Friday Debrief

A few people have requested in comments and in emails that I provide blog entries and links when I have new work going up, a sensible point when considering RSS readers. So we’ll see how a Friday round-up goes.

This week, you can find my reaction to Enslaved over at Gamers With Jobs. I do worry I came down a little harshly on it: the first half is really excellent, and justified my purchase. But ultimately it’s not just a story, but a videogame, and not a very good one.

I was also on the GWJ Conference Call to talk about Valve and a few of my recent gaming obsessions with Cory Banks, Sean Sands, and Allen Cook. I don’t know what it is about the Conference Call, but it makes me more argumentative and ornery than usual. Maybe it’s because someone else is hosting, and so I delight in throwing out conversational hand grenades. Ironically, back when I just listened to the show, I hated Cory for playing this role. When he was the only guy who thought Flower was overrated, I thought he was just being a contrarian dick. Then I played Flower, and saw the value of being the guy who sets the Hyperbole Theater on fire.

If you head down to you local newsstand, you may find the June issue of PC Gamer. It contains a review of Portal 2, but we don’t care about that here. We care about me. So go pick up the June issue for a new Tactical Advantage column on the state of RTS communities in the age of Starcraft II, a review of the lame APOX, and the excellent Men of War: Assault Squad. In retrospect, I probably should have just asked for more space for Men of War, as the word count was a little crowded for the angle I took. Still, you have to try different things.

Finally, on Three Moves Ahead, we talked about the Panzer General series and got into a whole dust-up over whether it’s even a good wargame, and how that series introduced players to a classic genre conventions.

The Columnist at Dawn

Since I’m up unusually early this morning with nothing to do, I may as well put this time to use by explaining why this blog is going dark so frequently. You know the outlines of it, of course. I’m busier than ever and am trying to accommodate a new pace of work. However, now that it’s in black and white, I should talk about my new life as a PC Gamer contributor.

When Troy paid the boatman to ferry him over to the PR side of the business, Dan Stapleton asked me if I would take over the strategy column and review work that Troy had been doing, since he already knew me from 3MA. Most of my work has yet to show up in print, because of the way schedules work, but if you hit the newstands now, you’ll find my inaugural column.

Honestly, if you like reading my work, you should really subscribe to PC Gamer, because I am doing an absolute ton of writing for the magazine right now. This week alone has me putting together a wargame review, a guide, a preview, and a column. Although I’m biased, I would also have to say the rest of the magazine is pretty damned good, too. It’s far better than what I remember from when I let my last subscription lapse several years ago. The columnists are great (Andy Mahood remains one of my favorite game writers) and I abs0lutely love how the previews get beyond the sale pitch and raise questions about the games under discussion. My editor didn’t bat an eye when I explained in a preview for the website why The Darkness II was as repulsive as it was enticing.

This is good, because writing for the magazine has me doing the kind of assignments I’d always thought I would prefer to avoid. I don’t know how I’d write a blandly positive preview about something I really didn’t care about, and fortunately I’ve not had to find out. The biggest challenge is writing to the low word-counts of a print magazine. At the start of this week, I had to distill a crummy week with a game to less than 300 words. That’s a totally different experience than the web pieces I’ve done to date.

But it does mean that my time is more limited than ever. Still, enough people have been prodding me about this blog, and in particular some projects I’ve left unfinished, that I will set aside some time to write some long-overdue pieces. In the meantime, however, I strongly suggest checking out the “Work” tab in the upper right of this page for links to my latest pieces, and subscribing to PC Gamer.

Three Moves Ahead PAX East Meet-Up

At 11 am on Sunday during PAX East, Julian and I will be hosting a little Three Moves Ahead Sunday Brunch, and I hope to meet many of you there. To that end, I have made a reservation at Lucky’s Lounge, which is near the convention center.

Now, I had a rough estimate of how many people would be there, but I am starting to suspect we might have more than that. So if you plan on coming, please let me know in this thread or by emailing me at zacnyr [at] gmail [dot] com. That way, I can tell the restaurant what to prepare for.

Here are the vital facts:

I hope to see you there.

Pneumonia

This is how a month flies by.

First you bust ass trying to clear your schedule for Rabbitcon. It’s not easy because of the podcast you’re now running, and the regular review and column work you’re doing. Still, you just barely succeed in giving yourself breathing room. You go and enjoy four days with the best people and best gaming. Unfortunately, your girlfriend catches a respiratory bug while she is there. She’s tough, so she works through it. Except she shouldn’t have, because rather than petering out after a few days, this infection becomes full-on pneumonia.

