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🎮 Notes on the VRC Creator Economy

  • Posted in gaming

My friend Floober brought some recent changes VRChat is making in chat, and I thought I’d jot down my thoughts.

The problem with the VRC economy is the same problem as with most “platform economies”: everyone is buying lots in a company town.

The Store🔗

This was the precipitating announcement: VRChat releasing a beta for an in-game real-money store.

Paid Subscriptions: Now in Open Beta! — VRChat Over the last few years, we’ve talked about introducing something we’ve called the “Creator Economy,” and we’re finally ready to reveal what the first step of that effort is going to look like: Paid Subscriptions!

As it stands now, creators within VRChat have to jump through a series of complicated, frustrating hoops if they want to make money from their creations. For creators, this means having to set up a veritable Rube Goldberg machine, often requiring multiple external platforms and a lot of jank. For supporters, it means having to sign up for those same platforms… and then hope that the creator you’re trying to support set everything up correctly.

(The problem, of course, is that “frustrating jank” was designed by VRChat, and their “solution” is rentiering.)

Currently, the only thing to purchase is nebulous “subscriptions” that would map to different world or avatar features depending on the content. But more importantly, this creates a virtual in-game currency, and opens the door to future transaction opportunities. I’m especially thinking of something like an avatar store.

I quit playing VRChat two years ago, when they started to crack down on client-side modifications (which are good) by force-installing malware (which is bad) on players’ computers. Since then I’ve actually had a draft sitting somewhere about software architecture in general, and how you to evaluate whether it’s safe or a trap. And, how just by looking at the way VRChat is designed, you can tell it’s a trap they’re trying to spring on people.

The Store of Tomorrow🔗

Currently, the VRC Creator Economy is just a currency store and a developer api. Prior to this, there was no way for mapmakers to “charge users” for individual features; code is sandboxed, and you only know what VRC tells you, so you can’t just check against Patreon from within the game1.

But the real jackpot for VRC is an avatar store. Currently, the real VRC economy works by creators creating avatars, maps, and other assets in the (mostly-)interchangeable Unity format, and then selling those to people. Most commonly this is seen in selling avatars, avatar templates, or custom commissioned avatars. Users buy these assets peer-to-peer.

This is the crucial point: individuals cannot get any content in the game without going through VRC. When you play VRChat, all content is streamed from VRChat’s servers anonymously by the proprietary client. There are no URLs, no files, no addressable content of any kind. (In fact, in the edge cases where avatars are discretely stored in files, in the cache, users get angry because of theft!) VRChat isn’t a layer over an open protocol, it’s its own closed system. Even with platforms like Twitter, at least there are files somewhere. But VRChat attacks the entire concept of files, structurally. The user knows nothing and trusts the server, end of story.

🎮 The Last Clockwinder Retrospective

  • Posted in gaming

I played The Last Clockwinder last week, and it changed the way I think about production games.

Factory games🔗

The Steam page describes The Last Clockwinder as a “VR puzzle-automation game.” I like production and automation games. But I’m used to FTB and Factorio and Zachtronics and Universal Paperclip. I’m used to the look automation-production games gravitate towards.

Factorio

Factorio’s top-down design invites you to create sprawling factories that completely overtake the landscape. What little detail there is in the landscape is purely mechanical; resources you can extract and process, or enemies you have to either avoid or exploit for more resources.

Positioning the camera to give yourself a comfortable view of the structures you build and the items you’re manipulating leaves the actual character as a tiny focal point; more of a crosshair than a character or even an avatar.

Factorio scales enemy difficulty to “pollution” but this is always designed to be overcome, not be a legitimately limiting factor.

Infinfactory

In Infinifactory, you’re captured by aliens and forced to engineer efficient factories in exchange for food pellets. Each puzzle takes place in a set of stark, desolate environments. It’s first-person, but you never directly interact with another character; the most you get are notes about how much your predecessors hated it.

As soon as you solve a puzzle, you’re presented with a histogram: how could you optimize your solution further? Could you be faster? Use fewer blocks? Are you better than your friends, or falling behind?

