.

      Now, my problem is that half of those things are about annoying adventure/action games. For those of us who don't play games that are about plot and character and all that stupid window dressing, half of those don't apply. It sounds like, from his fuming, the designer shouldn't either. Ditch the wanna-be RPGs and just play some freaking Serious Sam. The plot is barely present, the motivation is minimal, the cutscenes are nothing but flyarounds of the next area. Plus, if a game is very conventional, instructions are unnecessary - Doom lacked instructions, and nodody complained.

      My list is much simpler: eliminate everything that keeps me away from the gameplay. Fsck plot. Fsck loading screens - the textures didn't need to be that high-res. Fsck backtracking for ammo, health, etc. Fsck hunting for save points 'cause they're too far apart. Fsck manually hitting F9 to quicksave because there are no save points. Fsck tedious, repetative tasks.

      More designers need to play Halo II's single-player campaign and notice all the details in it that remove these annoying features. The shield-regen system eliminates hunting for health. The plentiful, handy guns and small inventory means no inventory rationing and scavenger hunts. The frequent savepoints eliminate hunting for savepoints or manually bashing the quicksave key before rounding a corner. The co-op teleporting prevents losing your teammate.

      It all _just works_. It's the kind of stuff that should've been in Doom 10 years ago.

      There's a sticker from Unamerican.com that all game developers should remember: "DESTROY WHAT BORES YOU ON SIGHT!".

    7. Re:The Right Not To Be Insulted by chrisflesner · · Score: 1

      I'm looking through my collection of games right now (from all the major consoles), and I can't find a single one... which I felt was impossible to beat.

      Lucky for you, you never purchased South Park for Nintendo 64. Even with unlimited ammo and invincibility cheats on it was still impossible to defeat the final boss. I hated that game with a passion.

    8. Re:The Right Not To Be Insulted by mink · · Score: 1

      Lure of the Temptress (I think) had a sound clip that played when you selected easy, "Make way for the queens garbage!"

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  7. The right to instructions by hackwrench · · Score: 1

    The Dragon's Lair/Space Ace Games were really rotten on that point.

    1. Re:The right to instructions by radicalskeptic · · Score: 1

      Dragon's Lair and Space Age were both released in 1983... Which I think goes to show that this article might have been useful about 20 years ago. But now he's just stating the incredibly obvious.

      --
      WARNING: If accidentally read, induce vomiting.
    2. Re:The right to instructions by radicalskeptic · · Score: 1

      Er, "Space Ace", not "Space Age", sorry. (Hey, give me a break, it was released before I was born!)

      --
      WARNING: If accidentally read, induce vomiting.
  8. Re:Players Bill of Rights????? by Creepy+Crawler · · Score: 1

    Of course I know what it SAYS, but no game desginer that MATTERS will give a shit.

    Im sure you'll have a few small-fry operations make some crappy 3d game (like yet another doom clone) that'll listen. But I know, as well as you, that until the big guys listen to that, this'll go nowhere.

    Fuck, according to the EULA, its against the rules to even know what HP/MP/XP levels you have on Evercrack... Everquest. You have to use a linux box as a shim and gui to see the datastream and decode it from there. And for Sony, their group of addiction psychologists say that's better for revenue.

    --
  9. Get on with it by vga_init · · Score: 3, Insightful

    The points forwarded in the article are mere childsplay. For the most part, game designers have been doing all of these things for years; we're talking standard fare. Individual games and genres tend to suffer differently in these cases, but I don't think the problem is as rampant as the author makets it out to be. Right not to be insulted? I've never played a commercial game worth a lick that was like that; the best example they could come up with was a cell phone clone of minesweeper? Apparently this is not such a big problem.

    Instead of focusing on things that games ALREADY do, I'd rather like to see some rights that consumers need such as the right to fresh, creative content. It seems like the most popular games today are sequels and/or rehashes of old game engines and ideas. Where's the excitement?

    Also, gamers should have the right to OWN their games. That's right folks; they should be able to pay once and get a full copy, preferrebly with source. Along with this goes the right to play your game; I own dozens of Windows and DOS games that are no longer playable on my current systems. More games should be liberated so that we can port our treasured games and continue playing them.

    See, now we're talking about rights, not this "I can't figure out what the buttons for my game" nonsense.

  10. Three counterexamples from the NES era by tepples · · Score: 1

    I'm looking through my collection of games right now (from all the major consoles), and I can't find a single one that didn't come with a playing manual

    Most used cartridge games nowadays are sold without a manual because the cardboard packaging that was common when those games were sold new did not make it easy to keep the manual next to the game. Or by "all the major consoles" do you refer to disc-based consoles (PS1, PS2, GameCube, Xbox) and absolutely nothing else?

    didn't allow you to save your progress

    Most NES games did not contain a battery. Zelda, Final Fantasy, and friends were exceptions, not the rule.

    or which I felt was impossible to beat.

    Tetris, one of the hottest selling games of the late 1980s, did not have an ending to speak of (other than the various missile or shuttle launches), and very few people have mastered the game enough to be able to succeed at insane speeds for the several minutes that it would take to top out the score at 999,999 points.

    1. Re:Three counterexamples from the NES era by radicalskeptic · · Score: 1

      Yeah, 20 years ago, these were issues. But the article wasn't written 20 years ago. Today it's just a no-brainer.

      --
      WARNING: If accidentally read, induce vomiting.
  11. The Right to Logical Gameplay by ComputerSherpa · · Score: 3, Insightful
    When my character is presented with a puzzle, the puzzle may seem incredibly arcane and complicated at first glance, but when it is complete, I should be able to say "Ah! That makes sense. If my character had spent enough thought and observation on this puzzle, he/she could have figured it out without the need for a cheat, a walkthrough, or a brute-force." Puzzles need to make sense, or you're just torturing the player needlessly.

    Likewise, game designers should not needlessly impair the player's progress. Designers should keep the characteristics of the player-character in mind and design environments accordingly. If I am playing a fireball-hurling Mage, a wooden chest should not prove too difficult for me to open, key or no key. If I am playing a human, when confronted by a waist-height fence, I should be able to hop over it if I choose instead of worrying about the silly lock. (That doesn't mean I shouldn't be looking over my shoulder when I get to the other side, watching for dogs, guards, or laser turrets.) Any player should be able to ask, at any time, "Well, why can't I do this?" and receive a better answer than "Because you're not supposed to do it that way" (e.g. "Because you won't fit there" or "Because you'll die"). Being blocked by an invisible wall for no apparently good reason is frustrating and insulting. Put some thought into it and make a game that we can get into.

    --
    Information wants to be anthropomorphized!
    1. Re:The Right to Logical Gameplay by DeanAsh · · Score: 1
      Any player should be able to ask, at any time, "Well, why can't I do this?" and receive a better answer than "Because you're not supposed to do it that way" (e.g. "Because you won't fit there" or "Because you'll die"). Being blocked by an invisible wall for no apparently good reason is frustrating and insulting. Put some thought into it and make a game that we can get into.

      Case in point - Splinter Cell has these infra-red sensitive automatic turrets - basically machine guns on tripods. They look as though you could just push them over if you approach from the right angle. Except you can't. You're standing right next to it, on one side of its field of fire, needing to get to the other side. You can't pick it up, turn it around, push it over, creep under it, over it, put something over the sensor, jam the mechanism, or otherwise affect something that looks reasonably accessible, especially to the super-spy that you're playing.

      That was the only flaw of this type that comes to mind in an otherwise good game, but it drove me nuts!

      --
      What is the shortest sig that cannot be expressed in fewer than 20 words?
  12. All 20 copies in this store are defective by tepples · · Score: 2, Insightful

    Software generally has a return policy of a) no returns if it's opened or b) exchange for the exact same title (to protect against defective media).

    OK, so how many exchanges for the same title does it take to convince a store that every copy of a given work will be defective in the same way?

  13. Invisible wall at the edge of the map by tepples · · Score: 1

    Any player should be able to ask, at any time, "Well, why can't I do this?" and receive a better answer than "Because you're not supposed to do it that way" (e.g. "Because you won't fit there" or "Because you'll die"). Being blocked by an invisible wall for no apparently good reason is frustrating and insulting.

    What about because the player is skating away from the ****ing park? Should the game just let the player fall off the edge of the map?

    1. Re:Invisible wall at the edge of the map by GaryPatterson · · Score: 1

      Why not something a bit more logical than an invisible wall?

      Maybe a real, visible wall, or a chainlink fence? Makes much more sense.

    2. Re:Invisible wall at the edge of the map by Moraelin · · Score: 1

      There are more logical ways of blocking the player's progress than invisible walls or, a stapple of Japanese console RPGs, having some fallen twig or small pile of sad that my character seemingly can't possibly step over.

      Sometimes you arguably don't even need a barrier there to start with.

      E.g., take EQ2. I want to get out of those newbie crafting-shops-inna-basement, so I start walking up those stairs... only to run into an invisible wall. I have to click on the stairs to get out.

      Why is that barrier even necessary? Can't the game just change the map when I hit the middle of the stairs? FPS games have managed to do just that for a decade now: I hit a turn in a corridor, the next map loads, no barrier was needed. So why can't Sony do the same thing?

      Either way, noone says that you shouldn't ever block the player, much less than that they should fall off the map. Just to keep the barriers visible, obvious and (my own pet peeve) _consistent_.

      Decide in advance up to what angle can my character go up slopes, and stick to that on all maps. Because if in one place I can climb a nearly vertical rock cliff (e.g., the islands SW of Antonica in EQ2) and in the next map I'm blocked by a 45 degree slope, it becomes a case of invisible walls again. There is no logical and/or obvious answer why I can't climb this one, when I've just climed a much steeper one on my way here.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  14. Cut scenes and loading by tepples · · Score: 1

    I especially liked the Right to Control Cut-Scenes, that's a must-have.

    Some of the shorter unskippable cut scenes have a purpose: allowing the game to load data while preserving immersion. I play one game, Katamari Damacy, that inserts ten-second cut scenes (<King> "Your clump has reached 3.0 meters. Still just a toddler, but now there's a way through here.") every five minutes or so, so that it can load more parts of the game world that it keeps fenced off until you get a large enough clump to roll over the fence.

  15. Accessible by tepples · · Score: 1

    I like going barefoot but I won't cry about getting kicked out of Best Buy for that because I respect their right to be selective.

    What about a customer with a disability that prevents her from wearing shoes, such as severely deformed feet, or prehensile feet developed as a compensation for deformity or loss of both hands, or the like? Then your business might run up against applicable anti-discrimination laws.

    1. Re:Accessible by Elshar · · Score: 1


      Maybe, but I highly doubt it as they're not discriminating against the person on the basis of their deformity but on shoeless/barefoot people in general.

      All the grotesquely deformed person has to do is put a bag over their foot, and everything's good. :)

  16. Bargain basement games by tepples · · Score: 1

    But the article wasn't written 20 years ago.

