Horizon Zero Denouement

I finally finished Horizon Zero Dawn. I took my time, doing most of the upgrades, finishing every side quest, doing almost every hunting trial with a complete success, collecting most of the outfits and weapons and all that. It was good, though I’ll be the first to say that though the text logs are super interesting, they’re a little too hidden away and difficult to find for any but the plot-centric ones to be worth getting. I thought I did a pretty good job of looking, but I definitely did not, seeing as I found maybe a third of the non-plot data logs. I could look up a guide and hunt them all down, but that just does not feel worth it when I could move on to other games, like playing Ghost of Tsushima again or playing The Witcher 3 for the first time (it was on sale!).

All said and done, it was worth playing. I had a good time, enjoyed most of the gameplay, and only got bored three times. And it wasn’t game-terminal boredom, just session-terminal. I was able to take a day or two off of hunting for raccoon pelts and bellowback hearts before returning to the game, refreshed and ready to hunt again.

While there were definitely some difficult parts early on, the availability of arms and gear meant that by the time I hit level thirty, fights weren’t a challenge anymore. It was only ever a question of how much time and how many resources it would take to finish it. The only times I died is when I fucked up a hunting trial and decided it was easier to just die since I spent too many resource to just try again. I even successfully killed a giant t-rex monster robot called a Thunderjaw way earlier than I should have been able to by cheap-shotting it with fire arrows from behind a rock it couldn’t path its way around. It took, like, fifteen minutes, but I brought it down.

The narrative was worth binging, though, so I’m glad I largely ignored it until I was mostly finished exploring and sidequesting through an area. It’s not that it wasn’t memorable, but that it had a degree of urgency to it that was difficult to ignore most of the time. While the robotic movements and painfully awkward expressions of the characters in cutscenes was difficult to watch, the plot itself was enough to carry me along. It twisted in not entirely surprising ways, but it gave me villains to hate, assholes to yell about, causes to believe in, and a twist I didn’t expect. I always thought it was going to be a global warming/environmental thing that wrecked the world, but that wasn’t it. Turns out that problem was solved. It was something else that revolved around the hubris of humankind that ultimately did us in.

That being said, I felt like there wasn’t enough plot. It felt like maybe ten hours of plot stretched into sixty hours of game by refusing you the information you want until near to the end, at which point it just dumps it all on you at once. There were a couple places where the protagonist, Aloy, interrogates another character about some big plot element (usually about a character) that is just a bunch of question prompts, the option to bail out of this massive dialogue tree, and an NPC just word-vomiting. It felt kinda of stilted, to have it all dumped out at these points. I’d have preferred never knowing to this kind of expository dumping.

While I’m super excited for the next game, and very interested in what might be going on in this next segment, I do feel a little restless. The final conclusion to the game wasn’t terribly satisfactory. Not merely because it was a setup for a sequel (as far as sequel bait goes, this was relatively mild), but because it just felt sort of abrupt. We’re chasing this thing down, fighting to save the world, and then we beat the big bad and it’s just over. No wrap up, no denouement, just a final cutscene to set up the next game. I know that unresolved plot is the key to a new story and that I literally just wrote a post about wonder and the space between certainties, but I don’t like it when it feels like those things were created by cutting holes in something.

I would definitely recommend the game and this is one gripe in an otherwise wonderful distraction and experience, but it is pretty heavily on my mind as I reflect on the conclusion to the game. There was just a world demanding so much of Aloy, a moment of victory, and then a lead-in to the next plot. Seriously, it just feels like they clipped the actual denouement out of the game. It’s a frustrating end to a lovely game.

Another Rant About Beta Testing Video Games

As I’ve been trying to make my job less mentally taxing and find ways to reinvest myself in the work I’m doing that actually pays bills, I’ve been thinking a lot about what it means to test software and what it means to play video games in beta or early access. I’m not going to go on another full rant about it, not so soon after the last one, anyway, but given how much of my life is given to testing software and how much is given to video games, it’s difficult to avoid considering the place those two things intersect.

