Padding

Be Better for Me:  A New Year’s Resolution List for Nintendo, Developers, and Everyone Else

Be Better for Me: A New Year’s Resolution List for Nintendo, Developers, and Everyone Else

A Guide for How to Be Better, Written by a Man Who Doesn’t Know Better

I put little faith in New Year’s resolutions.  If you haven’t made the change already, it’s unlikely an arbitrary day will encourage you to make it now.  To actually encourage a new habit, you need to create a schedule for yourself and include both intrinsic and extrinsic motivators.  True change grows from preparation, and throwing back a bottle of tequila will prepare you for little more than your first hangover of the year.

That said, I don’t mean to discourage anyone from improving their lives.  If anything, I encourage you to do so!  When you get better, it indirectly improves my life.  Along this line of thinking, I’ve been brainstorming a few resolutions of my own.  They’re not intended for me, mind you, but for everyone else, and if you all stick to them, I imagine things will be better for all of us.  We’re still on the tail end of the season of giving, so I present my gift to all of you, whether you’re Nintendo, a game developer, or a random reader.

Resolution 1:  Nintendo will address the laundry list of changes we’ve already requested

Let’s begin with the dead horse we’ve been mutilating since March 2017:

  • Nintendo still hasn’t made folders to sort our games. 
  • It hasn’t improved the home menu with much of anything, much less the themes people have been requesting. 
  • The Switch eShop dawdles on like an obese, infected opossum, vomiting out an endless stream of games whenever you want to search for a few. 
  • Most streaming services (like Netflix) are still not supported. 
  • Lag and lost connections are Nintendo Online’s prime features. 
  • The NES and SNES libraries no longer receive routine updates, and the Nintendo dragon still fiercely protects its N64 and Gamecube libraries. 
  • Amiibo have become little more than Funko Pop figurines.

Fans know that Nintendo does what it wants, when it wants.  It’s an adorable, loving cat who periodically refuses to get near you, scratches you, or coughs up hairballs into your shoes.  We love it, but holy hell, it could it at least be more predictable.  I imagine two or three of these above issues will be addressed this coming year, and it would be a dream if Nintendo actually listened to our feedback and resolved all of these issues.

Resolution 2:  All multiplayer games will have competent bots

This resolution is in honor of young Solomon, who played Star Fox Assault’s multiplayer by himself by hooking up a second controller and letting that character do nothing until he killed it.  He played for hours this way in order to unlock more multiplayer content in the hopes that someone would eventually play with him.  Poor naïve Solomon, no one ever would.

Obvious comment of the day:  multiplayer games need multiple players to work.  However, bots exist to ensure you still have the option to play by yourself.  Great multiplayer games like Super Smash Bros., Mario Kart, and Bomberman are still fun by yourself because computer opponents can play just as well as humans.  Online multiplayer has certainly helped the solo gamer, yet sometimes the online community doesn’t exist or is so toxic that local multiplayer is the preferred way to go.  Because of this, competent bots should be a no-brainer for most multiplayer games.  When indie games like Crawl, Treadnauts, and Rocket Fist can program solid AI, I see little reason why other developers (big or small) can’t do the same.

With bots, Headsnatchers could’ve been a bit more tolerable (probably not).  The lack of bots prevents TowerFall from being my go-to multiplayer game.  Killer Queen Black has bots, but they’re good only for grasping the basics, not for training or filling in for humans.  DOOM’s online community is nearly dead, but I’d still be playing it if I could include bots in my friends’ matches for any mode other than Team Deatchmatch.  Even Splatoon 2 could be improved by allowing bots to replace disconnected players. 

Resolution 3:  Games will no longer have unnecessary collectible doodads

I’ve already written a blogitorial on this, so let’s cover this quickly.  Collectibles are well-designed when they encourage the player to take on a new challenge (Celeste, Rayman Legends) or reward the player immediately upon finding them (Guacamelee! 2).  Poorly designed collectibles are those randomly thrown on the map or locked behind an obstacle you cannot cross until you to replay the level later.  These collectibles only add playtime because you’re retreading over old ground or combing every crack for shiny bobbins. 