    Jakks Pacific's Plug and Play TV Games use technology from the NES era in order to let the company push the price below $20 per unit. In fact, a lot of the electronic games sold today are handheld games with large, custom-shaped LCD pixels, which is Game & Watch technology developed 25 years ago. And how can a web game allow saving without cookies, which unknowing users like to delete first and ask questions later?

    1. Re:Bargain basement games by FLEB · · Score: 1

      And how can a web game allow saving without cookies, which unknowing users like to delete first and ask questions later?

      You could have a downloadable/uploadable game data file, or a username/password-based save-and-restore on the server side... ...or (and I rant) users could just realize that, in general, persistence on the web is dependent on cookies, and it's to be expected that you will lose advanced functionality if you disable advanced-functional features of your browser. Most people who care enough to delete cookies are knowledgeable enough to expect that it will kill persistent functionality on sites. If not, they'll soon find out. The same goes with killing JavaScript, or Flash, or running at 640x480x256: Turn off functions, and you'll lose functionality.

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
  17. The Right to Play. by ElleyKitten · · Score: 2, Insightful

    From the first right: >>The majority of the time a player spends in a game, he should be making decisions, exploring, creating, overcoming challenges, or otherwise acting upon the game world in some way. Players come to play, not to watch cut-scenes. Notice that I say the majority of the time. Non-interactive elements are not forbidden, but they should not take up more than 50% of the playing time of the game.

    Maybe I'm the minority, but I like cut-scenes. I play games instead of watching movies or TV. While I enjoy action games, I love JRPGs that have hours and hours of cut-scenes, and I really wouldn't notice if the cut-scenes took up more than the 50% of the game (though I usually do all the sidequests, so I highly doubt even close to the time I spend is half cutscenes). I could even imagine a developer making a RPG-like game that didn't have battles, just exploring and cut-scenes for non-gamers. My point is that people like different things, and that as a group demanding that games have a limit to cut-scenes is about as pointless as demanding no more Ecco the Dolphin games. If you don't like it, don't buy it, but trying to stop if from being made makes no sense at all.

    Of course, it's not like this matters as all, this article will be forgetten by the time the next thing is posted on slashdot (or it will be the next thing posted on slashdot), but I just felt like giving out my two cents.

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
  18. My criticisms by tepples · · Score: 0

    The Right to Instructions. ... The instructions don't have to reveal everything about the game, but they must tell the player which buttons, commands, or menu items do what.

    Would these instructions be part of the game program, or would they be printed in a paper manual accompanying the game? In the former case, the recent Tony Hawk games have a nice way of doing this, by putting a big, labeled picture of a controller on the loading screen, but it wouldn't be feasible in the case of really small systems such as a Tamagotchi. In the latter case, the publisher can't control whether a game sold in the used market includes a manual.

    The Right To Control Cut-Scenes. This right also applies to long monologues by mentor characters, mission briefings, scrolling text, and any other period in the game when the player can only sit and watch.

    Would you want to watch the mission briefing that the game presents while it copies models and textures from disc to RAM, or would you rather skip it and see a blank screen with a progress bar?

    The Right to Quit, Pause, Save and Resume the Game. In a single-player game, the player has the right to start and stop the action at will, including switching the machine off and coming back to the game later, i.e. saving and reloading.

    This would defeat the purpose in a stamina based game such as Pop'n Music, Dance Dance Revolution, Pump It Up, Stepping Selection, or In The Groove. If you can't get through an eight- to ten-minute "marathon" course without a break, then you need to train more on the easier levels.

    I will make one exception about saving, for games that last 30 minutes or less. Other than that, you must allow him to save.

    Which means that most handheld games are exempt, as they're typically designed for 10 minutes or less of play at a time. Even games such as Katamari Damacy are not affected, as the longest ordinary level in KD has a 25 minute time limit before the King gets impatient.

    1. Re:My criticisms by Sigma+7 · · Score: 1
      Would these instructions be part of the game program, or would they be printed in a paper manual accompanying the game?


      The only requirement is that they be listed - whether by online help, instruction manual, or through the config screen (as a last resort).

      Some games, like Freespace 2, have too many commands to list in a manual (but they are all intuitive enough.) However, games loke Fair Strike (a heli-copter sim) have commands that require much more than a simple summary - they also need a basic flying lesson unless you want to fly clumsily or in the lobotomised "arcade" mode. (Of course, the AI players always choose arcade mode.)

      Would you want to watch the mission briefing that the game presents while it copies models and textures from disc to RAM, or would you rather skip it and see a blank screen with a progress bar?


      Most of these cutscenes are descriptive - they do none of this. Worst case is CNC Generals - not only does it cave cutscenes, but the 30-45 second briefing movie blocks the loading sequence.

      Even if the intro is hiding background loading, it should finish as soon as the loading is complete - if Civilization can do it based on leading speed, then so can any other game. Showing a loading bar when skipping is desired is optional.

      Oh, and don't expect anything more than an FMV if this performed - you still need plenty of CPU power for background leading to complete.

      If you can't get through an eight- to ten-minute "marathon" course without a break, then you need to train more on the easier levels


      The author already took care of that. He accepts a no-save situation for sub-30 minute games - if you really play these kind of games for a long period of time, breaking out of a single session won't really throw you back. Even so, it's really an arbitrary guideline - something like this is a case-by-case basis

      A more important complaint involves rare games that are designed to be ironmanned - while saves are allowed, they are erased once loaded. Other than that, any problems arising from the article are generally minor.
    2. Re:My criticisms by tepples · · Score: 1

      Oh, and don't expect anything more than an FMV if this performed - you still need plenty of CPU power for background leading to complete.

      A cut scene can usually be fairly completely scripted, which takes much of the physics and AI code out of the loop. The NES accomplished cut scenes in far less than 0.002 GHz.

      The author already took care of that. He accepts a no-save situation for sub-30 minute games

      Sure, the author accepted a no-save situation during a mission not exceeding 30 minutes, but he didn't seem to accept a no-pause situation. Still, given that people tend not to complain about lack of pause in DDR, this would indeed be a special case.

      A more important complaint involves rare games that are designed to be ironmanned - while saves are allowed, they are erased once loaded.

      Then you get into the games where people will play for five seconds and then quickload if they get shot once *cough* Max Payne *cough*. I just don't think that kind of game mechanic is immersive in the slightest.

    3. Re:My criticisms by Nasarius · · Score: 1
      Then you get into the games where people will play for five seconds and then quickload if they get shot once *cough* Max Payne *cough*. I just don't think that kind of game mechanic is immersive in the slightest.

      But that's your choice. You're free to save and load (or not) whenever you want. I learned a long time ago that playing shooters like that makes them tedious and easy, so I stopped doing it. Why do you care what other people do?

      --
      LOAD "SIG",8,1
    4. Re:My criticisms by bVork · · Score: 1

      Heh. Stamina-based games such as all of the rhythm games you mentioned fail another right, and rightly so - The Right to Make Decisions. You might as well learn to actually dance or play an instrument. The result would be the same, and you'd end up with a genuine skill that non-gamers would appreciate. Dragon's Lair and Space Ace also fail this.

      I'd personally amend The Right to Quit, Pause, Save and Resume the Game to allow no longer than half an hour between chances to save the game (as allowing the player to save anywhere would remove a great deal of challenge from various genres of games, like shoot-em-ups or platformers). Even better would be games that allow 'ironman saves' at any time (like Shenmue quicksaves - saving the game and immediately exiting, allowing the player to resume play at that exact spot another time, the savegame being deleted upon resuming the game), and 'save points' that allow one to save the game to a slot for later play, without having the save deleted if it is loaded again. That results in the best of both worlds - it allows the player to interrupt the game at any time if real life intrudes, doesn't remove any challenge from spacing save points between difficult sections, and lets the player save instances of the game at decent intervals.

    5. Re:My criticisms by Anonymous Coward · · Score: 0

      If you don't understand the decision-making going on rhythm games, you haven't played them enough I'm afraid. There tends to be a progression of various techniques, depending on the specific interface.

      No, there isn't a "real" choice, but most games don't present a real choice either. Scroll left-to-right, follow the scripted sequence, timing your jumps...it's all the same, an accumulation of techniques that let you base your moves on the game's cues, the only difference being that rhythm games(and Space Ace/Dragon's Lair, for that matter) don't let you pause for a break, or let you inspect things before giving it a go. Like you said, saving anywhere in such games is defeating the purpose! I'm amazed you can't see the similarity.

      Games that DO present a choice are really very different, and most of them aren't action games. If they are action games, the action elements are generally as above, but with some macro-choice allowing you to engineer the next sequence, which works out quite wonderfully in games like GTA. The truly interesting choices need to be spaced out to work.

    6. Re:My criticisms by bVork · · Score: 1

      All of the choices in rhythm games are done outside of the internal context of the game - when you plan things out and think about foot positioning, etc, you aren't thinking in terms of the game. It's the equivalent of choosing a way to hold a controller or which handedness you'll use on a DigDug arcade machine. (I prefer using the joystick with my right hand and pumping with my left, but I digress). All of these choices have nothing to do with internal game logic. Rhythm games are simply whack a mole - you cannot develop internal strategies or think about your actions. The difference between that and other genres is that you can usually think about the reasoning behind a twitch reaction, albeit sometimes only after the fact.

      For a good example, level 4-2 of Super Mario Brothers has a long gap, a really small landing area, and a second gap beyond that, all right at the beginning of the level. There are several options here: you can go slow and thus be more sure of landing on the small platform, but risk falling short. You can also go fast and reduce your speed in midair, removing most of the risk of falling short but increasing the chances of overshooting the platform. This is very different from external strategies (which, to continue the comparison, would be akin to choosing between a single thumb for the B and A buttons or using your index and middle finger and having a looser grip on the controller.)

      Similar things apply to first-person shooters (choosing targets in order of apparent danger, weapons management, timing your reloads, etc) and just about every other action-oriented genre - with the aforementioned exception of laserdisc games.

      Do you see my differentiation? Choices must be made within the game, not without. Otherwise you're just 'playing' Simon.

    7. Re:My criticisms by grumbel · · Score: 1

      ### I just don't think that kind of game mechanic is immersive in the slightest.

      As with most of the other points it again depends on the type of game. In pure action games I agree quicksave can ruin the game, since part of the gam e is actually remembering the enemies movement and using that info on the second try. However in more free form games like DeusEx or OperationFlashpoint I find that quicksave makes those games a lot of more fun, since quicksave gives you a hell of a lot more freedom to experiment with different tactics. They give you a way to explore how a scenario would have evolved if you would have done things different, something that wouldn't be possible without quicksave, since the situation can turn out completly different on a retry.

  19. The right to fast-forward by tepples · · Score: 1

    My point is that people like different things, and that as a group demanding that games have a limit to cut-scenes is about as pointless as demanding no more Ecco the Dolphin games.

