Skyrim EP49: “Legitimately Obtainable”

By Shamus Posted Wednesday Jul 2, 2014

Filed under: Spoiler Warning 111 comments


Link (YouTube)

So this episode really does highlight one of the questions about power level in the context of an RPGWhatever THAT means. with leveling mechanics. How much is the player responsible for their own fun? If the game presents a system where you can become more powerful, and it’s possible to become so powerful that the game becomes boring, then who bears the blame when that happens? I think it depends on the game and the systems it uses. If most players manage to blunder into a boring state of godlike power, then I think most people would be comfortable putting blame on the designer. But what if that state was only obtainable by following a detailed guide of obscure actions and extensive grinding? I think you could argue that the super-power is not only allowable, but the rightful reward for a player who deliberately sought it out and worked to obtain it.

Even this question presents a sliding scale of blame, when I think it’s even more complex. If there’s some state that the game can have where all combat is trivialized and the normal gameplay systems break down, then context is important. How did the player get the game into that state?

  1. What if it’s the natural result of the given ruleset? (Like leveling up to ridiculous levels in some Final Fantasy games. “Hey, the game didn’t FORCE you to over-level. It just give you a goal and didn’t tell you when to stop pursuing it.”)
  2. What if it’s clearly a loophole in the rules that works around the many obvious efforts to balance and constrain the player’s power? (You could argue that this is the case here in Skyrim. Considering grinding yourself to max level in smithing is long, expensive, and doesn’t produce runaway damage numbers that crash the game.)
  3. What if it’s the result of a glitch or bug? (Like using the environment to clip through walls.)
  4. What if it’s the result of a designer that didn’t want to constrain the player? (The design philosophy of Richard Garriott comes to mind, where he would deliberately design one solution to a problem, but not try to wall off other creative solutions, thus recognizing them as valid even if they trivialized his puzzle.)

There’s no hard line here, but it is clear that at some point the complaint of, “If you do X, the game is trivial” can’t be adequately answered with “Then don’t do X!” There’s a fundamental conflict at work here: The game presents a system and challenges us to overcome it. It exists to create something for us to destroy. If we can’t overcome it, then the game failsAssuming we’re talking about a more traditional game. I know there are lots of examples of games where the only winning move is not to play.. But if we overcome it too easily, the game also fails. But computers are stupid and literal while humans are smart and creative. And the more complex the game is, the more chances there will be for a person to route around the challenge and ruin their own fun, simply by doing what the game asked them to do. (Overcome its systems.)

It’s a tough line for the aspiring game designer to walk. I’m sure this will all get much easier once we manage to build Skynet.

 


 

Experienced Points: There’s Nothing Good About Toxic Players

By Shamus Posted Tuesday Jul 1, 2014

Filed under: Column 102 comments

This week my column is one of many that could be summarized with just the title, followed by the word “duh”. But sometimes the obvious isn’t as obvious as it should be.

Also, I love the header image the Escapist made for this one. It’s the main character from Orcs Must Die, and if you know the game it makes the perfect accompaniment to the article.

 


 

Project Unearth Part 3: Relief Picture

By Shamus Posted Monday Jun 30, 2014

Filed under: Programming 40 comments

Normal mapping is the next step. It’s been a mainstay of AAA graphics since 2004A banner year for technology. Both Half-Life 2 and Doom 3 happened that year. While they weren’t the first games to do it, both were really great showcases for normal-mapping. and is one of the rare effects that I think justifies the horsepower that goes into it. I’ve never been stunned by depth of field effects, fullscreen anti-aliasing, or a lot of the other fancy-pants effects that required a new graphics card generation just for a bit of “Hm. That’s cool I guess.” visual flair. But normal mapping? Normal mapping is an honestly clever technique that solves all kind of problems.

In the past I’ve sloppily used the terms “bump map” and “normal map” interchangeably. I’ve always disliked talking about “normal maps” when doing these non-technical writeups because I didn’t want to have to stop every time and explain what a “surface normal” was. Without clarification, the reader is likely to assume a “normal map” has something to do with making things appear normal. Perhaps there are abnormal maps? The term “bump map” is just easier for the reader to graspAlso because I used to get them mixed up all the time. Nothing is better at helping you nail down concepts like having to explain them to someone else..

But now we’re working directly with the concept, so after committing years of sloppy terminology abuse we’re going to make an effort to get things right.