The collectible conundrum has existed for decades, yet it’s been more noticeable to me the more I play games without them.  Hellblade:  Senua’s Sacrifice was a beautifully linear game, focused on its story.  Monaco may force you to collect gold yet restrains itself from hiding anything else.  What Remains of Edith Finch hides cool stories and memories for those who explore, not hidden teeth needed for Grandma’s dentures.  Compare these games to Pikuniku, Unravel 2, Hotline Miami Collection, Luigi’s Mansion 3 and Astral Chain.  Those games purposely remove you from the main gameplay to grab something unrelated to your progress, offering a less enjoyable experience even if you may be rewarded later for collecting all of the developer’s trash.

Resolution 4:  Developers will playtest their games before releasing them

One of the most memorable articles I read this year came from Johnnemann Nordhagen, the developer of Where the Water Tastes Like Wine.  In it, he described the reasons his game became a failure, commercially and critically.   Because he needed to rush the product to launch on time, the game was not playtested thoroughly, and critics and gamers ravaged it for what they saw as easily fixable issues.  My own experiences as a writer have taught me how readers will notice problems I had never anticipated, but I have also learned I would’ve caught some issues if I had read my work more closely.  The same goes for video games.

Some games could benefit from a little editing, like Moonlighter with its occasional typos and glitches.  For other games, it seems they needed a second opinion from someone outside the dev team to see the problem.  Killer Queen Black’s UI is terrible but likely seemed adequate to the developers who messed with it constantly.  In other instances, either the developer was lazy or did absolutely zero playtesting because nothing else can explain why the game’s issues are so glaring.  Bury me, my Love features broken touch controls; Headsnatchers is just broken overall; and Super Kirby Clash punishes its players for Nintendo’s own internet issues.  Maybe all of these developers actually playtested their games rigorously, and if that is the case, this resolution will be for developers to actually listen to their playtesters.

Resolution 5:  We will not be tempted by ridiculous sales for crappy games

Leading up to the holidays, QubicGames ran a promotion, offering ten free games to anybody who had previously purchased one of their games.  It was a resounding success despite many of the titles being mediocre to bad.  We like cheap things, and unfortunately, we fall prey to sales that cut 99% off the original price, even if the games are garbage  When you have classics like Skeeball, Mecho Tales, and Quest for the Golden Duck going for less than a dime, why would you ever want to buy a full-priced AAA game?

We cannot complain about the influx of garbage on the eShop if we’re sucking the sludge from every 25₵ or $1 game, especially when we are letting them hit the bestsellers list.  I don’t fault developers for trying to make their games more visible to consumers, but we can exercise a little more restraint.  Your wallet is your voice, so support the developers actively trying to make good games.  Don’t buy from the publishers/developers who are simply producing bad clones of established IPs.  Otherwise, they’ll be tempted to release more.

Resolution 6:  We will strive to stop shoving sticks up our butts

At the risk of being called a boomer, I will declare that we, as gamers, are entitled, whiney, and arrogant idiots.  Now that I’ve vented that steam, let’s look at our offenses (and I’m at fault for some of these as well):

