Category Archives: General Game-related Blathering

On Dungeon Design, or: why dungeons became boring

Like many another among us bloggers, I have lamented the passing of the good old times more than once. Coming from WoW, it will remain my gold standard for the foreseeable future to gauge every other MMO, for better or worse; and if anything, at least its still immense weight of millions of subscribers makes sure that this comparison can’t be completely useless.

Dungeoning is one of the most discussed parts of WoW and other MMOs. Typically though, this discussion focuses on how to create crate groups, and how WoW’s cross-server dungeon finder has transformed dungeon runs from social experiences or recruitment opportunities for raiding guilds into asocial speedruns. On the other hand, among those that are playing SW:TOR, the dungeon finder makes an unlikely comeback as blogger favorite and favorite wish for the next patch, because without this tool, it seems nigh impossible even for socializers to coax other people into dungeon runs. What with all the, I don’t know, talking, and inviting, and god forbid, running to the dungeon entrance being so last decade!

Two Types of Dungeons

However, I don’t want to discuss the dungeon finder in detail, other people have done that enough recently. There is a different topic, though, that goes hand in hand, and that’s dungeon design. For WoW, the largest shift in design came actually long before the introduction of the dungeon finder.

In Vanilla, dungeons were typically one of two types: either linear, or open and non-linear (or somewhere in between). Let’s look at the original endgame dungeons:

  • Scholomance was linear with some nooks and crannies, and an optional portion (Jandice’s basement) that you only did if someone needed the warlock shoulders.
  • Stratholme was non-linear, though in practice, it was split into two sub-instances of which you only did one (live or dead side), and either of them seemed to have a “preferred path” (though different from server to server) to go through that you typically didn’t extend or deviate from.
  • Dire Maul was non-linear, to the point that not only each of the three official sub-instances was non-linear, but there were even connections between the three that were very convenient for some of the quests.
  • Blackrock Depths: WoW’s poster child of non-linear dungeons, this was a massive dungeon crawl that was either admired or feared (or both). It was a whole city, actually larger than many of the horde and alliance cities that you could visit, with several subareas that you might not have seen even after a dozen runs.
  • Blackrock Spire: the two parts (upper and lower) looked similar, but in fact their design was vastly different. Lower was a non-linear group instance, while upper was a mini-raid with what probably was the most linear path through a dungeon in vanilla WoW.

Compare that to Burning Crusade:

  • Hellfire Ramparts, Blood Furnace, Shattered Halls: corridor-room-corridor-room.
  • Slave Pens, Underbog, Steamvault: room-corridor-room-corridor-room.
  • Auchenai Crypts, Mana Tombs, Sethekk Halls, Shadow Labyrinth: room-corridor-room. In spite of the name, Shadow Labyrinth was one of the most linear instances in the expansion, it didn’t even feature any views of the outside, or an illusion of vertical depth. It was a flat sequence of rooms connected by exactly one corridor each.
  • Mechanar, Botanica, Arcatraz, and, lest I forget, Magister’s Terrace: I think you can guess by now.
  • Escape from Durnholde and The Opening of the Dark Portal are fully scripted and therefore linear, even though Durnholde should get an honorable mention for the attention to detail and the fact that you could just go and hang out in old Southshore before or after your dungeon run.

With the introduction of heroic dungeons, we got more choices at the level cap – if you could finish them; some, like Escape from Durnholde were notoriously difficult and almost impossible without raid gear. However, from a dungeon design point of view, there was less choice, because they all followed the same pattern. And I can think of only two Lich King and Cataclysm instances that were not completely linear: The Nexus, where the decision was simply whether you wanted to clockwise or counter-clockwise, and the Halls of Origination with their optional wing.

Dungeon Design and Automated Groups

This simplified dungeon design predated the LFD finder, but it was necessary for it. Without dungeons that were a) of roughly equal length and b) linear, the dungeon finder wouldn’t have been accepted that easily.

