COLUMN: Quiz Me Qwik - 'Much Ado About Luc Bernard'
['Quiz Me Quik' is a weekly GameSetWatch column by journalist Alistair Wallis, in which he picks offbeat subjects in the game business and interviews them about their business, their perspective, and their unique view of life. This time - some opinions and an interview with controversial indie game creator Luc Bernard.]
I pretty freely admit that I laughed quite loudly when I first saw Pitchfork's review of the second album from immensely average Australian rock band Jet. You know, the one where instead of text, they just had that YouTube video of a monkey drinking its own urine?
So, I'm not sure how I can really be about to say that I find the following quote, from Destructoid's review of indie platformer Eternity's Child, to be utterly repugnant. Possibly it's an issue I have with Jet, having had the displeasure of seeing them play “before they were big”. But here we go anyway:
“Whatever you do, don't buy this game. In fact, don't even say its name, for that might give its already unholy form power.”
That's repugnant. Utterly abhorrent. I've done my fair share of criticism, for both games and music, and that's a level I've never stooped to. That's the point where it jumps from taking your responsibilities as a writer in the public sphere seriously, to attention-seeking. 'Look at how funny I am!' It's pretty much everything I find repellent about the world of video game blogging in one sentence. There's a time and place for humour writing. Not every single post needs to contain a joke. Is the audience's attention span really that infinitesimal?
To be fair, the rest of the review isn't actually badly done, per se. It raises fair points in terms of the issues the writer has with the game, but jeez. That conclusion? Just...don't. Show some respect – both for the game, and for yourself, as a writer.
Here's the problem with it – it's trivializing the work of the game's creator, Luc Bernard, and turning him into a joke in the eyes of the readers. And the readers, for the most part, want to be the bloggers. They want to be as Oscar-Wilde-witty and fabulously scathing as the people whose work they read each and every day. That's why comments exist. That's where they try and prove that they can compete.
And, here lies the level of responsibility, which seems to be completely misunderstood. Anyone can laugh, and say that they're not responsible for the comments of the community, but that's not true. You can't play the 'do as I say, not as I do' game. Especially not on the Internet, where the much reposted Penny Arcade rule of anonymity stands so true. To wit:
“Luc,” read one comment, “Go fuck yourself.”
“GO FUCK YOURSELF LUC!!” Read another. “YEAHHHH!!!”
So: the thing. Eternity's Child might not be a good game. I wouldn't know – I haven't actually played it, yet. But I respect its creator, Luc Bernard.
Respect's a good word, I think. It means, according to the first online definition I managed to wrangle up, “To recognize the worth, quality, importance, or magnitude of”.
I think Bernard's reaction to this whole thing in the aforementioned comments section could have been handled with a higher degree of professionalism. In fact, I think even taking part was a bad move.
I think placing the blame on his co-developer, Joseph, was unnecessary. I think his recent – somewhat retracted – comments in regards to quitting video games smack of over-reaction.
But, he's 22. I did some pretty stupid things, and said some pretty stupid stuff at that age. Hell, I tried to steal a pine tree once. And at least he attempted it - putting the game out, I mean, not stealing a pine tree, because that only leads to legal threats and multi-hundred dollar bills. He put something out there commercially - putting a value on his work - and you have to respect that.
'Course, I'm not saying that you have to create something of your own to be able to engage in criticism, because that's just silly. But at least show a little respect, please - at least respect the effort that went into his work.
The following is a discussion with Bernard about his work, and his behavior.
GSW: How did you move from the previous XNA version to getting the game on Steam and Wiiware?
Luc Bernard: Well, at that time there was a lack of information about how how we were able to sell XNA games. Also at that time I was in America just, well, wasting time, so I was not working on the game properly. So, well, once I got back to Europe for a month I decided to go for PC and Wii because there seems to be more players on those machines.
GSW: What was it that attracted you to XNA in the first place, then?
LB: Mainly the HD TV and, well, Xbox 360. Most people like to play on consoles now, and for some weird reason people see you as a success if you get a game on a console rather than PC. Though, PC has some of the best games, and I prefer playing PC versions of Xbox games.
GSW: How did the deal with Alten8 come about, and how did that lead to the game heading to Steam?
LB: Well, I knew the CEO before, because we did a mobile game together, so knowing I wanted to try out the Wii, and they were developers for it, I decided to do that version with them.
The Steam version came because a lot of people wanted it to come out on other machines than Wii, and all the original code was done on PC, so it would have been a waste to not put it out on PC. Plus, you get HD greatness!
GSW: Are you glad you launched on PC first? It seems like it's given you a good chance to at least become aware of the issues that the game has, and have a chance to fix them up.
