Hey! Listen! Here's why games use 'nag lines'

Sick of characters pestering you to "go this way"? This is why it happens

A few months ago Metroid Prime 4 was shown to press, and caused a small, localised stink in the chattosphere. We don't care much about Nintendo games at Jank, and I have no emotional stake in Metroid (Samus is the Ninty equivalent of John Halo - an extremely boring person vacuum-packed in fancy metal) but I do enjoy divining the stinklines that emanated from the first-person shoot 'n' splore, and the complaints by folks who got hands-on time with it.

The odour was familiar: a sidekick character would verbally needle you about performing the next correct action. "Samus, there's something interesting over there," a sidekick called Myles will say if the player strays too far in one direction. "Are you sure we don't need to use that?" Somebody in the resulting shiteswirl of social media discourse called this a "nag line". A succinct moniker for a trend that has existed in games for a long time without being given a name.

Nag lines are common enough, you'll know one when you hear it. Spend ten seconds inspecting a cool-looking prop while an NPC waits by a door, and they might say: "This way, McBloke, we've got a war to win!

Three game devs climb a mountain - part 6

Cannon Foddy

"This is a thing that roguelikes and climbing games have together," says Bennett Foddy, completely unfazed by how close to death we are. "Which is that you carry the things that go badly for you. You carry them forward into your run, right?

"There's that thing that roguelike designers talk about. About how a roguelike can be 'flexible' or 'inflexible'. If it's flexible, it means that you can always turn it around to your favor and do your preferred strategy. And if it's inflexible, you have to roll with whatever happens in the randomness. And this one feels like we have to go with whatever happens, right? But I think that's maybe typical of climbing games."

What has happened is that we are all exhausted, poisoned, starving, and injured. I don't know how "flexible" or "inflexible" the others feel, but I do not feel particularly well-treated by the game's dice rolls. Holly stops us on the next ridge.

"I have an item," she says. "I don't quite know what it does. It's called Pandora's lunchbox."

There is a ripple of sound

The Lie-In

Our weekly roundup of links worth reading.

Good morning, videogames. As Football Manager is to Championship Manager, so The Lie-In is to its predecessor. Which is to say, sure, we no longer own the rights to the name, but the database and engine are still right here. Let's gather up some links worth reading from across the past week of t'internet.

Mothership is a new reader-supported website aiming to be something like "Teen Vogue, but for games". It's queer and women-owned, independent, aims to create an inclusive community, and will publish "writing and perspectives that specifically focus on gender and identity as they relate to games." You should read it and subscribe if you can. To highlight a specific article, I enjoyed Nicole Carpenter on why Gunpla is for the girls:

Gunpla, like lots of other stay-at-home hobbies, saw an international boost during the COVID-19 pandemic's lockdown restrictions. Not only were more people — including women — building models, but they were also livestreaming their processes and watching others do the same. That new group of enthusiasts continued to grow with the 2022 release of Mobile Suit Gundam: The Witch from Mercury, which included the main series' first female, queer protagonist.

The Bathysphere, the wonderful newsletter from Christian Donlan,

The Reviewer's Guide To Game Reviewers

The Reviewer’s Reviewers may only be judged by God (if unavailable, Digital Foundry)

This week Larian boss Swen Vincke, a man never short of an opinion, donned the cursed sash of Twitter Main Character with the suggestion that games critics should be subject to their own Metactritic-style judgement, just to see how they like it.

“It’s easy to destroy things, it’s a lot harder to build them," he wrote on X, a platform I’m not going to link to because I don’t want to expose you to all the horrifying footage it contains. "The best critics understand this. Even when they’re being critical, they do their best not to be hurtful.”

An image of a Tweet by Swen Vincke that reads "Sometimes I think it'd be a good idea for critics to be scored, Metacritic-style, based on how others evaluate their criticism. I like to imagine it would encourage a bit more restraint. The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something."
Never be the Twitter main character.

“Sometimes I think it'd be a good idea for critics to be scored, Metacritic-style, based on how others evaluate their criticism. I like to imagine it would encourage a bit more restraint. The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something.” He subsequently deleted much of the thread, correctly stating it was being taken out of context, although Edwin has preserved it over on RPS.

The idea was roundly slated for overlooking the fact that publishing anything,

Three game devs climb a mountain - part 5

Getting to the root of the problem

Bennett Foddy thinks his friends might be dead. We call down to the forest floor from atop a mossy boulder and wait to see if either of our co-op climbing buddies respond.

"Yeah, sorry guys," we hear Emeric Thoa speak up. "I was being rescued by Holly because I died or fell or passed out. I don't know... I was witnessing the whole thing from my dead body."

Missed some of this series? Click here

Emeric is not dead, thankfully. But he is badly ill. Spore blasts and falls have taken their toll on his big-headed orange body, reducing his stamina meter a lot. This is where Peak's many items and gizmos may come in handy. Bandages will heal wounds, for example, while others might help with ascending unscaleable walls, such as the small circus cannon Holly Jencka has quietly stashed in her backpack. It's a familiar concept to these bleeding, aching game designers: resource management.

Holly and Bennett wander around on the mossy rocks, with Emeric out of sight.
If you take a moment to look at my health/stamina bar you will notice maybe things are not going so well.

"There is a little bit of that in Cairn," says Emeric,

Sword Of The Sea's watery allegory is no great Journey

You can't rewild the desert when you're busy wiping out

A popular stereotype of surfers is that they're attractive airheads. A fit waverider doesn't have time for big thoughts, beyond explaining that the moon is, like, totally in league with the whales, man. This is a lame stereotype, and yet a helpful image when it comes to explaining how I feel about dashing surf 'em up Sword Of The Sea. (We don't mind reviewing 5-month old games here at Jank). This game is beautiful, toned, ripped, fashionable, athletic, and it has a great ear for music. It also has the conversational skills of a post-huff stoner, and its visual similarity to Journey only invites an unflattering comparison.

The game itself is an approachable ride. You swoop along in smooth arcs and can leap into the air, double-jumping for extra trick time, cruising through ultimately linear sandy levels that coax you toward lanterns and bells that turn sand into seawater and unlock the way to the next area. It only lasts about 3 hours too, meaning it can glide in and out of your life with unobnoxious merit. If you've got a subscription service that includes the game, there are worse ways to spend an evening.

Told you it looks good.

Three game devs climb a mountain - part 4

"I don't know if coming up here was the right call, gang."

We finally reach the summit of the first mountain. Holly Jencka, Emeric Thoa and I gather by the fire as Bennett Foddy talks about random generation and orthodox versus unorthodox game design. You can tell this man is a professor. I feel like I am getting a university class for less than the thousands of pounds of debt it would otherwise cost. I forcefeed him a roast marshmallow but he keeps talking. 

Meanwhile, Holly charges towards the Roots. This is Peak's newest biome, a dense forest of spiders, poisonous mushrooms, exploding spore pods, and other fungal threats. I follow dutifully, asking more questions as random gusts of wind whip through the canopy.

New to this series? Click here

The geometry and layout of every island in Peak is procedurally generated, which means some might be wildly more tough than others. Again, this devotion to randomness is something the three developers haven't necessarily pursued.

The three Peak players look toward a giant toadstool and a green vine that will get them across to it.
Just a simple vine rope to the next mushroom. Simple.

"When we started [with White Knuckle]," says Holly, "we considered: do we want to do fully procedural level generation? But it is really quite difficult. People think

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