    The article isn't about demanding fewer cut-scenes included with a game. It's about demanding a fast forward button. How many times have you used a summon in one of the disc-based Final Fantasy games and waited a whole minute for it to play out? Is it really covering loading for the whole time?

    1. Re:The right to fast-forward by ElleyKitten · · Score: 1

      >>The article isn't about demanding fewer cut-scenes included with a game. It's about demanding a fast forward button.

      No, actually, it wants less cut-scenes and the ability to pause and replay them.

      See The Right to Play: Non-interactive elements are not forbidden, but they should not take up more than 50% of the playing time of the game.

      See also The Right to Control Cut Scenes: This means the right to pause them, to interrupt them, and to replay them again later.... ome people want a full set of VCR controls in the game, but I think that's overkill

      So, interactive elements (including cut-scenes) shouldn't be more than 50%, and some people want "VCR controls" (fast-foward and rewind), but the article writer thinks that's overkill.

      Also, most newer Final Fantasies have shortened battle-cutscenes once you've seen it once. I don't remember being annoyed at battle cut-scenes since FFVIII, and that game pretty much sucked all around.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    2. Re:The right to fast-forward by KDR_11k · · Score: 1

      I think "skippable" should be added if it's not implied yet. When there's a hard boss that has a half-hour cutscene between him and the last savepoint that makes me stop playing.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  20. I have access to a shrink wrap machine... by Generalisimo+Zang · · Score: 1

    So, I pretty much already have that "right". :)

    1. Re:I have access to a shrink wrap machine... by KDR_11k · · Score: 1

      Shrink wrap looks different from the standard wrap games come in but then again stores like EB Games have the nerve to rewrap copies their employees used and sell them as new so you could tell them it's one of their employee-used games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  21. I don't agree with all points by PromANJ · · Score: 2, Interesting

    "The Right to Play." - Taste is like the bottom on this one (split). If the game promises gameplay and only have "intermission" videos then I'll be disappointed, but if I like stories and the game promises that I might enjoy it just like I enjoy a movie.

    "The Right to Win." - I guess most of the offenders here are old shooter games with 100 or 255 levels of invading pixly monsters. Not sure if I have seen it in any new (big) games.

    "The Right to Instructions." - I disagree about the "bad games, period." part here. I figured out Utopia K240 without instructions (read: I didn't own the manual *cough*), and a lot of other games, and they were very good games, I still play them. Most new games have pretty decent ingame tutorials/manuals or they are self explainatory due to the low complexity. I really miss games of K240's complexity. Just imagine what could be done with that concept today!

    "The Right to Feedback." - I agree here, but I hope developers doesn't take this point as "Put as many numbers and bars floating over the head of the players as possible".

    "The Right To Motivation." - I disagree. Adventure, Exile (2D game mind you), Zelda 1, Metroid 1 and ome older RPGs were good (appealing to me) just because they didn't herd and nanny you around. They just went like: "Here's a world and some stuff, have fun!". I remember first playing Zelda 1, walking straight to the first level right away. Maybe I was just lucky, or maybe the map design was so clever that it tilted me in that direction. It felt awesome finding it all by myself anyways.

    "The Right to Make Decisions." - I agree with this one, especially the mole-whacking analogy. A shooting course with flat figures that pop up might be another fitting analogy. That's how I feel playing most games today.

    "The Right to a Swift Death." - Exile (old 2D game) didn't kill off the player if things were hopeless. The player was responsible for his actions and didn't get nannied by the game. If it's impossible to mess up without dying the game is probably too limited for my taste. I'm not much for 65536 damage invisible forcefields.

    "The Right To Control Cut-Scenes." - I think most people agree with this one. I think another should be added, namely the right to skip ESRB notices and stupid DVD menus, but that's a different discussion. I just wanted to RAGE a bit about that. I'm done.

    "The Right to Quit, Pause, Save and Resume the Game." - This is a tricky one isn't it? Being able to save anywhere makes you behave sloppy, the game feels pointless cuz you feel you just can reload anyways, and you never get the same feeling of excitement when you're SO near killing the boss.
    On the other hand it's very annoying having to repeat things when you die. There's a few other solutions, like a limited amount of 'save-coins' you can use, or the Exile approach where you just teleport, or the Nethack-ish 'permadeath', to mention a few. In anyway I don't think being able to 'save-state' anywhere is an ideal solution.

    1. Re:I don't agree with all points by Sigma+7 · · Score: 1
      "The Right to a Swift Death." - Exile (old 2D game) didn't kill off the player if things were hopeless.


      In Exile II, a primary objective is to take out a mass teleportation device. However:

      - Once you start it's destruction, a timed sequence activates.
      - You have to acquire a quest item. If you don't, consider your party whacked by a tactical nuke. (But at least you take out the Empire with you.)
      - You have to learn how to use the quest item. If you don't, see previous point.
      - The quest item, and information on how to use it, must be learned off-site.
      - The blast only occurs after a set amount of time and not before, even if you do not have the prerequisites above.

    2. Re:I don't agree with all points by Sigma+7 · · Score: 1

      Almost forgot - while you do know that you have the quest item, there isn't necessairly a way to tell if you can use it at a given time. The trigger for learning is one of the "[You make a note of this]" that is set in a conversation, a state that can be lost subtly when you reload a saved game.

      While you ultimatly die, you still have to find out for yourself that the situation was hopeless and/or wait for the timer to expire. Thus, a player might think the game situation is A-OK, but is truly unprepared.

      Exile3 added a quest log of some sorts to help combat this problem - a player knows exactly what is going on based on its contents. It also helps keeping track of what you have to do - while it is still open gameplay, there's still a sequence of events that unfolds.

      P.S. There is an insta-kill forcefield in Exile II. Try assaulting the front - you get killed via trigger rather than combat.

    3. Re:I don't agree with all points by the_real_tigga · · Score: 1

      I remember first playing Zelda 1, walking straight to the first level right away. Maybe I was just lucky, or maybe the map design was so clever that it tilted me in that direction.

      No, it was because the came with a map leading to the first level printed on a piece of paper.

      --
      my .sig is better than yours.
    4. Re:I don't agree with all points by PromANJ · · Score: 1

      "No, it was because the came with a map leading to the first level printed on a piece of paper."

      ...which I didn't look at. What do you think the first thing a 10 year old kid does is when he gets a new NES game? Read the manual? Haha, No. He rips open the box, briefly ogles the golden casette, then plays 8hrs straight.

  22. Backups and Internet Blackmail by thirty2bit · · Score: 3, Insightful

    Don't forget:
    1. the right to make a backup of your disc.
    2. install and play your game without having to reinstall bare Windows to do so (Starforce: hostile anti-user copy protection and Punkbuster, which currently hates GetRight of all things. Both quickly pronounce users as guilty of hacking without a trial)
    3. install and play your game without needing ANY kind of internet connection whatsoever. Half Life 2 and the (currently vaporware) Prey will never touch my systems because of that.

  23. What's this 'She' crap? by bergeron76 · · Score: 1, Insightful

    I think it's highly insensitive to pander to the few female gamers and ignore the masses of males that play most games.

    Have we gone completely Politically-Correct Banana's here? If I were a "she" gamer, I would take offense to all these 'sensitive' game reviews/etc. that act like female gamers are the norm.

    Let's get fscking real people. We aren't idiots, and women can see through the pandering you dolts make when you try to make statements to the effect that "She" is the stereotypical gamer.

    --
    Don't think that a small group of dedicated individuals can't change the world. It's the only thing that ever has.
    1. Re:What's this 'She' crap? by ElleyKitten · · Score: 1

      The author alternating between using 'she' and 'he'. I think it was nice that he (and no, I'm not assuming a gender; I clicked on author's bio to find out) noticed that women do play games. *cue whining that 'he' is a gender neutral pronoun* Tell me all you want that 'he' is gender-neutral, but if you do, please explain why 'she' can't be used as gender-neutral as well. If I complained about every article that that only used 'he' for gender-neutral, well, first of all I'ld have that would probably take up my entire life, and second, I'ld never here the end of how I'm a crazy feminist who needs a life. So how about I don't complain when people use 'he for gender-neutral, and you don't complain when people use 'she for gender-neutral?

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    2. Re:What's this 'She' crap? by Anonymous Coward · · Score: 0

      What's wrong with "they" or "the player" as opposed to he or she?

    3. Re:What's this 'She' crap? by UserChrisCanter4 · · Score: 3, Informative

      It's possible that the author simply hasn't sat in a writing class in a few years. About 8 to 10 years ago, the MLA standard for a personal pronoun that referred to an indefinite person was "she." The MLA created this situation to rectify what was seen as the discriminatory use of "he" for years, and most style handbooks advised alternating between "he" and "she" when writing a lengthy discourse involving indefinite subjects.

      I can remember being taught in English classes that "she" was the correct way to approach a situation such as this Bill of Rights.

      Of course, after only a few years, it dawned on the members of the MLA that "she" was equally discriminating. Thus, the correct approach is now "he or she" in situations such as this, though it is very common for writers to erroneously use "they."

    4. Re:What's this 'She' crap? by KillShill · · Score: 1

      "they" is not erroneous. it has been in use for a long time but early last century, it no longer was part of the norm.

      "they" actually makes a lot more sense reading and writing to me than to use the words "he" or "she" unless speaking about a particular person's gender.

      "they" live(s).

      --
      Science : Proprietary , Knowledge : Open Source
  24. Re:Players Bill of Rights????? by Anonymous Coward · · Score: 0
    That's right! No game designer that MATTERS would put such crazy things in their game as "saving" or "skippable cut scenes"! What kind of hippie Open Sourcer bullshit is this?!?!

    (Seriously, your ability to get personally offended by a set of guidelines in a game developer magazine is impressive.)

  25. Games that might have inspired the bill... by dbhankins · · Score: 5, Interesting
    1. Right to Play
      Final Fantasy X

    2. Right to Win
      Not sure on this one, unless he means arcade-style games that don't have an end. Perhaps he's referring to games which have a bug that prevents finishing, none of which I've had the misfortune to encounter yet.

    3. Right to instructions
      Mortal Kombat, Tekken, and other fighting games that make you figure out the combos by trial and error.

    4. Right to Feedback
      Bushido Blade

    5. Right to Motivation
      Sim City, Populous

    6. Right to Make Decisions
      Not sure, unless he means rhythm games like Parappa the Rapper or Space Channel Five

    7. The Right to a Swift Death
      Sierra's Quest games (especially Space Quest) and any number of old adventure games.

    8. The Right to Control Cut-Scenes
      Final Fantasy X

    9. The Right to Quit, Pause, Save and Resume the Game
      Final Fantasy games, Tomb Raider games, and lots of other console titles. Not to mention a horde of games based entirely on checkpoints. These are why at least one PS1 emulator comes with a "save state" function.

    10. The Right to Choose Not to Save the Game
      Checkpoint-only games like Killzone

    11. The Right to Reconfigure the Input Device
      Lots and lots of console games. Final Fantasy Tactics comes to mind. Non-console, X-Wing comes to mind.

