Category: Jason Waddell

Review: How to be Black (Book)

By: Jason Waddell

“Ya’ll don’t know what it’s like, being male, middle class and white.”
– Ben Folds

I first discovered discovered Baratunde Thurston’s How to be Black while doing one of the whitest activities imaginable: listening to an NPR podcast at a bed and breakfast. Thurston, former Director of Digital at TheOnion, was an entertaining and charismatic guest on the trivia gameshow Ask me Another, where he broached the topic of race with an entertaining mix of insightfulness and humor. His charisma piqued my interest, so I recommended How to be Black as the next title for our Skype book club, which consists of these three familiar faces.

hipsterNerd

The book includes chapters like “When Did You First Realize You Were Black?”, “Being Black at Harvard” and “Can You Swim”. In addition to Thurston’s contributions, How to be Black features the contributions of a panel of “black experts”, which oddly includes the creator of Stuff White People Like. Collectively, Thurston and his chosen panel explore the books topics through use of personal testimonials, and the diverse mix of perspectives and experiences really rounds the book out.

How to be Black is deeply personal, focusing primarily on Thurston’s experience growing up in a world filled with expectations from both inside and outside the black community. Personally, the most eye-opening sections explored the pressures that many black people place on each to adhere to cultural stereotypes.

“This one kid said something that was really bad
He said I wasn’t really black because I had a dad
I think that’s kinda sad
Mostly cause a lot of black kids think they should agree with that
If you’re a father, you should stick around if you could
Cause even if you’re bad at it, you get Tiger Woods”
– Childish Gambino

Everywhere he goes, Thurston feels the weight of expectation based on his race. It’s a point that’s difficult for me to emphasize with. I’ve never been told that I’m “too white” or “not white enough” based on my choice of food, clothing, education, hobbies, or anything really.

It is an inextricable fact of blackness that one will at some point be referred to as “too black” or “not black enough” by white people, black people, and others. I’ve yet to meet the Negro who is “juuuuuuust right” to everyone.
– Baratunde Thurston

White kids get to wear whatever hat they want
When it comes to black kids one size fits all
– Childish Gambino

Panelist Derrick Ashong, born in Ghana, gives testimonial of being told he was not black enough.

That doesn’t really work with me, because I am African. You’re never going to get me with the “blacker than though.” I’m just not feeling it.

I try not to be chauvinistic with it. I don’t think Africans are superior or anything like that, but when people start to question my authentic blackness, I’m like, “I can trace my ancestry back forever in Africa. You can’t really mess with me on that. I know my language, I know my culture, and I don’t have to hate anyone in order to give myself an identity.”
– Derrick Ashong

The discourse takes place within the context of American society. Since moving to Europe I’ve been shocked by the differences in the treatment of race. I don’t know to what extent racism is institutionalized here, but socially people are shockingly open with their prejudices. During my first month consulting in Belgium, I found myself in the break room in a room full of scientists and statisticians. I was looking for a place to kick a football around, and asked about a park I had driven by previously.

“No, don’t go there, Turkish people go there.”

Nobody in the room took issue with the comment. Even if someone felt that way in America, I can’t help but think they’d be a bit more tactful in their response. “Oh no, that’s a rough part of town.” Although Europe tends to be culturally progressive, the treatment of race and nationality can be quite startling. Educated people openly espouse their distaste for Moroccans or Turkish people or their unfavored group du jour. If you keep your eyes on the news you’ll inevitably come across a report of fans making monkey sounds when an African player takes part in a football match.

Most controversially, I find the Christmas traditions here to quite startling. Rather than using mythical elves as helpers, Sinterklaas’ (the Dutch Santa Claus) helpers are known as “Zwarte Pieten” or “Black Petes”.

zwarte_piet

Locals defend the blackface as a bi-product of Zwarte Piet accumulating soot from climbing down chimneys, but that doesn’t really explain the pristine white lapels, or why the people playing the roles often resort to using caricatures of African stereotypes.

“It’s not racist,” I’m told. “We love Zwarte Piet.” Sure, it’s easy to love the image of a cheerful and comically incompetent character. To broach the subject is to be written off as an overly politically correct American. The seeds of racism are so deeply ingrained they’re not even seen. It’s accepted to sit in a room full of people with University degrees and make derogatory remarks about Turkish people.

Race is a difficult subject to address socially, and Thurston’s approach is to coat the discussions in comedy to make them more palatable. And while his writing is very insightful and wrapped in an attempted humorous presenation, I simply didn’t find Thurston’s writing to be funny. His charisma from the Ask Me Another appearance didn’t translate well to text. How to be Black is a worthwhile read for the perspectives, but don’t buy it looking for laughs.