If the dungeons are of greatly differing length, a player doesn’t know how long a dungeon run will take, and if you ever played in a dungeon finder group, you know that speed is of the utmost importance. Every minute spent in a dungeon without rushing to the end reduces the badges/time ratio and is frowned upon.

If the dungeons are non-linear, you will have different goals in the group. Some will want to do an optional area, others want to take a specific route to pick up something on the way. Only a completely linear dungeon ensures that the goals of all group members are the same.

So there you have it. Dungeons need to be all similar to each other and highly linear to work well with a fully-automatic LFD. On the other hand, even if you had 50 dungeons available, if there’s no variation in the design, they will become boring. So, in fact, the dungeon finder requires dungeons to be boring to work. Those old vanilla dungeons? To homogenize their length, they got split into several dungeon finder parts. And good luck getting people to continue further after you got your loot bag. Or remember Oculus? Most of my groups lost at least 1-2 people before the first pull, because people hated it for being so different. Oculus was like the blank in the dungeon lottery.

A pack of Haribo Color-Rado.

I hated these as a kid. 50% yummy, 50% eww.

LFD requires you to hit one button, then rush through randomly chosen content. People don’t like variety if they don’t have choice over it. If your only input is hitting a button, you expect homogenized output. Everything else is frustrating. Ever had one of these packs of sweets that are half gummy bears and half liquorice? The difference is that you don’t grab stuff blindly and have to eat whatever you grab, even if you hate liquorice. (Yes, I hate liquorice! There, I said it.) It doesn’t work that way with the dungeon finder. You have to eat whatever dungeon dinner is chosen for you, so it better be always the same so it doesn’t offend anyone.

I just wish the SW:TOR players that the introduction of a dungeon finder won’t make liquorice out of all their dungeons.

What I’m Playing: Mass Effect 2 (Part 3)

This being the final part of my ME2 report, it contains spoilers except in the first and last paragraph.

In the first two parts, I looked at game mechanics and the first part of the story, and at the different characters you can recruit. I have now finished the game – finally, after breaks due to traveling to Japan, celebrating Christmas, and a work retreat that involved lots of skiing and discussions. So in the contemporary spirit of “everything that has more than one part shall have three, no more, no less. Three shall be the number of parts thou shalt write, and the number of the parts shall be three. Four shalt thou not write, neither write thou two, excepting that thou then proceed to write a thirdst. Five is right out. Once the number three, being the third number, be reached, then thou proclaimest a trilogy and a great work before Man complete.”

Ahem. I think I got sidetracked there. Anyway, part 3: overall thoughts on Mass Effect 2.

My opinion on mechanics hasn’t changed since I wrote part 1. I like the streamlined team management, but the removal of a lot of convenient hotkeys compared to ME1 was annoying. Researching equipment is cool, but ONLY researching, no buying, was a bit odd. Likewise, my opinion on my team mates hasn’t changed either since I wrote part 2. There wasn’t much opportunity to change anyway, since with a team that large, interaction gets a bit spread thin. In hindsight, I think the game might’ve benefited from half as many team members with stronger characters. (Or just remove the ones I don’t like! That’s a good solution, isn’t it?)

Last time I wrote about the story, I had played up to and not including the Reaper IFF mission. From there, the story continues at high speed. Basically, after you find the IFF, you are urged to take the one-way trip through the Omega 4 relay as soon as possible. This starts the point-of-no-return endgame, like in so many other RPGs that allow for some non-linearity in the middle part of the game, but have a linear final part.