    12. The Right Not To Be Insulted
      Never encountered this, myself.

    1. Re:Games that might have inspired the bill... by DavidTC · · Score: 2, Informative
      There were only a few places in the entire Space Quest series where you could end up in an 'unwinnable' situtation, and those were not intentional. There is one game where you can even 'try again' when you die.

      The sole exception, as far as I know, was Space Quest 2, where in the first room you needed to pick up something that you needed near the end of the game, and that was deliberate, those bastards.

      And if you got attacked by the alien you had an alien burst out of your chest later on, but I laugh at people who complain about that. First, it was five minutes of gameplay you lost, and second, um, duh. What did you think would happen?

      --
      If corporations are people, aren't stockholders guilty of slavery?
    2. Re:Games that might have inspired the bill... by alphaseven · · Score: 1
      2. Right to Win
      Not sure on this one, unless he means arcade-style games that don't have an end. Perhaps he's referring to games which have a bug that prevents finishing, none of which I've had the misfortune to encounter yet.

      The most famous "bug that prevents finishing" is in Impossible Mission for the 7800, and I hear Slave Zero is unwinnable without cheating, but it's such a rare occurence I think it would have been better to write about bugs in games generally.

      12. The Right Not To Be Insulted
      Never encountered this, myself.

      In the classic game Balance of Power, if you started a nuclear war the game would tell you "You have ignited a nuclear war. And no, there is no animated display or a mushroom cloud with parts of bodies flying through the air. We do not reward failure." Being insulted by a snooty game is so rare I'm surprised it's mentioned.

    3. Re:Games that might have inspired the bill... by Soul-Burn666 · · Score: 1

      1. Agreed, tho some people like the genre of interactive movies.

      2. Seems like bugs only.

      3. Most fighting games from the latest era come with the full move list built in the game. Examples include Guilty Gear and Soul Calibur.

      4. Isn't bushido blade a 1v1 fighting game? afaik, when you hit someone, you do see them go limp, so that's a sort of feedback.

      5. For the games in your examples, the motivation is generally "the goal the player assigns themselves". The article refered more to "go find the amulet! no you don't need any reason to do that!"

      6. Again, there are many people who don't like too many decisions, myself included. Which is why I don't like strat games too much. Almost every game tho gives you desicions, usually in the form of "attack now" "jump now and attack later", skill based, not tactically/strategically based. The various DDRs don't have choise tho, you need to move according to the arrows.

      7. Argh I hate this. That's one of the reasons I seriously hated Sierra's quests. Every time I finished a quest game, I thought if there's a place to get stuck in (and not die immedietly). If there were none, the game scored better for me (includes Lucas Arts games, other than the original Maniac Mansion). If there were some, but obvious ones, then ok. If there were on the level of KQ's then gah it sucks.

      8. Indeed. Cutscenes are fun for the first time, maybe the second. After 10 times, going through a 10 min cutscene just before the hardest battle, it gets frustrating. The ability to skip a cutscene you already saw should be present (tho not too delicate so you won't skip a cutscene you have not seen yet).

      9. Giving the ability to save all the time will cause people to save all the time. This, from my experience, reduces the fun. The game should have save points and auto save points in reasonable places but they MUST allow the player to save&quit whenever they want to. If you're allowed to save&quit whenever you want, then there's no problem of needing to quit the game "now". Also, if done like with nethack, you can only load that save once, making it akin to "stand-by". In portables such as the DS, just closing the screens will suspend the game and re-opening it will resume the game from that exact spot.

      10. Agreed. But many games already have a difference between "normal saves", "quick saves" and "auto saves".

      11. On the other hand, many console fighting games allow reconfiguring of the controllers, for example Guilty Gear and Soul Calibur. On the PC, configurable keys are standard. (except maybe some indie japanese games, but they all have the same controls anyways, zxc and shift)

      12. If it's done with good taste, bring it on! The various "ranks" and snide comments when approriate make it fun. If a character in an RPG is specifically annoying, that's on purpose and it's there to make you hate that char, that's also good. But I hate it when I can see the game designers insult me, by violating many of the above guidelines, when the game crashes continuously, when things don't work even when I do exactly what they say, just because I haven't triggered something which was never mentioned.

      --
      ^_^
    4. Re:Games that might have inspired the bill... by blancolioni · · Score: 1

      The Right Not To Be Insulted

      Never encountered this, myself.


      Early Star Wars RTS from 1995 or so ... go go gadget google search ... Star Wars: Rebellion. Part of the game was attempting to win over planets using, for example, the Emperor to suck up to the planetary leaders. If that failed (he succeeded if he rolled a 20, 19 if he hitched his robe up), he would say "Fuck you, loser" or something like that.

      Maybe I'm oversensitive, but it really turned me off ...

    5. Re:Games that might have inspired the bill... by dbhankins · · Score: 1

      4. I'm referring to Story Mode, wherein you battle a series of computer-controlled opponents. AFAIK, there's no feedback to indicate whether you've violated the Bushido Code. If you do, the game stops after the sixth opponent and puts up a screen about the drawbacks of cowardice.

      Not only is there no feedback in the game, there's nothing in the manual that spells out the code - all it mentions is "striking someone from behind while running or climbing away". Had to look at an online game guide to find out.

      I follow all those rules and I *still* get the coward's ending. Sigh.

      Some kind of feedback - a flash of lightning, boom of thunder, screen turns yellow, whatever - to warn me of Code violations would have made the game far more enjoyable.

      9. A quicksave you can only restore once? Sounds like the perfect solution, when combined with savepoints at reasonable intervals.

      11. I know that a lot of console games allow reprogramming the controller, but I think it's those that don't that inspired that item in the Bill. For instance, Driver on PS1.

    6. Re:Games that might have inspired the bill... by KDR_11k · · Score: 1

      Have a N.I.C.E. Day and its sequel N.I.C.E. 2: After each race you'd have some guy insult you and downtalk your results.

      One Must Fall 2097: In tournament mode your chief engineer would complain about your crappy performance after every match.

      Z - Steel Soldiers: The game would start insulting you as you started losing (your announcer would say things like "you suck", "you really suck", "just give up already" and when you lost any remaining units would chime in as well).

      X - Beyond the Frontier: If you failed the tutorial it would complain "somebody take that idiot away from the controls".

      Half-Life Opposing Force: Okay, you're going through boot camp and it's inspired by Full Metal Jacket but being called "dirtbag" all the time might not be what you seek in a game.

      Games like UT and Q3A don't really count for this.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Games that might have inspired the bill... by Roogna · · Score: 1

      2. Right to Win
      Not sure on this one, unless he means arcade-style games that don't have an end. Perhaps he's referring to games which have a bug that prevents finishing, none of which I've had the misfortune to encounter yet.

      ----
      I haven't seen this happen in many recent games, but I also haven't picked up many games in recent years that even have a "win" state. But one I remember very well was the original Defender of the Crown game, at least on the Mac, maybe not the other versions. No matter how well you did, how much you conquered, or how big your armies became, you couldn't change "history". At a point in the game you'd just always run into an army more massive and powerful than yours. Which left you no chance to succeed in conquering England. While this lent the game a bit of historical accuracy... it was still a game, not a historical battle simulation, and had implied that you could potentially "win".

    8. Re:Games that might have inspired the bill... by grumbel · · Score: 1

      ### 11. [...] On the PC, configurable keys are standard.

      Sadly this is only true for keyboard keys, free configuration of joystick axis and buttons is still quite seldomly seen in PC games, thus a lot of games are unplayable with the control device of your choice. Having rudders and throttle mixed up and no way to fix is another good way to ruin the fun. Luckily many joystick/gamepad drivers come with a way to remap joystick buttons to keyboard keys, which at least helps to get some games playable, but its still rather ugly to force the user into falling back to a non-standard third party configuration tool to get a game playable.

      A favorit example would be Gothic, perfect controlls for a gamepad, except that it doesn't support a gamepad, hrmpf...

    9. Re:Games that might have inspired the bill... by Stephen+Williams · · Score: 1

      The many exposition-by-radio-conversation scenes in Metal Gear Solid 2 might also have inspired the "right to play". I've read some quite scathing criticisms of MGS2 regarding the exposition scenes.

      (Speaking personally: though they could have been shorter, I didn't mind them so much, because I enjoyed the story. The head-messing fourth-wall breakery in the final section of the game more than made up for any earlier failings, too).

      -Stephen

    10. Re:Games that might have inspired the bill... by geminidomino · · Score: 1

      I need scissors!!

  26. Exile, Exile or Exile? by PromANJ · · Score: 1

    Exile II? Hmmm, are you talking about the topdown RPG Exile? It's new to me, I only knew there was a version of Myst called Exile. Apparently Exile II has a teleportation plot aswell, that might confuse my post further.

    The Exile I'm talking about never had a sequel, just a lot of ports. Some fan page:
    http://exile.acornarcade.com/index.html

    My own Exile project page:
    http://www.itchstudios.com/psg/exile/exile-ish.htm

  27. Maxis by RealityMogul · · Score: 2, Insightful

    Here's my bitch list... err, gamers bill of rights I mean:

    Physics: If you are going to try to make a realistic combat simulation game, make sure that those nicely detailed 50 ton tanks don't come to a dead stop when you run into a wooden crate! (Battlefield 2)

    Keyboard Controls: If you are going to make a racing game that allows keyboard controls, make sure the controls are usable on more than the 100hp car you start out with. Nothing sucks quite as much as spinning out on every little turn. This one is for Juiced. NFSU2 got this right.

    Splash Screens: If you want me to know that X, Y, and Z all made parts of the game, give me a way to skip past them! I don't want to sit through 30 seconds of mandatory splash screens each time the game loads. This is really sickening when the game has a problem and keeps crashing. I didn't spend a ton of money on a PC that can load stuff damn near instantly just to be delayed for marketing purposes. At least make the video files easy to find so I can delete them.

  28. Spivak by tepples · · Score: 1

    I think the best thing we could do is come up with a set of new, gender-neutral-only pronouns

    Everything2.com, a user-created encyclopedia/blog which was started by some people associated with Slashdot, seems to have standardized on the Spivak pronouns (e2 article | wikipedia article).

    But does the player have the right to play as a character of either sex?

  29. Saving by tepples · · Score: 1

    Sure, though the Pokémon series does allow for saving at almost any time, "the vast majority of console games" don't, but they also don't have 40 GB hard drives to persist huge amounts of game state. Most cross-platform games are limited to 8 MB memory cards, and players expect several saves to fit on one card. In addition, the article makes an exception for missions that definitely take 30 minutes or less, such as all missions in three out of the four PS2 games I own (Katamari Damacy, Frequency, and In The Groove).

