Saturday, February 29, 2020

2/2020

Feb 27
I'm trying to do 4 blog posts a month, at least until I'm employed again.

Anyway, after God-knows-how-many applications, my dad finally began to question why I wasn't even getting to the interview stage. Personally I believe I was aiming too high, picking roles at major companies with 2-3 years' experience rather than 0-2 (which are much fewer in quantity). But he decided to take a look at my resume, and concluded that it was hot garbage (my words, not his).

Funny. Most of my friends remember me tidying up my resume around December and venting because I was asking him for help and just getting a sort of "do it yourself." Like I appreciate he's trying to push me to be more independent, but this is really something I could use experienced guidance on?? Hello???

Oh well. He spent an evening giving me a bunch of advice and now I'm over here trying to revamp the thing. Better late than never.

I'd have made much better progress by yesterday, too, had Mom not been yelling her ass off at the maid for the whole bloody day, resulting in a lasting headache. One thing that's better about my household - eight, nine years ago my parents would have just told me to stop being a sissy and finish the work even while sick. They're a lot more considerate now. (No doubt some of it is because of the current COVID-19 epidemic too.) Doesn't change the fact it's loud as fuck, though, or that they were at it again this morning.

Feb 29
Hey, leap year day.
So I'm on the verge of finally tidying up my resume. It's good timing because I don't have much to play at the moment. Monster Hunter World added a new quest and Azur Lane has an event, but that's about it. I've even been so bored that I went and bought myself a copy of the old classic Diablo II to replay. (When I played it as a kid it was on a pirated copy as I had no money back then, so this is due payment for the fun I had).

Yet as I say this:
  • Grim Dawn updated today
  • Guild Wars 2 updated yesterday
  • Path of Exile announced its next update, eta 2 weeks
  • Warfame has even announced its sweetest update in years - after leaking players like I predicted, they finally decided to listen and make the changes I (and many other players) have been asking for (for years, mind you).
So there's a lot to do. After I finish my resume I have to go back to revising my SAP course. I've done all the lessons but I need to revise so I can pass the online exam.

Wednesday, February 19, 2020

Honestly when I look back on my childhood, I was a kind of a huge asshole. As a kid I stole, I bullied, I lied, I fought with other kids. I don't really know why I did all the things I did, either. I remember I stole because I was jealous (and then I returned the items later, after regretting it.) But the rest? I have no idea.

And then at some point I changed, but I don't know when. I remember going to church at 13 and learning more about Christ - I attended a Christian primary school but I didn't really understand the religion until I came to this church. Outside church, I also remember my deeds came back to bite me in middle/high school, as everyone split into cliques, while I was alone: unpopular, occasionally bullied, and constantly lonely. I was miserable, but I think it was the combination of this faith and suffering from my teenage years that tempered me into a better person.

Yet for years afterwards, the loneliness continued to overshadow my life, even when I had no reason to feel so. I stopped being bullied but I had developed a very asocial aura and people avoided me. For years I believed I was unpopular because I had no personality, so I was driven to compensate with achievements so I could be recognized and respected. I was a particularly artsy fellow: English, creative art, and music were my top areas and I worked relentlessly at them, often forgoing the success of my other subjects (except math, which I also loved). Then I went on to military service: not only did I become a respected musician but I also spent my free time going to the gym and poring over books on learning how to socialize, even reading stuff like PUA (although I concluded most of their ideas were too illogical for me to make use of). I even began to pour my time into video games like League of Legends as I was just so hungry for any sort of achievement.

And it paid off, didn't it? Somehow, I did find friends in all of these stages - in the final year of high school, in military service. And then in college I achieved my end goal, the answer to my loneliness: a girlfriend.

Yet now I realize this was a poor objective. My lifelong pursuit of companionship netted me a fair few fake friends in high school. The semester my parents forced me to quit music (in the hopes I would study harder on the other core subjects), I lost the 'respect' and 'friendship' of many of them, amplifying my problems. Later in college, it netted me a girlfriend who didn't have the security or emotional maturity to maintain a romantic relationship. Maybe I saw a little of myself in her.

