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jeudi 21 mai 2026
Open letter to the anglophone community in Québec:
mercredi 24 décembre 2025
The oversaturation of Open World
In the early 2000s gaming media collectively decided to take the word « linear » and decided that it, and anything associated with it was bad with absolutely no room for nuance. You can’t walk over a fence? Bad. You can’t go to the end game town right away? Bad. And yet, those decisions were made with a purpose. Linearity is by design.
Now, a lot of people will look to a game like The Legend of Zelda: Skyward Sword, Pokémon Sun & Moon, or Final Fantasy XIII as prime examples of linearity. Yet those are extreme cases in which the game holds your hand nearly the whole way throughout. In truth, most games employ a different kind of linearity. A classic Zelda game will gate areas cleverly by requiring you to posess an item to proceed forward. A Metroid game will let you get to the same area in multiple ways, let you explore, but will expect you to hit some checkpoints to proceed. Your average Xenoblade game will have story gates but slowly open up over time.
The fact is, linearity does not equal the absence of freedom. Linearity is structure. This structure is the vehicle through which a story can be told more effectively. It can ensure that the player sees the story told in a comprehensible order. It also allows one to make sure that the setpieces are in place to better tell the story; whether it is a location, character growth and development, the player achieving specific exploits, etc… A fully open world game with no linearity whatsoever will need to rely on environmental storytelling which the player may or may not stumble upon, telling its story in a disparate order, or severely limit the complexity of said story and the ability to develop a character arc.
Linearity is also the vehicle through which a level, area, town, or dungeon can designed with intention. In a sandbox setting, intentional puzzle solutions are more difficult to design. In fact, the Wilds era Zelda games exemplify this perfectly. In most cases, dungeons can be trivialized with creative exploitation of the physics engine. While it may appeal to some, it is possible to almost entirely skip dungeons. It is difficult to design a puzzle when the player is not limited in any way. In fact, you will even notice that shrines will in fact remove many of your tools and abilities because even Nintendo understands the limitations cause by having no limitations.
Linearily also allows for proper game balance. In fact, if you look at Pokémon, the games were actually balanced far better when they were route-based. It would allow players to slowly build level-appropriate teams with a smaller roster of Pokémon that would eventually expand as the adventure continued. It was a more gradual progression as opposed to the likes of Scarlet and Violet where exploring even a little can put you many levels above where you actually need to be. Structure allows for tailored encounters. Now, of course, one could propose dynamic leveling, but this will hardly solve the issue unless each gym and area is rebalanced at multiple levels. Some will bring up the forced tutorials as an argument, but that could just be fixed by letting us choose « no » and carrying on.
Many also assume that linearity means a straight line to the end, but that is hardly the case. Golden Sun is known as a very linear experience, and yet, it does let you complete Kolima forest before the Mercury Lighthouse and vice versa. It lets you visit towns out of order to a degree. Xenoblade is often seen as open world, but even X, the most open game in the series gates areas to tell its story. More mainline Xenoblade games will gate you off then slowly open up the world to you. Those games provide freedom, while also providing a structure to its players. It also provides tools to prevent players from wasting their time. You can get guidance for sidequests, you will be told specifically where you need to go. No need for a guide to find obtuse side objectives. For someone with limited time in their day, this is great. For those who do not want it, you can turn it off.
Some also make the claim that a hub world is somehow open world. That is far from the truth. Ocarina of Time’s Hyrule field is a small connecting hub that lets you travel between areas. Termina is also a hub that lets you get to every temple and area. In fact, the same is true about games as far as A Link to the Past and Link’s Awakening. There is an order to the tasks you can accomplish. There may be some freedom in the order to which you can complete objectives, but there are gates through story, items and dungeons. The original Zelda game may have been relatively open, but all games after it until Breath of the Wild have been linear to some degree.
Linearity in end of itself is not some cardinal design sin to avoid. It is a design tool that needs to be used properly. Too much restriction leads to players feeling tugged along for the ride. Too little restriction leads to a sandbox experience that leads to endless exploration but lack of design depth. With the obsession of games media with promoting open world as the only acceptable way to make games, we have found ourselves discrediting intentional game design, and killing multiple genres in favour of a standardized lack of variety. And all of ot started with a lack of muance
mardi 26 août 2025
How the Smash community bravely did the right thing and got punished for it.
In the year 2020, a wave of allegations hit the Super Smash Bros Community, especially centered around Smash 4 and Ultimate (although every game got dragged in the line of fire, especially Melee for some reason). Those included sexual harassement and grooming among many others. I will not go into details because it is frankly not my place to talk about specifics. I was not involved personally, and would find it disrespectful to even weigh in on this. However, I think that the effects of those situations are worth discussing.
