2026/03/15

Game as Service Outage

"She takes a litle time
In making up her mind
She doesn't want to fight against the tide"
 
Garbage - The Trick Is to Keep Breathing
 
 
Let's see, where were we? Night City? 
Nice place to visit but I wouldn't want to live there. I've been jumping in every so often this past year, as one does in these big open world games, but find myself unmotivated to advance in any way. At least in Skyrim, despite putting the main quests off for... almost forever, I could get momentarily jazzed by exploring a new dungeon, crafting new weapons, potions and enchantments, building up my homestead. Cyberpunk 2077's level scaling sours both the combat and crafting, its apartments can't be customized (and once I found the delightfully shabby Northside one I lost interest in others) plus I already got the only car I want.
Quit snickering, it gets three million pixels to the gallon!
The high point so far have been the side-quests, which not only display some nice, professional level design but contain just enough flavor text to each paint an entertaining vignette of life in the city. But as I've been clearing those off board after board, I've been gradually losing interest in mercenary work altogether and launching the game for ten or twenty minutes at a time to just wander around and take in the numerous slices of Night City life, like kids playing virtual hopscotch.
Oh come on, a piece of chalk must cost, like, a fraction of an implant, economize ya lil' shits! Anyway, overall, a modern setting offers less room for the more involved delving of a single, unitary "dungeon" so there's no real feeling of escalation to any of it. Escalation takes more planning.
 
I never did get around to trying Vagrus' new zone. When I left off, I'd just finished a massive inspiraling sweep of the map, polishing off Finndurarth, Nedir and Harvek's companion quests at the same time as cashing in a lot of smaller contracts, battles and investments.
Excess livestock: the best problem.
Gotta appreciate those 400 silver wallet bumps. But knowing I'll need to devote a fair bit of focus to my next twenty-step plan to avoid forgetting crucial details, I parked my comitatus back at newbietown with an empty inventory and clear ledger, and there it's been awaiting my triumphant scheming return for half a year. I'll be saddlin' up some giant ant mounts next time! If there is a next time...
 
There are many issues with the DLC-spam business model as a subset of the game-as-service, microtransaction mentality writ large. Its popularity spread with multiplayer games which ensured almost universal playerbase buy-in. Everyone else is buying the new expansion. Do or get left behind. But single-player lacks that social network addiction as a crutch, leaving only the game's quality as incentive for the next buy-in. How sure are you of your appeal?
 
Then of course there's the issue of demanding your customers pay full price for the bare skeleton of a product, which is why I bought Europa Universalis 4 a decade after its release.
 
Then there's the diminishing returns angle, as latter DLCs get more and more sparse to keep bleeding a supposedly addicted audience with the least effort, which is why I haven't bought the last few years' worth of Stellaris DLCs.
 
At the conjunction of the previous two points you find the limitation of tacking extra features onto a basic system not made for them. I've addressed at some length D&D's problem trying to sell extra classes, modules and settings, when what it so obviously needs is to break down the primitive min-maxing, over-randomized fighter/wizard/thief setup from half a century ago - but the fanboys would never stand for it. Age of Wonders 4 has been scraping that limit with its latter expansions, deftly interspersing yet not touching the core limitations of its six magic affinities.
 
Worse (here we reach my eventual point) you're damned if you do and you're damned if you don't, because in electronic-land, a full revamp will probably not be playable with older content. These days, that's a problem. Last year when I joked about needing spreadsheets to keep track of various options I've used (or not) as I jump between games every few months, I started by complaining Frostpunk 2 had killed my last city with its heat management patch. Now that seems to be ramping up into a trend. Low Magic Age (one of those perpetually "in beta" types) has barred my level 13-ish party from continuing. Darkest Dungeon 2 wiped my existing "confession" (a.k.a. campaign) at some point. Worst of all, my excitement at a new Mount&Blade expansion (Bannerlord's got vikings now - on boats!) was severely dampened when it forced me to retire the Marquis of Baltakhand, aged though he now be. Even porn games are starting to nuke old saves, and if you think an RPG party wipe is anti-climactic, try getting caught mid-thrust! 
 
While I don't deny the financial necessity for start-ups or fringe developers to literally buy themselves more development time with piecemeal content, add nuking players' saves as further evidence of post-launch content's limited tenability, no matter how well it worked for No Man's Sky. This is especially true as strategy/RPG campaigns have stretched longer and longer. A Frostpunk city represents a couple days' worth of gameplay. Bad enough. But the likes of Rogue Trader or Baldur's Gate 3 boast 200-hour campaigns. Not an option for them. If the basic idea is that such expansions will come after players have had a year or three to get bored of their existing characters, I refer you to my Vagrus example. Some concepts are playable only by extended, devoted effort, after which you might let the experience marinate for a bit before jumping in again. Not because you're bored, but because you're savoring it... or maybe precisely because you tell yourself you'll play once the next DLC comes out, not realizing it'll murderize yer marquis.
 