Then you’re in the ER at 3:30 in the morning when you were already exhausted three hours ago, and the words on the page no longer make sense. You’re reading about Stalingrad, which is already a dozen kinds of bizarre and obscene, so your exhaustion addled thoughts become even more hallucinogenic. You’re also starting to think morbid thoughts, because it’s the ER and your girlfriend gets nasty respiratory infections all the time. Right now she’s making the same sound your grandmother was the last time you ever saw her alive, when she patted your arm reassuringly with a feathery white hand.

But she was almost 90 and in bad health, and your girlfriend is young and will recover through medication. But it’s been a long night with some troubling thoughts, and so you’re quiet as you drive back home through a dawn snowstorm that will likely be the last gust of winter before a cold spring. Then you sleep before getting back to the work of playing nurse, a role you enjoy because it’s not often you get to feel like someone really needs you, that you’re really helping make life better.

Then you get sick, and a last walk into Boston pushes the matter beyond doubt. You’re shaking and wheezing by the time you get home, and you go straight to bed. Now, for the first time in a month, you have a minute to think. Because for once, you really can’t do much of anything else. You think about what you want to say once you’re finished explaining where you’ve been, and what you want to do once you’ve got a handle on the new life you’ve started living. The answer isn’t particularly interesting. The same, but better. And more.

Unlike most days, however, you know the first step you need to take, and you can take it right now. You start by putting a kettle on the stove, and putting some tea in a mug with a generous spoonful of honey. The rest will work itself out eventually.

Alan Wake Reconsidered

I said that this year I would try and stretch myself a bit as a writer, and that’s always a fraught endeavor when you’re doing it on someone else’s dime in front off a big audience. Fortunately, The Escapist came through as it always has in my career and gave me space to do a close, critical reading of Alan Wake in order to provide a revisionist view of the game.

It’s the kind of thing that sounded awesome as I was pitching it and playing through the game for a second time, but was easy to start doubting once I began working on it. By the time I sent back my final draft, I was convinced that the response was going to be a collective eye-roll. I liked my analysis, and I thought it was pretty damned sound, but I know there are a lot of people who resist reading deeply into videogames, especially ones as flawed as Alan Wake.

Fortunately, the article got an incredibly warm reception both from the audience at The Escapist and my acquaintances on Twitter. No piece I’ve written this year has given me as much satisfaction, with several people writing to express how thoroughly my article changed their view of the game. There is not much more that I can ask of my work.

While I stuck pretty close to what is actually in the game, and I can readily defend just about every claim that I make in the article, I will admit that my interpretation still owes a great deal to my own experiences. I have written several times over the last year about the difficulty of balancing my emotional investment in my work with other aspects of my life, and how sometimes work seems to be crowding out the other things I love. Approaching Alan Wake with those fears weighing on my mind, it was not hard for me to make the connection between the game’s plot and the conflicts I face as someone doing what I love for a living, dependent on steady stream of decent ideas and good words, and the pain I feel when they seem to dry up.

A few people raised their eyebrows at the connection I drew between the savior figure in Alan Wake, Thomas Zane, and Bioshock. I think the use of an old, porthole-covered diving bell is too heavily associated with Bioshock to be accidental, but I will readily grant that once again my own experiences inform my analysis here.

2007 changed everything for me, and Bioshock was a major part of that. It was the first time I really heard the kind of serious, intelligent discussion of videogames that I had long wanted to have, and Bioshock was the topic of discussion that year (as it has remained, in many ways). Bioshock didn’t sequester itself from intellectual life the way so many games do. It was in dialogue with the books I read in college on history and political theory, and critics were receptive to that. There have been other games that could make you think, other games that didn’t flinch from asking harder questions or engaging with their historical moment, but Bioshock was the first time that the stars aligned and serious critical discussion of a videogame entered the mainstream.

I don’t think it’s a coincidence that Alan Wake started production in 2005, Bioshock came out in 2007, and the character in the game has not been able to accomplish anything in two years. The game itself did not come out until 2010, and it’s not hard to imagine that 2007 might have been the year when the Alan Wake project finally started to gather some momentum after lengthy delays and creative struggles. And from my own experience, I can see where Bioshock might have played a role in the story.

Anyway, I hope you go and read the piece. This kind of analysis isn’t something I’ve done much, but I had an absolute blast with it.