When I dumped my college ex and my depression hit for a second time, it wasn't just because I was heartbroken. It was because I understood, at least inwardly, that I needed to search for a better purpose in life. And honestly, I don't really know still. But in the three years since, I've become significantly more content as I have narrowed my life purpose search down to three main possibilities.
  • Improving job conditions. I am not so idealistic to think employees and employers can come together in an idyllic kum-ba-ya and find an arrangement that makes everyone happy. But I do believe there are things companies can do to make work somewhat less of a suffering experience that also doesn't cut into profits (and in fact can bolster them, more often than not). The problem is I don’t know how lucrative of a career this is, especially in Singapore where HR is not perceived as a particularly valuable service by locals and local companies.
  • Making people smile with creative design. It's the area I've always been good in, so why not? My claim to greatness is I have always been good at all three areas of creative art: visual, audio, and literary. I've also become interested in making video games as art; I'm not the best gamer but unlike a lot of game designers I am backed by a solid math foundation, enabling me to analyze systems at a deeper level. The problem is I think this is an even less lucrative career than HRM, given how saturated the art/games market is and how much they struggle with copyright and legality.
  • Improving sustainable development in Singapore. I'm still looking into this one, as I just thought of it last year, it's a rather new area, and I'm not a science-y guy. But I'm guessing that saving the environment could also be aided by efficient management and finances, not just a question of the science.

Monday, February 3, 2020

Meh

Finally finished the core story of Monster Hunter World: Iceborne. Then had a long chat with one of my gamer friends.

The game really shows you how shit the industry is. Because honestly, Iceborne isn't super amazing. Yes there are great fights, but also a large minority of essential fights (Shrieking Legiana, Velkhana, and the final boss Shara Ishvalda, to name a few) are frankly terrible. You just run around trying to hit a monster that can't be hit half the time, then you get smacked by a random tail whip or dragon breath out of nowhere and then you just…die. Even after you learn the hunt and it becomes easy, it still feels like a massive "ugh, why?"

Yet this is Steam's top seller for January 2020. And it's well-deserved. Because frankly, what other games suck less than Monster Hunter World? For all its unfun elements the game remains a relative masterpiece.

Anyway, I finally fell asleep at like 4 AM, and got up at 3 PM and saw the piling unfinished job apps over the past few days. Oops. I also need to get back to the gym. My soul hurts.

In lieu of this mess, I've decided to edit my game design goal a bit, make it a somewhat lower life priority. Instead of writing the story/lore/whatever, my goal this month is to complete designing all "skills". (What are skills? That's a topic for another day.) I estimate there will be at least 125 entries, so my goal is to finish 80-ish this month and 45-ish next month. In April/May I want to design the enemies in my game, with hope for at least 30 variants. (I will also begin drawing them a lot more; been a while since I drew anything though, so that will take practice.) And finally, I'll go back to writing, with the hope of still hitting a grand total of 28,000 words by Dec 31.

Monday, January 20, 2020

Jan 2020 Life Update + Lost Ark Discussion

Updated my blog's theme today. I'm trying to be a bit more environmentally friendly, and this small change saves a lot of power when you open it up (white is MUCH more energy-intensive than black). I hope it's just as easy to read as before, if not more so.

So I have about 4 job applications outstanding, and have 4.5k words to my background and story so far. So the latter is going swimmingly, despite my wrestling with writer's block; for the former, I wish I had more apps done.

I also beat the core game of Monster Hunter World, and bought its newly released expansion, Iceborne, so I have more to play. I love many of MHW's systems: weapon combos, stamina, gear. I will be adopting (and improving) many of them in my game. At the same time, I've come to the realization I don't actually like playing MHW all that much. I find the game a stressful experience in general, mainly because I am not good at these games and find them quite difficult. And who likes to feel stress in their game?


Typical Korean studio. Koreans draw AMAZING art - when I was in high school all the top artists were Korean. This translates into beautiful video games and Lost Ark is no exception.