So, two or three main issues:
 
1) Micro-doses of content can much more easily be added to dumbed-down gamplay where you just end up wandering aimlessly about, as in Cyberpunk. I don't know if those hopscotch brats were there from launch, and I don't have to care. Even if they did anything it wouldn't affect my trade run... because there is no trade run. No planning. Just mindless twitch-FPS dust-ups. But if I saw a DLC drop for Vagrus when my character was mid-circuit, I would deliberately delay buying it, possibly by months (and it went on sale) until I was safe in town with no outstanding warrants and able to accommodate any landscape changes.
 
2) One of the big problems with post-launch content has been training your customers to refuse buying anything at launch pricing on the assumption they'd only be missing out on later stuff 'n junk anyway. Now pile that on with conditioning them to actively dread expansions killing their characters. Bad enough to market a pig in a poke, but when the revealed cat claws your face off...
("Lately, I'm not the only one
I say never trust anyone") 
 
3) As the entire industry is presumably re-tooling to fill games with spammed, dirt-cheap AI slop as content, the artsier fringe must at long last bite the bullet and start marketing itself not as low-budget small-time indie side-show attractions, but as more expensive, artisanal interactive media. Go organic. Advertise your Amish hand-crafting. Charge more. Take more time to develop. Put out singular, coherently-crafted campaigns from start to finish. Move on to the next and hope your work was good enough to earn you name brand trust. Low prices and DLC spam will soon be synonymous with The Slop.

2026/03/13

AoW4 Factions, 10

AoW4 has managed the odd feat, unequaled since City of Heroes, of inspiring me to not just write up a character bio but constantly create new factions and give them all more or less whimsical flavor text. So here they are, one by one:
________________________________________________________________________________

Like I said, dragons don't particularly inspire me, and this faction was made just so I could play around with an order dragon. Goats too, for some reason. Didn't like making it, didn't like playing it, can barely remember it.
 
Well, they can't all be winners. 

2026/03/10

Le Mot Justified Alignment

"An honest propagandist for any Cause, that is, one who honestly studies and figures out the most effective way of putting over his Message, will learn fairly early that it is not fair to ordinary folks--it just confuses them--to try to make them swallow all the true facts that would be suitable to a higher class of people. And one seemingly small but almighty important point he learns, if he does much speechifying, is that you can win over folks to your point of view much better in the evening, when they are tired out from work and not so likely to resist you, than at any other time of day."
 
Sinclair Lewis - It Can't Happen Here (note, that's his villain speaking)
_____________________________________________ 
 

Hmm, where shall we start tonight's peripatetic prose on conning? Maybe with the prosaic conman-in-chief? Various Democrat-aligned American comedians have been pulling material in spades from Trump's decline into senility, but as usual, chasing momentary profit masks the more salient, wider point. This is not a 2026 issue. He was a laughing stock even in the '90s. Old or young, Donnie is, was, has always been an incoherent babbling buffoon. Even while he retained "the gift of gab" said gab contained zero substance. At his utmost cogent, he might verbalize a platitude or truism. In any decade, any rational mind listening to a couple of sentences of his verbal diarrhea could spot in him an overeducated moron, a spoiled rich brat never called out on his mistakes, a transparently obfuscating blowhard with a third-grade vocabulary and a three-year-old's grasp of causality. No animal which communicates in that chimpanzee swagger will ever be anything more than a troglodyte. But for that to matter you'd need a public capable of distinguishing the loftiest prose from chimp grunts, and it's not as though Obama's vapid "hope and change" mantra held more meaning than "make rabblerousing great again."
 