The community did everything right. The didn't try to sweep it under the rug, they investigated, prepared statements, banned the offending players, put things in place to try and prevent this from happening ever again, and made everything public. It was a very difficult thing to do considering some of these people were influential, and yet, they did the right thing. Still, they got punished.
Now, you can't talk about the community without someone coming out of the woodworks and calling everyone in the community a predator, no matter if they were even close to being involved with the situation. You'll hear things like "Smelly try-hard predators" or "Nintendo was right to take down tournaments run by predators", insinuating that every single player matches the description. And let's not beat around the bush; this is absolutely weaponized by casual elitist players who already had an irrational disdain for competitive players in the first place. They jumped on the occasion to smear the community's name without hesitation, throwing wanton generalizations because it fits with their agenda. It comes from a place of bad faith. Yet, if you're an outsider looking in, it's deafening, and defending yourself only makes it worse. We were punished for taking action to protect innocents.
And don't be mistaken. What happened was wrong. But also, it is completely messed up to realize that if we had stepped on our morals and protected the alleged abusers, we might have ended up in a far better position and not have to deal with all of this. People talk about creating an environment that is safe, yet when a community tries to do just that and doesn't protect its alleged abusers, it gets lambasted for it. Personally, I think we should have applauded them for taking action, not the other way around. The "critics" throwing insults around are essentially disincentivizing honesty.
If you think Smash is the only community with bad apples, you would be wrong. Communities bring in all sorts of people, some great. Some not so great. The bigger the community, the higher the likelihood of a "not so great" individual getting in there. I can guarantee you that bad apples like this exist in every community. Heck, some of those in the greater Nintendo communities that accused us of being predators were outed as alleged predators themselves. Bad people exist. You may think it os possible to catch them all before they act, but that is entirely naive. All you can do is prevention and react properly when such terrible actions occur.
And so, I will say something many will deem controversial; anti-competitive detractors who throw such insults around are contributing to making the world a more dangerous place for potential abuse victims. By punishing honesty and harassing a community that is making major strides in making their communities safer, you are telling people that doing the right thing will end up poorly for them. Good deeds get punished.
vendredi 27 juin 2025
The Humble dev
With Mario Kart World's version 1.1.2 update, a lot of people have taken to the Internet to criticize Nintendo for essentially killing the online mode for them. The reasoning is as follows: Many players are not a fan of playing through intermission tracks, especially online, preferring a 3 lap system like the classic games. While online prioritized intermission tracks, some were able to circumvent this by just voting for random tracks, which defaulted to the 3 lap setup. The latest update removed this exploit.
The fact that we're hearing both competitive and casual players complaining about this feature shows that this isn't a popular decision, but I think this is emblematic of a much more deeply-rooted problem within Nintendo, and many other high profile developers.
Humility is one of the most important things a game developer can have that nobody talks about. And I'm not talking about apologizing for unpopular decision or bending over backward to external demands. I am talking about having the ability to set your pride aside and look at things from another lens. When Project M was being developped, it was being made by core Melee fans for core Melee fans. However, as we continued developing the game, we got a lot of feedback, and not just from the core demographic we were aiming for. We read through them, and people would explain what they enjoyed about Brawl, or even Smash 64, which led us to a realization that our quest for additional depth could lead us in an alternative direction. While Melee's feel was definitely a large influence to our core design, we started thinking about how to perhaps implement features people loved about those two games, and we ended up with something unique, bridging the gap between communities that barely ever interacted prior. We were more than Melee 2.0.
What's more is that we've also realized something shocking; people also played Project M casually. This was hardly intended, but instead of trying to stop it or ignore it, we agreed to one conclusion; that's not what we set out to do, but that's ok. They're having fun, and that's ok. This led us to add new modes like Turbo mode and All Stars Versus, the Turbo Booster item, costumes, whacky stages alongside competitive stages, etc... we embraced them because a fan's a fan. There is no right way to play a game, just one that is right for you.
Going back to Mario Kart, it's quite obvious that they wanted intermission courses, e.g. driving into tracks to be their gimmick for this entry. The issue is that as interesting as it may seem at face value, it hasn't stuck as well as they had hoped. People trying to avoid the feature entirely by using "Random" is a very strong indicator of that. Patching out the exploit isn't even the issue in as much as having to select random to get a 3 lap model shouldn't have been a requirement in the first place. An online mode could have existed for courses with intermissions, and one without. Heck, even offline, Grand Prix is stuck with those intermission maps. Having seen how unpopular forcing intermissions tracks was, a humble developer would have looked at that and said "cleary my vision isn't connecting with people, I should let people play the way they want". Instead, they doubled down and enforced said vision.