I liked a lot that, once you were on the other side, you had to assign some of your team members to additional squads for specific tasks. You’ll go in with two members of your team like always, but you might need a technical specialist to go behind the lines and open doors for you, a leader for a second “relieve squad”, or a protector to escort human abductees you saved from the collectors back to your ship. After I finished the game, I read a walkthrough about that part, and it seems there is a bit of choice there. In most cases, it is quite clear who to send: better send Tali as a technician than Grunt. If you don’t, people tend to die. I’m not sure whether that is a very compelling choice, but I guess it’s better than nothing. The choices being so obvious most of the time, I ended up losing not a single one of my team members, but it seems that potentially, you can end up losing most of your crew. In any case, there is some illusion of tactics going on, with squad assignment and radio contact between the different groups while you fight through the collector ship.

The final decision of the game is a bit weird: You were sent in to destroy a collector ship. Just before you set the fuse, the Illusive Man chimes in and suggests you save the ship so Cerberus could investigate its technology. I mulled over that decision for some time, getting up from my chair, having a coffee, walking around, and in the end decided to go through and blow it up.

There are definitely good reasons to save the ship: the argument that the technology might help in defeating the reapers and collectors, who sure as hell will come for you after you destroyed one of their ships, is compelling. Throwing away that opportunity might be a fatal mistake. Indeed, the final scene shows hundreds of collector ships moving in for an attack, setting the scene for the beginning of ME3, no doubt.

On the other hand, it seems that you are missing the most logical choice. You can either destroy the ship, or hand it over to Cerberus. Why not to the Council? I’d rather not hand something that important and powerful over to some dangerous race supremacy group. The Illusive Man confirmed my suspicion when he told me in the final debriefing of the game that I had sabotaged a chance for “human dominance”. That doesn’t sound like such a bad thing after all (the sabotage, not the dominance). I also thought about Mordin’s words on Tuchanka, when he suggested that part of the Krogan problem was that they got technology from outside before they were ready for it – a bit like many people say that with thermonuclear weapons, human technology has dangerously outpaced human morality. Finally, the other reaper ships in the game were dangerous even after they were “dead”; they still could warp the minds of organic life forms that stayed close to them. So, I think blowing it up maybe was the right decision after all.

Some final words on ME1 vs. ME2. Overall, ME2 had the better gameplay in my eyes, but I think I liked the ME1 story a bit better. I loved the political machinations that seemed to go on in the background in ME1. Talking with the council on several occasions, seeing how the different representatives and non-council ambassadors interacted, how they tried to move around blame and praise – I really liked that. I had the feeling I got a glimpse of interstellar and interracial politics. ME2 had me, for the most part, interact with some shady human supremacy group leader, and I learned very little about what other races and their representatives thought of that. I’d really love to see the focus more on the Council and different racial groups in ME3 again. I personally would also prefer a smaller team, and get richer interactions with each of the members instead. I understand that the large team probably is supposed to increase replayability, but I realized I’m not a replayer in this kind of game. I make my decisions the first time I play through and stick with them. If I’m curious about a decision, I might read up about the other path in a walkthrough afterwards. But I have no real interest in playing the game a second time, just to create an evil badass Shepard and see what the results are. Maybe I’m different from the average Bioware gamer in that respect?

Things you do not realize until you try them out: floating names

This post has been in my backlog as draft for months, for no apparent reason other than that I forgot about it. LotRO players will notice how old the screenshots are, but the message they convey hasn’t changed.

Let’s play a game:

Where's the enemy?

Floating names: they are everywhere. They are one of these things that you just accept as god-given these days. Very few MMOs deviate from this UI decision; one example that comes to mind is DDO.

There's the enemy!

However, they change your perception of the world. Instead of riding through plains, or walking through a forest, scouting for whatever you’re searching, you can see everything with one look. You tend to not notice the scenery any more, or the mobs themselves; what you see is a target, and a beeline in your mind to said target. Run, kill, loot, run, kill, loot.

Same goes for the mini map: I tend to stare a lot at it in some games, to the detriment of enjoying the scenery. So I sometimes remove it from my screen (if possible), especially if it gives quest hints of where to go. You can’t see it in this LotRO screenshot, but I play EQ2 without the mini map, and it’s great.

