Desert Bus

By Shamus Posted Monday Nov 23, 2009

Filed under: Nerd Culture 20 comments

Some people are hazy on the details of Desert Bus and how this thing got started. Let us make savage war on this ignorance:

It begins with Penn & Teller, the comedy magician duo.

penn_teller.jpg

In 1995 they loaned their likenesses and creativity for making a videogame, Penn & Teller’s Smoke and Mirrors for the Sega CD. The company that was making the game went out of business before it was released, and the whole project seemingly vanished into the bit bucket.

This picture is inappropriate on purpose.

Then in 2003, the guys from Penny Arcade launched Child’s Play, which is a charity dedicated to raising money to get videogame stuff for kids in the hospital.

Back in 2006, when that thing happened to my daughter, she and I were together at Children’s Hospital for several days. The playroom was indeed outfitted with videogame systems (Xboxes, at the time) and while I don’t know that they were the fruit of Child’s Play, I can certainly speak to the utility of such things when a kid is sick and can’t go home to their stuff.

The most boring game ever made.

And speaking of 2006, that’s when a review copy of the still-unreleased Penn & Teller game found its way into the hands of Frank Cifaldi, who maintains Lost Levels, a website devoted to unreleased games.

It turns out that Smoke and Mirrors is a lot like the Penn & Teller Cruel Tricks for Dear Friends. The game was a collection of mini-games designed to fool your friends into thinking you were psychic, smarter than them, or good at videogames. All except for one minigame…

Desert Bus lets you simulate a drive from Tucson, Arizona to Las Vegas, Nevada. In real time. At a maximum speed of 45mph. And you can’t pause the game. And the bus veers to the right, so you can’t just tape down the button, but must constantly course-correct to stay on the road. If you manage to make the entire eight hour trip, you score one point. And then you can do the return trip. If you drive off the road, you will be towed – in realtime – back to your starting point.

The minigame was a response to some of the anti-videogame rhetoric that was in play at the time. (And, seeing as how I wrote a column about that sort of thing at The Escapist just last week, I think we can conclude that little has changed except the names of the Eternally Offended On Behalf Of The Children.) Penn Jillette explained that the game existed as a way of giving the critics the kind of games they seemed to be demanding: Practical, realistic, and just as boring as real life.


Link (YouTube)

Then in 2007, the team from Loading Ready Run did a charity event: Desert Bus for Hope. The idea was that they would play Desert Bus non-stop in order to raise money for Child’s Play. They would have drivers working in four hour shifts, and would continue to drive as long as people continued to donate money.

From their website:

How long the team has to play Desert Bus is determined by the donations we receiveâ€"The more you donate, the longer we play.

In order to reflect the increasing challenge as the marathon goes on, the donations required to add another hour increase geometrically every hour.

The first hour costs $1.00, and the cost-per-hour goes up by 7% every hour (meaning the second costs $1.07). This means that the 10th hour of busing costs $1.84 and total donations are $13.82, whereas the 40th hour costs $13.99 but has made a total of $199.64.

Last year they raised over $70,000, which compelled them to drive for five days. Jerry Holkins of Penny Arcade described it as “a prison made of money”. Seeing as how he helped found the charity in question and his voice drove a great many of the donors to the site, I think it can be said that he is the warden of said prison.

This was a thing that happened at one point.

This year the event has four main channels of interaction:

1) A live feed of the game itself, so you can watch the tedium in real time.
2) A live feed of the crew, who do a great job of trying to be as entertaining as possible, as opposed to staring at the screen and talking about how much the game sucks. (There’s only one person driving, but the room is usually full of conversations and fun.)
3) A live chat, which is an anarchic madhouse of hundreds of people vying for the attention of the hosts.
4) Twitter, which is being used to spread the word and also allows people to issue individual challenges and requests. Generally, someone will pledge some amount of money to see some particular deed performed. Perhaps a song they want the cast to sing, or for someone to put on a funny hat. If the target agrees, the donor coughs up the dough and the deed is then done.

(Usually the deed is performed on the spot for the amusement of the people viewing the live stream, but occasionally more challenging feats will be accepted for larger amounts of money, and may require the host to go somewhere else and do a thing. An example: On Saturday night someone put up money to have Kathleen De Vere go see New Moon. On her own initiative she additionally did this drunk, and gave running commentary through Twitter. And later threw up. Despite the drunkenness, the vomiting, and being stuck in a room with the most boring videogame ever made for days at a time, the only complaints she’s made have been about New Moon.)