The problem with Korean games is they suck ass: they're super fun for like maybe the first 30 hours and after that the enjoyment falls off a cliff. (That video says the same.) And Korean game studios will always make statements like "Oh we'll update the game with new stuff so you'll have more fun, no worries!" But their updates are typically terrible, and this is just a way for them to sucker customers into paying more for nothing. In the meantime, their existing budget goes to their secret new project chugging along in the background so they can sucker you out of even more money in a few years. 

Clearly, I have limited trust in Korean businesspeople. My father was always mildly racist to Koreans, mostly because in the 90's South Korea was largely a highly corrupt place and he remembers their 'business practices' clearly. I respect Koreans but I do agree in one area: even today, they can be an unscrupulous bunch where business is concerned.

Rant aside, I still want to play Lost Ark, which is why the video interests me. This is mainly because Lost Ark has dragons (4:05, 4:23) and big machine things (3:30). Sounds kind of childish, I know. But you see, all the major Western ARPGs have you fighting demons, which is fine, but after 15 years it gets kind of stale, you know? A simple artistic departure like that actually means a lot in entertainment. 

Ultimately, I want to see how they implement said enemies in their games: animations, attacks, systemic bugs & glitches. Learn by example, good or poor. For example, there's the issue of model blocking - if you see the dragon fight (4:23) some of the players' character models get entirely covered by the dragon's wing or head. So you can lose where your character is and what your character is doing. Lost Ark seems to merely keep the players' overhead names, but I was thinking of also adding a colored silhouette of the character so players could also see their characters' animations.

Model blocking - characters getting completely dwarfed by a dragons' head in Lost Ark.

Wednesday, January 1, 2020

Happy New Year

It's been almost a month of basically nonstop gaming. Mostly played Hades, Path of Exile, and League of Legends. I do appreciate the experience, though. I think it will help in my game design ventures.

But anyway, I guess I'll talk about last year.

Graduated college
A big life achievement this year. YAY! …I feel nothing, honestly. I simply believe society expects this of me.

Moved away from Sydney back home with my parents.
I'm actually much happier about this than the act of graduating in itself. Even after a month, my dad regularly makes me take the card out to practice my driving (as I haven't really driven a car in about 2 years) and I simply marvel at how everyone doesn't tailgate the fuck out of each other. And I didn't even drive in Sydney. I guess I really hated the place, huh. (Still better than LA/Chicago/NY though.)

Learned a lot about HR
I have Dr. Veen to thank for this one. Absolutely excellent lecturer. Six months ago I was kind of asking myself, "Did I actually learn more than fuck all from this degree?" and was feeling pretty shitty about it. Then in my final semester, Dr. Veen took the academic smidgens of knowledge I barely remembered and put them together in a coherent manner that I actually feel I could utilize in a workplace.

Began aspiring to be a game designer.
This has many sub-lessons, not all of which are pretty and awesome.

  • The main thing I've quickly learned in game design is the industry is incredibly saturated. Everyone wants to get in on the next big entertainment cash cow, and a lot of people think they're a good artist. Every month I come across at least 5-10 new games from small-time developers that are absolutely amazing but no one has heard of it and no one has played it.
  • As a result of the previous point, I have also learned I wish to build video games as a non-profit hobby. I see video games as a conglomerate of art - written, visual, soundtrack, acting - and I don't wish to be limited in that department by the need to make money.
  • Finally, I've also learned that I need to pick up programming. One step at a time, I suppose.
Stopped letting depression keep me down.
Knew it would happen one day, but I didn't really think it would be this year. Although I should have expected it really, as I was already mostly recovered by the end of last year.

Alright, I guess it's time to talk about the coming year now.
At this point in my life, I have few real expectations. I merely expect that the coming year is going to be shit. I have no reasonable super long-term goals either, because the world is going to change at such a fast pace that I don't see any reason to plan anything. Boomers like my father always taught me to not think so far ahead: just in 1 day, then 1 week, 1 month, 6 month, 1 year intervals...which is exactly how we got global warming. But oh well. Better than no plan.