LB: We fixed them up the first day. I think it was good, yes, but both ones are really different. The PC one will be never ending while the Wiiware one you buy it and when you finish it it's over, no updates.
GSW: Was the $5 pricepoint of the game your idea, and do you think that's worked in regards to drumming up interest?
LB: Yes, I always wanted it to be really cheap. I want as many people to try it out possible. That might have made people interested in it for sure - more people are willing to give it a try.
GSW: How many copies have you sold so far?
LB: Haha, I have a contract with Valve that says no revealing numbers!
GSW: So what other stats have you been able to gather from Steam? You can check the average amount of time spent playing and things like that, right?
LB: Yes that is pretty neat. Steamworks is really awesome.
Steam is taking PC games to the next level; now gamers need to get away from their consoles and play more on PC.
GSW: When was the release date decided upon?
LB: We kept on changing month for the PC version and then set a date and, well, got it out. As simple as that.
GSW: Would you have wanted longer, given the reaction to the unpatched version?
LB: Well, the jumping button worked fine. Angel just bends. The beta testers had no problems and neither did we, so that's what I'm still trying to figure out.
The press never told us it wasn't working in the preview versions, and they didn't like the bending - because we went for a more realistic jumping. But, well, we got a patch out the same day the game was released.
I mean, what other devs do that?
GSW: How do you feel about reviews noting that the game feels like a work in progress?
LB: I totally agree with the Kotaku one: Eternity's Child Steam is a very different game than the Wiiware one. The Steam one is for users; it's going to grow with the community.
Right now for only $4.99, people have got 15 hours of gameplay out of it, while with new chapters added and the level editor being made better and better the game will never end.
So we are doing something new in terms of episode based games. You buy Eternity's Child once you get all the new episodes for free updated via Steam.
GSW: That seems a little weird - I mean, you could charge for them really, couldn't you? Why not price additional episodes as well?
LB: Let's put it this way: I always wanted to do a cheap game so many people could buy it. And I wanted to do something different episode wise.
My plan is to offer the best deal possible to gamers.
GSW: I know you've mentioned in the Steam forums that you're interested to see where future patches take the game - do you think this could effectively put potential buyers off, given that it suggests a lack of a "definitive" version?
LB: What I meant by patches was new chapters. I wanted to see what fans wanted to see and know about the world. I mean, listen to your customers! Don't take them for granted.
We reply personally to each message and make sure everyone is 100% happy. If someone is lost in a level, they tell us and we help them finish.
Eternity's Child: Chapter 1: Mother Nature on its own is worth the $4.99, but with us always adding things, why would it put people off? They get a game that is always growing and one that listens to them.
I mean, is it better to have a game that is always growing, or just one that once you play it, it's dead?There will never be a ending to Eternity's Child Steam.
GSW: What do you see yourself adding in the future?
LB: I want to do the sequel to Chapter 1, which will be very story based, and also a prequel chapter.
I think we also need to add new features to the level editor and a website for people to upload their levels, since users love that. And maybe easier ways to make mods: so far I've seen people modding Eternity's Child with Half-Life and Spore.
GSW: Did you expect that kind of modding to happen this soon?
LB: None of us did. It went pretty fast, but it's really neat - I am loving it.
I can't wait until I see someone put porn pictures into Eternity's Child, I would find that really funny.
But, I mean, this is really awesome. Plus, the custom levels will be great: we're starting to see some, and I am trying to set up a website for people to upload them with a Japanese translator who is good at website stuff.
GSW: How many episodes do you expect the story to run over?
LB: There are two others planned, but if Eternity's Child sells constantly all the time, we're just going to add episodes all the time.
GSW: Are there particular points in the reviews that have criticised the game that you have problems with?
LB: Well, there was one review that seemed more personal than anything else. That's the way I felt about it. Plus, I hate it when someone does a review without finishing the game.
GSW: And you can tell, via Steam?
LB: No, because one of them told me, since we made peace behind the scenes. Since I wanted a re-review, since you can't review a game without finishing it.
GSW: Why do you say it was a personal attack?
LB: It felt more like one with the comments like, 'Do not mention this game, it will give it some sort of unholy power.'
I mean, that was not necessary, so for me it was a direct insult.
GSW: Are there criticisms that you would agree with?
LB: Yes, I need the next chapter to focus a lot more on the story. It's what is interesting about Eternity's Child, so even if some people find it cheesy, fans want to know more.
GSW: Do you think you'll be getting the story across in different ways, given the problems that people seemed to have with the approach you took in the first episode?