Microreview: The Road (Book)

by: Jason Waddell

Cormac McCarthy’s Pulitzer Prize winning novel The Road occupies arguably the most cliched setting in modern fiction: the post-apocalypse. The world has burned to a crisp, and the remaining survivors live on by scavenging for canned goods among long-abandoned houses and grocery stores. Violence rules the land, and just as Ned Stark had warned, winter is coming. The Road follows a nameless father and son dredging southward en route to the promise of warmth and opportunity at the coast.

Although the plot and setting are central to the novel, they primarily serve as a vessel for delivering the relationship between a father and boy struggling to survive unfathomable elements. The book is structured without chapters, presented as an endless sequence of vignettes from their journey. One such vignette:

He’d put a handfull of dried raisins in a cloth in his pocket and at noon they sat in the dead grass by the side of the road and ate them. The boy looked at him. That’s all there is, isn’t it? he said.
Yes.
Are we going to die now?
No.
What are we going to do?
We’re going to drink some water. Then we’re going to keep going down the road.
Okay.

The book’s 300 pages flesh out this relationship, and McCarthy imbues the relationship between nameless father and son with exceptional depth. The bond feels intimate, yet the characters are vague enough to afford the reader a great sense of personal empathy. The man is the every man, following his basic instincts to protect his child.

The specific details of the plot are largely irrelevant. The structure is known from the onset.

guardian
Ultimately even the journey to the coast is futile. There is no end game, just a haunting display of humanity in the face of unbeatable odds.

The book is well-presented, but is neither a page-turner nor something I would particularly recommend to readers who are looking for plot-based satisfaction. It’s the type of book that makes you hug your children when you set it down. As a childless bachelor I felt like I was missing out on part of the core readership experience.

Rogue Legacy Review: A Skill Grind

By: Jason Waddell

I don’t have time for bullshit.

Games with superfluous filler to be disrespectful to me, the player. It didn’t used to be this way. Back in the day you found yourself in World 1 – 1 and ran to the right, and didn’t stop running. The industry has changed. 22 years after the release of Super Mario Bros. came Super Paper Mario, a game that effectively served as a bad marriage simulator: packed to the brim with vacuous dialogue and errands, and mostly devoid of action.

Thankfully, there’s one genre I can always count on to treat my time with the respect it deserves: roguelikes. For the unaware, the defining feature of a roguelike game is that the player is given only a single life. Lose it, and all progress is lost. Back to square one. Life after life, you gain literal experience: you learn more about the game’s systems, its tricks, and gradually you gain the skill to make deeper and deeper inroads into a game’s (typically) fiendishly-difficult dungeons.

rogueLegacy1

Roguelike’s come in all shapes and sizes, and Rogue Legacy combines the typical roguelike construct (one life to live) with Metroidvania-style gameplay: platform based castle exploration. However, Rogue Legacy shakes up the formula with one very pivotal alteration: when you die, you don’t actually lose everything. After each life, you can spend whatever hard-earned coins you collected to purchase upgrades that will permanently affect all future heroes you send into the dungeon.

rogueLegacyUpgrades

To reenter the castle, you must sacrifice all (or, after some upgrades, nearly all) of your gold to the castle’s Gatekeeper.

rogueLegacyCharon

The result is that you must acquire a minimum threshold of gold during a run for that run to be of any use. If I need a 1200 coin upgrade, a run that yields 800 coins will be all for naught, as I have to surrender those coins to the gatekeeper before reentering the castle. Naturally, the upgrades become increasingly expensive, requiring increasingly successful runs to continue your purchasing progression.

Eventually you’ll encounter one of the castle’s five bosses…

rogueLegacyBoss

…and you’ll get shitwrecked.

Your stats aren’t there. Bob and weave all you like, the bosses’ damage output will simply outclass yours. True, you may need more skill (and you will quite noticeably improve), but mostly you need more time. You need to grind. After the game’s honeymoon phase wears off (for me, somewhere around the 7 or 8 hour mark), you’ll start to see the grind for what it is. Each life becomes less about exploration and discovery, and more about putting in the time required to earn sufficient upgrades.

At their best, roguelikes offer an unparalleled emotional thrill. Runs of Binding of Isaac have me tensely teetering on the edge of my seat while holding on to that last life point. They capture my emotions, leave lasting impressions.

Runs of Rogue Legacy bleed into one another, and have me looking at my watch. Ultimately no single run is all that meaningful or emotionally satisfying. Just another stamp on the time sheet. Although skill affects the efficiency of your grind, the fundamental nature of the activity doesn’t change. It’s still a grind.

It’s a shame, because the game does a lot of things well. The gameplay is tight and skill-testing, and maneuvering your character is truly a joy once air dashes and double-jumps enter the mix.

Rogue Legacy does many things well, but leaves me yearning for a game where skill, not time, is the primary currency.

