Open World Arcade Post-game report

This past Saturday, Dec 7, I had the joy of exhibiting my game, Ancient Technologies, at the Akron Art Museum’s Open World Arcade. It was an honor to have my game selected by the committee for inclusion in the event.

I made Ancient Technologies in 2016 for Ludum Dare 36, already quite a while ago. In preparation for the event, I wanted to make a few improvements and add features I’d wanted to include in the game, but hadn’t had time for due to the time constraints of the game jam weekend.

As a result, behind the scenes, I did battle with a few “ancient technologies” of my own.

At the Open World Arcade on Dec 7, 2019, Chris Sanyk showed his game, Ancient Technologies.  A young gamer tries it out.
Chris Sanyk at the Open World Arcade at Akron Art Museum, 12/7/2019

Plenty of time to get ready

About a month prior to the event, I had to decide how to bring my game to the public. I didn’t want to use my daily driver laptop for this, as it is the machine I depend on for everything, and I just didn’t want to assume any additional risk with it being touched by anyone who I didn’t know. But I have an old AMD Phenom II PC that I built around 10 years ago, which had sufficient specs to play the game, so I decided I would bring that.

I don’t run this box a whole lot, so the very first thing I needed to do was get it updated. I had wiped it some time ago, and reinstalled Windows Professional 7.1 x64, Google Chrome, a few other minor apps, and then hadn’t used it for much since then. So when I powered it on, the first thing I wanted to do was run Windows Update. WU detected about 150 updates that needed to be downloaded and installed, which took quite some time to complete, and I expected that it would take an hour or so, but it ended up taking far longer than it should have. My PC ran updates overnight, and I woke up the next day to find that it had failed to apply updates.

I then had to spend a few days researching the failure, and trying various things to get the system to update. Eventually, I found a Microsoft tool that fixes Windows Update when it breaks in the way mine was broken, and was able to install updates. Well, almost all of them. There’s still one update that just will not install, no matter what I do. Oh well. Typical Microsoft garbage.

I didn’t need to have the PC connected to the internet for the event, so I wasn’t that worried about not having it 100% updated, but I always like to run systems that are updated and maintained.

Once the hardware was updated, I turned my attention to the game. There were a number of features that I had to drop from the original Ancient Technologies, so I took the opportunity to work on adding these.

The most important to me were the UFOs and the player’s special ability (hyperspace, shields, or flip) that in the Atari 2600 version of Asteroids that I was re-creating inside of Ancient Technologies, is activated by pressing Down on the joystick. Fortunately, getting these implemented wasn’t terribly difficult, and I found it enjoyable to add these things in and get to see the fully realized vision of what I had wanted this game to be. It took me only about four evenings to do it, and it mostly went smoothly.

And, actually, adding these features wasn’t what took most of my time, it was fixing numerous minor bugs that I kept finding in the game as I tested it, and I tested the game extensively. None of these bugs were game breaking, and probably wouldn’t have been noticed by players in a short session, but, being a perfectionist, if I know it’s there, if I can fix it, it needs to be fixed. Numerous minute details, like logical conditions that should prevented certain sound effects from being heard, such as the TV being turned off, or the game console being unplugged or the cartridge being removed from the slot, needed to be checked and tested and fixed.

I figured out a simpler way to do this: create an audio group for all the sound effects that play through the in-game TV, and then set the gain to 0 when the TV is off.

The last minute stuff

The day before Open World Arcade, I tested out my game one last time. This time, I did more extensive play testing with my gamepad. Mostly, I’d been testing the game with keyboard input, since it was more convenient. To my horror, I discovered that the D-pad on Xbox 360 gamepads is absolutely terrible. It wasn’t so noticeable before, but now that Down does something, I kept accidentally hyperspacing when I just wanted to turn. It was completely unacceptable. The engineers who fucked up the D-pad on the XBox 360 gamepad should be flayed and their families put to ruin. Seriously, you guys, how hard is it to include a bit of tech that’s been around since the mid-80s, and not make it total garbage?

Suddenly, on short notice I had to find a better controller, a wired gamepad that worked via Xinput, and that has a really good D-pad.