And this isn't the first time they did that as a company. During the Wii, DS, Wii U and 3DS eras, they forced divisive control methods as the only ways to engage with games, not offering alternatives. While they arguably are doing better at this nowadays, I remember Masahiro Sakurai forcing his strange control scheme in Kid Icarus Uprising, which was a left-handed person's nightmare, especially if you upgraded to the New 3DS which couldn't use the circle pad pro. I remember Star Fox Zero immediately setting off red flags with just about anyone who tried it, and they stubbornly refused to change the controls in a effort to justify the existence of the Gamepad, leading to a massive commercial flop. I remember them forcing basic menu options to the Gamepad, or forcing motion controls on games that could have had button controls options. Nintendo had an experience in mind, and it did not matter how you felt; you had to play by their rules.
Super Smash Bros is another one for discussion. Nintendo has made it extremely difficult for people to play competitively, whether it's by legal means, or by removing features, or awkwardly adding unpopular mechanics like tripping to prevent advanced play (in this case, it was to punish dash-dancing). They would surgically remove everything that they saw as an exploit instead of just embracing them. Nintendo had a very specific way they wanted people to play, and if you didn't abide by those rules, you couldn't play at all.
It gets even worse when mods are involved. Mods get regularly shut down. And instead of just looking at them and thinking "Wow, our fans did something pretty cool", they go scorched earth. Even when it's not even a mod, they got offended when the Nintendo Minute hosts proposed the concept of a nuzlocke run.
A humble dev would look at criticism as a means to improve. They would look at people playing their games differently as an opportunity to reach new audiences. They would look at sprawling competitive communities and feel honoured that people would devote themselves to art they created. A humble developer would look at fan work and feel thankful for the love and loyalty. A humble dev would listen. He wouldn't always agree, but he would listen.
jeudi 27 octobre 2022
Editorial: Pokemon should be harder. Open world makes this complicated.
For the longest time, people have been asking for an open-world Pokemon game where you can do everything out of order, and explore to your heart’s content. People dreamed about playing the games like how Ash lives out his journey in the Anime. It seemed like an appealing proposition, and now that we are getting there, I regret everything.
Pokemon’s difficulty is laughably low. Even in classic Pokemon games, it was very easy to defeat gym leaders who did not even have a full team of 6 Pokemon, especially with how easy it is to prepare with type advantages in mind. Without a challenge to push back against you, there really isn’t any satisfaction in prevailing against these characters at all. People will say “It’s a game for children, it should be easy”, and I argue that this is a preposterous notion.
On one hand, it is patronizing to assume that children lack the ability to learn and improve, especially with how their brains are extremely good at gathering and processing information. Furthermore, Pokemon fans skew far older than the target demographic, and as such, adding a difficulty setting would simply fix the issue. There is no reason to not have it there, and Pokemon Black 2 did in fact add this option, so it is not a new concept. However, I argue that even this solution would not be quite enough to offset the impact of an Open World Pokemon experience.
Having an open-world game means that:
1. It is possible to catch a wide variety of Pokemon before a gym, and build an entire team tailored to take down a specific gym leader. In classic games, you were limited to a pool of available Pokemon, and needed to choose them more strategically.
2. Exploring means, it is extremely possible to overlevel. Older games having many areas gated means that while it was possible to grind, it was time-consuming. In Sword and Shield, it was possible to grind on strong Pokemon and in dynamax dens extremely quickly. I was 20+ levels above the first gym leader just because I had explored the entire area.
3. Held items and money can be grinded ad-nauseum.
Some solutions can “help”, but may not even be enough:
1. Have gyms scale with your level up to a certain degree. Clearly, being able to grind is a good thing to let people of multiple skill levels be able to beat the game. However, the gym leaders should still never be too low below you. An easier mode could scale, but allow you to be a good few levels above the gym leader. A harder difficulty should not let you be more than a small handful of levels above them, and a hardest level should scale very close to your own level.
2. Gym leaders shouldn’t just be type-dependent anymore. Instead, they should focus on combat strategies and have better AI. It would be much harder to trivialize a gym if a character uses a Trick Room build, sets up weather conditions, or mixes Earthquake and flying types / levitate. These could be countered through preparation, but the solution would no-longer be to send 6 fire types at the grass-type gym-leader.
3. Hard mode should add some EVs and IVs in relevant stats. They don’t need to be maxed out, but the Pokemon should not be pushovers.
More can be done, but these tiny details would help a lot. It still wouldn’t fix the problem of being able to over-prepare, but it would mitigate some of it. Furthermore, the abundance of choice wouldn’t replace the concept of working with a limited pool of resources available to you and making the best of it.