I really enjoy the fact that without floating names, I have to watch out for enemies, especially in such dark areas as the Old Wood. I was surprised by the profound effect. It’s a great and simple tool to immersion.

What I’m Playing: Mass Effect 2 (Part 2)

Last time, I wrote about my opinions (I wouldn’t dare call it a “review”) in general. This time, like I promised, I’ll give each of the team member characters a short look, and explain why I like them, or why I don’t.

Miranda: I disliked her before she even opened her mouth (don’t shoot people without my consent!). It only went downhill from there. I’m not sure whether she has problems with my female Shepard, but it feels like she’s trying to wage a bitch battle. Her loyalty mission didn’t make her any more likable in my eyes. So you ran away from your father? That’s cool. But you hated him so much that you kidnapped your sister so she would grow up away from him? I think we passed the border into creepy territory somewhere there.

Jacob: I don’t dislike him. That said, I don’t like him either. I simply don’t care for him, he felt like a boring character. Generic mercenary/soldier type, not much behind the facade. Nah thanks. The loyalty mission concerning his father wasn’t bad, it just felt… weird. Like “60ies Star Trek episodes” weird. Other than that, I nearly hit on Jacob by mistake. Managed to get out of that predicament, though.

Mordin: Now this is probably my favorite character on the crew. He starts out as scientist-doctor-gunslinger. That’s not a completely new and revolutionary character type, but rare enough that you haven’t seen it ad nauseam. His back story is what really made him great, though. You find out that he has been on a secret project to improve the genophage, and is then confronted with the consequences of this decision during his loyalty mission. The development from staunchly in favor of his decision, over rationalization, to acceptance that it might have been morally wrong in the end is done quite well, and superbly well if you keep in mind this is a computer game (who, like it or not, are still typically lacking finesse in character development).

Garrus: Another favorite. He’s become darker since he left C-Sec, but not too dark in the “dark and brooding is sooo cool and mature” trope kind of way. In fact, my main problem with Garrus is that we don’t see more of him. In both games, I had him on my team on almost every mission, and there were a lot more offhand remarks from him in part 1. In addition, his loyalty mission is only so-so. It’s good, but for one of my favorite characters, I would’ve preferred something more involved. Oh well. I will see more of him soon, though. I decided to romance him. I was sad I couldn’t do that in part 1 already, given the awful choices back then. Their “love” story is a quirky mix of feelings and awkwardness, especially when Garrus tells you how he needs to do some research on how this is supposed to work. Mordin also chimes in and tells you he forwarded some reading material to your quarters, to make sure there are no accidents and injuries. Thanks, Mordin. That was slightly disturbing and insensitive – in fact, it felt a bit like a parent-teenager talk about birds and bees gone awry – but still thanks for caring that much.

Thane: Assassin with a conscience, a perfect memory, and a terminal illness. Oh, he also left his son when he was young and wants to reunite with him before he dies. Trope-o-meter: over 9000. Next!

Zaeed: Assassin/mercenary with no conscience, no perfect memory, and no terminal illness. Wants to go on a suicide mission to earn money. Wait, that’s even worse than Thane. There’s also the fact that he’s deep in my personal uncanny valley. He looks like someone I know (minus the scars), but I can’t put my finger on who it is.

Grunt: I have to admit, I have a sweet spot for the Krogan. Grunt is a bit of an odd one out, since he was bred and raised in a tube, which means he has problems fitting into Krogan society, what without a clan and all. Thankfully, Wrex, by now chief of the Urdnot clan, comes to rescue. Good thing Shepard and he are still on friendly terms. You’ll help Wrex get accepted into the clan during his loyalty mission, and learn a lot about how Wrex tries to reform Krogan society. I’m really looking forward to ME3 in that respect, I hope it won’t disappoint me and give some more insights of how the whole Rachni-Krogan-Turian-Salarian-genophage arc will continue. I have to admit, Grunt himself is a quite shallow character, although I felt there was at least a little bit of development due to the clan acceptance. But I could accept that since it meant more Krogan-focused stories.