  • We demand that games include what we want, regardless of how much manpower or money it would take to meet our demands.  Pokémon Sword and Shield don’t allow you to catch every Pokémon. It was bound to happen eventually, just like the next Smash will likely not feature every fighter from Ultimate.  And no, you can’t delay a game to add more Pokémon when money needs to be made.
  • We are frustrated when certain games are exclusive to consoles or services.  Epic is trying to compete with Steam, so of course it’s going to lock in exclusivesAstral Chain is a Nintendo exclusive because Nintendo wants people to buy a Nintendo Switch, not buy games for other consoles.  You can bemoan capitalism all you want, but capitalism is partly why we have so many games in the first place.
  • We complain about the prices of games as if a price tag is a personal insult.  Nintendo rarely offers huge sales, and it makes sense, considering people are still willing to pay full price for the evergreen titles.  The Switch tax sucks, so wait until a sale happens.  Some indie games may cost you over ten dollars for a three-hour game, but the developers need to make money.  Unless you’re unfathomably rich, you can’t buy every game on the Switch, so make your purchases matter.
  • We get flustered when a game is delayed.  I would say the large majority of gamers ultimately understand why a game is delayed, but there is a vocal subset who loves to criticize a developer/publisher for their decision.  These gamers rarely understand what making a game entails, but they are more than glad to pretend they do.
  • We are meanspirited in our comments and interactions online.  I understand that anonymity brings out the jerk in us, but it is pretty amazing to track the derogatory comments, the political debacles, and general cruelty that is allowed on message boards or chatrooms.  I may be getting old, but that just ain’t how you talk to folks, you hear?

Now, let’s make this clear:  you are more than justified to have an opinion, set an expectation, make a complaint, or give feedback.  On this website, I do all of these, and most of the time, I believe I am right to say what I do.  However, when we start believing that we are absolutely right and someone else deserves to pay for what we perceive is wrong, then we need to get off our high horse.  The Golden Rule applies here:  if you wouldn’t want others to fling crap at you, stop pulling arguments and complaints from your ass.

Resolution 7:  Nintendo will tell us which IPs are dead to them

As with many of my blogitorials, I include a pipe dream:  I wish Nintendo would give us an honest answer about which IPs will appear again and which won’t.  Ideally, Nintendo could tell us which franchises will have an entry on the Switch.  They could also let us know which series will never see the light of day again.  It could be something like this:

  • You looking forward to another F-ZeroIt’s not coming soon, but it will before the Switch dies. 
  • You want Pikmin 4Sorry, Miyamoto only gardens every five years, so you won’t get Pikmin until the Switch 2.
  • Another Wave Race?  Unfortunately, Mario Kart has forever killed that IP.
  • What? Cubivore? Seriously?  We didn’t even want to publish the game in the US.
  • Mother 4?

Nintendo will never do this because they live off of our anticipation.  You tell people there won’t be another Golden Sun, and a fanbase becomes less interested in your console.  Once other companies hear you won’t make another WarioWare, suddenly a crappy indie game is calling itself a “spiritual successor” to the franchise.  You say Odama 2 will never be a thing, and at least five people will be somewhat sad for a day.

Nintendo won’t release this information, but just imagine how happy I would be if they did.

Get to work

As we start this new decade, we can be optimistic, knowing that 2019 was an incredible year for Nintendo fans.  With the Switch still churning out money, we will hopefully continue to see interesting new IPs from Nintendo, much anticipated sequels, and plenty of support from third-party companies and indie developers.  Then the next Xbox and PlayStation will be fully revealed and released, and we’ll be sent back to the stone age.  However, until then, Nintendo gamers can enjoy the current wealth of content and make 2020 another great year for video games, even if the rest of the world is keen on destroying itself.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon Rambling’s Blogitorial:  Padding

Solomon Rambling’s Blogitorial:  Padding

Just a Ton of Empty Carbs

As the saying goes, the greatest trick the devil ever pulled was convincing us the entire bag was full of chips instead of air and crumbs.  Despite our moaning, we still bought the bags, ever hoping they would be full of substance.  Other businesses soon learned of the devil’s trickery, saw its success, and decided to replicate it in other products.  Thus, the world came to know padding, the act of adding superfluous content to a product to make it appear larger than it actually is.