On a completely unrelated topic, it was trendy from the late '90s to the mid 2010s to proclaim that women speak twice or three times more than men, with a knowing wink intimating this merely confirms the mental inferiority of men as dumb animals incapable of verbalizing* and presumably communicating in nothing but primitive grunts like Tim the Tool Man. Studies both back then and last year have tended to deflate that otherwise unproven assumption, with, yes, okay, women speaking consistently more, but not by much. Ten percent? Twenty at most? So now if you look up the issue you run across feminist complaints that the trope of women verbalizing more was nothing but patriarchal propaganda to put down women as chatty... even though it was the feminists and daytime talk shows of 20y.a. who popularized it as superior communication. Their revisionism is likely prompted by another realization from the intervening years which appears to have been expunged from search engines in the interest of women's dignity: that their excess speech was not, in fact, communicating anything. It comes from an increase in mundane chatter, the hi-how-are-you-hi-I-am-fine-how-are-you-also-fine-great-bye-bye droning background radiation of social life. Women just feel a need to "touch base" more. Give a guy <A TOPIC> and he'll talk your ear off too.** But for a couple of decades nobody thought to question whether the speech in question was meaningful or not. Meaning is extraneous.
 
So. This is a post about chatbots.
 
I'm seeing more and more exasperated nerds and nerdettes trying to point out that even if a bot can instantly write you a ten-page commentary on any topic, that in no way implies it's logically constructing a coherent analysis. Well, sure, thinks I, what else is new? LLMs are cut-and-paste machines, working at stunningly finer pixel-scale grain than any such effort in history, but by necessity still just outputting a probabilistic extension of a sequence. Ask a bot's opinion on a movie and it will output strings of "cinematography" and "scintillating" and "emotive" and anything else you're accustomed to hear out of a critic's mouth, precisely because you, the asker, are accustomed to hearing them. Ask it to make a movie and it will paste predicted figures onto a standardized backdrop and animate them in accordance with the maximum likelihood of such arrangements. At no point is actual creation involved. At no point does the output reflect reality any more faithfully than the topic's match to existing content. The more a culture interacts via such automated output, the more it will, by necessity, both contract toward the lowest-common-denominator and lose its grounding.
 
But if you take issue with this, be intellectually honest enough to admit the problem is not the supply. It's the demand. The "reality" TV-watching public is too stupid to detect the gradual degradation of communication and cultural capital.
Not uneducated.
Not constrained. 
Not victims of circumstance.
Stupid.

Humanity appears to have achieved Orwell's versificator, a useful tool for placating the proles, the subhuman cattle comprising the overwhelming bulk of the species. Gabbing. Limitless, prompt and bountiful gabbing. Is that a bad thing? Yes, but not for any of the humanitarian reasons you'd like to boast as moral high ground. The people don't want your help. They want the platitudes. They'll never know the difference. They will likely live happier lives for it. So why is the versificator bad? And it is. Disastrous.
 
But admit to yourself where exactly your anger should be directed.
 
 
_______________________________________________________
 
 
 
* Seriously though, 1800 pages, do I look like I have trouble verbalizing my thoughts?
** I'm pretty sure that if you look closer at men's speech, you'll find the prosocial platitudes replaced with slogans, chants and catchphrases. Sorry, bros, but "wazzaaaaaap" is still very much not a word. All of this is, by-the-by, not getting into the issue of gossip, of the invasive personal/interpersonal nature of women's chatter, which I'm guessing is where the difference and the mis-perception of talking "more" actually lies.

2026/03/05

Broodhollow

"I never heard of a sawmill with a night shift. Explain that to me!"
 
The Sinking City's prohibition-era setting reminded me of one of the endless dead comics littering teh interwebz - but one of the few I really wish would have continued. Kris Straub seemed reasonably famous among the cartoonin' crowd in the 2000s for his space comedy Starslip, but I never warmed up to it. Cheesy romantic over-arching premise with heavily Futurama-derived main characters (Zapp, Bender, Zoidberg) but too one-dimensional and straining at flimsy plots even by parody standards. Through the 2010s however he ran Broodhollow, a far more creative and coherent story which died mid-rising-action after two chapters and 249 pages.
 
A jittery Roaring '20s encyclopedia salesman inherits a haunted antiques shop. He is joined by a plucky ginger love interest, a giant miniature (space?) animal companion and a hero's mentor spouting vaguely off-brand Freudianisms. Comedy ensues, chiefly from the quaintness of the titular town in which the shop is located: its quaint period jargon, its quaint speakeasy serving fake liquor, quaint non-stop string of town holidays, quaint giant mutant flying swarms and skeletons in various closets...
 