Visit the Desert Bus website to see the current total for this year, how long they will be obliged to drive, and how you can donate if you feel moved to do so.

 


 

Escapist News Network: Sorcerers Demand Equal Rites

By Shamus Posted Saturday Nov 21, 2009

Filed under: Movies 17 comments

Hey Graham, Kathleen, Paul, and the rest of the Loading Ready Run cast & crew: I have a little question for your team, which I hope you will not think is too impertinent. Just a query from a fan who wants to know a little bit about you personally. Seeing as how you guys put out your weekly LRR skit, plus Unskippable, plus ENN, plus the odd video extra and side-project now and again, my query is thus:

Do you SLEEP? Are you a squad of tireless and unstoppable Canadian comedy robots or something? Have you cloned yourselves? HOW DO YOU ACCOMPLISH ALL OF THIS EVERY SINGLE WEEK?

People give me credit for my output here and at the Escapist, but this is just prose and comics. Video is incredibly time consuming to produce, and these guys turn out a lot of it.

I especially liked ENN this week:

Making matters worse is that they’re now doing Desert Bus for Hope, where they play a non-stop Desert Bus marathon as long as people donate money to charity. Essentially, we pay money to have them tortured for our amusement. Communal griefing of public figures as entertainment. I am very curious how they will manage to produce this week’s offerings while trapped in a small room with the most boring game ever made. Check out the live feed of that event here.

 


 

Experienced Points: Sex, Violence, and the Wii

By Shamus Posted Friday Nov 20, 2009

Filed under: Column 25 comments

How the heck can the Wii help us have more games with sex & violence?

Perhaps this is more hope than theory, but even die-hard cynics are allowed occasional dalliances with pleasant speculation.

 


 

Stolen Pixels #144: Mario Interview Part 3

By Shamus Posted Friday Nov 20, 2009

Filed under: Column 23 comments

This is a landmark comic for me. Stolen Pixels has now reached 144 strips, which is where DMotR ended. Assuming The Escapist doesn’t axe me before next Tuesday, this will be my longest-running and most prolific series. High five. Happy one gross, etc.

People have asked where Travis went. It’s been 30 strips since he showed up, and I don’t see him cropping up in the next couple of weeks. He’s still an arrow in my quiver, but the Breen monologues are stealing most of his “current events gaming news” material. Pretty much the only time I need him now is for industry events (like E3) and end-of-year wrap-ups.

The EA guy is probably the character I miss the most. It’s been a year since he last showed up. I’m still on the lookout for chances to use him, but these days Activision is the one really pissing in the gaming well and then doing press releases about the delicious flavor and nutrient value of their piss. There might have been a joke in there somewhere when EA went after Tim Langdell, but I’d already done a lot of stuff on Langdell and I didn’t want to obsess over the guy. The only other really big EA news this year was the recent string of layoffs and studio closings, which have been an absolute bloodbath. That news will become more meaningful over the next year. We’ve seen what they cut, but it will really hit home when we see what they didn’t cut. Or rather, what games those layoffs made possible. When the odious fruit of that rotten tree finally ripens, it might be time to bring back the EA guy. (Unless they turn out a string of stellar games, in which case: That’d be really cool too.)

 


 

Extra Life: Who Does That?

By Shamus Posted Thursday Nov 19, 2009

Filed under: Links 61 comments

The Extra Life made me laugh, all the more so because we were just talking about mouse-inverting the other day.

And as a follow-up to that: I’m working on moving to WASD. It’s going a lot better than I expected. I’ll probably never be as fluid with WASD as I was with the numpad (or it will take a long time) but I’m pretty much to the point where I can play without finger fumbles, which is all I really need. The only trouble is that you need to use your pinky, and I’m not used to doing that. So my pinky finger is really stupid and slow and not getting with the program. Other than that, the process of playing a few hours of a simple game and moving forward is working really well.