I researched and couldn’t find any reviews that I considered reliable enough for alternative wired XBox 360 controllers that have a D-pad that doesn’t suck. I did find a number of tutorials on how to do surgery on your controller to make it work better, but I wasn’t willing to take a risk on it so close to deadline. I’ll probably do it later, though.

I did end up finding a few controllers for Xbox One that had reviews for good D-pads. I wanted to pick up a Hori Fighting Commander, which looked like it would be ideal, as it lacks analog sticks, it therefore must have a good D-pad. But I couldn’t find a physical store to buy one at within 100 miles, and I couldn’t order one to be delivered and have any hope of getting it in time. This was super frustrating.

I ended up picking up a PowerA Enhanced Wired gamepad for Xbox One.

Then I found that because Microsoft is a horrible company, they couldn’t be bothered to ensure that Xbox One controller drivers were available and easy to install for Windows 7, and had to spend several hours trying to find a method to install drivers so that my PC would recognize the damn thing. I still don’t have it working on my laptop, but fortunately, for whatever reason, I found a driver that will install and work on the PC I intended to use for the Arcade. Why the exact same driver won’t install on my laptop, I have no friggin’ clue. Goddammit, Microsoft, why? Why do you have to be so abysmal when it comes to supporting your own shit?

One nice thing, though, the D-pad on the PowerA Enhanced Wired gamepad for Xbox One is better than the horrible D-pad on the otherwise pretty darn good Xbox 360 controller.

Another last minute idea that I had was that I thought it would be fun to put Ancient Technologies side-by-side with the original. I had the equipment, I only needed a small enough CRT TV set that I could easily transport it and set it up. I didn’t have one, but I put the word out and one of my friends had a small TV that I could borrow.

Game Day

Game day started out smoothly, until I realized during setup that I had forgotten to pack my PC’s speakers. My desktop system has a nice set of 5.1 speakers which were really more than was called for, and I knew I had a set of regular stereo speakers in a closet somewhere, meant to grab them, got distracted, and forgot. This necessitated a last minute run to a store where I could pick up a set. Fortunately, I had plenty of time before the opening of the Arcade to do this, and it ended up not being a huge deal, but I had to drop another $25 on that, which, after the $25 I had to spend on a gamepad yesterday, left me annoyed at myself.

When I came back from the store, I happened to check my phone, and saw in one of the Facebook communities that someone had posted a photo of their old living room gaming setup:

Posted to one of the gaming communities I follow on Facebook, just before my day at the Open World Arcade began: an old TV set with Atari 2600 system connected to it.  Suddenly I felt connected to millions of people who grew up with this experience.
This looks familiar…

Seeing this hit me emotionally, and it made me feel that the game I was about to exhibit belonged and had relevance and cultural resonance. So may people in my generation grew up in a house with a big wood cabinet color TV set, and hooked up their game systems to it.

The screen where Ancient Technologies takes place echoes a common experience shared by a generation of the first video gamers.
Ancient Technologies harkens to a shared past.

I also discovered, to my dismay, that the TV set that I borrowed wouldn’t work. I didn’t have time to test it prior to the event, but when I looked at it more closely, I discovered that the power button was gone. There was a hole where it used to be. A remote control was taped to the TV set, but when I tried it, it wouldn’t work, and then I noticed that the batteries inside had gone bad and corroded the contacts, so there would be no way to use the TV. Regretfully, I put the TV and the Atari back in my car, and they would not be a part of the show.

Turning my attention to the PC, I booted it, launched, and tested that everything was working as it should. Of course, it wasn’t. Why should it be? I had only tested extensively and fixed every visible problem that I could see for a week. But somehow or another, the “put down” sound effect that I had coded wasn’t working. When you unplug the cartridge, or the power cord, it’s supposed to play the sound, but it doesn’t for some reason. I had never noticed this previously to the day of the event. My first thought was, “OK, somehow or other, I accidentally added the “put down” sound effect into the group of sounds that play through the in-game TV set, which is off, and that must be why the sound isn’t playing.” Nope! When I turn the TV on, the sound still doesn’t play. And when I went back to review my code, the “put down” sound effect isn’t in the TV sounds audio group. What’s more, if you unplug the joystick it also plays the same sound, and that’s the one place where it’s still working properly. Looking at the code in that object vs. the others, it’s the same frickin code: when you click the mouse on the object, play the sound. It works there, but not in two other places that are identical. No clue why. Maybe it’s because the joystick stays in the same place, while the cartridge and power cable move, putting them away from the mouse cursor, which somehow retroactively fails the audio_play_sound() function, even though it’s in the same god damn code block as the code that moved the object? WTF, GameMaker? What the Fing F?