That being said, New Years' Resolutions.
  • Get a job
  • Finish the SAP course I bought
  • Finish the Python course I bought
  • Finish a book (lmao)
  • Write 40,000 words of fiction for my game 
  • Clear 24 Heat in Hades

Tuesday, November 19, 2019

Graduation

Haven't written in a while.

Submitted my last assignment a week ago. Since then I've taken the week off to chill, go to the gym, do a bit of networking. I got my professor's LinkedIn and the email of a dude from the Fair Work Commission, although I am generally unsure how useful that will be. And yesterday I went to the Art Gallery of NSW, too - wanted to tour more of Sydney but the bushfire smog has been putting me off.

Having a vision can be...tiring. Even though I've kind of iterated to some of my closer friends about my game ideas, they still get confused when they see me buying games for research purposes. "Why don't you just play [insert game] instead?"

And on the flip side, despite the focus I've gained in my side hobby, I frankly have no idea where I'm headed with the rest of my life - especially my career. I've looked at HR jobs and I'm honestly not sure where to start. I've talked to a few people and they've mentioned most HR people start as recruiters, which I do hope to avoid if possible - but maybe there is no possible.

If you had asked me a few years ago, I would have said my life goals were to settle down with a nice girl and find a job that feeds us both, plus a few kids to boot. But after I dated my ex I realized my life needed something external. (I might be a little biased here as my ex wanted codependence, but that's a post for another time.)

Since then I've been a little lost.

Career
I do have some ideas. I am very interested in the business of green technology, for example, although I have no idea where exactly I want to go with that. The supply chain management, supposedly, ties in with my desire to bring more green technology development/manufacturing to Singapore. I might just work for a few years and then go to grad school and do that.

Alternatively, I'm also interested in bringing better HR practices to our local organizations, both private and government. Singaporeans (like my friend in Standard-Chartered) do not see the value in employee care at all, and largely to their own detriment. However, this seems harder as it's very hard to change people's mindsets. I'm also still interested in the idea of making a lot of money, mainly for the purposes of funding something philanthropic, such as my nonprofit game studio idea, and I don't really see HR making all that much.

Other
Outside of my career, I'm interested in trying to find a balance in what I'm doing - the goal is to be a little more productive than my parents, who defined their lives with their occupations and just watch TV in their spare time.
  1. Designing and playing games
  2. Staying fit by going to the gym + walks at the local park or around the city
  3. I might also pick up music again if I can find a casual band that will take a rusty idiot like me
  4. Reading (I need to do this more, have so many books to get through)
  5. I still do the occasional Daily Show or Azur Lane run, although I'm still not big on TV
Beyond this I feel I may be biting off more time than I can chew, especially since I am more concerned with how I intend to fund some of my ventures.

So yeah, I've got a lot to think about...and probably do something about. More to come, I guess. Especially since the core of my game edges ever closer, I might start talking about it.

Monday, November 4, 2019

November Rain

November 01
So things happened:
  • NDA for critics on Hideo Kojima's game Death Stranding got lifted, so reviews flooded in en masse. (Game itself launches on November 08.)
  • Diablo IV official announcement. As anyone who has been following me knows, I am a huge ARPG fan and have pipe dreams to design an ARPG of my own. So this is HUGE news to me.
  • My favorite singer, IU, released a new single yesterday entitled Love Poem. This has zero relevance to this post but I'm just happy for new music.
My ideas on the Diablo IV announcement are here.

My overall conclusion from Diablo IV is this: I am on the same page, ideas-wise, as the Diablo team. From the gameplay trailer and some other videos I've seen, Diablo IV came out quite close to how I would have done it were I in charge of designing that game. Given my lack of funds and general inexperience in computer science, I am a long way from shipping a game myself and I accept it's never happening within this generation of ARPGs. But the fact I have such close ideas gives me confidence.

With this in mind, Death Stranding also showed me two new things.

First, I never was quite able to put into words why I wanted to go into developing video games from an indie/non-profit perspective. I understand it now. I see video games as art, same as television, movies, or books. Art is often used to make social commentary, to make a statement about our lives. And of the art forms video games are more frequently consumed today by our youth than any other medium. Yet there is very limited social commentary in video games, and this is largely due to the corporate environment by which games are made.