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I Never Wrote About Valheim

I have been updating my blog for two months and eleven days. A more merciful schedule means that I have posted sixty-one times in those seventy-two days. Things have progressed to the point where I no longer feel like this is something I need to do every day. This isn’t a task to fulfill, though writing and editing are on my daily to-do lists, but so is making my bed, washing my masks, and driving to work. Updating constantly, unless I need a break (and I guess I’m just taking Sundays off, since that is the pattern that seems to be emerging), no longer takes up psychic space.

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We All Float On A Raft

I’ve recently started playing Raft again. The original crew I got into the game with no longer plays it, and it’s not exactly fun to play alone once you’ve progressed through most of the plot (or even as you’re progressing through the plot, given that fighting a bear alone sucks). Recently, though, I managed to convince some friends to give the game a shot and while the tedium of early survival sure hit hard, it was fun to hang out with my friends and play a cooperative game.

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So Interesting It’s Fun

So, I’ve been playing more Satisfactory. In fact, I spent an entire weekend doing nothing but playing Satisfactory (I mean, I also ate meals, did laundry, slept, and so on, but I didn’t do any other leisure activities). I’m still not sure if I can say I’m having fun or enjoying myself, but the game definitely keeps me engaged and focused in a way little else does these days. Sure, part of that is that I’ve been incredibly stressed by work–and life in general–lately, to the point of needing to just escape at all costs, but part of it is the huge appeal of logic puzzles and managing to scrape order and efficiency you can actually see out of a chaotic mess. Or, sometimes, exulting in the chaos that has order only in your eyes because you built it, block by block.

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A Very Satisfying Game

I love a good survival/building game. Played a lot of Ark when it first came out (even ran a server for half a year), I’m constantly going back to Minecraft, I’ve gotten a lot of fun out of Raft, and Valheim was a great diversion for a while and continues to be with each major update they put out. These days, I’ve started getting into SatisFactory which seems less focused on the survival thing and more focused on the endless production thing. I don’t need to gather food (though food-like things can be used to make stuff that isn’t food), monitor my energy, or even be too wary of natural predators. I can just endlessly pursue production and efficiency.

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I Enjoyed The Hell Out Of Hades

I’ve tried and gotten pretty much nowhere in a lot of roguelikes. While I can appreciate a grind, I don’t really enjoy games where the grind is the point and the grind requires your full attention. For a lot of roguelikes, that’s not just the point of the game, that’s the entirety of the game. There’s not a lot of plot, just an endless series of attempts to reach some nebulous end. As someone who appreciate puzzles, I would never say people are wrong for enjoying something that’s just work until you get to the end and then just slightly different work until you get to the end again. Still, I’ve always struggled to enjoy those kinds of games despite them including a bunch of ingredients I enjoy in other games.

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I’m Just Going To Rant A Bit

I don’t talk about my day job in any specifics too frequently, but I test software for a living. Techincally software and hardware, but I focus mainly on software and the proprietary hardware said software runs on. I’ve done electrical testing, mechanical testing, software testing, and, my personal favorite, destructive testing. While the specifics vary from project to project, each type of testing is pretty much exactly what it sounds like. As of this writing, I’ve been in the industry for almost eight years and have pretty much reached a point where I have the skills required to tackle just about any project.

What all of this means is that I have a pretty good grasp of the testing effort that goes into software production and, as part of keeping up on the industry I work in, I have a pretty good idea of what testing all software, except the most proprietary and niche stuff, will look like. So when I say the testing and release for most triple AAA games is bullshit, I mean it and you can trust, at least a little bit, that I know what I’m talking about.

I mean, have you ever looked at the credits for a game and noticed how few QA and testers (the job name changes from company to company since there’s nothing to really enforce consistency across the various industries that employ software testers) there are in comparison to developers? In my industry, it is pretty much required to have at least one tester to every one or two software developers. The best bet is to have a one-to-one ratio since it can otherwise force testers to work extra hours to make up the difference or to cut corners in order to finish on the required deadline. Because let me tell you, testing is the first thing to be given less time to work when there’s a looming deadline and the developers need more time to work.