    1. Re:Saving by KDR_11k · · Score: 1

      Many larger games love to space out savepoints at 1 hour intervals, hat's really annoying when you have to stop playing for some reason after 50 minutes.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  30. Because they're more awkward by tepples · · Score: 1

    The word "they" is plural, and not all sentences can be reworded to apply to multiple players rather than one player without sounding awkward. In addition, "the player" every time can become just as awkward.

    1. Re:Because they're more awkward by DoktorSeven · · Score: 2, Interesting

      I have always loved how the old 2nd Edition D&D manuals handled this. From the introduction (Advanced Dungeons & Dragons: Player's Handbook (1995), p9):

      A Note About Pronouns

      The male pronoun (he, him, his) is used exclusively throughout the AD&D game rules. We hope this won't be construed by anyone to be an attempt to exclude females from the game or imply their exclusion. Centuries of use have neutered the male pronoun. In written material it is clear, concise, and familiar. Nothing else is.

      --
      This is a sig. Deal with it.
    2. Re:Because they're more awkward by Anonymous Coward · · Score: 0

      ...and randomly switching between he and she at will isn't awkward?

    3. Re:Because they're more awkward by Anonymous Coward · · Score: 0

      Sorry, this post was meant to be in reply to the grandparent, not the parent.

  31. SimCity, Street Fighter II, and DDR by tepples · · Score: 1

    Right to Motivation: Sim City

    SimCity games have all sorts of info screens. The manual for SimCity (classic) for Super NES encouraged the player to set her own goal to maximize this or minimize that. For example, a lot of people play to see how fast they can get to 500K population. In addition, each game has a scenario mode that gives the player specific goals to be graded after 120 months of game time.

    Right to instructions: Mortal Kombat, Tekken, and other fighting games that make you figure out the combos by trial and error.

    This happens mostly when you buy a game used and don't get a printed manual. I bought Super Street Fighter II for Super NES when it was new, and it listed every button combination in the printed manual next to the picture of the character, although I never managed to pull off Cammy's knuckle-buster nor Zangief's circle moves with any regularity. Tobal No. 1 listed its characters' combos in the manual as well.

    Right to Make Decisions: Not sure, unless he means rhythm games like Parappa the Rapper or Space Channel Five

    Beatmania IIDX and Pop'n Music have enough keys that the player has to decide on which fingers go to which key. Even in a 4-key game such as DDR you have to make all sorts of decisions: should I double-step this Left-Down-Right, or should I do a crossover? At a higher level, should I approach "Exotic Ethnic" with stamina-draining double steps the way I do "End of the Century", or should I take the risk of performing complex crossovers and misreading the sequence? Even higher, should I drop down to standard for the next song to recover stamina, or should I push it and try heavy to get more unlocks?

  32. A Right to Win violation by atrader42 · · Score: 2, Interesting

    Right to Win Not sure on this one, unless he means arcade-style games that don't have an end. Perhaps he's referring to games which have a bug that prevents finishing, none of which I've had the misfortune to encounter yet.

    I actually have played such a game that was reasonably recent, called Sanity: Aiken's Artifact. Rather than use pre-rendered cinematics, all interactions were done in-engine. It was probably a 15 or 20 hour game that I got through and beat the final boss. At this point, there was to be a final interaction, which would presumably show everything going right and so on, except for the bug that in this final interaction that hero was a touch too close to a cliff and would die during the conversation, thus making it so nobody could see the ending. Arrrrghhh!

  33. One by caitsith01 · · Score: 1

    More accurate but having the same problem as saying 'the player' would be: "To some means of determining if he or she is in danger of losing the game.

    We have an indefinite pronoun, 'one'. But it would sound frightfully English if it were used widely in publications about gaming:

    "To have some means of determining if one is in danger of losing the game."

    Correct, elegant. But too subtle and antiquated for the average person.

    --
    Read Pynchon.
    1. Re:One by jcenters · · Score: 4, Funny

      Alternation is awkward. He or she used repeatedly is sexist and exclusive. You can't use they or them because that be bad English.

      So here's my solution: Combine "he" and "she." Of course, that pretty much just leaves "she," and it's not really inclusive, because it leaves out objects, like artificial intelligences and robots.

      So She + He + It = Shit, our new, all inclusive pronoun.

      Take for instance, this sentence that appeared in TFA:

      "If the player doesn't get feedback, shit can't adjust shit's strategy, and the outcome will feel random. Players need to know whether their approach is working or not."

      See, MUCH better!

      --

      vi ~/.emacs

    2. Re:One by cortana · · Score: 2, Informative

      One can also use the Spivak pronouns if one doesn't want to come off as sounding like a bit of a toff. :)

  34. how about.... by KillShill · · Score: 1

    the right of players to be able to start the freaking game right away without seeing your damn dirty logos and advertising (the way it's meant to be skipped).

    what moron thought it would be good to have company logos, production house logos, nvidia logos, EA sports challenge all that's not annoying, that take 30 seconds longer to get to the main menu without being able to skip it. not only that, why the hell should we have to sit through it more than once?

    if a player pays for the game, the advertising has to go too. i don't care who made the game or who published it... there ought to be a website dedicated to producing patches for games that strip out these unwanted elements.

    this industry is becoming more and more customer hostile each year and the above isn't even an example of such behavior...

    --
    Science : Proprietary , Knowledge : Open Source
    1. Re:how about.... by Soul-Burn666 · · Score: 1

      It's more annoying when you can skip the dev's logo but can't skip the distributer logo. Meaning the original company got it right, but then the distributers slapped on their own unskippable logo.

      Example is FF7 for PC. You can skip the Square logo, but can't skip the Eidos logo before it (you can prematurely skip it tho).

      --
      ^_^
    2. Re:how about.... by WWWWolf · · Score: 1
      Example is FF7 for PC. You can skip the Square logo, but can't skip the Eidos logo before it (you can prematurely skip it tho).

      You can at least interrupt the Eidos logo video so you don't need to endure it in all its length. Slowly fades away and ends maybe two seconds earlier. =)

      FF7 for Playstation is worse, by the way. There's absolutely no freaking way you can skip the SCE{A,E} name, but you can skip the Square logo entirely. (Luckily, the game can be reset without watching any of the logos again!)

    3. Re:how about.... by KDR_11k · · Score: 1

      Gamecopyworld.com usually has no-intro patches for the annoying ones as well.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:how about.... by leland242 · · Score: 1

      With just about every PC game, you can delete (or rename) the movie files and prevent them from loading. This is true for EA games because I did it for Battlefield 2 - so click the button and boom - right to the main menu.

  35. Don by Moraelin · · Score: 1

    How about the right to save and quit when I damn want to, or _need_ to. I remember one game which made me go literally for 10 (yes, TEN!) hours before it gave me a save point.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Don by Soul-Burn666 · · Score: 2, Interesting

      The best solution is the nethack solution. You can quit & save whenever you want, but you can only load it once. i.e, it's not save per se but rather stand-by.

      At least for parts where you usually don't have any save spots, it will solve the problem. For the save points, it can be allowed to save and load how many times you'd like, as expected from a save point.

      --
      ^_^
    2. Re:Don by Moraelin · · Score: 1

      True, I could live with that. Quite happily, in fact.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Don by justforaday · · Score: 1

      The best solution is the nethack solution. You can quit & save whenever you want, but you can only load it once. i.e, it's not save per se but rather stand-by.

      Ahhh, that's why I have a little script that copies my save file before launching Nethack. If I go and get myself killed in a stupid way, I can just copy the file back to the Nethack directory and retry that part again.

      --
      I'll turn into a supernova and burn up everything. Well I'll turn into a black little hole and you'll turn into string.
    4. Re:Don by Soul-Burn666 · · Score: 1

      Lamer ^_^
      After about two weeks of extensive play, I finished the game on nethack.alt.org. Obviously I was using Valk and knew all the spoilers (and got tips while playing from other players on that server), but I haven't used the "save game cheat" :)

      --
      ^_^
    5. Re:Don by Anonymous Coward · · Score: 0

      Ahhh, that's why I have a little script that copies my save file before launching Nethack. If I go and get myself killed in a stupid way, I can just copy the file back to the Nethack directory and retry that part again.

      Sir, I have to admire your courage. I would never have the guts to admit that I suck at nethack in front of whole crowd of slashdot nerds.

    6. Re:Don by justforaday · · Score: 1

      Jesus, it's not like I restore every time I get killed. Like I said, I only use it when I die due to something stupid (like trying to pretend I'm actually doing work when the boss walks by).

      --
      I'll turn into a supernova and burn up everything. Well I'll turn into a black little hole and you'll turn into string.
    7. Re:Don by Anonymous Coward · · Score: 0

      Jesus, it's not like I restore every time I get killed. Like I said, I only use it when I die due to something stupid (like trying to pretend I'm actually doing work when the boss walks by).

      Well over 90% of nethack deaths are because of stupidity. There are few unavoidable deaths: deadly poison before you have had any chance of obtaining resistance, getting caught in the early game in a corridor with some monster zapping attack wands at you, and having a chameleon turn in to an arch lich, teleport next to you and use the touch of death before you have a time to react.

      All other deaths are stupid. Some are more stupid than the others.

    8. Re:Don by Anonymous Coward · · Score: 0

      Why don't you just play with Wizard mode?

  36. Re:Players Bill of Rights????? by Creepy+Crawler · · Score: 1

    Sheesh dude. I was trolling. If you post early, and post often , and most of all, post negative, you rake in the luzer comments at you. I actually laugh at em sometimes.

    --
  37. Or Instructions, or winning by Moraelin · · Score: 2, Interesting

    Instructions: While technically any game came with a manual, I can think of several which came with piss-poor manuals, including one whose manual seemed to be made for a completely different game. It described stuff that didn't even exist in the game, or didn't work even vaguely like in the manual. I can only assume that they made the manual at a very early point, and changed their mind about half the design by the time they finished it.

    Winning: I can think of a lot of games which, while technically weren't impossible to win, felt a need to throw some massive tantrum at you at some point, that was out of your control and nigh impossible to recover from.

    E.g., try playing China in EU2. Everything is fun and games until the 1600's, when the game suddenly throws some scripted events at you that raise dissent sky-high and drop your stability in the basement. I mean so high that you literally can't recruit an army any more, and your tax income drops massively. Any conquests you did to that point _will_ be lost, as everyone revolts, _and_ the only way to stabilize the country into something even vaguely playable at that point is to basically move the army out of the capital and hope the rebels kill your government.

    While technically it doesn't necessarily mean you've "lost", it sure feels that way.

    Or take "Crusader Kings" where, since you're playing a dynasty as opposed to a country, if one of your emperors doesn't have sons your game may well be over. Literally. (Or some other unpleasantries, like finding yourself allowed to continue playing as the Baron of East Bumfuckistan, instead of the empire you've worked on building so far.)