Second, Kojima's game also really tells me that what I just outlined - thinking on the same page as Blizzard devs - is not enough. Kojima's impact lies in things that are totally out there, that could never even have been imagined by other devs. If I need to survive as a small fry in such a harsh industry, I have to truly think outside the box. I think the time to start doing so is now.


November 03
(wasn't fully mentally together when writing this; bit of a roundabout rant, sorry)
The cycle is always the same. Coincidentally bump into my ex/neighbor a bunch of times in a short period. Around the same time my dad rats me out with "I don't know what you do every day." Well, I do. I've been planning my game project, drawing concepts, reading about Death Stranding and Diablo IV, and starting on programming and Unity lessons (although I haven't gotten much work in that department, either). But first I don't want tell him that; and secondly he's right, and I'm not happy with my progress in all of the above, including the college paper he's been bugging me about. And with my lack of progress the voice seeps back, even if merely a whisper.

About that, my ex. The part that hurts isn’t really the things she did. It’s that, for all the information on red flags I've read since then, I can’t wrap my head around how to tell a person's character. Like my ex herself was a hardworking girl with probably more mental maturity than myself. You can see that: she has more academic achievements than I, with summer internships and a recent writing award that I just noticed on her LinkedIn. But I never quite noticed her selfishness and emotional immaturity until after I started dating her. And one can see that too, when you realize she's on her 5th boyfriend in 4 years; but that's very subtle, as you wouldn't know that detail unless you've known her for a while.

With a few days left on the semester, I've been thinking about blocking her once and for all. She hasn't really disturbed me much in the past couple of years, save than a friend add at the start of this year - which I discarded, as that was way too early. But now I'm mildly torn. I have little doubt my ex did some shitty things which caused me to leave her. Should it be fair, then, that I also deny her the friendship she (seems to) desire? Or maybe she has changed for the better, or will change for the better, and I will have lost a friend that could be. I need to figure this one out - but I should also probably hold off until my paper's done, lol.

But, back to my dad and my paper. Maybe I'm biting off more than I can chew here. Maybe I just need to focus on a few aspects of game design rather than try to do everything. And I definitely need to put more effort into my career too. It seems so hard sometimes.

Friday, November 1, 2019

Diablo 4 @ Blizzcon 2019: Reactions




Notes
Combat moving to a more 3-dimensional form, involving the ability to climb & jump ledges and cast spells up/down. This is directly in line with where I expected the genre to move to (see: Darksiders Genesis or Riot's ARPG, which all are looking at jumping and climbing). Why? It is probably the single easiest idea to make your gameplay look cool and fun, because map assets in Diablo III (and Grim Dawn) were already 3D, just a question of drawing and coding that terrain into something pathable. The question that determines success amongst these competitors is how well this mechanic will be integrated with the combat. Just having an "oh I can climb up and jump off things" isn't going to make your game more fun by itself. This also draws another inference: Diablo IV is unlikely going to copy Path of Exile's algorithmic level generation, so it will probably simulate "random map generation" as Diablo III did, with just a few hand-drawn variants.

Edit: With more information I have learned there is a kind of dodge step, similar to the short dodge of Bloodborne. I think this is great. The question, similar to the climbing function, is how well this is going to be implemented into the game. A dodge step tacked on for no reason does nothing for the game on its own.

On the contrary, the one thing I definitely did not expect - MOUNTS. There are several directions I see this, some good, some not so good. The good is that you can expect much more of an "open world" experience - not a true open world (still sticking to a 4-player instance) but a huge enough map that mounts would be warranted. The bad is that I can already see the mount skin MTX, lol.

Classes and abilities are a clear nod back to Diablo II: Sorcerer, Barbarian, and the Druid. This is a standard Blizzard marketing move. They show the "nostalgic" aspects of the game first, then if there's new things that weren't in the previous games they will reveal it closer to release. All classes definitely have more mobility than before, which is an expected but positive aspect, as you can see how varying mobility between classes in Diablo III affected clear speeds (and therefore game balance). I'm personally excited for the Druid as that was my main back in Diablo II and the Sorcerer will hopefully scratch the Wizard addiction I gained in Diablo III. Overall Blizzard tends to do an amazing job with class design and I'm not worried about this.