Tali’Zorah: While Grunt got a Krogan bonus, Tali’Zorah has to fight against the Quarian malus. For some reason, the whole Quarian story and culture never interested me that much. Her loyalty mission gave a nice insight into the internals of Quarian culture, which I liked. Still, they’re more on the fringes of my interest, and so is Tali’Zorah. Creating a group of artificial intelligences that they cannot control, then tried to fight, only to be driven off their homeworld… tough luck? I wonder how the Quarian–Geth struggles will continue in ME3.

Jack: Hate. Her. So. Much. You thought Thane and Zaeed were paper-thin characters? Meet Jack. Poor poor girl was experimented on as a child, and that left her with horrible marks that now make her hate everybody. Which she shows by being extremely antisocial, insulting people, and killing whenever she can. Her greatest wish in life? To blow up the facility she was raised. *yawn*

Legion: I’ve just met him (it?), haven’t even done its loyalty mission yet, so I can’t say much. I fear though that you might meet too late in the game to see much character development. If that thing even has some sort of “character”.

So there you are. A list of why I do or don’t like the team characters. Sadly, there are more instances of the latter than the former. But I found enough interesting ones to form a team, and I guess that’s all that matters. I can happily go back to ignoring most of them and focus on those that I like.

What I’m Playing: Mass Effect 2 (Part1)

Yes, it’s another post in my ongoing series of “games I play years after they were released, because I heard about them at some point, and they were cheap on Steam”. I was pretty happy with the first part when I played it in December. Overall, that also holds true for the successor. To give the rest of the post some perspective, I’ve played about half to two-thirds through the game so far, I think. I did most of the missions (recruitment, loyalty, and side) up to the Reaper IFF.

Compared to part 1, there is an interesting mix of things that were simplified, and those that were made more complex. Combat, for example: Your teammates seem a lot more durable than in the first part, but maybe that’s because controlling them is a lot easier than back then. Instead of four commands (stay, group up, attack, move to position), you only got two (move, group up), and I hardly ever use them. My teammates seem smarter in their judgment. Overall, combat also feels easier than in the first part. Adrenaline is a very overpowered ability, if it allows someone like me, always bad at FPSs, to kill enemies by headshots more often than not. This time around, I never needed to reduce combat difficulty.

Control still sucks. In fact, it’s gotten worse. ME1 had keyboard hotkeys for some of the useful information screens (journal, squad). Mass Effect 2 again shows the godawful porting that console games get these days. Whenever I want to look at any of the screens that had a keyboard shortcut in part 1, I now have to hit Escape, then choose the desired screen from a menu with my mouse. Eww. The worst offender in that regard was the “Cerberus network” (I’ll probably talk about that and DLCs at a later point). To enter your credentials, you had to click the username field, type in your name. Click on the password field, enter password. Click on “Accept” button. Tab button? What’s this? Consoles don’t have it, so it must suck!

The research system is something I really like. It encourages exploration. If anything, I’d love to have more resource requirements to encourage it even more. I never had to go out of my way to farm resources, could always stay in those systems that I had to visit for missions anyway.

On the other hand, the number of weapons was severely reduced compared to ME1, and armor was completely removed. Yes, most weapons you could buy sucked, so you focused on the few models that didn’t, and which ones you could buy from vendors was luck-based. Still, I liked the choice and illusion of a bustling weapons market. Maybe ME3 could give us larger tech trees? I’d be all for that. But then, I play Civilization-type games, and I’m sure not all ME players do.