    In both cases we're talking stuff that's basically outside the player's control. E.g., in EU2 all that condensed nastiness in the 1600's is on timed scripts. It doesn't matter if you're the best emperor ever and your population loves you, it doesn't matter if your policies don't reflect the historical causes of those revolts, you _will_ have those and your work _will_ be undone as your empire crumbles before your eyes. It will happen no matter what you do, and even if you had any feedback in advance (but you don't) you couldn't prevent it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Or Instructions, or winning by SvnLyrBrto · · Score: 1

      > including one whose manual seemed to be made for
      > a completely different game. It described stuff
      > that didn't even exist in the game, or didn't
      > work even vaguely like in the manual.

      Ah.... so you bought Outpost as well. I still curse Sierra for that one myself.

      cya,
      john

      --
      Imagine all the people...
  38. Actually, you'd be surprised by Moraelin · · Score: 1

    You'd be surprised how many major full-price PC or console games violate at least one of those points. Sure, if by "rampant" you mean "everyone violating most of them", it's not that bad, but violating at least one happens often enough to make me happy that someone wrote that list. I wish they could also make it mandatory reading for every wannabe game designer.

    Sure, you're right in that it all sounds like common sense, and it's stuff that's been "discovered" two decades ago. Nothing new and revolutionary in any of those points.

    Yet people still come up with cretinous ideas like "I know, let's make our piss-poor 2-hour-long game seem longer by disabling save and making the player have to replay the whole level, again and again, until he discovers the right solution by trial and error. That'll make it longer."

    Or take decision making. We all know that gameplay is about decisions, even minor ones like whether I drop this piece here or there in Tetris, and that Sid Meier quote is anything but new. But then it's actually rampant to have games where basically you have only an illusion of choice.

    E.g., RPG dialogues where you get 2 or 3 choices, but only one works, and the others just get you asked again. Sorry, that's _not_ a choice. And I don't just mean Japanese console RPG's, btw. E.g., in "Vampire, The Masquerade: Redemption" you had such choices as whether you want to save some people from a golem. But saying "no" just made you do it anyway.

    E.g., choices of the kind Brian Reynolds (designer of games like Alpha Centauri) called a non-choice. If a piano falls on top of you and you have an option to jump out of the way, or stay and be squished, it's not a choice. Choices like that, where one alternative is there just as a sick joke to tell you "you should have picked the other one" are more common than you seem to think.

    E.g., insults: I can think of a couple of games which give you, the player not your character, a "title" based on your score. Some being just a barely more diplomatic way of saying "wow, you really suck".

    Etc. I see no point to go through all his list. Let's just say I find each and every point to be there for a reason. People still do those mistakes in major releases, not just in cell phone Minesweeper games.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Actually, you'd be surprised by vga_init · · Score: 1

      Good point! I realized that one reason why I have so few complaints is because I'm not a very ferocious gamer; I usually just play games that I've investigated thoroughly and confirmed are good, so naturally my experience leaves less to be desired. Of course, what appears to be common sense to me may very well be elusive to *some* designers. I just hope the situation isn't as bad as it's made to sound here.

    2. Re:Actually, you'd be surprised by Moraelin · · Score: 1

      Well, I really don't have a life, so I buy pretty much everything released. I actually have a copy of Daikatana, or games like Aiken's Artefact which AFAIK sold a grand total of 800 copies. Or you know the Penny Arcade strip where Gabe ends up buying Barbie Horse Adventures because nothing else was released the whole summer? I actually went to the game shops to look for that game, after reading that strip.

      At any rate, well, "bad" is a very relative thing. As I've said, it's not like a majority of games commit a majority of those mistakes. (Well, maybe except for the choices one. That's actually very common.) But still, it's often enough to see a point in such a list. Just so hopefully we can finally bury those mistakes and move on to trying new stuff, instead of rehashing the same "I know, let's remove save points" ideas.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Actually, you'd be surprised by Anonymous Coward · · Score: 0

      Well, I can certainly say that the insults continue today, I played a demo of Hulk: Ultimate Destruction in the local WalMart and you were ranked on how well you did. Even the ranks when you sucked give you a different code to unlock stuff in the retail game, though.

      That said, I'm buying it as soon as I can; I have cars waiting to be ripped in two.

  39. Re:Players Bill of Rights????? by Anonymous Coward · · Score: 0

    Hey, this is slashdot. It can be hard to distinguish between trolls and genuine ignorance.

  40. Bullshit by Moraelin · · Score: 4, Informative

    You seem to define "deffective" as in "the CD was physically unreadable", which is just about the only thing that would be solved by giving someone another copy. What if the software itself is broken and deffective? Because that's the actual product I bought there, and the CD was just the medium it comes on.

    E.g., the german version of Victoria threw a script _syntax_ error right at the start of a new campaign. Yes, you've read that right. Not a crash to desktop, not some graphics glitch, _nothing_ even remotely blamable on my hardware or drivers. A script _syntax_ error. That game couldn't work as released on _any_ hardware.

    E.g., a german version again, Everquest 2 was released with a completely broken translation, which actually did impact gameplay. NPCs and items would be named completely differently in the quest text and in the actual game, making it literally impossible to do what you were told. The NPC you were told to kill simply didn't even exist in the game. (And generally, you know it's bad when even the few fans tell you to try translating it word-for-word back into English, to figure out some texts.)

    E.g., Phantasy Star Online Blue Burst doesn't seem to be able to connect at all on my XP machine, although it works flawlessly on my Windows 2000 machine. (So, no, it's not a case of ports being blocked by the router or ISP.) Mind you, I needed to dig through tech support faqs even just to get it to the point it would try to connect: first it didn't even let me input my name and password. No, literally, typing anything in those input boxes was a futile exercise. The only key they accepted was basically escape to cancel it.

    E.g., to take an older game, take The Elder Scrolls 2: Daggerfall. The collision detection was so bad, that you'd fall into the void even when running on flat groud, or when teleporting back to town. I'm picking on it, instead of newer ones, because it's a clear-cut case of deffective software, and can't be blamed on drivers or hardware. It took many _months_ for Bethesda to try to fix it, and eventually they gave up and made a cheat code to teleport you back to the beginning of the map if you fell into the void.

    E.g., Morrowind was shipped with a pretty nasty race condition that resulted in a crash to desktop when zoning. But as is usually the case with race conditions, on different PCs it produced wildly different results. On some you had a crash every couple of hours, but some people couldn't even leave the starting ship at all, because the game would crash when they went through the hatch. I'm not even going into the aspect that a game that crashes at all _is_ deffective, but the fact remains that some people just couldn't play it as shipped.

    Etc.

    So giving them a replacement CD is gonna solve... what? No, seriously.

    Yeah, they were sooo trying to rip you off, by not accepting a game they couldn't run at all. Not. Geesh.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Bullshit by Anonymous Coward · · Score: 0

      The Morrowind crash at the hatch was due to not having AGP textures not working on the computer. Once the right chipset and video drivers were installed, everything worked fine. It was irksome, though.

  41. Which brings us back to square 1 by Moraelin · · Score: 3, Insightful

    Well, then, if "he" can be used to mean any gender, then why can't "she" be used in exactly the same way? It's just as clear, it's certainly familiar (it's one word you hear every day), and it's just as concise (one extra "s" now and then won't lengthen the whole article by any significant amount. And when you read it, it's still one syllable.)

    Don't get me wrong, I'm not advocating either of them as such, but I _do_ find it peculiar that someone would need to throw a "what's with this 'she' crap?" tantrum. Using 'she' was insulting... how?

    I don't know, I'm a guy myself, but I find it anywhere between hillarious and idiotic (or most often a mixture of both) the way some guys absolutely have to defend their supremacy in some field as if their manhood depended on it. As if, god forbid, even acknowledging that women gamers exist (e.g., by using a 'she' now and then) could make their dick shrivel and fall off.

    Let me rephrase that: I don't even think it's a "guy thing" as such. It's not about "guys" as such, it's about complexed insecure guys who need to put someone down just to mask their own insecurities.

    And you'd thing that what with being the victims of that, nerds would know better than to do that. In practice, frankly, it's the exact opposite. When you see someone blanketly insulting whole population segments, for the most idiotic and irrelevant pretexts (e.g., that they don't use vi, or that they play on a non-PK facet in a MMO, or whatever), chances are it'll be a nerd.

    To anyone falling in that category: folks, get a life. Gaming is just a passtime, no more. It doesn't make you a "man" or anything, it just makes you less bored. Noone will come and beg to carry your baby because of your clan's scores in CS or your Linux PDA or whatever.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Which brings us back to square 1 by geminidomino · · Score: 1

      Well, then, if "he" can be used to mean any gender, then why can't "she" be used in exactly the same way? It's just as clear, it's certainly familiar (it's one word you hear every day), and it's just as concise (one extra "s" now and then won't lengthen the whole article by any significant amount. And when you read it, it's still one syllable.) Note the grandparent's post. "Centuries of use... neutered the male[sic] pronoun". "She" doesn't have that.

    2. Re:Which brings us back to square 1 by ElleyKitten · · Score: 1

      >>"Centuries of use... neutered the male[sic] pronoun". "She" doesn't have that.

      When someone says "he" do you ever think of a woman? Have you ever use "he" to refer to a woman? It's far from "neuter", and a D&D manual is far from being an authority on this. If someone wants to use "he" for simplicity, that's fine, but don't freak out when someone wants to use something else.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    3. Re:Which brings us back to square 1 by Nosferax · · Score: 0

      Have you ever use "he" to refer to a woman? Well there was this one time.. It was a blind date...

      --
      Remember... A boomerang IS NOT the best way to deliver a bomb.
    4. Re:Which brings us back to square 1 by geminidomino · · Score: 1

      When someone says "he" do you ever think of a woman?

      If the context is about "George", then no. If the context is about a non-specified individual or undisclosed gender, then that's what "he" makes me think of.

      Reading comprehension: It's still useful after the SATs.

  42. Re:Rhythm games by Anonymous Coward · · Score: 0

    The "interesting" decision-making in rhythm games comes in the song-select screen. You choose a song, difficulty, mods, etc.. and with In the Groove marathons, mod choices are elevated almost to an art of strategy, choosing the ones that will best counter what you see in the course.

    Most of action games, as I pointed out to some foo in another post on this topic, are just performing learned technique. The interesting choices, even in "open" games like GTA, come when you get to make macro-decisions on where you're going and how you get there. Only in a few rare cases do the macro-decisions collide with the technical aspects, and oftentimes the result is some kind of exploit.

    This can also be said of many strategy games(usually the poorer ones); the macro decisions are small, the technique needed is large. Civilization manages to be addictive because it has a lot of good macro-decisions, but they get padded out with the heavy turn-by-turn micromanagement.

  43. Why not just do away with them completely by Moraelin · · Score: 1

    I'm not even sure why people persist in the save game tradition. It's not like it's actually needed any more, and I can think of even Japanese console games (e.g., "Persona 2: Eternal Punishment") which do just fine with a PC-style save-anywhere scheme.