As an (aborted) example of storytelling, Broodhollow demonstrates several points easily forgotten these days.
First, that you need not take a setting too seriously to render it believably and tie it into your story's theme. It's easier to place conflicts of tradition and self-reliance, belief and truth-seeking at the onset of 20th-century modernism. (It's also easier to believe so quaint a town might stay off the radar before the electronic era, but that's another conversation.) Its more farcical elements retain proportion and relevance to the characters' plight and thus never feel like "lolrandom" filler.
Relevant to the medium, while a lot of cartoonists have been rushing to incorporate fancier (quasi-automated) detail, shading, and so forth, Broodhollow's level of visual competence just above the early 20th-century newspaper comics it apes allows it plenty of room for goofy cartoonishness ramping toward splashes of higher detail for dramatic scenes.
Also, competent female characters can be portrayed without the need to defeat men for validation at every turn. Aside from the love interest's own efforts, a major threat in the plot is subverted by a not only elegant but quintessentially feminine solution, without resorting to out-doing the menfolk.
On a more philosophical point, it portrays the terror of madness not as violence or perversion but as blankness, erasure, Hollowing, the grotesquery inherent in mental influence as implicit destruction of the individual.
 
But the biggest success of those 240-odd pages comes by portraying horror not only by hauntings and huntings, but in their impact on the mundane. Horror invades the characters' lives, twisting or effacing universal habits and sentiment, infecting with wrongness. The quote above comes late in the story, and hits particularly hard for reminding the reader (who's likely been mentally chasing flashier manifestations) how easily he has brushed aside the low-key pervasiveness of evil influence in Innsmou- sorry, I mean Broodhollow.
 
All in all, denser than it appears and worthier of attention than much longer comics.

2026/03/02

AoW4 Factions, 9

AoW4 has managed the odd feat, unequaled since City of Heroes, of inspiring me to not just write up a character bio but constantly create new factions and give them all more or less whimsical flavor text. So here they are, one by one:
________________________________________________________________________________

Wolves! Thank you, finally, they put some damn wolves in the game! I was also surprised to find a text box in the last faction creation window, so these guys are the first to receive a description right from the start. I wasn't ready to get back into character bio blurbs though, so I ended up over-playing the repetitive verbal reinforcement. I also merely rehashed my old City of Villains dominator's bio, but 'yknow what? That's ok. That is oh-kay. I also got into a flexibility kick for a few factions around this time, so their affinity's all over the place. Not quite as satisfying from a roleplaying perspective. Effective though, even if it's not easy scrounging enough Imperium to make it worthwhile.

2026/02/27

The Sinking City

Asbestoscape - And So the Story Goes
(you're not getting a Metallica song suggestion unless your sequel turns out much better) 
_______________________________ 

 
Look out, Old Gods, I've got a Tommy gun! And springs!
I thought I'd polish off a quick adventure game in between longer titles, but somehow mixed up The Sinking City with... maybe The Forgotten City? Dagon? Apocalypsis? Scorn? my backlog's getting unmanageable. In any case a first glance at the FPS interface and expansive map revealed this is not the shoestring-budget old-timey point-and-click adventure I had expected. Which is both good and bad, as I discovered when setting out to explore the 3D wonderland a bit before the tutorial quest and, this being me we're talking about, managed to get myself stuck on terrain and die within the first couple of minutes.
Lousy Lake Lachrymose Leeches!
But alright, I told myself, I could stand for a bit of Lovecraftian lurking fear, a creeping immersion into vague hints and portents of gruesome, dehumanizing terrors metastasizing indistinctly beyond the bounds of mundane human experie - WHOA!
The honorable Bob Throg, esq. (probably?)
I'm sorry, I can't hear a word you're saying past that face. My but we're wavin' our Jermyns out in public pretty shamelessly, aren't we? Soooo... not so much with the gradual, creeping, indistinct lurking and vague portending, I guess? That, and there's fish-people and tattooed shirtless cultists walking around town openly and nobody bats an eyelash at bloodthirsty inhuman monstrosities. Thus I replaced genre whiplash with a first impression that these Lovers of the Craft possess all the subtlety of their idol without his talent for flowery escalation, and decided to give the first few quests a chance just so I could write off my old purchase as a lost cause and move on to some better game.
 
Instead, I gotta say, it eventually drew me in.
 
Quite a few stylistic details irked me, especially at first. I've always assumed Innsmouth should be pronounced closer to Inns-muth not -mouth as in chewing. One mob's a blatantly 'roided-out Half-Life headcrab. The writing is decidedly prosaic compared to its infamously purple inspiration. Not bad or jarring, but compared to what The Secret World's writers had accomplished with the same material eight years prior, Sinking's still amateur hour. The shallow and blunt presentation just reinforces my view that everyone really needs to give Lovecraft a rest.
 
Most all its flaws, though, stem from one fundamental design decision. Like We Happy Few and a string of other adventure/RPGs from the 2010s (or more recently the object lesson of Bloodlines 2) there was little reason for this to be an open-world FPS Skyrim clone, or then pile on with MMO-inspired graveyard runs and designated resource grinding zones. That's what the kids these days like, right?
 