The story line is a bit of a dual-edged sword to me. Some parts of the story really irk me, like the involvement with Cerberus (who I try to stab in the back whenever possible), or the main story. I hope something interesting will come of the collector tie-in; so far, the story dawdles along without too much motivation. The side missions are nice, though. You have to do a mission for each team member to recruit them, and later revisit their back story via a “loyalty” mission that gives you some more insight into them. And that’s in spite of the fact I really dislike most of my crew members (or because of that?). But more about that next time.

Fitocracy and the Light Side of Gamification

Gamification – the concept of using techniques designed for games to engage audiences in other fields – fascinates me. The premise is that by tacking features such as leader boards, achievements, and levels onto other activities, you make them more attractive to people. And it seems that this can be a very powerful tool. In the wrong hands, one can try to pull people into money-making schemes (money-making for the designer, not the ones falling for him), to the point of addiction for some of your victims.

On the other hand, you can reach fascinating goals by harnessing the power of gamification. Last year, the “game” Foldit found solutions for complex protein folding problems in biochemistry via gamification and pulling in non-experts to “play” Foldit. Sadly, I’m neither a biologist nor a chemist, so I can’t say anything about the scientific value other than “oh, shiny balls of molecular yarn!”. I had the papers about the game design part on my desk for two months before I went on vacation in Japan. Then I put them away and forgot about them until today. Damn. Starting from next week, work will pick up again. Talk about timing.

I like to fold it, fold it.

LFM protein folding, link gearscore and achievement for invite.

I’ve been trying for some time to come up with a good use case for gamification in my field of research (network architectures and protocol design), but so far, I haven’t had a “Eureka!” moment. I’ll keep it in the back of my mind though. It would surely make for a fascinating project.

Another use of gamification, and the trigger for this post, is Fitocracy. Last week, I got my invite mail. I had first heard of it last August in this xkcd comic. They were obviously overwhelmed by the feedback (xkcd wasn’t the only one that referenced them), so it took me more than 4 months to get my invite. I had forgotten about them in the meantime.

xkcd, my treat during morning coffee, three times a week.

I have to admit that weight is a bit of a problem for me. I slowly and steadily gained a lot of weight as a student, then bit the bullet after graduation. I went on a long-term low-level diet (nothing fancy, just “eat less”) during which I lost almost 30 kilos in 2 years, returning me well into “normal” BMI range. All diet, no sports, mostly because I’m just a “no sports” person. Most of them are just boring to me. If I could read while I do them… Anyway, I let my food control slip too often starting a year ago or so, and now I got more than 15 kilos back. Most of that needs to go, that’s my new year’s resolution. So that Fitocracy invite came at a good time.

I’m confused by their web interface though. Why can’t web designers never ever create useful interfaces? (And why am I using double-and-a-half negation?) Does it have any influence on the scoring if I update my weight? What activities are available for tracking? The search form is nice, but I’d love to also have a “browse” feature so I could say “that sounds interesting, I would’ve never thought of that”. Plus of course optimizing the work-to-reward ratio. I figure, if I do some sports simply because I want to grind Fitocracy levels efficiently, that might sound silly, but it’s better than not doing any sports. It’s almost like doing a daily quest or two. So far, the only “workout” (I use the term loosely) I logged was my walk home from work, which is a thing I typically do during summer, but rarely in winter. I didn’t log “walking stairs”, that felt too silly even to me. My office is on the second floor, our coffee machine is on the first floor. Guess how often I walk up and down those stairs every day?

So, I’m not totally convinced of Fitocracy yet, but I’ll give it a chance. I’m often overcritical of “games” in the beginning. If anybody is also on Fitocracy, give me a shout, I heard you can form groups and stuff.

Maybe once we’re high enough level, we can go slay a fat dragon.

Small Annoyances: Online Game Updating

This is one of the things that have always slightly annoyed me. Not enough to go into a rage, but enough to probably cause companies some financial loss here or there. The problem is that there are games that I can’t update if I don’t have a current subscription. Example: RIFT. I have to log in first, then I can update. But if I don’t have a subscription, I’ll get an error message when I try to log in. So if I wanted to play the game again, I’d have to resubscribe first, then update the game, then play. Seeing how I have no idea how much of an update that would be, I skipped the resubscription on more than one occasion because I feared that I’d spend all night updating. Same with SOE’s games (though with EQ2 now being subscription-less, this isn’t as much an issue any more than it used to be).