    I can see how that madness got started, back in the days when it would be a point where you got a code instead of actually saving. I can even see some point later, when flash cartridges were a few k and every byte counted.

    But nowadays they're not even needed any more. Any console game actually saves the map and coordinates anyway. It's just an extra check in the program, which can invariably be disabled with a cheat code, and the game still runs flawlessly.

    And even as gameplay devices:

    1. They don't really act as deterrents. On the contrary, they actually make me save more often. In games without save points I can go for an hour or two without saving. In games with save points I just have to save at each point, and sometimes go back a room or two to save after each event. Just because God knows when and where the next one will be.

    2. It's a prop _in_ the game world for an _ooc_ (Out Of Character) action. It's something that just doesn't belong there, and as such it doesn't help with suspension of disbelief. (Yes, a lot of games did try to offer some in-character explanation of what those are, but frankly, it invariably ended up so lame and unnatural, that it was even worse than not explaining anything.)

    So why do designers insist on having those?

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Why not just do away with them completely by KDR_11k · · Score: 1

      I liked the solution Anachronox applied (after the first patch, I think): It let you choose in the options whether you want to be allowed to save anywhere or only at savepoints. That's useful for both the regular PC gamers who are used to saving anywhere and people who think that saving everywhere takes away the challenge.

      (Yes, a lot of games did try to offer some in-character explanation of what those are, but frankly, it invariably ended up so lame and unnatural, that it was even worse than not explaining anything.

      Oh, even books do that. The Discworld novels say that Yetis can quicksave their lives... The ability to quicksave certainly would be the most potent power a hero can have.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  44. Well, FFX was a more complex case by Moraelin · · Score: 1

    See, what annoyed me the most about FFX wasn't the quantity of cut-scenes as such, but the frequency with which they interrupted me for one.

    Now I can understand that FF games are also a tech demo for Square's game engines, in much the same way Id's games are tech demos for Id's 3D engines. So Square presumably wanted to show off what they can do with their character's animations.

    But here's the major difference: Id's games are quite enjoyable as FPS games go anyway. FFX for me was just an annoying turn-off after another.

    I'd go 5 steps in one direction, Tidus would stop to stretch and say something. Do some 5 steps more, whop-de-do it's another short cut scene. Lather, rinse, repeat.

    It's that kind of constant interruptions that annoyed me far more than the total time spent in cut scenese as such. I've played games which had more minutes total spent in cutscenes, and/or more percentage of the total time spent in cut scenes. (E.g., "Sword Of The Berserk" on the Dreamcast was literally 75% cut scenes. It had about an hour and a half worth of FMV for about half an hour of actual game.) But, you know, they let me play a whole level before giving me a long-ish FMV, rather than interrupt me every 5 to 30 seconds for yet another brief and pointless pause.

    It's also a matter of what they're used _for_. I can understand using cut-scenes and/or FMV for stuff that delivers some cinematic storytelling, for major plot elements or twists.

    E.g., since I've already mentioned "Sword Of The Berserk", I actually liked the cut scenes there. They told a story, and told it well. You could piece them together and actually get a pretty good movie. Any way I want to imagine delivering that story in-game, e.g., by running around and clicking on NPCs, it just wouldn't be the same thing.

    By comparison, in FFX the vast majority of interruptions seemed to be there _purely_ to showcase the engine, and didn't really do much for the story or plot. Tidus stopping to stretch and yawn, or whatever, just wasn't _necessary_ there.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  45. You'd absolutely hate THIS, then by Moraelin · · Score: 1

    Picture this: so yesterday I re-install Planetside and its Core Combat expansion pack. And, naturally, spend almost two hours after that downloading patches. But I figure, wth, that's pretty much normal and expected for a MMO these days.

    And what am I treated to? Some _long_ advertising movies I can't even skip. The first for some other expansion pack, the second for the Battleframes (think: mechs) that were introduced some time later.

    Yep, some idiot at Sony's marketting dept decided that obviously "gamer" means I want to watch their idiotic ad movies, instead of playing the game I've paid for.

    And for the real slap in the face, re-read the first paragraph. I've spent almost two hours downloading WHAT? Ad movies. (And presumably also the new maps with billboards, so Sony can advertise in-game too.)

    Dunno, I found it to be nothing short of a slap in the face.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  46. Re:Players Bill of Rights????? by Tim+Browse · · Score: 1

    "Dude, you missed the goal! Loser"
    "No, no, I meant to do that!"
    "Whatever, dude."

  47. Discworld is a collection of (good) jokes, though by Moraelin · · Score: 1

    Well, DW is by and large a collection of jokes and parodies. E.g., yeah, Terry Pratchett pokes fun at quicksaving there, just like he pokes fun at murder mysteries, vampire novels, and just about everything else. The DW world itself is a disc on 4 elefants on a Turtle, and in Small Gods you have people fighting the Inquisition's dogma that the world is round.

    Basically you're not really supposed to take DW seriously.

    I guess the same applies to games. I can accept OOC stuff in a game that is a parody. (E.g., in "Bard's Tale" the hero's talking to the narrator, or poking fun at such stapples of the genre as finding a whole chest and 20 items inside a wolf.)

    The problem is that a lot of games are supposed to be taken more seriously, and their explanations aren't a parody or funny. They're just some mumbo-jumbo that doesn't even make sense in-character.

    Since you mention Anachronox, it isn't the most guilty there, as it doesn't really go into much depth or detail. The most anyone says in-character about those critters is that they pet them for good luck, rather than them being save points. Weird superstitions existed IRL too, so I can live with that.

    What I had in mind was more along the lines of Chrono Cross, where they even squeezed in some Big Brother kinda organization watching over you through those save points, to justify them. The fact that it broke the story, if you think about it logically, doesn't help there either. At that point, the whole "alternate universes based on different outcomes to one event" theme just didn't make any sense any more.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  48. two letters by Anonymous Coward · · Score: 0

    I'm looking through my collection of games right now (from all the major consoles), and I can't find a single one that didn't come with a playing manual, didn't allow you to save your progress, or which I felt was impossible to beat.

    ET

    1. Re:two letters by Sylver+Dragon · · Score: 1

      I'm slowly accepting the fact that I'm a freak of nature on this one. I used to sit down and waste an afternoon beating ET on the 2600 for fun. Sure the controls sucked, but it was still beatable.

      --
      Necessity is the mother of invention.
      Laziness is the father.
  49. Instructions by HunterZ · · Score: 2, Interesting

    I think this article is silly but brings up a few interesting points. I do disagree with the "Right to Instructions" however. I think too many games these days have annoying hand-holding tutorials that the player is forced to endure for up to the first couple of hours of the game. Fable is a good recent example of this.

    I really think that with some forethought, many games could be designed to allow the player to learn how to play the game without handholding. An obvious example is to simply make things easier on the player at first - avoiding allowing opportunities for any major player decisions or actions early in the game that can severely stunt or otherwise negatively affect the player's progression later on. I remember playing Arcanum and not being able to leave the first town because I hadn't concentrated on any one skillset enough to get past the goons guarding the exit - I'd have had to start the whole game over and lose a couple hours of gameplay.

    I can live with optional tutorials, but it's my opinion that they're still indicative of a lack of good game design. I think the best approach is to include a manual and just make the game a little more forgiving in the beginning without doing any overt handholding. Draw the player into the world instead of destroying the immersion with silly tutorials.

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
  50. Why I hate all these "rights" by brandonY · · Score: 1

    I have problems with all of these requirements. There are real exceptions to every single one of them. This shouldn't be called a Player's Bill of Rights, it should be called "General Guidelines For Video Games." Bill of Rights implies it's always valid.

    The Right to Play.
          Choose your own adventure books are a type of game. You spend 99% of your time reading the pages, but rather often make a decision that changes the character's path. The videogame equivalent seems fine to me, just so long as you're given several opportunities to change things. Sure, it's not as interactive as some players might like, but that doesn't make it a bad game, just a different game.

    The Right to Win.
          Victory can be defined in a lot of ways. If you were playing a game where your character is a tragic hero or, for some important plot reason, is supposed to be defeated, that doesn't mean the game's bad. If this was a rule, you could never have Hamlet the video game.

    The Right to Instructions.
          I played a game called Zone of the Enders. It begins with a kid falling into a spaceship and having to fight an enemy having no idea how to control his ship. After you defeat the enemy, the instructions start, but for a moment, you're actually supposed to be a confused kid figuring out the controls. There really are ALWAYS valid exceptions to the rule.

    The Right to Feedback.
          There's a track in Mario 64 that has several twisting, different routes to the goal. It is by design supposed to be confusing as to which route is best. The progress bar that is usually present is replaced by question marks because, gasp, it's sometimes good for the players not to know for sure how they're doing.

    The Right To Motivation.
          The article quotes Sid Meier a little later, which is funny because this rule blows his games out of the water. There are purely explorational games. Sometimes they're awesome.

    The Right to Make Decisions.
          Well, so much for the platformers. Most of them were totally linear and, while I would've liked some branching, they're a genre of game. They're a POPULAR genre of game. Deal with it.

    The Right to a Swift Death.
            This one I mostly agree with, although I know of one or two games where it was violated to good effect.

    The Right To Control Cut-Scenes.
          I think it's kind of funny that the author is concerned about "destroying immersion." Surely nothing breaks immersion more than carefully replaying cut scenes with a pencil writing down valuable hints. I mean, I like skipping cut scenes all the time, but I don't think we ought to require a replay option for every single friggin' cut scene. Final Fantasy VI didn't offer it, and it was a fantastic game anyway.

    The Right to Quit, Pause, Save and Resume the Game.
          Nethack. Doesn't require being in one session, but half the fun is not being able to backup your character.

    The Right to Choose Not to Save the Game.
          I personally like regular auto-save, so long as it's done in a seperate save slot. I fail to see how it's necessarily a right to have an annoying "would you like to autosave?" bit come up every time.

    The Right to Reconfigure the Input Device.
          For the PC, I agree with this. For anything else, I disagree.

    The Right Not To Be Insulted.
          This is part of the game's tone. It can choose to insult the player if it likes. Art is about invoking emotion, and if you want the emotion you invoke to be annoyance, disgust, anger, or anything else, that's up to your game.

  51. And in response... by thebdj · · Score: 1

    The Right to Play.

    Non-interactive elements? I haven't played many games where cut-scenes overrun the game. Anyone have some good examples of this...

    The Right to Win.

    Here is something else I haven't seen, is an impossible to win game. I am sure they exist somewhere, the game the developer screwed up so you couldn't beat, or intentially made that way...

    The Right to Instructions.

    Yes everyone has a right to know how to play. This is another one of those where I fail to have much of an example.

    The Right to Feedback.

    Ok this almost goes against the way many games work based on their example. I mean if every game kept giving you feedback then what would be the fun of learning? Seriously, if RTS or RPGs gave too much feedback everyone would win them all the time, and there is something to be said for those people who actually PLAYED the game.

    The Right To Motivation.