The aforementioned rushed suspense is partly mandated by FPS mechanics, but one terrible design choice does not vindicate the other. Combat is easily the worst part of the game, with bad or nonexistent collision and hit confirmation, hitscan abuse, clumsy spawning or pathing. And they got very little variety out of it with only two boss fights, one easily skippable and the other toward the end of the Fathers and Sons chapter illustrating the system's every weakness. You get thrown into it with no chance to scout first. The chamber is gigantic and there's zero indication of what you're supposed to do. No hit confirmation on the boss so it looks invincible. Per genre conventions praying cultists normally have to be exterminated in such fights in order to render a boss vulnerable or stop add spawns but are here irrelevant. There's no indication where the biggest source of damage is coming from unless you're staring at your feet at exactly the correct moment. Outside that, though the four basic mob types and their alternate variants (invisibility, self-resurrection) are interesting at first, their random lurching movements fail to evoke their intended eeriness and simply become infuriating by repetition.
 
The setting of Oakmont itself serves as the main attraction and is indeed a lovely burg. It's got old preindustrial manor houses, dingy apartment stacks, even dingier shoreline wooden shacks. But then it duplicates, triplicates, quadruplicates its available inspiration. Huge place for a no-name developer's sophomore effort. Thus it predictably sapped the team's capabilities, forcing them to copy-paste decor ("Men's finest clothing" and "Whately's household chemistry" obviously do a rollicking business with scores of storefronts near you) and the period-appropriate art assets jumble together. The nominal existence of a technology during a particular decade in no way assured widespread availability. (How many rail guns do you own?) In the 1920s, even with internal combustion use exploding and even in this the land of Our Ford and that patent thief Edison, relatively few people had electric lighting or telephones and even fewer cars (relying more on trains and trolleys) especially in a no-name New England port town.
What, no horse wagons for hicks from the surrounding countryside? No bikes? Nobody row-row-rowed a boat in the 1920s? Well, it would've required extra models and animations, but as a result the setting looks a couple decades removed. All the worse as this repetitiveness applies to some quest locations including the "secret" false walls you're supposed to find in the same exact spot every single time.
 
The FPS nonsense interferes with the game's more important detective mechanics as well. Monsters spawn in (and around) in the stupidest possible way, simply teleporting in from the floor, and can do so while your interface is momentarily locked by clicking to examine a clue. And as if everyone weren't incongruously blase about the extradimensional creeps, this clashes with basic walking about town. Cops shooting you if you pull a gun on people out in the street? Sure, makes sense. Unless you were trying to shoot a monster, which they completely ignore to start shooting at you instead of the gibbering abomination from beyond time and space.
 
But that detective angle, along with the cases you uncover, ends up being Sinking City's saving grace. When not spinning its wheels or tripping over itself, it provides a refreshing balance of eyeing supernatural clues in GhostVision!(tm)
Breadcrumb trails have never looked less edible.
- complete with a minigame placing events in (usually fairly obvious) order -
- and perfectly mundane clue-gathering:
Instead of the usual automatic HUD markers just yanking you in every direction, you mark your own map based on street directions, themselves often requiring a look-up in various local registries like newspaper articles. While, again, they erred on the side of caution by unsubtle quest prompts ensuring clues would be more intelligible than poetic, it's a solid foundation for a sequel expanding on this sort of writing/environment integration I myself had coincidentally called for in the year preceding the game's release. 
Alternate completion options may not affect your character's progression, but they're well-conceived as roleplaying quandaries. What more do you want? Colorful bit players, a few historical references, some hard quest decisions I'll split into a separate post, a bit of contextualized comic relief:
Though not a masterpiece, so much of The Sinking City is immersive, engaging, amusing, or otherwise admirable, yet at every turn hobbled by "hours played" padding and over-reach for twitch-gamer mass appeal, by farming random containers for superfluous randomized crafting loot, scanning hundreds of random blank walls with GhostVision, doing corpse runs and most of all alternately rushing and stalling plot development in the interest of getting players into the supposedly more exciting FPS side of things fast and often. Instead of easing in with a bit of sightseeing and vague hints, from the very start you're placing 21 case files by hand on the map (much of it DLC content) throwing you into monster fights. Come on people, pace is not a four-lett... pacing is not a four-letter word!
 
If you think The Whisperer in Darkness should've started with "here's a picture of a Mi-Go, go shoot it" you are missing the damn point!