Quo Vadimus

A couple springs ago, I logged into Quarter to Three and saw that I had a private message from Troy Goodfellow. I’d run across his name when I was researching another piece I’d written for The Escapist, but I didn’t know much more about him. He liked an article I’d done for them, and wanted to tell me so.

I don’t know many writers who go out of their way to drop messages of appreciation to their juniors, but Troy does. He was willing to chat a bit with me over the next few months, and provide advice and counsel when I needed it. And then at some point he brought me in to help out with a feature series he was running, and shortly thereafter he brought me onto Three Moves Ahead to fill in for Julian and Bruce.

Freelancing often comes down to who you know, and whether or not they like you. Troy reached out to me and opened far more doors than I could have hoped for, starting with his invitation to become a regular 3MA panelist. He vouched for me to editors, and he helped me build an identity and reputation. He is generous with his assistance to those he believes in, and I am very lucky to have won his confidence. There are not many so generous with help in so competitive a field, and games writing is losing more than you might think as Troy transitions to a career in PR.

On his way out the door, he has given me some more amazing opportunities and responsibilities. The one I want to talk about right now is Three Moves Ahead.

Continuity and Change

When 3MA began, it had four incredibly qualified panelists on hand to discuss strategy games. Julian has a very deep well of experience from which he can draw when it comes board games. Troy and Tom Chick know the strategy genre better than any other writers in the US, and more importantly, they can communicate their understanding to readers and listeners. Bruce knows wargames inside and out, and has a logician’s approach to discussion.

Had that group continued to have the type of conversations it did in the first half of 3MA’s life, I would likely never have been a part of it, and the show would be none the worse. They were a great panel and I still consider many of their episodes to be the gold standard against which I judge those I’ve been a part of.

But other commitments made it hard for four or even three of the panelists to record together, and their busy work schedules made it very hard for them to coalesce around a topic on short-notice. Remember that I came aboard as a semi-regular fill-in, and one of the great advantages Troy had in working with me is that I was chronically under-employed and was willing to crash-research a game or a topic. Until joining 3MA, I had never considered myself a strategy gamer. It just happened to be a genre where I spent a third of my gaming time. But I liked 3MA, I was honored to be helping out, and I was learning a lot. I dug into the genre so that I could make more valuable contributions. But I don’t flatter myself in to thinking that I bring what Tom or Bruce does to an episode.

So as I take over the show, one of my goals is to get the mixture of panelists closer to how it was in earlier episodes. It’s a better show when we have a larger group of intelligent people examining the topic at hand. Hopefully Tom and Bruce can help out from time-to-time, but I’m also hoping to add enough depth to the bench that the show is less dependent on me and Julian. In this vein, I’m also hoping to have longer fuses on each 3MA, so that we can better prepare for a topic. If we can get these two things right, I am certain 3MA will be as good as it’s ever been.

All that said, I have different tastes and views than Troy. My definition of what constitutes a strategy game is probably closer to Tom Chick’s heretical “everything is a strategy game.” While I’d never do an episode on Bioshock 2 like he wanted, I might do an episode on the Brothers in Arms series. Not all my favorite games are strategy games, but almost all my favorite games have significant strategic or tactical elements. From time to time, I will beg your forgiveness as I try to catch glimpses of strategy existing outside its natural habitat.

Likewise, it is inevitable that my increasing interest in board games, and Julian’s knowledge of the format, will result in board games playing a larger role on the show. However, I will try and ensure that board games come up in the context of theme shows where  they might be relevant, or when we uncover a particularly interesting game.

Beyond that, you should also expect more classic game analysis. Frankly, we haven’t really scratched the surface of games that are worth revisiting. If we can get the planning right, there’s a wealth of rich topics waiting to receive attention. Episodes like this will also allow Troy to rejoin us on a regular basis.

These are small changes, but I think they could have a major impact on the show. I have other plans in the works: a site for the show, better production equipment and practices, and perhaps even taking the show twice  monthly if it means we can make better preparations and and deliver a better product. But some of these are minor changes, and others are just ideas, not plans. In the last analysis, 3MA answers to two groups: the panel, and the audience. I want those of us who record 3MA to be proud of our effort, and I want those of us who listen to it to come away feeling like it’s as interesting and thought-provoking as ever.

I don’t entirely know what that will entail, which is why I want your input and suggestions. In the meantime I am, as ever, honored by Troy’s trust, and the goodwill of the listeners who have been offering their congratulations and best-wishes since we made the announcement. I will do my best to live up to the standard he set.