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We need to talk about the Crush

We need to talk about the Crush: A Candy Crush Saga Review

by: Jason Waddell

My untested mental image of obscenely popular freemium Facebook games is intrinsically linked with the consumer exploitation: addictive systems with restrictive content access mechanics and a pay-to-progress business model. Creating an addicting progressed-based experience is relatively trivial in the gaming world. Even the game Cookie Clicker, whose sole mechanics include clicking on a digital cookie and purchasing items, has managed to get its addictive hooks into even the savviest of gamers, but is thankfully truly free to play.

Not so with Candy Crush Saga. Countless ink has already been spilled on the supposed evils of Candy Crush and its infamous Facebook predecessor, Farmville. Like its predecessor, I had been content to ignore Candy Crush Saga entirely. That is, until a coworker with respectable taste in games recommended it to me. We’ve played games like Set, Hive and Starcraft II together, and he’s far too busy to make time in his life for shallow time-wasting fluff.

With my curiosity piqued, I decided to discover first-hand what all the hype was about.

Gameplay

Match-three style games have never been my forte. I first discovered Bejeweled as a way to pass the time in a high-school computer science course, but found the gameplay rather shallow and unsatisfying. I’ll stick to Tetris on the TI-83, thank you very much. Years later I gave the genre another look based on Penny-Arcade’s Puzzle Quest recommendation, but even with a layer of RPG mechanics slapped on top, the gameplay soon became repetitive and tedious.

Candy Crush’s gameplay surpasses both of these.

Firstly, Candy Crush is surprisingly tactical. Rather than simply reward the player with extra points for combining four or more candies together, the combined candies leave behind one of four different special candies based on how the original candies were combined (a horizontally striped candy, a vertically striped candy, a wrapped candy or a color bomb).

candyCrushCombinations

When removed from the board, each of these special candies unleashes a unique but precise pattern of destruction on the board. Further, combining two special candies causes a devastating display. Progressing in Candy Crush requires skillfully and tactically setting up special candy effects to achieve each stage’s objective.

Secondly, with few exceptions, Candy Crush levels are restricted in the number of moves that they allot to the player, as opposed to a time-based restriction like the ones used in Bejeweled. This change fundamentally overhauls the experience. Bejeweled was a test of how well I could maintain my peripheral vision over the board while frantically executing matches. Candy Crush allows me to lay in bed and mentally mull over each move and its consequences at a relaxed pace.

Combined with the tactical play and we have the formula for an extremely satisfying experience. Although the game is wrapped from head-to-toe with colorful child-friendly graphics, the underlying gameplay engine is exceptionally skill-testing. Going deep into the tank to find a sequence of plays that completes the stage before your supply of moves runs dry can be a genuine rush, and taps into the same emotional feedback that hallmarks the best board games and card games.

candyBombs

Lastly, in addition to the core special candy mechanics, the game designers at King have packed the levels with interesting mechanics and obstacles: bombs that will end the level if not cleared within a certain number of moves, squares that must be unlocked by making matches in adjacent spaces, restrictive chocolate that slowly spreads over the level like Zerg creep, and so on. Beyond adding difficulty, these mechanics serve to keep the gameplay fresh and force the player to prioritize their actions differently from stage to stage.

As far as pure gameplay goes, Candy Crush passes with flying colors. I’ve never considered myself a fan of the genre, but the game’s designers have packed Candy Crush with innovative and intelligently designed systems that can keep even the most hardcore gamer satisfied. Of course, the age of evaluating games purely by their gameplay is rapidly disappearing. Free-to-pay games, however fun, are intrinsically linked to their monetization models.

Monetization

On the surface, Candy Crush is well and truly free to play. There is no download cost, and so thus far it has been fully possible to progress through the game without ever paying a cent. In two-weeks I have beaten 160 levels without once paying money to beat a stage. But that doesn’t mean that people aren’t paying. According to a ThinkGaming analysis, at the time of writing, Candy Crush is hauling in an estimated $850,000 in revenue per day. Regardless of the precision of that estimate, it seems apparent that consumers are paying in droves to get their fix.

The game itself is constantly poking and prodding the player to spend money. Let’s count the ways.

0) Difficulty Spikes (and luck-based levels)

Although not strictly a monetization scheme, Candy Crush’s inconsistent difficulty curve is the bedrock that enables all of the other methods. Every handful of levels the player will face a stage that is considerably harder than the ones that precede or follow it. This is obviously devious but also a little clever from the psychological perspective. Candy Crush is generally fun, and after a really hard level the player is rewarded with a series of entertaining and satisfying levels. Several times I have been stuck on a level for a dozen attempts, finally beaten it, then proceeded to clear the following five levels without losing a single life.