Padding is the busy work you get from your boss or teacher to make it seem like you have actual responsibilities.  It is the flashbacks, summaries, and side arcs that TV shows use to stretch a series over an entire season.  It is the literal padding in bras or jock straps to boost the wearer’s confidence and sex appeal.  Padding is even the unnecessary lists Solomon Rambling employs to rack up a word count.  In each instance, padding manipulates you into thinking you are receiving a robust experience.  Upon uncovering and extracting the meaningless stuffing, you come to feel shame for being deceived and disappointment for finally recognizing the product is mainly fat and little muscle.

Video games have embraced padding as fervently as a cliché insane asylum, and gamers have gobbled it all up.  Grinding, fetch quests, collect-a-thons, and forced back-tracking now represent accepted video game mechanics.  It didn’t register that Mario Odyssey was reusing Broodal bosses until my partner pointed it out.  It was unconsciously obvious to me that Mario games reuse bosses like a college kid reuses underwear after missing laundry day for the third week in a row.  Padding has even been used as a method to justify micro-transactions; we need only look at the recent Star Wars Battlefront II debacle to see how confident developers/publishers are with packaging padding as solid content.

Padding 3

I could devote an entire rant to the various ugly incarnations of padding, but I would essentially be screaming at a dead dog to get up and move.  Neither the dog nor padding are going anywhere, so we might as well work with what we have.  There is still value to be had from these nuisances, and although I will certainly ramble about some criticisms in this article, if we do enough dissecting, we can salvage something special from all of this.  And yes, people have already called animal services on me, so let me be.

So Much Fluff

But let’s start with the bad because we’re equal parts sadistic and whiny.  When considering the evils of padding, remember to think of the four D’s: dilute, deter, devalue, and d-copy.  Each of these represents a significant type of padding, but by no means is this an exhaustive list.  Other forms of padding do exist.  I just don’t want to write about them.

In gaming, diluting occurs when low-effort objectives are inserted into the game.  This content can be mandatory or supplementary, but it all tastes like the watered-down chili they sell at Wendy’s right before closing. Super Mario Odyssey—despite its brilliance—has taken diluting to an extreme.  In past 3D Mario games, acquiring a Power Star/Shrine Sprite usually involved completing some sort of platforming challenge.  Although a large chunk of Super Mario Odyssey’s Power Moons do require platforming skills, a significant portion of the Power Moons can be gained by pounding on random spots, bribing shopkeepers, or looking behind an obstacle. These Power Moons don’t feel purposefully designed; instead, it seems the game developers took turns sneezing on the game’s maps to determine where to sprinkle Moons.  Collect-a-thons, irrelevant minigames, and optional mission objectives all fit this category.

Padding 8

Padding acts as a deterrent when it places arbitrary obstacles that stop your progress.  Roleplaying games are notorious for this issue, with grinding and random encounters being the serious crimes.  Some bosses cannot be feasibly beaten unless your party has enough collective experience, an issue present in my much beloved Xenoblade Chronicles.  The Pokémon franchise has implemented grinding so seamlessly that players willingly embrace wasting hours to EV train their team to a point where they can compete against other players who have wasted a similar amount of time on the game.  Random encounters, meanwhile, are the equivalent of traffic lights in game design, except every light starts as red and won’t change unless you pump your brake a certain number of times.  Fetch quests can also serve as deterrents based on how rare certain item drops are.

Whereas the previous two forms of padding directly impact gameplay, devaluing manipulates a game’s economy and consequently how meaningful your actions are.  Many games reward you with in-game cash or prizes based on your performance.  Ideally, by the time you finish a game, you should have acquired enough wealth to buy whatever features you could want.  However, some games effectively pay you minimum wage for your efforts.  Super Bomberman R is the Ebenezer Scrooge of this padding, featuring a store which requires upwards of 600,000 gems to buy everything.  The current fastest method to net gems requires you to kill yourself using a specific character on a specific stage in three seconds for 150 gems.  With this method, you can eventually buy everything after playing 200 hours of this singular strategy.  If you aren’t already screaming in ecstasy at the sheer amount of gameplay Super Bomberman R offers, you’re probably a level-headed creature.  I’m not even going to provide any other examples for this category of padding because my only goal for this section was to shit on Super Bomberman R.