    Sometimes the game isn't suppose to tell you what to do. I don't see many games without motivations, the motivations may be obscure but they usually exist.

    The Right to Make Decisions.

    This really depends on how far you want to take the idea of decisions. Both KotoR I and II give you plenty of chances to make decisions that effect the game. Actually most RPGs allow for this to some extent, even to the point of near total independence (Morrowind). But some degree of control is needed in some games, and the way some FPS and RTS are set up there need to be minimal decision making beyond standard gameplay decisions. BTW, are there seriously people who don't know what Whack-a-mole is?

    The Right to a Swift Death.

    Now I cannot be certain with respect to all games, but by and large this mostly applies to RPGs I would believe. Most mission based games let you know of failure pretty immediately and some RPGs let you know if you made a no-no (Morrowind again) so you could go back. I do not believe death is really a necessity hear, but some sort of a message saying OOPs would work.

    The Right To Control Cut-Scenes.

    Ok this one I can kind of see. There are too few games that let you rewatch cut-scenes at will and pausing would be nice for when that pesky phone rings. Truly what I want from cut scenes are Dark Forces 2: Jedi Knight cut-scenes. Live acting how I miss thee. It added a different dimension and flavor to the cut-scenes and games and is something that should be considered eventhough it is probably a cost issue.

    The Right to Quit, Pause, Save and Resume the Game.

    No No No. Games need to be a bit hard. What challenge is there if i can hit save every two seconds. Besides this is only a problem in some games and probably overstated here. By saving whenever and wherever you have the situation that everyone gets into in playing on emulators where you save-state every two seconds and do things perfectly without fail. I mean isn't this how the 8 minute (or however long) Mario 3 was done.

    The Right to Choose Not to Save the Game.

    Can someone give me an example of this. Everygame I think of with auto-saves has an auto-save slot and you can still have your own save slots. Also, a bit of whining tying this back into a previous "right". I do not see the problem they do with this. Also if you get the other right doesn't sort of cover this too?

    The Right to Reconfigure the Input Device.

    Examples please. Most the games under this category that I can think of are OLD.

    The Right Not To Be Insulted.

    Ok for the situation they give this is somewhat understandable. When a game is insulting for no reason it is pointless and rude and often can remove fun factor. There are games particularly RPGs where the attitude from NPCs is a nice touch and somewhat necessary to have a good game flow.

    Seriously, this seems like a lot of griping, missing a lot of examples. Maybe if there was some more substance to some of the reasons with valid examples then this wouldn't sound so much like some 12 yr old whining about losing too many games of Mario because they couldn't save, or didn't know to hold up after Bowser fell at the end of Mario 3.

    --
    "Some days you just can't get rid of a bomb."
  52. How 'bout these rules, huh? by Elshar · · Score: 1


    1) The right to not be lied to/misled about the in-game quantities of items/npcs/monsters/etc.

    I REALLY REALLY hate it when they say "contains over 300 superfabulous artifacts!" when really there's really only 20 base types, each with 15 different color schemes. Except the ultimate weapon, which bumps the total to 301. So you have "over 300".

    2) The right to not be lied to as to events in the game.

    Ever see those games that show a plethora of screenshots depicting a massive battle of orcs vs gnomes? Yea. That was likely either pre-rendered or it was the final battle in the game, which will render at 2fps on even the most bleeding-edge box two years hence.

    I'm really tired of seeing beautiful vistas and breathtaking scenes, and all manner of awesomenesses only to find that they happen once. And you can never go there again. What the hell?

    3) The right to not be misled by the game mechanics.

    When I buy a game that says I can program my own robot ai, I don't expect that by "program" they mean "buy a robot" and by "ai" they mean "randomly does stuff". I won't name games, but imo there hasn't really been a 'program the ai' type game since carnage heart for the ps1. (talking about console games here). I also don't want to see "fully immersive non-linear game" when by "non-linear" they mean that you can choose between two heroes in the beginning. that's bs.

    4) To not be lied to about the game length.

    When a game says "40 hours" these days, I generally assume that they take into consideration putzing around, doing sidequests, getting uber-leet ultra weapons of mass vorpalization, maxxing out spells/skills/etc. They should instead tell me how many quests/goals I have. That's a more truthful representation even if its going to be twisted so that every npc chat is a 'goal' in the game.

    5) To not need 5 patches before I can get to level 2.

    Self-explainatory. QA should've picked up on this LOOOONG before the decision to 'go gold'. If they can't put out a beatable game, I'm not going to buy it.

    There's more, but that generally sums up why more and more people are willing to 'pirate' and 'steal' games. Turnabout is fair play, no?

  53. I like 10 Commandments better by rAiNsT0rm · · Score: 2, Funny

    1.) Thou shalt not suck
    2.) Thou shalt not covet another game/genre unless you do something new or different.
    3.) Thou shalt not delay your release by more than 3 months.
    4.) Thou shalt not glorify "smackin' a hoe," "clocking a grip," or "Bustin a nut."
    5.) Thou shalt honor good game design over flashy graphics.
    6.) Thou shalt not involve Mary Kate and Ashley, Britney Spears, or any other pre-teen/teen manufactured idol/heart throb.
    7.) Thou shalt not overhype your creation only to produce a shiny turd.
    8.) Thou shalt put effort into mini-games/extras or just leave them out.
    9.) Thou shalt end your game with some sort of closeure other than just the names of the artistic director.
    10.) Thou shalt not produce endless sequels in which you add a "quirky" sidekick.

    --
    http://teasphere.wordpress.com - A little spot of tea
  54. My Right by pudge · · Score: 2, Interesting

    I have the right not to be subjected to female third-person pronouns when the antecedent is of indeterminant gender.

    1. Re:My Right by RaggieRags · · Score: 1

      Well, I think its my right not to be adressed as "he" all the time. Im tired of this "its not gender specific" bullshit. yes, it is. The only reason why its used when gender is unknown is because male is the human standard and female is an exception.

    2. Re:My Right by pudge · · Score: 1

      Well, I think its my right not to be adressed as "he" all the time.

      As far as I can tell, you're not. The inspecific person is, not you specifically.

      Im tired of this "its not gender specific" bullshit. yes, it is.

      Well, no, in fact, it is not. I know facts are sometimes hard to swallow, but that makes them facts no less.

      The only reason why its used when gender is unknown is because male is the human standard and female is an exception.

      So you're saying that it is not gender-inspecific, but that it is used often to be gender inspecific? That is self-evidently false: if one is true, the other cannot be. Since it is often used in a gender-inspecific manner, it therefore is gender-inspecific. I don't see why you are disagreeing with me when you actually agreed with me.

  55. And women have the converse right; get used to it. by Anonymous Coward · · Score: 0

    Now you know how it feels.

    Besides, the article used both at random.

  56. Re:And women have the converse right; get used to by pudge · · Score: 1

    Now you know how it feels.

    By that you are implying that women have been subjected to a "male" pronoun for indeterminant-gender antecedents. But as "he" in such contexts IS gender-inspecific (hence my inclusion of the quotes), such an implication is incorrect.

    Besides, the article used both at random.

    Yes, I already know that the writing was poor. I don't need a reminder.

    Reasonable style is to use the so-called "male" pronoun, period. Anything else gets in the way of the message. Yes, for some hypersensitive audiences, the "male" pronoun may get in the way; in such instances, the correct option is to use the "plural" forms -- they/them/their -- e.g.:

    "The player has a right to know how they're doing, and in particular, to some means of determining if they're in danger of losing the game. If the player doesn't get feedback, they can't adjust their strategy, and the outcome will feel random."

    That's perfectly legitimate, but too unwieldy, IMO. But it's far superior to using the female pronoun, which is far superior to switching back and forth: the point is not the gender, and using the female pronoun (or, to an even greater degree, switching back and forth) just emphasizes the gender as though it matters, and it diminishes the actual message. The author chose the absolute worst of the available choices.

  57. Comparison to pinball by tepples · · Score: 1

    All of the choices in rhythm games are done outside of the internal context of the game - when you plan things out and think about foot positioning, etc, you aren't thinking in terms of the game.

    Now we're getting into a philosophical discussion of what is considered "the game". In a pinball table, the game's computer is aware only of when the ball runs over a sensor, not the cartesian coordinates of the center of each ball. (Video pinball obviously excepted.) Thus the ball is just a component of a fancy input device, and the flippers are just a means to hold it.

    It's the equivalent of choosing a way to hold a controller or which handedness you'll use on a DigDug arcade machine.

    Likewise, in a Street Fighter style 2D fighting game, a player will often use different grips on the joystick for normal movement, "fireball" type rolls, and "dragon punch" type Z-moves, but these are decisions made by the player that affect performance.

    All of these choices have nothing to do with internal game logic.

    "Internal game logic" includes how the steps are designed: "Afronova" heavy encourages crossovers, while "End of the Century" heavy encourages double-stepping. Movement of the player's body in ITG or DDR is only "outside of the internal context of the game" as much as movement of the ball in pinball is "outside of the internal context of the game", right?

    Rhythm games are simply whack a mole - you cannot develop internal strategies or think about your actions.

    You think people can't develop strategies to beat "Max 300" heavy? Guides for this and other difficult DDR songs can be just as deep as any FPS walkthrough.

  58. The Right To Not Do The Programmer's Job. by Daetrin · · Score: 1
    2. Right to Win Not sure on this one, unless he means arcade-style games that don't have an end. Perhaps he's referring to games which have a bug that prevents finishing, none of which I've had the misfortune to encounter yet.

    3. The Right to a Swift Death

    One game i played that managed to break both the above rules to some degree as well as the rule that should have been included, "The Right To Not Do The Programmer's Job For Them."

    Inindo was a game from Koei that seemed like a cool combination between an RPG and one of their normal strategy games. You spend most of your time doing RPG type things with your character, fighting monsters, leveling up, dungeon delving, but occasionaly you could take control of armies and fight like in the Rot3K and Nobunaga games.

    In theory at least. I never got that far because in one of the required dungeons there's a locked door which requires you to go on a fetch quest to get the key. When i returned with the item the guy with the key told me to make sure i had room in my inventory to hold it. This seemed dumb, but i checked, saw i had room, and got the key from him. I headed off to the locked door and stopped by the save point on the way.

    When i got to the door i found that it wouldn't open. I checked my inventory and there was no key. I went back to the guy and he seemed to think he'd already given me the key. As far as i can figure out what he'd _meant_ to say was "Make sure that your _first_ _character_ has room in his inventory." My first character's inventory was full up, but i had two other characters with empty slots so i figured that was okay. The key apparently got sent off to the item netherlands with no error checking by the programmers and i had then saved the game in that state. No way to convince the guy to give me anothey key, no way to go back to a previous save (which was partly my fault, but only partly) and the entire game was screwed about five or ten hours in. All because the programmers decided to give the player some unclear instructions on how not to screw everything up rather than take the time to deal with the issue themselves.

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