MMO Games:
The Pwnage Principle

By Shamus Posted Monday Nov 10, 2008

Filed under: Video Games 78 comments

xMEGA MANx offers us his Sun Tzu-esque advice on battle strategy.
xMEGA MANx offers us his Sun Tzu-esque advice on battle strategy.
MMO games inevitably follow their own variant of the Peter Principle: Players will choose increasingly tougher foes until their defeat is assured.

This has always been my #1 gripe with online games, that a majority of players are idiots at risk assessment and are impervious to teaching. No matter how many times they end up face-down, they refuse to consider an alternate strategy.

In City of Heroes (and most other MMOs) foes in the game are color-coded. The coloring varies slightly from game to game, but in general it works something like this: Foes with White names are about the same level you are. Yellow foes are a little above you and so slightly tougher. Orange means it will be a challenge, Red means it will be very dangerous, and Purple is nearly insurmountable.

There is a bonus to XP when you fight something above your level. Some players assume more bonus=more better, and thus the thing turns into a sort of monkey trap for clueless players. Sadly, you have to team with these people, and the monkeys outnumber the smart people.

Continue reading ⟩⟩ “MMO Games:
The Pwnage Principle”

 


 

A Capella Tribute to John Williams

By Shamus Posted Saturday Nov 8, 2008

Filed under: Movies 46 comments


Link (YouTube)

That’s talent!

 


 

Stolen Pixels #36:
You Only Hurt the Ones Who Love You

By Shamus Posted Friday Nov 7, 2008

Filed under: Column 48 comments

I have launched my latest rhetorical / satirical volley at the juggernaut that is EA. I’m sure they will crumble under the power of my arguments any second now. While we’re waiting for that, you can read today’s comic. You can read on here for an earlier version of the joke: Continue reading ⟩⟩ “Stolen Pixels #36:
You Only Hurt the Ones Who Love You”

 


 

Silent Hill Origins Part 6: Cult of Travis

By Shamus Posted Thursday Nov 6, 2008

Filed under: Shamus Plays 41 comments

In earlier posts I was careful to mark spoilers, but since this is the end of the game nearly everything will be spoilers. You can go here to skip to the conclusion without reading the rest of the story if you treasure your ignorance.

How to make a really scary monster:  Take an existing scary monster and make it <strong>bigger</strong>! Of course, if the original monster wasn't all that scary to begin with...
How to make a really scary monster: Take an existing scary monster and make it bigger! Of course, if the original monster wasn't all that scary to begin with...

Throughout the game, there have been two plot threads: One is personal to Travis, where he lets a few of his skeletons out of his closet and gets to know them. The second is the plot where Travis is gathering up these mysterious magical gnib-nabs for the spooky little girl. The former is just tacked on – Travis is sort of working out his issues by running into his past by accident. The latter is a largish retcon where the writers are trying to add a new character and new events to the origin of Silent Hill.

Continue reading ⟩⟩ “Silent Hill Origins Part 6: Cult of Travis”

 


 

Michael Crichton, Farewell

By Shamus Posted Wednesday Nov 5, 2008

Filed under: Links 44 comments

Michael Crichton, creator of Andromeda Strain, Jurassic Park and ER, has died at 66.

So long Crichton, thanks for all the great yarns. Especially that dinosaur thing.

 


 

Interactive Fiction:
Feedback Parser

By Shamus Posted Wednesday Nov 5, 2008

Filed under: Game Design 42 comments

Playing Phantom of the Arcade within the context of a web page has me thinking about the new things we could be doing with interactive fiction that simply weren’t possible in the heyday of text adventures.

IF is an interesting game type. They player isn’t just working to complete the story, but to experiment with the gameworld and read what the author has to say. Being stuck in IF can be just as rewarding as moving forward, provided the game has interesting things to say about it.

For example: Continue reading ⟩⟩ “Interactive Fiction:
Feedback Parser”

 


 

Silent Hill Origins Part 5: At The Movies

By Shamus Posted Tuesday Nov 4, 2008

Filed under: Shamus Plays 27 comments

Our hero, Travis Grady, has just escaped the horrors of the Silent Hill sanitarium. He leaves now, probably in search of even worse ones. That’s just the kind of guy he is. (Dumb.)

A working car? Hmmmm.  Nope.  Can't think of how that could be useful.  Oh well.
A working car? Hmmmm. Nope. Can't think of how that could be useful. Oh well.

Outside the sanitarium Travis finds a car with the engine running. He quickly realizes that using a car would be the coward’s way of getting around a city of lurching abominations. And we’ve already established that Travis is a magnificent dummy and not a coward. He won’t even try the door or make up some excuse about it being locked. Time for another hike across town.

(Also: Travis has quite a collection of tire irons tucked away in whatever dimensional pocket he keeps his inventory. The hospital and the sanitarium each had a rather perplexing number of them laying about. Strangely, there isn’t a tire iron in the trunk of this car.)

Continue reading ⟩⟩ “Silent Hill Origins Part 5: At The Movies”