LB: You mean the fact that the first episode was about Mother Nature? Well, Joshua found that my original story was too cheesy and that I needed to hire a writer to help me because I talk like a retard, so for Chapter 2 I get to hire a writer and Joshua can't say anything if it's cheesy. People like cheesy stuff anyways.
GSW: Are there more positive elements that you're glad to see acknowledged?
LB: The thing I'm the most glad about is the community growing around the game. I mean, it's just great. It's not like we just released this and let it out there, we are looking after every customer, and I'm sure they are also having fun telling us what they want to see.
Plus, loads of people write to us saying that they love the game, and that's it's the indie game of the summer.
GSW: What about comments on your blog like, "as we speak Joshua is tightening up the controls and jump (about fucking time to be honest)"? Doesn't that imply a lack of workable relationship between the two of you?
LB: We are both two different people, so we get into a lot of fights about what we think should be done like this or that, and there has been a lot of drama behind the scenes. I won't go out and tell our personal lives.
But it's mainly different ideas, I mean I don't want to go any further into saying anything. That might sound bad. We are just different.
GSW: Is there any chance you'll continue working together?
LB: Well yes, on Eternity's Child - we've still got chapters to do, and then the Wiiware one with Alten8.
But Joshua has got some game ideas he wants to do, and I've got my own, so for the future we might not work together. But we might end up doing another game - we just won't be doing all our games together.
Haha, do you realise this question makes us sound like we were a married couple or something?
GSW: What I meant, basically, is that it's kind of a blunt thing to say - it's certainly not something I'd say publicly in regards to anyone I work with.
Well, behind scenes you see me and Joshua insulting each other when we don't agree, so why can't we do it in public? Let's put it this way, I will always be honest with people.
I can get mad at someone for something but then after a few hours I get over it and move on, but if I have a problem I will tell them. I guess it's not professional, but I mean, we're indies, I'm not employed by a company so I don't need to be censured.
This is also probably the reason that I do not work for any company. I think what I have done several times on the internet – well, no one would want that.
GSW: How does Joshua feel about the whole situation? Surely the level of blame you've attributed to him can't be a good thing.
LB: Well, I do wish he would listen to me on some elements, but yes, I did get quite angry and I was not nice to him.
These questions really do sound like something you would find in a tabloid - this is weird.
GSW: Totally not my intention. I'm not trying to suggest anything – you've just clearly been working together on the game for a while. It's like...I don't know, Morrissey and Johnny Marr, or something. They worked well together, and not so well apart. But I guess you're really in a position of creative control for the whole thing, right? I'm assuming you wouldn't exactly view the game as a team based exercise.
LB: Well, I don't get to control as much as you think. I mean, me and Joshua - it's really a parternership so if he disagrees with something he won't do it. He also designed a baddie in Eternity's Child.
I mean, I need to listen to ideas from other people because they can bring in some cool ideas. But yes, I must admit, I would have preferred maybe to control everything, but then that would be like me being a dictator.
But, on all graphical elements I got my say! Like, where things are placed, etc., and what is a big no and when there was graphical glitches.
GSW: I'm just curious about his reactions to the blame that you seem to have placed on him, to a degree.
LB: Hmmm, I think he was angry at me for a day or two. But he got over it, since I'm the public guy so I always have to deal with the hate mail.
GSW: Why did you decide to remove the Destructoid robot?
LB: Well, I put him in, because one of the journalists on that website was a friend so he asked me. So then, with the owner [of the site] we agreed to have him in.
However, after the review where they did not finish the game, and well, most of the users telling me to fuck off and that they hope I die, and that then spammed my email account: why would I leave it in there?
So I might just leave him in Chapter 1 and keep him out of the Wiiware one and other chapters, but I've got other better baddies planned that are part of the world of Eternity's Child.
I'm not on bad terms with them, I still talk to some journalists there.
GSW: But not all of them?
LB: Well, I don't know them all. And the ones who reviewed the game I had never talked to before.
GSW: Does the reception of the WiiWare version worry you? How involved are you with that version?
LB: Alten8 is porting the PC one, and we are adding extra levels, making it easier and some other elements. The worst is trying to figure out how to compress everything. Last time, from what I heard, the engine is 80% ported.
I am quite involved in that version - they don't take a decision without asking me, because they want to be as close to my vision possible.
GSW: Do you worry that your response to the situation might have influenced people's opinions of you negatively?
LB: Well, I will ask you a question: if loads of people came up to you, trying to beat you into the ground for fun with 'fuck you' and 'go and die' in your email.
Would you be nice back? Or would you want me to put on a PR act and just pretend that everything is okay?
I'm just human like everyone.
