<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Derek Yu - vo.rs</title><link>https://vo.rs/tags/derek-yu/</link><description>Latest from the Derek Yu desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 12 Nov 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/derek-yu/" rel="self" type="application/rss+xml"/><item><title>UFO 50: Fifty Fake Games and One Real Argument</title><link>https://vo.rs/respawn/ufo-50-fifty-fake-games-and-one-real-argument/</link><description>&lt;![CDATA[<p>I loaded games off cassette on a C64 for most of my childhood, which means I
spent a meaningful fraction of the 1980s listening to a tape deck screech at me
for four minutes to find out whether the thing on the inlay card was any good. It
usually was not. That is the part everybody forgets when they say the old games
were better. The old games were a lottery, played at £1.99 a ticket, and the
thrill was structurally inseparable from the odds.</p><p>UFO 50, released on PC on 18 September 2024 by Derek Yu&rsquo;s Mossmouth, is a box of
fifty tickets. It is presented as the complete catalogue of UFO Soft, a fictional
developer who made games for a fictional 1980s machine called the LX System
between 1982 and 1989. None of the games are real. All of the games are real. The
distinction stops mattering about twenty minutes in, which is the trick.</p><h2 id="the-fiction-is-the-design-document">The fiction is the design document</h2><p>The team — Yu with Eirik Suhrke, Jon Perry, Paul Hubans, Ojiro Fumoto of Downwell
fame, Tyriq Plummer and others — built the constraint before they built the
games. One palette. One notional machine. One studio&rsquo;s imagined career arc. Then
they made fifty complete games inside it and dated them.</p><p>That constraint is doing three separate jobs, and only one of them is
nostalgia.</p><p>The first job is coherence. Fifty unrelated minigames would be a Wario Ware. Fifty
games from one imaginary studio have a<em>house style</em> — recurring mascots, sound
palettes you recognise across a decade, ideas a designer clearly tried in 1983 and
got right in 1987. Barbuta, dated first, is a deliberately obtuse thing that
withholds almost everything and expects you to map it on paper. It is also the
worst-reviewed game in the box by consensus, and it is placed first on purpose,
because a studio&rsquo;s first game is supposed to be the one where they had not
worked it out yet.</p><p>The second job is permission. The fiction lets these designers ship a game that
is<em>rude</em>. Real 1980s games did not explain themselves, did not respect your
time, and frequently did not tell you the rules. Modern design has spent thirty
years correcting that, mostly correctly. But a modern game that withholds is
read as broken, whereas a 1984 game that withholds is read as a 1984 game. The
frame buys the team the right to be genuinely unhelpful, and several of the best
things in the box only work because of it.</p><p>The third job is the argument, which I will come to.</p><h2 id="the-good-ones-are-properly-good">The good ones are properly good</h2><p>The line that gets thrown around is that UFO 50 is &ldquo;twelve great games and
thirty-eight demos&rdquo;. That is lazy. The distribution is real — there are entries
here I bounced off inside five minutes and would not defend — but the hit rate
is far better than any compilation cassette I ever owned, and the ceiling is
higher than the pitch implies.</p><p>Mortol is the standout structural idea: a platformer where your stock of lives is
the level&rsquo;s building material, because each corpse becomes a step, a bridge, a
switch held down. Dying is the verb. It is a genuinely publishable idea that
would carry a full-price indie release on its own, and it is sitting in a box
with forty-nine others.</p><p>Party House is a deckbuilder about hosting parties where the guests you want are
the guests who might ruin it — a push-your-luck engine with a social skin that
has no business being this tight. Grimstone is a full Western tactics RPG, hours
long, with a party and a job system. Campanella is a physics flying game about
momentum and patience. Velgress is a vertical climber built on the anxiety of
rising death. Vainger is a Metroid-shaped thing with modular power slots.