In fact, the only game I can think of that has a monthly subscription, but allows you to update regardless of your account status, is WoW. Blizzard got it right, yet again.

I don’t understand the reasoning behind the “no update without a subscription” policy either. Companies save some network traffic, but I would strongly assume that’s negligible compared to people creating traffic by a) playing the game, or b) downloading the whole several-gigabytes game (which you often enough can do without a subscription).

I regularly update my online games, even those that I haven’t touched in a while. Actually, especially those. Because I don’t want to have to wait through 3 hours of updates when I get the itch to play them again. Game companies, mark my words: if I want to play your game, I don’t want to wait through hours of updates.

Give me the option to update when I don’t want to play, so I don’t get discouraged by updating when I want to play.

Steam is nice to me

As you might know by now, I have a love-hate relationship with Steam. They have lots of games, especially old ones that are hard to come by otherwise. But their prices are insanely high. Unless they have sales, then their prices are insanely low. They have many cool games I’d like to play at some point. But some of them come with ugly restrictions if you happen to live in the wrong country.

Steam is trying to show some goodwill though. They gave me a refund on Fallout 3, which I bought without realizing said restrictions. It’s “only” Steam wallet instead of a real money refund, but oh well. I admit that it was at least partially my fault. And I’ll find games to spend the money on. Also, you supposedly can combine several methods of payment, so I will be able to spend the full refund, instead of being stuck with 2,13 €.

So +1 for Steam in that respect. Now excuse me, I’ll have to play some games again I bought on Steam, or I’ll never be able to catch up and finish all of them that I bought during Winter Sale before the next sale comes around.

Steam Language Woes

Off to a good start into the new year…

I guess my reading comprehension is not as good as I thought it was. I failed on this sentence:

Low Violence: German low violence version only available with German language

The way I interpreted it was “there exists a low-violence version, which you’ll get if you install the game in German”. Which isn’t a problem, because I play all my games in their original language if at all possible. Typically it is, because that means English. However, the way the sentence was meant was “if you buy this game in Germany, you’ll get a version that is low-violence, AND it will only be playable in German”. That is a problem. (The game in question is Fallout 3, by the way.)

I’m not even arguing for or against low-violence versions. I personally find them silly; just slap a higher age limit on it, and you’re done. However, this discussion, and the fabrication of special low-violence versions for the German market has been around for more than 15 years by now, probably more than 20. I’m just utterly tired of this debate, ground to exhaustion if you will, and have decided that if I find a cut unacceptable, I’ll just drive the 10 kilometers to the next game shop on the Dutch side of the border.

I fell into a trap I should’ve known better, too. I knew Steam had a very obedient (almost anticipatory) attitude to German game violence rules. Incidentally, that was one of the reasons I boycotted them for the longest time. I though they had gotten better over recently, though. Especially since these days, more games seem to pass through the cut process without any cutting at all, and still make it onto Steam. Past are the days where all enemy soldiers were replaced by robots, and people didn’t die, but just sat down because they were “exhausted”. I foolishly thought that these days, they figured if you are German and understand English well enough to follow the game, you’re mature enough to not be scarred for life by game violence. I guess the wheels don’t turn that fast.

So now I’m stuck with a language version I don’t want. The reason for this is that, while for books and to a certain degree for movies, the German translation industry is really good, it totally sucks when it comes to games. I guess most game companies try to get translation for as cheap as possible, and it shows. After several bad impressions, I decided I’ll never play a game again that has been localized.

I wrote a mail to Steam support, explaining myself, and asking for a refund. Let’s see how this plays out.