(Diablo II had 5 classes on release + 2 more in the expansion. Diablo III had 5 classes on release + 1 more in the expansion + 1 more as a bonus DLC. So you can expect roughly 5 classes out of Diablo IV.)

Enemies look better than in any Diablo installment previously - this is one of the things other ARPGs (looking at you, Path of Exile) really need to take from Diablo III and hopefully they can also look at IV for inspiration. The first clear idea is they are a lot bigger in general. This sounds really simplistic but it gets the impact devs are looking for. If you want dark fantasy, if you want to get creepy, scary demons, you want to think big - like Monster Hunter kind of big. Previous games did not do this because of technical limitations, but this should no longer be the case. Additionally, at 2:04 you can see what appears to be a demon summoning circle that activates when stepped on. This looks like it could be a mini-boss mechanic: possibly you could "summon" by activating the circle, and then kill whatever spawns for more loot. It's a bit of a stretch but here's to hoping there's a kind of cool interaction in there.

Did not see a return to the light radius mechanic from Diablo I and II. I expected this for a lot of reasons but I'm still mildly disappointed. I definitely get the feel Diablo IV will be a game about exploration, and it can be admittedly annoying to explore a world with limited visibility all the time. Edit: new information shows that there IS a light radius in Diablo IV, but looks like a Titan-Quest-style light radius, ie: only occurs at night, does nothing to hide foes and thus is absolutely meaningless to actual gameplay. So my analysis remains the same.

Also did not see a focus on environment like Diablo III did, with the exception of chests. I am disappointed with this. When I played really poorly-rated ARPGs like Warhammer 40,000: Inquisitor-Martyr and Warhammer Chaosbane, I found the infrequency of environmental objects made the levels more boring (amongst other things). Diablo III might have overdone it (creating objects with little practical relevance to the game), but Path of Exile and Grim Dawn get this right as they have things like chests, troves, strongboxes, traps, or even something as mild as pots or urns to destroy for nothing. The poorly-rated ARPGs were consistently threadbare in comparison. One developer I follow on Twitter described the level design as "unfinished" - I do hope that is the case.

Story & art style. Many seem impressed from the trailers, applauding it for a true return to the dark art style of the first two games and a familiar final boss in Lilith. I concur, but I also think it was less original than expected. Random dark mage comes out of nowhere and manages to summon a demon lord with the power of plot magic? Bandits stumble upon the ritual and are conveniently used as human sacrifices? Definitely seen tropes like these in random short comics or DnD roleplays. The story also needs to connect back to Diablo III: Reaper of Soul's ending, which will be a challenge.

Opinions & Predictions
I expect a game that is going to be driven heavily by interactive combat, an effective grimdark story, and a well-put-together dark fantasy world. Every game has to craft their own niche and Diablo knows not to compete against Path of Exile in terms of replayability or seasonal content. They will instead stick with what they did well in Diablo III while improving on common complaints the game had in the past.

The question then is how this is going to be executed. Blizzard would do well to avoid tired plot devices that have been sticking around since the beginning of the franchise. The "I have nightmares of the future" used in the gameplay trailer is a classic overdone one, as is the dark cultist summoning demons rightfully be far too difficult for him/her. While not normally an important factor to game success in general, the story and lore that has become central to the Diablo identity makes it crucial.

As far as gameplay itself goes, Blizzard should draw upon games like Path of Exile and Grim Dawn, with their complicated systems (such as GD's critical hits) as a starting point for evolving their own build designs. Diablo II was extremely complex (some of the math has actually never been reverse engineered despite being over 15 years old) but Diablo III just 'dumbed down' everything in an attempt to appeal to a wider audience. This is a wrong strategy. A casual fraction of the audience will not engage with the any formulas you adopt even if they are heavily simplified, but the hardcore audience will, and a simplified system does nothing for those players. Next, new aspects of the game Blizzard is introducing, such as mounts and mobility, should be well-integrated with the rest of the game from a mechanical and lore perspective: What happens to horses when you dismount? Are they even horses (or magically summoned spirits)? Could players ride non-horse creatures? And of course, Blizzard should also apply due diligence in the aspects Diablo is famous for: quality enemy design, interactive and dark level design, and polished classes and abilities with clean high fantasy aspects.