Universal Paperclip (gif)

Universal Paperclip’s minimalist HTML interface makes it a graphical outlier, but the bare-metal minimally-styled HTML invokes a sense of brutalism that reenforces the game’s theme of efficiency in the pursuit of a goal to the exclusion of everything else.

And then there’s The Last Clockwinder.

The Last Clockwinder🔗

It’s undeniably hard sci-fi. The first thing you do is arrive in spaceship. Throughout the game you’re on the radio with your friend idling in orbit, and the whole story revolves around interplanetary travel.

But then the first thing you see is a tree-patio with a hammock. It almost feels like a treehouse. The purpose of the tree is archival and preservation of rare and culturally significant plants; it’s a reserve, and that’s what gives it such importance. Inside the tree is the one room you stay inside for the entire game, and it’s a living space.

🎮 Boneworks' Aesthetic of Substantiation

  • Posted in gaming

If you asked me what I expect “VR” to look like, I would answer lowpoly, wireframes, etc. You know, the SUPERHOT vibe, or the crisp plastic cartoon vibe of Virtual Virtual Reality or VRChat, or maybe even a little Quadrilateral Cowboy. Boneworks is not that. Instead of freely-manipulated wireframes and polygons, we get… this:

Boneworks blue DANGER Heavy Calculation machine with barrel "Memory Dump" waste barrels, marked "256 mb storage capacity"

Boneworks’ aesthetic goes in a wildly different direction. Everything in the world is industrial and thoroughly utilitarian. There is a deliberate theme of substantiation rather than abstraction permeating the game’s design.

At first I thought it was a visual gag (“What’s this barrel full of, anyway? Oh, data, haha”), but no, it’s consistent throughout the universe and turns out to be a core part of the world.

Boneworks takes tasks like calculation and positioning and sorting and deletion, — tasks that in real life are performed by physical hardware but that we have abstracted into the realm of ideas and decisions and design — and says NO! In this space, where they should be abstracted most of all, these things are machines, and they’re individual machines, and you’re going to look at every one of them.

I love this approach, both for its aesthetic effects and for its function as a storytelling device.

🎮 Events in games bother me

  • Posted in gaming

I don’t like “events”. I don’t like it when things are limited with requirements of spacial presence and time. I don’t like experiences that only exist in one moment and then can never be relived. I don’t like ephemera. I prefer things. Toys I can play with, tools I can use, books I can read, movies I can watch, all at my own discretion. I have agency over my things. The actual lived experience from occurrence to occurrence is always different, of course, but the externalities can be repeated. I love being able to preserve the essence of a thing.

It’s one of the reasons I like computers. Or maybe it’s a psychological trait I developed because I had access to computers growing up. It probably is, I think. But either way, I love the purity of digital storage and interface. I love having an environment where experiences can be preserved and replayed at my discretion without my having to make any demands on other people.

And so that’s one of the reasons I love video games. Their mechanics are defined and can be understood and mastered. Their levels are defined and can be understood and mastered. Despite the extreme rates of “churn” — video games go out of print much faster than books or other physical media — the software is digital, and can be saved, stored, and replayed. I can look up the flash games I played as a kid and replay them, exactly as they were, and understand myself a little better for it.

Of course there are exceptions; it’s impossible to have a multiplayer game without an implicit demand that other people play with you. When an old game “dies”, it’s often not because the necessary hosting software is being intentionally withheld, but that there just isn’t a pool of people casually playing it like there used to be. That’s still a loss, and it’s sad, but that’s an unavoidable reality, and it’s not nearly as complete a loss as a one-off event being over.

So I don’t like when games force seasonal events on me. Limited-time events introduce something new, but they also necessitate the inevitable loss of that thing. And that assumes you were playing everything from the start; events introduce content that can be “missable” in a meaningful way, so if you’re weren’t playing the game at the right time, even if you own the game and finish everything you can access your experience can still be rendered incomplete. One of the things I like about games is that they’re safe, and the introduction of time-based loss compromises that safety.