Ancient Technologies is coded in GMS 1.4, which is no longer supported. I suppose the next thing to do would be to import the project into GMS 2, compile it, and see if it behaves the same way. I had been enjoying picking up this old project and working on it again, but with weird shit like this breaking for no explainable reason, it really puts me off wanting to do anything serious with GameMaker.

This problem wasn’t a showstopper. Most people who played the game probably wouldn’t have noticed it at all, not knowing that there was supposed to be a sound played when there was none, or in a lot of cases not even doing the action that would have triggered the sound effect. But after looking into it and finding no fault in my code whatsoever, I’m more frustrated with GameMaker Studio than ever.

The Open World Arcade

The event itself was great. I sat in my chair all day, and people came up and gave Ancient Technologies a try. I tried to give each person the experience from the start of the game, rather than leave the Atari console hooked up and playing Asteroids already. Players were about 50%-50% on having owned an Atari or played one before. I had people of all ages try it out, from about 4 on the low end to a gentleman who looked to be in his 60s.

Most of them were uncomfortable with the controls at first, having forgotten the function of the Down direction, or never having known it. I observed that nearly all of them immediately went to the dual analog sticks on the gamepad, a conditioned reflex that explaining the controls to them would not undo. About half of the players opted to use the keyboard controls rather than the gamepad, and it occurred to me that I could just as well have not bothered providing the gamepad at all, and no one would have really missed it.

Almost everyone started out playing the Hyperspace variation, and everyone’s immediate reaction to starting the game was to rapidly touch every control on the gamepad to figure out what did what. In virtually every case, the first thing they did was blink out of existence, into hyperspace, and then re-appear, confused and often about to collide with an Asteroid, which would promptly kill them. I realized pretty quickly that Hyperspace was probably the worst ability to start players off with, and that Shields or Flip would have been a much better choice. I needed to explain to most players that there were several variations, and how to access them using the Game Select switch on the console by clicking it with the mouse.

Many players seemed to hesitate after losing a life, reaching for the mouse for some reason. I’m not sure what they were thinking in the moment, but perhaps they weren’t aware of how many lives they had remaining, and thought that they would need the mouse to restart the game. But most players didn’t play more than once, even though I told everyone they could play as many times as they liked. It occurred to me that using the gamepad’s start button would have been convenient, but this wasn’t really a design decision given that I was trying to replicate the experience of hooking up and using an Atari 2600, and the Game Reset switch is on the console, not on the controller. A few players left their game in-progress, but I didn’t let it bother me.

I had left a stack of flyers with information about the game, but if anyone took one, I’d be surprised. I don’t think anyone did, although a handful at least looked at it. I also left a notepad for players to leave feedback or a comment, and only one person did so. I’m not sure what to take away from that, to be honest. I didn’t push anyone to leave me feedback or take a flyer or one of the business cards that I had, unless they engaged me in conversation and seemed like they would like one, then I gently offered that they could take one if they wanted.

Most of the “feedback” I obtained was through silently observing players and noting common patterns in how they engaged and interacted with the game. This gave me a bunch of ideas of things that I wish I would have thought of to put in the game, but couldn’t have thought of without watching someone else experiencing the game. Any time I noticed anything that could have been added or changed to make the experience better, I took note of it. Much of this was help/tutorial text on screen. Although, I wanted to avoid that, since the first part of the game is figuring out how to hook up the Atari. But I think something, like a ? icon in the corner that appears after several seconds of nothing happening, could have possibly helped players get into the game. As it was, I found that I had to explain to most of the players how to set up the Atari, and I think that defeated much of the purpose of letting them figure out the “Mystery of the Ancients” for themselves. Another feature I would have liked to add was an idle timer that reset the game after a period of inactivity, so that it would always start the next player off with a fresh experience even if I forgot to reset the game after the last person.

In all, it was a great experience for me to show my little game to random people and see how they interacted with it. Thanks to the Akron Art Museum and their wonderful staff for organizing this event.

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