But the most important and worrying issue of all is the release date. Diablo IV honestly looks like a very unfinished game, and Blizzard's other content this year is…lacking, to say the least. Will Overwatch 2 and regular Warcraft  and Hearthstone releases be able to keep up Blizzard cash flow for the next 3-5 years while IV remains in development? And if not, what other ideas does Blizzard have up their sleeve? It's hard to imagine, but I daresay if they don't have an answer to these questions, we may not even make it to release date.

Thursday, October 24, 2019

what makes game, and what makes work?

I speak in lieu of Ian Bogost's recent article, Video Games Are Better Without Gameplay. I have studied Bogost in university before this. One of the things to be aware of is that his title are often moot, a series of jokes meant to garner attention and debate. I am reminded of two foreign policy papers I recently read: Cyber War Is Not War and Cyber War Is War, both written by colleagues at Cambridge taking fun jabs at each other while bringing to light the destruction cyber warfare can potentially inflict. (As an aside, Bogost also has written Video Games Are Better Without Characters and Video Games Are Better Without Stories.)

But how moot is the title, really? Can one imagine a game...without gameplay? A number of my friends play a game known as Girl's Frontline, a Chinese mobile title where you set up a squadrons of "T-dolls" - which seem to be rifles turned into female soldiers by some weird alien technology - and then they just kind of…watch the game play itself. The thinking and challenge comes in how best to arrange the girls so they can beat the level while not spending too many resources. But the rest of the game is all but a very repetitive TV show. Doesn't that sound like a snoozefest? Yet Girl's Frontline exceeded 17 million USD in revenue in FY 2018 (source). 

See, the underlying idea Bogost puts forward is this: what makes the human mind differentiate "work" and "play"? For example, what is the difference between spending one's evenings pressing buttons at a grocery store cash register versus spending evenings pressing the Start Mission button in Girl's Frontline? And there's no reason to stop at games. People run grueling marathons, research and write articles on Wikipedia, build things out of wood or metal, the list goes on. What makes these recreation and not work?

Clearly there exists some answer, some kind of subconscious mental divide - it's quite doubtful for instance that a manager can merely tell employees to "think of work like play" and suddenly expect increases in motivation (although I do expect there are managers who have tried). Academic theories surrounding the work/play paradigm delve into a blend of motivation psychology, behavioral economics, and philosophy. The research is very incomplete when trying to put all of these schools together: it's an area that currently lacks expertise (given its multidisciplinary nature and relative newness) and funding. But all game designers know this much at least: a large number of very popular games get away with having a lot of "grind", that is, repetitive in-game actions that are not intrinsically enjoyable to most but are done solely for in-game rewards. In fact, having a certain quantity of grind often improves games in terms of popularity (although too much grind is often detracting).

Bogost also takes another angle: the "goose game" he talks about - its official name being Untitled Goose Game - is a currently trending comedic title. Bogost maintains the Goose Game's popularity actually comes more from watching others play the game on streaming services and less from the enjoyment of playing the game itself, thus begging the question if it's the game themselves that is really fun, or if it's something else; perhaps the sense of wonder or humor we inject into the experience and that designers have learned to facilitate. But it seems many people actually did enjoy playing the Goose Game, so the point of the article (along with the misleading title) was missed by most. I merely think Bogost would have been clearer had he cited League of Legends instead.

Video Games Are Better Without Gameplay doesn't really seek answers, but to simulate discussion. To myself, the discussion around games forever seeks to deteriorate to uninformed arguments, as people always think they know something about games just because they play. (A familiar sentiment to me: as a music student prior, I find the world is grotesquely misinformed on what makes themselves enjoy certain music.) My goal is to research so I don't succumb to the same pitfall. And if I can share a bit of that with the people around me, why not?