 


 

Pringles

By Shamus Posted Thursday Nov 19, 2009

Filed under: Movies 60 comments

This advertisement is beyond the ken of my feeble human mind, and I demand that someone explain it to me:


Link (YouTube)

I can’t even tell if they’re making fun of or celebrating the games depicted. Or how either of them relates to fried potatoes in a can.

Via.

 


 

Borderlands: The Gun Lottery

By Shamus Posted Wednesday Nov 18, 2009

Filed under: Game Reviews 58 comments

The four playable characters / classes of borderlands are:

borderlands_cast.jpg

Lilith is a crit-stacking character with some area-of-effect spells. Mordecai is the sniper. (He also has the pet bird which is either completely worthless or the single most powerful attack in the game, depending on how you spend your skill points.) Despite being the “soldier”, Roland is actually the team medic / re-supply engineer. Brick is Brick. Brick punches. Brick also use rockets.

I’ve clocked some serious hours on this game. I’ve taken two different characters (a Brick and a Lilith) into their 20’s as part of a group. I’ve taken a single-player character (another Brick) to level 40. (The initial play-through ends in the early 30’s.) I’ve also taken a Roland and a Mordecai into their 20’s solo. That, and I have a couple of characters in their teens. I haven’t done the math yet, but that’s a lot of play time.

One of the things that is greatly confusing the discussions about the game mechanics is the number of different versions of the game. I’ve been told there are pronounced differences between the PC and Xbox offerings, which is further complicated by the fact that the PC version was patched at some point and important changes were made. (And the “full patch notes” are not actually entirely full. For example, try driving the car pre-patch and you’ll notice how easily it was to get caught on the most trivial scenery. Yet changes to the car aren’t even mentioned in the notes. What other slight changes or fixes are in there?)

So when we’re arguing about what weapons “work” or are “unbalanced” we’re not the group of blind men describing different parts of an elephant. We’re blind people describing what could be entirely different creatures, which may not even be part of the same zoo.

borderlands_guns.jpg

Guns each have stats, some of which (like accuracy) are shown in the interface and some (like reload speed) which can only be determined through use.

In the patched version, the sniping mechanics are broken. I wondered why I was having so much trouble sniping in this game. I’ve done a lot of FPS sniping in my day, and I’m familiar with how this usually works. I had a lot of instances where I was pretty sure I should have hit someone but didn’t. But you normally can’t make an accusation like this on the internet, or the people who have lashed their self-esteem to their “skillz” will dogpile with accusations of sucking, newbishness, and whining. But the vanishing sniper bullet has happened often enough and reliably enough that I’m prepared to say the hit detection is, in fact, utter hogwash. Far too often I find myself thinking, “What IS this dude’s hit-box shaped like? Because it’s not shaped anything like his body.

I was giving the game the benefit of the doubt, assuming that the “accuracy” stat of the gun was throwing off my aim so that I’d miss even when I had the target all lined up. That’s plausible enough, although the misses and hits were often grouped suspiciously.

After spending many hours with the sniper rifle, I’m convinced it’s a simple hit-box problem and not some slight subtlety with the accuracy rating. In short: Sometimes you just can’t hit a dude, no matter what. He’s behind some knee-high cover and I’m shooting at him over the top of (say) a box or something. Yet round after round will magically pass through him. Did I miss? Did the gun miss? Did I blink? Then, I move into the open and he stops standing behind the knee-high wall and suddenly I can repeatedly ding him in the forehead without fail.

I satisfied my doubts on this last week when I found myself above some dudes. I aimed downward, put the dot right on the head of my target, pulled the trigger, and “missed”. Again. And again. Every time. He was standing still and he wasn’t that far away. And my aim wasn’t off. The bullet was passing through his skull and striking the ground behind him. I couldn’t see the bullet impact (which was obscured by his head) but I could see the dirt it kicked up, which from my vantage point formed a halo of dirt around his cheating, lame-ass skull. I aimed center-torso, and still hit nothing. Then the two of us changed position and I dropped him with a single shot. Hmmm.

I suspect there is also a maximum distance, after which the bullet abruptly vanishes rather than dropping and losing effectiveness, but I don’t know. It’s a bit hard to study when people are trying to kill you, and when people aren’t doing that there’s no way to study.