Padding 10

With that out of the way, we make our way to copy padding.  Copy padding involves reusing in-game assets (such as enemies, locations, or gimmicks), repackaging them slightly, and presenting them as new content.  Fire Emblem Warriors (and the Dynasty Warriors franchise in general) churns out copies faster than a sweat shop churns out human rights issues.   It features clone characters who have the exact same move sets but different stats (which don’t matter at the end of the day because this is a Dynasty Warriors game), maps which you will revisit more times than a drunk person will use the bathroom, and the same faceless enemies that fall to your all-powerful button-mashing.  Spelunker Party utilizes a different form of copying by incentivizing replaying stages to acquire special items that are inaccessible unless you have a certain piece of gear.  I count this as copying because you essentially have to replay a stage twice to fully complete it, and no amount of skill can change this.

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Why Padding is (Probably) Necessary

The human body benefits from having some fat.  Fat cushions your body, helps retain heat, and is vital in processing some nutrients and vitamins.  However, we have grown to ignore the positives of fat because we have witnessed what an obesity epidemic can do to a nation.  Video game padding has followed a similar path: some padding can be great for a game, but too many games are overweight with the amount of padding stuffed into them, and so we either grow complacent or develop a grudge toward the video game industry.  We have forgotten that padding can be healthy.

Taking a historical look at video games, padding was necessary in overcoming a hardware’s limitations.  I’m no historian, but I’ve read enough Wikipedia articles to know that there’s a reason why retro video games featured re-skinned enemies, redundant level designs, and minimal gimmicks.  After reading up on the technical aspects of early consoles, I have learned that each system has its own magical gremlin living among the wires and microchips.  Back in the day, these gremlins had very limited memory and processing capabilities, and the mere thought of rendering multiple enemies at once would make them explode gore-tastically.  Thus, programmers had to utilize padding to produce a full game’s worth of content without killing the gremlins.

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In the present, padding is still relevant because it makes developing games feasible.  As gamers, we expect a certain amount of content to justify the price tag, a topic I have mentioned in my reviews already.  Based on what I know from developer interviews, core content takes considerably more time to develop than padding does.  The initial DLC for Mario + Rabbids: Kingdom Battle and Breath of the Wild partly show this content issue.  Both DLC packs essentially featured old assets combined in new configurations, and both packs were released shortly after each game landed on the system.  The meatier content (a new map and hero for Kingdom Battle and the Champions’ Ballad in BOTW) has necessitated longer development periods and thus more wait time.

Consequently, the conundrum comes down to:

  1. Delay the release of a product, spend more funds, and use your workforce to create hours and hours of extra core content.
  2. Fill the game with some padding to complement the main gameplay in order to avoid the above issues.
  3. Do the Splatoon way of things and release a bare-bones product and later add the stuffing.

If every game followed Option A, we would probably see an influx of top-quality experiences, but we would see maybe 10 games a year.  That’s a rough estimate, as rough as sand paper on callouses, but you get the point.  Delays would become the norm with all games, not just the next Zelda or Smash Bros. game.  Thus, if games go with Option B and only use padding as connective tissue for the main content, we can still enjoy solid games without waiting years and years for the next release.

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Ultimately, some gamers actually enjoy certain types of padding.  The Dynasty Warriors franchise is successful for a reason.  Although I personally abhor the collect-a-thon nature of Lego City: Undercover, others eagerly chase that 100% completion mark.  I giddily finished every fetch quest in Xenoblade Chronicles, never once questioning why I had to enter and exit an area thirty times in order to acquire monster placentas that somehow could restore a city.  We all enjoy achievements, even if most of the challenges were likely generated with a dart board of ideas and a substantial amount of alcohol.  Padding can be great and can garnish main content, just like stuffing has its place in the turkey and Super Bowl commercials convince us we enjoy being force-fed marketing campaigns like the cute little sheeple we are.