Golfaria is golf that grew a metroidvania. Night Manor is a point-and-click
horror game with real dread in it.</p><p>Any one of those, polished up and released alone with a trailer, would have
picked up coverage. That is the density we are talking about.</p><p>What holds them together is that the team understood which 1980s conventions
were<em>load-bearing</em> and which were merely damage. The obtuseness is kept, because
obtuseness is what made a 1984 game a place you inhabited for a month rather than
a thing you consumed in an evening. The genuinely broken parts are quietly fixed:
the collision is honest, the inputs read on the frame you pressed them, the
difficulty is hard in ways you can learn from. Anyone who has actually gone back
to a beloved C64 title in the last decade knows how much of the misery was
technical rather than intentional. UFO 50 keeps the intent and throws out the
misery, and that editorial judgement — exercised fifty separate times — is the
real labour in the box.</p><h2 id="the-cherry-is-the-real-design">The cherry is the real design</h2><p>The meta-layer is the part I keep thinking about. Finish a game and you get a
Gift. Meet a harder, game-specific condition — a score, a challenge, a deeper
completion — and you get a Cherry. The Gift says you saw it. The Cherry says you
understood it.</p><p>This is a superb piece of engineering because it solves the compilation&rsquo;s oldest
problem. Every collection I owned as a kid had the same failure state: you play
each thing for ninety seconds, decide, and never return. The Gift/Cherry split
gives you two distinct reasons to stay, calibrated to two distinct kinds of
player, and it puts the decision<em>inside</em> each game rather than in a menu. You
are never being asked to like all fifty. You are being asked to find out which
three are yours.</p><p>The design ancestor is the high-score table on a machine in a chip shop, where
the point was that someone else had already proved the number was reachable. UFO 50 rebuilds that pressure without a
leaderboard, purely through the implied competence of a fictional studio.</p><h2 id="the-argument">The argument</h2><p>Here is what the fifty fake games are actually arguing, and it is a better
argument than the packaging suggests.</p><p>The claim is that the 1980s constraint produced<em>variety</em> as a by-product of
poverty, and that the variety was the good part. Nobody knew what a game was yet. A team of three had a machine with
sixty-four kilobytes and no genre conventions to obey, so what came out was
strange — golf with a map, a platformer made of corpses, a party sim, a mech
game, a fishing thing — because nobody had yet worked out which of those were
supposed to be commercially viable. The market answered that question in the
1990s and the answer narrowed everything.</p><p>UFO 50 stages a counterfactual: what if that decade had been run by people who
already knew how to design? Same hardware ceiling, same palette, same absence of
tutorials — with thirty years of accumulated design literacy behind the
keyboard. The result is fifty games that feel period-accurate and are quietly smarter
than anything the period actually produced, and the gap between those two facts
is the thesis.</p><p>The honest ancestor of this whole object is the covertape and the budget label —
Mastertronic, Codemasters, the magazine cassette blu-tacked to the front of Zzap!
that I fed into a Datassette before I had read the review. Those tapes were the
delivery mechanism for exactly this experience: a dozen unlabelled things, most
of them bad, one of them yours forever. UFO 50 is that tape with the failure rate
tuned down and the ambition tuned up.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The fifty-game shape has a fifty-game cost. There is no way to sample this
efficiently, and the entries are not sorted by quality — deliberately, since the
fiction requires a career arc rather than a greatest-hits. You will spend hours
on things you do not like to reach things you love, and the game is perfectly
comfortable with that. If your gaming time comes in ninety-minute slots after the
kids are down, that friction is a real charge against it.</p><p>The other cost is that the deepest games here — Grimstone especially — are asking
for the commitment of a standalone release while sitting behind a menu that
implies a snack. Several of the best things in the box are structurally
disadvantaged by their own container.</p><h2 id="the-verdict">The verdict</h2><p>UFO 50 is the most generous thing released in 2024 and one of the few games I
would describe as an act of scholarship. It understands the 1980s as a<em>design
condition</em> rather than an aesthetic, which is why it earns the pixels in a way
that a thousand pixel-art indies with a CRT filter never do. Buy it on PC.
Understand that you are buying an argument with fifty pieces of evidence attached,
that you will hate some of the evidence, and that at least two of the fifty will
end up in your permanent rotation.</p><p>If the appeal here is the density of ideas per hour, the other 2024 indie worth
your time is<a href="/respawn/animal-well-the-metroidvania-as-a-locked-room/">Animal Well</a>,
and<a href="/respawn/balatro-the-poker-roguelike-that-ate-a-year/">Balatro</a> is the piece
to read on what happens when one of these small, strange systems escapes the box
and eats a year of everybody&rsquo;s life.</p><h2 id="spoilers-below">Spoilers below</h2><p>The catalogue has an internal continuity, and finding it is a genuine pleasure
that the marketing sensibly left alone. Entries reference one another across the
imagined decade. Mortol gets a Mortol II further down the timeline that takes the
corpse-as-scaffolding idea and complicates it rather than merely enlarging it,
which is exactly the move a real studio makes with a surprise hit. Mascots and
sprites recur. Sound motifs carry between games years apart in the fiction.</p><p>The effect of that is stranger than a straightforward Easter-egg hunt. By the
time you have played twenty of these, you have opinions about UFO Soft as a<em>company</em> — which of their designers you rate, when they lost the plot, which
1986 experiment obviously came from the same person who made the 1983 oddity you
disliked. You are doing criticism on a body of work that does not exist. That is
an absurd thing for fifty games in a Steam release to achieve, and it is the
clearest evidence that the fiction was the point rather than the wrapper.</p>
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