I reply to every email of a fan personally, and I'm on the Steam forums all the time. The people who support us? I owe them the world, and I don't go and ignore them, so I think that's what matters is what people who have talked to me think.
At least you know that I'll be honest with what I say, and I won't lie.
Of course, I think that my publisher might be a bit angry, and other business people might run away from me now. But it's not the first time drama happened, and it's probably not the last.
So, I'm keeping a low cover now! The only place people can find me is in the Steam forums.
GSW: I understand the attacks are bound to get you pretty riled up – and I'd agree that they're really not necessary, and a sign of gross immaturity on the part of those who attacked you. But, I think you've also got responsibilities as a public figure.
It sounds like you're aware of them to a degree, I suppose. Has the publisher actually said anything to you about it?
LB: I'm a human, I'm not going to act like a PR guy and pretend everything's fine. If someone came up to you on the street and said, 'Fuck you!', you would probably not just stay there, but you'd punch him.
The bad thing is, why do people have to be so rude on the internet and in real life they act normal?
Plus those were personal attacks. You know, since Eternity's Child got a lot of hype - for some reason - and it just made people feel better to be able to try and bash me to the ground.
GSW: What's with the quitting, though? As I said, I think there's a great deal of immaturity out there, and I don't really think it's something that should be affecting you to the degree that it seems to be.
LB: It's not so much about the stupid 14 year olds. It's really about I'm not in a financial or personal position right now to do anything at the moment.
I might have a bunch of fans, but the fact is this, it's really hard to work on games without any money!
That's the main reason.
GSW: Where do you see your career going from here?
LB: Well ,an industry friend who has a lot of experience told me that I have dug myself in a gigantic hole. And I basically destroyed my career. That's why I am taking a break from video games.
I am just going to work on Eternity's Child, add new chapters to the Steam version, get the Wiiware one out, and on the side just maybe do some graphic novals.
And then if those both sell well, I will be able to finance myself my dream video game. Getting financing, even if the budget is only $40,000? It's near impossible. Even if there are fans of Eternity's Child and what I do, there are also many, many haters.
And, well, no companies take me seriously either! I mean, what I am mostly is entertainment to people, and I am aware of that.
GSW: Are you working on other projects at the moment? I know a while back you told me that you were pitching a film to various people – how's that going?
LB: Well, I wrote a story in the Eternity's Child world that was perfect for a film. Okay, it would not be suitable for young children probably, and then I showed Uwe Boll - since I was thinking, 'Well, Uwe Boll's films aren't that bad. They are B movies, and I love B movies, and he's never tried 2D animation yet.'
But we'll see what happens; if anything happens or not.
That's how Eternity's Child started out really. It was at first a pitch for a French TV channel as a series.
There is just so much in the world of Eternity's Child: different species and side stories, and different parts of that planet. So that's why I want to also have a go at a graphic novel. Angel is not the only main character of the world. I did several, but I would really love to explore this as a 2D animated series, since there is just so much you can do.









Comments
This was a really cringe-inducing thing to watch as an outside observer. I am familiar with the acerbic nature of the Dtoid community and really dislike the way they comport themselves, and I think you hit the nail on the head when you said they are all trying to be just as witty as the writers. Part of that comes from the Dtoid community blogs, where community members are encouraged to write articles that may be promoted to the front page. But that doesn't excuse their behavior. It was awful and juvenile no matter how they felt about the game. I'd like to see how they'd react to the same thing if they had poured their blood sweat and tears into a project for as long as Luc did. Each side got caught up in the flamewar and I imagine it would be a much different situation if they were discussing the game in person rather than behind the mask of anonymity the internet provides.
Posted by: Chris Furniss | August 18, 2008 1:44 PM
Hey, guys. Listen to Chris Furniss (indie kid extraordinaire).
Also, buy his shit! He makes pins. If only Hot Topic could pick those up.
:(
Posted by: LULZ I R INTERNET ANONYMOUS | August 18, 2008 2:28 PM
"Here's the problem with it – it's trivializing the work of the game's creator, Luc Bernard, and turning him into a joke in the eyes of the readers."
Are you serious? So you think this review took what would have been a masterpiece and a highly respected work of art and turned it into crap? Because I think Luc Bernard did that himself.
Stop defending the man. The game sucked. Have the balls to tell him to his face it sucked, and to fix it. If I ever made a game this bad, I would only have an instant apology for making it and a promise I would listen to the criticism and fix it. Not "omg stop i can't take it you win im done making gamez"
The guy ruined himself. Don't blame the reaction.