It is the easiest to do that in industries where no one’s life is at stake. I work for a company that produces a lot of different types of software and products that use that software, so while my testing has to be done with the thought in mind that the worst case scenario can involve bodily harm or even death, that’s not really a concern for most of my coworkers. Which is why my team has three testers to work with four and a half (one outside consultant who works part time) developers. We’re a bit short staffed, since those three testers are also responsible for working with the electrical and mechanical engineers as well as the software developers, but we just need a fourth person to keep up with the work that needs doing and maintaining records, test equipment, etc. We’re not falling behind (yet).

So when you see a dozen or so testers at the end of a video game’s credits, following a few hundred software developers, I think you can start to see why so new games seem to be getting buggier and buggier as time goes on.

Like most problems, this one is also multi-faceted. Developers who have the opportunity to rest do better work. Developers allowed to work on a single piece of the project, start to finish, do better work. The current methods of just throwing more bodies at problems and expecting the work to get done faster ignores the limits of human consciousness and just how much time gets wasted by bringining someone up to speed so they can peck away at a problem for a day or two before it gets handed off to someone else.

Not every studio does that, of course, or else the industry probably would have collapsed by now. But as work gets spread out and testing employees get cut infavor of customer betas or alphas and the work of actual testing is placed on the shoulders of people who preordered the game and have no knowledge of how the software works (or how testing should happen), quality goes down. More and more games, as a result of pre-sales, are putting testing work on their customers and trying to frame getting people to pay them to work on the game as an incentive or bonus for paying sometimes years ahead of the game’s release (and who knows how long after that it’ll be actually playable).

As someone who works in the industry, I find the practice abhorrent and kind of insulting. It takes a lot of work and skill to be good at finding, investigating, writing up bugs. I spend 40-50 hours a week doing that, most months, and now it is not only culturally acceptable for companies to expect me to pay for the privilege to do that for their games, but I get people telling me that they’d make great software testers just because they’ve played a lot of games on Steam prior to their actual release. I’ve even had a few tell me my job isn’t demanding or tiring because it must be so easy since anyone can do it.

Saying anyone can test software is like saying anyone can write. Sure, that is technically true, but there’s a pretty wide gulf of practice, experience, and skill between testing and doing it professionally. And if you rely on people who have no professional skills to do all your testing, your product is going to fall apart the instant it reaches a wider audience. Turning game pre-orders into Betas and Alphas is one of the worst things to happen to my industry, let alone my hobby, and I’m so sick of 2-4 weeks of bugs followed by 1-2 months of patching all the things fixing those bugs fucked up becoming the industry norm.

Which, of course, isn’t to say that user feedback or end-user testing isn’t a valuable tool in the development process. It is an incredibly valuable tool, since there’s testing that can’t even be done without end users (stress testing is a big one that frequently comes up in the video game industry), but it shouldn’t be a testing solution.

Rant over. Stop paying to do the work companies don’t want to pay people to do. Don’t preorder games. Any game scarcity at this point is manufactured thanks to digital downloads and they’re just trying to offload costs more than ever so they can throw 500 developers at a triple-A game only for it to suck until the community finds and points out all the problems to them. Nothing’s going to change so long as people keep this up.

Three Hundred of the Most Occupied Hours of My Life

In my nightly video game time, I’ve been doing another run-through of Fire Emblem: Three Houses. I’ll admit I’m not particularly interested in the game any more and I approach playing it the same way I approach playing Sudoku: I don’t expect to really get anything out of it other than a stretch to the non-artistic parts of my mind. I enjoy strategy and puzzle games for this specific reason, but a lot of the time I play them, it’s because I think I need some mental exercise or a monetary occupation rather than because I actually enjoy it.

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