I’ve explained normals recently, so go read that if you want the long explanation.

unearth_normal1.jpg

So the problem is that we want worlds with lots of detail. If Gordon Freeman walks up to a wall, we expect the bricks on that wall to look 3D. If a light is shining down the wall, it should strike the tops of the bricks and not the underside. But we don’t want to have our artists build thousands and thousands of bricks just to create a simple room. Even if the graphics hardware can handle drawing them, that’s still not a great use of artist time. And even if we had unlimited artists, it would be incredibly difficult to have each and every room in the game contain Pixar-levels of extreme detailActually, a full-poly scene in a videogame would be WORSE than the same scene in a Pixar-type movie. In a movie, the author controls the camera and you can cut corners on the stuff that isn’t viewed up close. In a game, the audience controls the camera so EVERYTHING has to be high detail. for every element in the scene. Even if development costs and rendering power are infinite, you still have to worry about distributing the game, load times, physics systems, memory usage, and a dozen other things that prevent us from solving every problem with MOAR POLYGONZ!

Continue reading ⟩⟩ “Project Unearth Part 3: Relief Picture”

 


 

Diecast #65: Medal of Honor, Steam Summer Sale, Chef Josh

By Shamus Posted Sunday Jun 29, 2014

Filed under: Diecast 159 comments

This week we wrap up the Steam Summer sale and also share recipes and no that last part isn’t a joke.

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Hosts:
Josh, Shamus, Rutskarn, and Campster.

Show notes:

Continue reading ⟩⟩ “Diecast #65: Medal of Honor, Steam Summer Sale, Chef Josh”

 


 

Skyrim EP48: Enchanting Questions Part 3

By Shamus Posted Friday Jun 27, 2014

Filed under: Spoiler Warning 326 comments


Link (YouTube)

And so it ends. The only way it could have ended.

I know the “list of 10 great female leads” is probably going to be frustrating if we left out someone you like. There’s nothing more frustrating than being ignored while you’re shouting suggestions at a video. So go ahead and post your own list below. (It doesn’t need to be ten. Just whoever you think is good.) We sort of made up the rules as we went, but by the end we seemed to have agreed that:

  1. She needs to be in a game you’ve personally played, and she needs to be a good character. So “Jane Gunhaver is dull, but the gameplay is awesome!” doesn’t cut it.
  2. She needs to be the star of the game, not a supporting character.
  3. She has to be explicitly female. So gender-select-able or gender-ambiguous characters don’t count.
  4. Borderline rule: The game should probably be good.

I was crushed to find myself hating Remember Me. Here is everything I’ve been saying I want from games: Female lead, non-American setting, cyberpunk setting, big-idea premise, experimental new mechanics, gorgeous scenery. This should have been my Game of the Year. I got everything I said I wanted. But apparently while I was making my wish I neglected to tell the genie that the game also needed to be fun to play. That’s how genies get you: They look for loopholes like that.

Stupid genies.

But fine. I guess we’ll just wait another decade or so before someone gets the nerve to go out on a limb like that again.

This abomination is Pun Pun. I’ll be honest: I understood less than half of that. Still, sounds like there might be some balance concerns in there.

And to be clear: That wasn’t a joke at the end. The game really did crash.

 


 

Skyrim EP47: Enchanting Questions Part 2

By Shamus Posted Thursday Jun 26, 2014

Filed under: Spoiler Warning 96 comments


Link (YouTube)

We regret any discomfort viewers may have experienced during the segment where we discussed Oblivion without immediately saying horrible things about it. We’re investigating the matter and reviewing our options to prevent an event like this from happening in the future. We value our customers and appreciate your feedback.

At the one minute mark: Josh is holding an invisible sword.

At the 13 minute mark, Rutskarn mentions a video but he didn’t give me a link for it. If anyone knows where it is, please post it in the comments. (EDIT: Here it is! (Note: Audio only.)

At the 14 minute mark Arcadia says, “Ah! So you’re an alchemist, then?” This line drives me nuts. She’s supposedly selling cures. Finished products. This is like if I go to the drug store and ask for something for my itchy foot and the person behind the counter is all like, “Ah, so you’re a pharmacist, then?” No, your verbally incontinent clodpole. You’re a pharmacist. I’m a customer. Imbecile.

Also, Valve evidently has a sense of humor. Right now in the Steam Summer Sale:

Continue reading ⟩⟩ “Skyrim EP47: Enchanting Questions Part 2”

 


 

Project Unearth Part 2: Skimming Hazzard

By Shamus Posted Thursday Jun 26, 2014

Filed under: Programming 37 comments

You know what they say about when you assume something? When you assume, you might save time by using extrapolated information and pattern recognition to quickly zero in on the solution to the problem. No? That’s not what people say about making assumptions? I just kind of assumed people would… oh.

Well, my assumptions did in fact make an ass of meBut not you. You’re still cool. this time. I’ve read about various shadow techniques and I thought I had a decent handle on what I wanted to do. So when I read up on the theory I got to the halfway point and was like, “Yeah, yeah. I got this,” and started skimming.

Like many 3D concepts, this one begins with a crappy diagram:

Continue reading ⟩⟩ “Project Unearth Part 2: Skimming Hazzard”