The Cushioned Content

Padding contributes positively to a game when it is natural.  I recognize this is a bit of a cop-out answer because most things are good when they are natural, be it food, conversation, or body hair (no one judges your fetish, Arnold).  For padding, specifically, “natural” means the stuffing feels just as relevant as the main content.  In my criticism of padding, I could easily identify games which had unappealing, needless fat.  Each time I encountered padding in the game, I was partially removed from the experience, either because the game grew more tedious or I questioned why the game included this minigame or that mission or those forced replays.  Good padding, meanwhile, is more difficult to pin down because you don’t notice it unless you go looking for it.

Padding 2

For example, both Breath of the Wild and Skyrim feature “natural padding.”  For every distinct landmark or bustling city, these two games featured miles and miles of nondescript woods, plains, or mountains.  Similarly, for every main quest, there is a quest for delivering certain goods or for taking a picture of this oddly shaped rock or for helping elderly Agnes take a bath, the saggy prune that she is.  These copy-paste locations and side quests gets points for being optional and thus entirely ignorable, but they deserve more recognition for fostering the in-game world.  Both Skyrim and Breath of the Wild take place on massive maps, and it’s only natural for landscapes to repeat (look at Wyoming for God’s sake) or for people to focus on mundane, everyday things instead of saving the world.  Main content creates the world’s outline, and padding fills it in.

Padding 1

THERE’S NOTHING.  ABSOLUTELY NOTHING IN WYOMING.

Natural progression is equally desirable.  The Binding of Isaac offers examples of both natural and unnatural progress.  For those who have not played the game, achievements drive repeated playthroughs, with each accomplishment unlocking a new item or feature that changes the main game.  When you first start out, you will complete achievements unintentionally because you reached a certain level or discovered a certain enemy.  Padding—in the form of greater variability in the randomly-generated stages—slowly bolsters the game without you having to do anything strange.  However, other achievements task you with obscure or absurdly random objectives, such as avoiding all items in a run or collecting four copies of a single upgrade.  These achievements require repeated playthroughs with very specific, luck-based conditions.  After you have reset your playthrough for the 50th time, you long for the days when you unlocked content by just playing the damn game as it is.

Finally, I echo that padding is best when you don’t notice it.  Sonic Mania’s Blue Sphere stages are nothing more than nostalgia-infused trimmings, but that doesn’t matter because these sections are not only skippable, but they’re designed adequately enough to create some entertainment (barring those who get nauseated from the jagged movements).  Similarly, we can ignore that half of Rocket League’s alternative modes are simply shoddy renditions of the core game because Rocket League does not call attention to them.  There is no such thing as “Ranked Hoops,” and even the icons for “3 vs. 3,” “2 vs. 2,” and “4 vs. 4” are bigger than the “extras” like “Snow Day.”  The developers know what people want, but they keep the padding for those who yearn for options or forget that the modes are bad.

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Let’s Have a Soft Landing

By now, I have written enough that I’m in danger of being accused of padding, myself.  Because I have used enough food analogies already, I’ll end this with a comparison to makeup.  With enough artistic flair and restraint, makeup can accentuate a person’s appealing traits while covering up the acne and wrinkles.  Padding can operate the exact same way, but too many developers have been using padding the same ways a pre-teen cakes on the makeup.  At a certain point, you cover up all the individuality and substance you ever had, and instead, you’re left with a flaking mask that screams, “I’m trying to be more mature and cultured than I actually am.”  Less is not necessarily more (as good padding has shown), but what starts out as superfluous will not simply ripen into something worthwhile.

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Do you share my thoughts?  Are you confused why I’m picking apart this arbitrary topic?  Did you mistake my website for a much better one and are now trying to work your way back? Leave a comment to express your struggles, and I will grace you will my fickle attention.

Posted by Solomon Rambling in Blogitorial, 3 comments