If the game only got harder, players would give once the game’s difficulty surpassed their skill level. But with these difficulty spikes, the promise of fun is always just one level away. Perhaps, in a bout of frustration, you’ll plop down some cash to increase your odds of progressing past this level. And if you do, you may even feel good about it. Look at all these fun levels you get to play now! This pattern is baked into the level progression, and soon enough it becomes readily apparent which ones are the “hard ones” and which are not. That’s fine, but my biggest gripe comes with the fact that progressing past some levels has very little to do with skill and a lot to do with luck.

awfulCrush

Some levels, like the level above, have restricted board space, and offer the player little in the way of meaningful choices. Here we see the starting configuration for a level that only has one possible move, occurring in an irrelevant corner of the board. On this level, often my first dozen or so moves offered no real choices, and winning required getting a fortune opening from the Random Number Generator.

Make no mistake, there was still skill involved eventually, but whether the level was even viable or not felt like taking pulls from a slot machine. Eventually you will get lucky, but the grind can feel pointless and frustrating.

1) Limited number of lives

The player is given a maximum of five lives. Every time you lose a level you lose a life, and lives are gained naturally every 30 minutes. If you’ve been away for at least two and a half hours, you’ll come back to a full set of lives. Personally, I like this mechanic because it forces me to make the most out of each level attempt and places some weight, however trivial, on the gameplay. Aside from rogue-likes, single-player games often struggle to create meaningful failure states, as you can often just reload from the last checkpoint and have another go. Restricting my number of allowed attempts forces me to take things more seriously, and makes the victories seem somehow more meaningful.

Secondly, it provides a natural limit that tells me to stop playing and go do something else. I will never pay for lives, and certainly don’t want to spend all day crushing candy. Running out of lives provides the gentle push to get off my rear and do something worthwhile with my time.

For those who don’t want to wait, however…

candyCrushLives

2) Limited number of moves

Although each level technically has a fixed move limit, the limit can be negotiated at any time by greasing some palms. As soon as you start to run low on moves, Candy Crush will pop up the following gentle reminder in the corner of the screen:

candyExtraMoves

Perhaps the most impressive part is just how well calibrated Candy Crush’s levels are. I can’t count the number of times I’ve lost a stage when sitting one move away from victory. Even more devious is the fact that, on stages where extra moves can be purchased, the screen will hover for a full second on the board after defeat to let the player see just how close they were. “Two more moves and I can get there!”. For losses where moves can’t be purchased, such as losing to a bomb detonating, the player is immediately whisked away to the defeat screen.

3) Extra Items

Stuck in a jam that extra moves won’t fix? Visit the Yeti Shop at any time to buy your way out of it.

hammerTime

4) Crossing Bridges

After every fifteen levels or so, you will encounter a bridge that restricts further access to the game. To cross it, you can either pay 3 Facebook credits ($0.30 total), or pester friends until three of them give you a ticket to cross.

candyCrushBridge

This is the only monetization scheme I have supported. I don’t mind paying for content, and certainly don’t want to pester friends and relatives and panhandling for dimes. Mobile users have the additional option of completing special challenge stages to cross the bridges in lieu of payment. Thus far I have crossed about ten bridges, racking up a $3.00 tab. This feels like a reasonable rate to me, and the transaction doesn’t compromise the integrity of the skill-based gameplay.

The Geometry Wars Effect

If you play Candy Crush on Facebook, you’ll soon discover that you’re not the only one. Your aunt from New York? The loser who always tried to copy your Chemistry homework in high school? You’re old flames? They’re all on there, and the game constantly checks in to show you how you rank against your friends on each level and in the game as a whole. Chemistry cheater made it to level 120? You can beat that moron. Well, maybe. If you could just get past level 79. Maybe you could use a Lollipop Hammer after all..

Best of all, there’s no way to tell if your Facebook friends shelled out cash to beat the preceding levels. You may have your suspicions about the homework hustler, but Candy Crush doesn’t kiss and tell. So if you decide to Paypal your way through the next stage, your friends will be none-the-wiser.

Conclusion

Candy Crush Saga is a highly polished product with legitimate gameplay merit that is coated and dripping with monetization hooks. The game is as free as you want it to be, so long as you possess the discipline and emotional fortitude to resist its addictive elements and block out the pay-to-win temptations. If you don’t have those qualities, consider Gizmodo writer Ashley Feinberg’s story of spending $236 on Candy Crush in one month to be a cautionary tale.

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ChannelFireball: Eldrazi Domain

By: Jason Waddell

My latest ChannelFireball article has hit the web, giving an overview of the design of my Eldrazi Domain cube! This cube has been a joy to work on, and has really opened my eyes to some hidden lessons in Magic and game design.

As always, you can visit the forum thread to contribute to or provide feedback to the design, or give it a go on CubeTutor. One forum member is going so far as to assemble the cube for him and his playgroup to enjoy.