That constant cycle of stress and pressure to enjoy things before they were lost is one of the main reasons I stopped playing Overwatch. I realized the seasonal events in particular weren’t good for me; they turned a game that should have been fun into an obligation that caused me anxiety.

But I’ve been thinking about this lately not because of Overwatch, but because Splatoon 3 is coming out soon. Splatoon isn’t nearly as bad as all that, I don’t think it’s deliberately predatory aside from Nintendo’s standard insistence on denying people autonomy. Splatoon 3 invokes that “people will stop playing Splatoon 2” loss, but even before that, Splatoon (a game I love) left a bad taste in my mouth because of its events.

🎮 Hack 'n' Slash is awe inspiring

  • Posted in gaming

Hack ‘n’ Slash is a game about hacking (and comparatively little slashing) published by DoubleFine (of Psychonauts fame) in 2014. It features art by Raz Mavlian and it’s directed by absolute madman Brandon Dillon. It’s not a “programming” game (like 7 Billion Humans, a Zachtronics game, or even Quadrilateral Cowboy), and it’s not at all the action-adventure game it pretends to be at the beginning. It’s very much a game about game hacking, and that goes to some fascinating places.

I’m looking now and of the ~16 games DoubleFine has on Steam, Hack ‘n’ slash is the only one with “Mixed” reviews. This is a tragedy, as Hack ‘n’ slash is most interesting games I’ve ever seen in my life. It’s a strange case, though. Although I have an overwhelming amount of praise to give the game, there are a few oddities that make it hard for me to directly recommend everyone buy and play it. I’ll get to that later.

Why Hack ‘n’ Slash is incredible🔗

or, the ride the game takes you on

🎮 Heart & Slash

  • Posted in gaming

Heart & Slash is a special little game. The whole thing is so aggressively fun and stylistic I can’t help but love it.

laser

It’s a 3D procgen dungeon beat-em-up. It reminds me of a cross between Neurovoider (a game I love) and Tower of Guns (a game I admittedly do not).

What really gets me is the style. The whole game has this beautiful graphical feel, with these semi-low-poly voxel models and sharp flat-shaded pixel art textures. The whole thing reminds me of pre-playstation 3d graphics, and I am here for it.

Menu

Some of that feels low-effort at first, but then you see the animation work. It’s smooth and distinct and gorgeous. Most of the actual animation you see in the game is combat, and that’s not skimped on either. Most of the weapons are actually pretty unique — with their own sets of attack animations — and lend themselves to different playstyles.

The gameplay is good too. Heart has this really interesting floaty double-jump that allows for a lot of maneuverability and midair combat.

I tend to get burnt out on rougelikes pretty easily, but I really like this one. There’s an experience mechanic, where you pick up scrap metal from robots that you can use to upgrade yourself or your equipment. You can also save that metal between runs, so you can stock up and save buffs for when you feel like you’re doing well. The game’s also not too long — getting killed isn’t ever going to feel like you lost a ton of progress, even late-game.

proto

And Heart. He’s a little robot! I love him. That’s the story there.

No, but Heart — and most of the other robots in the game — have this great early PC vibe to them, with big bulky CRT monitors for faces and other components that mirror the graphical era the graphics pay tribute to. The Heart prototype in the screenshot there has a great color scheme that maps to the old rainbow Apple logo (and, of course, the green monochrome CRT head). And I just noticed this now, but his feet have little heatsinks built in! How great is that?

hall

Oh, and the soundtrack. The soundtrack is spectacular. The main theme during the first factory level is ‘I ♥ You’ which… is just perfect. It’s a perfect song.

There’s this bridge at 1:28 where the song calms down for a few seconds before kicking right back into the main section at 1:40 and I love it. It just about perfectly matches the few seconds of relief you get after you clear a room and you navigate for a minute before diving into the next room and taking out another wave of robots.

It’s not the perfect game — there are some obvious graphical issues with z-fighting, for instance, and weapon controls can be finicky — but for $15 this is a fantastic little thing. Again, it really is special.