I’m not saying that open-world can’t be done right, but it comes as the cost of the classic Pokemon style. It’s similar to how some feel let down by Breath of the Wild potentially marking the end of the classic 3D Zelda formula. Both are valid styles with ups and downs, but when one replaces the other, it leaves a gap that is not so-easily-replaced.
I have not enjoyed Sword and Shield, and am not exactly excited for Scarlet and Violet. I could change my mind, but not much seems to be done to add even a modicum of challenge. A single difficulty setting toggle would go a long way.
jeudi 21 juillet 2022
Oppinion: Why games preservation is under relentless threat
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| The PhobGCC, attempting to survive the inevitable discontinuation of Gamcube controllers |
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| The virtual console, initially a good idea for preservation, but instead of improving on it, was replaced with a predatory subscription model. |
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| These are the differences for Fox and Falco between NTSC and PAL. There some all accross the cast. Many would heavily affect the meta. |
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| An actual Nintendo listing above MSRP |
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| Project M stage list, a competitive game with even a stage-striking feature to aid tournaments go smoothly. |
jeudi 14 avril 2022
A case for a Kid Icarus Uprising remake:
Kid Icarus Uprising is a game a sequel to the classic Kid Icarus games, which was reimagined as a Star Fox-style flight action shooter with grounded action segments. Its concept as a whole was very appealing, and had an addictive gameplay loop with much replayability. It was a great game, but with flaws that could stand to be corrected.
To me, remakes and remasters benefit games like this. An amazing game that passes the test of time doesn't gain much from being remade, except for being made more accessible to newer players. Alternatively, a terrible game might not even warrant a remake at all. However, it is those games where you can see the untapped potential within the flaws, the diamonds in the rough, which benefit more from them. That is because the developpers can have the benefit of hindsight and consummer feedback.
I remember when I first played Uprising. It was unplayable. I am left-handed, and not the type that can just use a stylus with his right hand and power through. I was absolutely inept, and even dropped my stylus while playing this game. As a response, I bought the Circle Pad Pro accessory, which enabled me to play using my left hand to aim. It did the job on the original 3DS, and despite the stylus controls being far from ideal, I was able to get through the game. Then the XL was released, and I upgraded to it. Unfortunately, this led to a big problem: I needed to buy another Circle Pad Pro to fit the bigger system, but also... it was a lot heavier and clunky to hold a bigger piece of hardware "and" a giant plastic contraption with one hand. It was playable, but not comfortable. But then, the New 3DS XL was released, and I upgraded to that. Now, the problem was even worse. My only option was a little nub that didn't quite cut it as an analogue stick, and no Circle Pad Pro was available for this model. I could not physically play the game anymore.
The previous issue is what happens when software is centered around a specific gimmick (motion controls, gyro, touch controls, etc...) and doesn't offer alternatives. It's an accessibility issue just as much as it is a taste issue. Kid Icarus Uprising was hampered by its control scheme, and prevented people like me from fully enjoying this game. As such, a remake is a chance to make it right and add a twin stick control option. This would allow more people to enjoy the game, and with the added buttons, limitations of the 3DS hardware could be nullified. This is a game with a lot of charm that I want to, and should love. Let me. And for those who didn't mind the weirder controls, they're just getting an upgraded version.
Another angle is the multiplayer. With the many weapon types, and the team-based combat, it's a very solid and fast-paced experience. It was fun, the online is going to shut down, and there is no other way to play it. A remake with perhaps more maps and modes would bring this to new people, and can enhance an already decent multiplayer experiment into something more substantial.
The next angle is pretty straightforward: the game's age is showing when it comes to its visuals. The 3DS already wasn't very cutting edge in that department, and having this on an HD TV would make a game with good artwork and character design have a vehicle to show them in a more flattering light.
Finally, the extras. The game has a lot of collectible weapons with unique attributes, and adding more would be a fun. I've always wanted something silly like Amiibo-based weapons, just because I was Pit swinging fireballs out of the Binding Blade, but there is also much more that can be done. New challenges, extra chapters, maybe some featuring playing as characters like Magnus during the time Pit was out of commission for instances. Maybe add new heroes and vilains in the multiplayer mode. There's much that can be done, and even the base game as it is alone would simply benefit from a fresh coat of paint and the sheer popularity of the Switch.
A remake would be a less risky endeavour than a newer game, and while I think that it would be neat to have a sequel, if it's not in the cards, a remake would be the next best thing for the current fans awaiting something, it would be a boon for people like me who physically could not fully enjoy the game but liked the concept. It would be good for people who didn't even bother because the controls seemed too strange, and it would be a new experience to a lot of new players.
When it comes to 3DS games, it's likely one of the best picks for a remake.

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