Posted by: Steven | August 18, 2008 2:51 PM
@Stevens:
By releasing a product, Bernard opened his game to criticism. He did not open himself to vulgar attacks.
I have no right to email your office, telling you to "GO FUCK YOURSELF." Game sites (especially once that often duck behind the title of "journalism" when it suits their needs) shouldn't encourage their communities to attack devs. No one is privileged enough to be cruel.
Posted by: Chris | August 18, 2008 3:06 PM
Steven: yeah, I'm pretty serious about that. But no, I don't think the review turned the game into crap - it just turned what I understand to be a decidedly average game into a feeding frenzy. It took the focus away from the game, and placed it on Luc Bernard, which is completely inappropriate.
Now, yeah, you're right about the fact that the quality of the game should rest on the shoulders of Luc (and his co-developers), and like I said, I think he's taking less responsibility for that than he perhaps should be. On the other hand, he does appear to be taking note of what people are saying, and making moves to fix the issues.
As for me - why would I tell him his game sucks? I certainly think I addressed the criticism it's received, and asked his thoughts on it, but I'm in no place to judge because, as I said, I haven't played it.
But even Luc's shortcomings in taking responsibility gives the reviewer in question any reason to outright attack his work, and by extension Luc himself, in that way. Claiming ignorance about the way people would react to the review is disingenuous. That's simply not a defence, because it should be obvious with even a second of thought about it. And it is up to bloggers to think about that, because the commenters sure as hell don't.
Chris is right - no one has the right to engage in that sort of behaviour. Well, not unprovoked, anyway. Time and a place, you know? I think though, Chris, that there's actually something a lot more horrible than people hiding behind being journalists - as if they're holding up any of the ideals and responsibilities and ethics that come along with that title anyway!
That's people hiding behind the 'blogger' label. Just because it's not as formal a field as the journalistic side of things, that doesn't mean it comes without responsibilities.
PROTIP: The minute you're putting something out for public consumption, you're responsible for your actions and the way they're interpreted.
I don't understand how that's a hard thing to grasp, but it's about time people stop using anonymity and the fact that they'll never have to deal with their words face to face as an excuse. It's utterly pathetic.
Posted by: alistairw | August 18, 2008 5:19 PM
"you can't review a game without finishing it"
I may not be interested in the game, but I sure like his stance on game reviews with regard to finishing them before reviewing them.
Shame he couldn't find a coworker/subordinate/whatever that gelled better with his ideas and vision. Maybe it would have made a better game. Maybe having a counterpart that can look you in the eye and say, "fuck you, that's a stupid idea" helps sometimes. Doesn't seem like it did wonders here but maybe it could have turned out worse. It's always fun to speculate.
Didn't read the hotly debated review but the except doesn't really sound all that bad. Now, the community's reaction is another story, but that's what happens when you have teenage kids whipping out all of the cool words they learned online in Halo 2 matches throwing comments up on their parents' PCs when they should be working on homework or chores. Well that and bitter, angry shut ins that have zero social skills. Lord knows the internet is full of them suckers.
Also, I didn't realize that the creator was so young. Releasing something like this the way he did was a pretty nice feat for someone his age and brings back memories of the PC shareware golden days. It'll be interesting in seeing where he goes from here with any future projects (in whatever medium) now that he's got a critical failure under his belt. He's got plenty of time left to lick his wounds, move on and succeed on something else.
Uwe Boll probably isn't the best person to do that with, though.
Posted by: RoushiMSX | August 18, 2008 7:04 PM
Haven't tried this yet, but the "bend knees before jumping" thing sounds a lot like how Commander Keen worked. Does this mean people aren't ready for a comeback of this?! Damn it..
Posted by: raigan | August 18, 2008 7:21 PM
"He put something out there commercially - putting a value on his work - and you have to respect that."
So "Bratz Mini Gamez Party Townz" and "Shovelware DS: Mauve Edition" is now respectable just because somebody stuck a price tag on it?
Posted by: Anonymous | August 19, 2008 5:36 AM
Thanks for very effectively proving my point, anonymous troll.
Posted by: alistairw | August 19, 2008 7:38 PM
Couldn't bother to cobble together a real response? Okay, here's a pithy little chunk of pseudo-wit to match yours.
PROTIP: Ironically useing "PROTIP" was done to death five years ago.
Thanks for very ineffectively responding to my point, hack writer.
Posted by: Anonymous | August 20, 2008 2:54 AM
Awww, that's sweet. No one's ever called me a hack before!
Posted by: alistairw | August 20, 2008 3:20 AM
Still can't address the point I made, eh?
Posted by: Anonymous | August 20, 2008 4:24 AM