This is not to say that the sniper rifle is underpowered. Aside from frustrating hit-detection shenanigans the thing is perfectly serviceable, and sometimes a sniper rifle is the perfect tool for the job. But the dodgy hit mechanics really are a killjoy sometimes. It’s like playing sports with a bad referee.

borderlands_moon.jpg

Depending on how you look at it: Either the rocket launcher is lame or the shotgun is overpowered. A standard-issue shotgun is going to have roughly the same damage output as a launcher of the same quality and level. Except that rockets pass through standard guys, so you must aim at their feet to deal splash damage. This means anyone behind a waist-high barrier or at the top of a small rise will be immune to rockets. Launchers fire more slowly and have a smaller capacity than shotguns, and the rounds themselves are rarer and you can carry less of them. Worst of all, rockets can’t ever score critical hits, which are a huge part of the game. (And rockets also have the obvious disadvantage that you can hurt yourself with them.) Wall-based splash damage is kind of dodgy and suspect, and a few times I had rockets go through a mook and strike the wall a meter behind him without dealing any damage whatsoever. So rocket launchers deal the same damage as shotguns, aside from all of their various disadvantages that make them less reliable, efficient, and versatile.

I stacked all of my skill points into the rocket-launcher focused branch of Brick’s skill tree, and it was never a contest: The shotgun outperformed it every time, going all the way from level 20 to level 40, through several generations of weapons. There was never a time when a launcher was my weapon of choice, because I always had a shotgun that outperformed it.

Another thing confusing the discussion on weapon mechanics is the extreme randomness of the weapon stats. The more you use a type of weapon, the more you’ll gain skill-ups in that weapon class and thus the better you’ll be at it. But when it comes to choosing a good weapon, you’re really at the mercy of the random number generator. As you level, you’re going to find truckloads of ordinary weapons, and a very small number of godlike foe-blasting treasures. It’s possible you’ll want to focus on sniping, but find yourself with an SMG so exceptional that it’s just not worth getting out your good-but-not-remarkable rifle. This is particularly true in the early game, when you’ll outgrow weapons rapidly and your arsenal will see a lot of turnover.

Example: Mordecai was my first character. He was fun, but the game felt a little hard and even when the hit mechanics worked my rifles just didn’t have the oomph that would make them fun to use. I found myself using a shotgun most of the time, even though I had all of these points in skills to boost my sniper rifle. Then I started a new game as Lilith, and the first sniper rifle she encountered (at level 7 or so) had a damage output of 250, which was about the same damage that my Mordecai had on his rifle at level 20-ish.

250 damage at level 7 is huge, and I wish I’d screenshotted it. It was a one-shot killing machine for several levels after that, and Lilith used that sniper rifle for over ten levels. She also had a really good shotgun and never found an exceptional SMG, despite the fact that her powers are built around crit-stacking the SMG and adding elemental effects to rapid-fire shots.

In Diablo 2, you usually stuck to your class weapon. It doesn’t matter if you just found a super-extra-double rare two-handed sword, your sorceress probably wasn’t going to use it. In Borderlands we have the same looting & leveling pace, but the stats of the stuff you find will often overshadow your core skills and abilities. It doesn’t matter that you’re a Mordecai focused on sniper rifles, because that combat rifle you just found is so good it will outperform your sniper rifle anyway.

Thankfully, re-arranging your skill points is very cheap, so you can experiment and move points around to match your weapon loadout. There’s nothing wrong with this approach, it just feels… strange. In Borderlands, you are your guns, and everything else is secondary.

So when I see lots of comments from people saying “the rocket launcher is AWESOME” and others saying “the rocket launcher is balls”, it’s obvious that at least one of these two people had their opinion shaped by an exceptional weapon, or lack thereof.

borderlands_bus.jpg

Now, all of this sounds really bad, but the truth is the game is a blast anyway.

There. I spent one sentence telling you the game is awesome and 1,400 words telling you how broken it is. Which of those is going to leave a bigger impression in your thoughts? Because the one-sentence thing is probably the most important, but I couldn’t offer that without giving you the other stuff.

Who cares if the weapons aren’t balanced? Once in a while you’ll find the Holy Grail of Rocket Launchers and you’ll be blasting people to bits with it. Other times you’ll find that one shotgun that seems to be the Solution to All Problems, and you’ll use that. The latter is far, far more likely, but they’re all fun to use.