  • Game (Steam, Xbox, Switch, PS4)
  • Soundtrack (michaelchaitmusic.bandcamp.com)

🎮 20 Absolutely True Things about Sonic '06

  • Posted in gaming

Sonic ‘06 is infamously bad. It’s glitchy, it’s a meme, et cetera. But actually, it turns out that it’s really bad. It’s a bad game. I played it. I played so much of it. I own the DLC. It’s honestly hard to describe. So here’s a description.

I’m trying not to include general shoddiness here, which there is a lot of. Also, I’m not numbering them. This isn’t Buzzfeed.


There is “Very Hard” mode DLC. You could pay money for it. This shipped after the game released and they knew about the issues. Sega’s reaction after shipping Sonic ‘06 was to try to charge people for more Sonic ‘06.

In addition to the hard mode DLC, there is DLC for an extra story called “TEAM ATTACK AMIGO”, where you play through a number of stages as side characters. Like End Of The World, you have to finish the whole gauntlet in one go with one pool of lives.

Apparently the game basically loads the whole overworld into memory any time the item layout changes or anything needs to be repositioned, even though really everything is in memory that should be there. This leads to hell situations like the box counting minigame. Oh god, the box counting minigame.

🎮 VR First Thoughts

  • Posted in gaming

I got myself an Oculus Quest 2 a couple weeks ago on a recommendation, and I have some thoughts! If you haven’t done VR before (like me, before I had my first thoughts) you might be wondering what you might notice besides the obvious. So, here are my observations, in no particular order.

Haptic feedback is really important🔗

Haptic feedback is really important. Even though it’s just vibration, the difference between feeling something and feeling nothing when you touch things is worlds. The vibration does a decent job of simulating the feeling of resistance and letting you “feel out” the world, which is very important in games where the alternative is getting your prop stuck in a shelf.

You can actually stream games and it works🔗

When I first saw that the recommended way to play PC games was over local wifi, I thought “no way. There’s no way you can get a high-quality video stream at that resolution with those latency requirements over wifi. I’m going to get a good USB cable and stream directly at 300 mbps and it’ll be excellent.” Turns out, no! With my (fairly normal) router, Virtual Desktop can stream a steady game at 1832x1920@60fps x2 over ~70 mbps with an imperceptible loss in quality. (Those numbers mean it’s good.) The connection is actually way more reliable than using the USB connection, and the Virtual Desktop app has a unified game launcher for both Rift and Steam which works great. If you look closely at dark areas you can see some artifacts, but in general I think this is a case where the video compression is extremely effective.

🎮 Stanley and the Death of Sourcemods

  • Posted in gaming

My first published, “successful” piece of game content was The Raphael Parable, a little exploration game about wandering through an impossible office. I say “game content” here because The Raphael Parable isn’t a game per se, but a map. A mod for the Steam release of The Stanley Parable that bootstraps the assets and mechanics to create a totally different game.

A new version of The Stanley Parable is releasing soon: The Stanley Parable: Ultra Deluxe is slated to be a remake with improved graphics, new endings, and console support. When I first saw this, I thought it would be a fun opportunity to go back to The Raphael Parable and tighten up some of the work that didn’t age well (I slapped it together pretty quickly, in hindsight, and it shows in places) as a new mod for the new version of the game.

"I love my car, I just hate my engine" Unity logo mug “I love my car, I just hate my engine”

Unfortunately, I quickly realized this was a non-starter for one simple reason: Unity. Ultra Deluxe is made by crowscrowscrows in Unity, which unfortunately stops this iterative development in its tracks. Let me explain:

The Weird Genealogy of The Raphael Parable🔗

The Stanley Parable itself started as a mod. The original published version is a Half-Life 2 mod from 2011, of which the 2013 Steam release is an HD remix. The Source Engine, which Half-Life 2 is built on, makes it easy to author a set of new maps and release it as a “sourcemod”. Davey Wreden did exactly this to make The Stanley Parable; he took the basic 3D engine and a few generic office-themed assets and made a completely new experience.