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Re:When Game Development Stinks by AimHere on Friday March 22, 2013 @08:14PM (#5426647)
I'm running Linux exclusively these days. I think Eugene Jarvis' Robotron 2084 is one of the best video games ever made. I read the very positive RockPaperShotgun writeup. I noticed that it was cheap on the Steam sale, and I'm perfectly happy to fire money towards games that I feel might be worth it. I also played and enjoyed one of Puppygames earlier offerings, some tower defence game that made it to a Humble Bundle.

So I downloaded and fired up the Ultratron demo. I figure this might be right up my street.

But I passed on it.

To begin with, it didn't play, or sound, anywhere near as compelling as Robotron. Robotron is a visceral, intense experience. When it starts up, it starts up LOUD, your gun fires a rapid, punchy pow-pow-pow noise, amidst various other electronic squawks, you are placed slap-bang in the middle of a higgledy-piggledy gang of hostile robots all heading in your vague direction, and you've got about a quarter of a second to work out which is the right way to move and which way is the right way to shoot to Macguyver your way out of this wave and live for a few seconds more. It's fast, intense, and if you're doing it right, at some point zen kicks in, and conscious thought gets out of the way - you're running on instinct and adrenaline; the game has shortcircuited most of your brain and you're just a vessel for connecting the Robotron machine directly to your lizard backbrain, via a set of fingers. Somewhere in that zone, high-scores get made.

When the Ultratron demo starts up, you're in the middle of the screen, a few slow, passive bad guys are placed somewhere out of the way in the corner, and you have plenty of time to shoot them all (by pointing and clicking) before anything dangerous happens. And then you do it again. And again, with some slightly-varying bad guys. There's nothing intense, or rewarding or difficult about getting past a wave. I figure the game might get better or harder later on, but there was nothing to indicate it would get harder in a satisfying way. It's just chewing-gum for your thumbs.

Ultratron (or at least the demo) doesn't bring any new or compelling game ideas or mechanics to the table either. There's things to pickup including Pacman-style fruit. There's things to shoot at, including Centipede-style spiders. There's boss monsters. There's powerups you buy with coins you pickup. The demo didn't show me anything I hadn't seen a thousand times before in a thousand other games.

The name and the advertising played up Ultratron's Robotron roots, but it didn't once hit my Robotron G-spot, and I didn't see anything new to engage my interest either. Nothing about the game (as opposed to the front end) struck me as bad, but nothing struck me as particularly good either.

We're spoilt for indie games these days - even us Linux-users. I'm currently divvying my gaming time between Super Hexagon (a hypnotic arcade-style one-more-go two-button frustration-fest that DOES tickle that lizard-backbrain), Kerbal Space Program (don't let the muppets fool you, there's a pretty hardcore sandbox space sim going on) and Crusader Kings 2 (medieval grand strategy, where incestuous Royal Marriages and tactical infanticide are as essential as warfare for achieving your territorial ambitions. Think of it as a blend of history book, wargame, soap opera and crack cocaine).

I'm being introduced to new, clever, and interesting games all the time now. It's a buyer's market for gamers these days, and Ultratron just isn't cutting it as far as my free time is concerned.

Oh, one more thing - if you're reading this Puppygames, having a 5-second nag screen advertising the full version after the player has played your demo and is trying to quit is a big turnoff. I tried your demo, I quit it, and I want to do something else. Making the player wait 5 seconds to watch your nag-screen BEFORE playing the game is acceptable - these days, the person playing the demo realises it's the cost of playing the demo without buying the game. Holding the player's operating system to ransom while you throw advertising at him or her is simply not cool at all.

Re:When Game Development Stinks by princec on Friday March 22, 2013 @08:17PM (#5426662)
What are you talking about? Just hit the button to close the game.
Re:When Game Development Stinks by AimHere on Friday March 22, 2013 @08:22PM (#5426677)
On the demo, the button doesn't appear for 5 seconds.
Re:When Game Development Stinks by princec on Friday March 22, 2013 @08:50PM (#5426771)
Strange, there's an exit button right there in front of me straight away on my demo version.
Re:When Game Development Stinks by AimHere on Friday March 22, 2013 @09:16PM (#5426848)
I downloaded the Linux version of the demo a few days ago from your site. Maybe it's a Linuxism or version-specific.
Re:When Game Development Stinks by princec on Saturday March 23, 2013 @09:58AM (#5428119)
Nope, it's just you, I think.
Re:When Game Development Stinks by AimHere on Saturday March 23, 2013 @10:34AM (#5428266)
Very strange, because what I see has obviously been done deliberately.

From the main menu, after playing the game and dying and clicking the 'x' in the top left to quit, the game goes to the nag screen. It's the same screen that appears when you start the game, with with an icon in the bottom left to click if you want to buy the game and one in the bottom right to continue to the menu - only the bottom right icon is missing. After about 5 or 6 seconds the button that lets you end the game appears - the button says something like 'Fight evil another day' - and the game finally lets you click it and leave.

When I get home, I might fire up a screen capturer and upload a video to demonstrate the behavior for you.

Re:When Game Development Stinks by princec on Saturday March 23, 2013 @12:39PM (#5428732)
I know what it looks like, I coded it. Both buttons exit the game immediately.
Re:When Game Development Stinks by AimHere on Saturday March 23, 2013 @03:09PM (#5429320)
>both buttons exit the game immediately. See the one on the left? The one that's always there?

And that button is clearly labelled 'Buy Now!'. I don't know which school of user interface design you went to, but when I see a link labelled 'Buy Now!', I figure that if I've no intention of buying the product, then I've no business clicking that link. I don't think I'm an atypical user in this regard.

Plus, since clicking that link does bring up your online store in a web browser (which, I'll reiterate, I've no intention of using), no matter which way you cut it, it still counts as an obnoxious nag and a user interface peeve.

What's more, it's not immediately obvious, in these days of in-app purchases and whatnot, that a link marked 'buy' will exit the game. For instance, suppose this demo was downloaded from a Steam account with some actual cash attached (I don't know if your demo is on Steam, this is a hypothetical), there's no way that I, as an ignorant user, can tell whether you've made some arrangement with Valve or if there's some call in the Steam API where clicking the app can extract the money from my account to automatically buy this game. Similar things are already in place in mobile app stores.

Asking users to go clicking on your 'Buy my product' links willy-nilly is definitely much worse than the behaviour I was originally grumbling about!

Re:When Game Development Stinks by AimHere on Saturday March 23, 2013 @02:18PM (#5429084)
Sure, the button exits the game immediately. It doesn't appear immediately, though.

Since you don't believe me, you can see what I mean at the tail end of http://www.youtube.com/watch?v=n8YKYKgqzSs

(And despite this now interminable forum conversation, it's certainly very far from being the worst crime against gaming out there. Grumbling about it has already eaten up more than it's fair share of time and effort on my part!)

Re:When Game Development Stinks by princec on Saturday March 23, 2013 @02:42PM (#5429197)
both buttons exit the game immediately. See the one on the left? The one that's always there?