Last word on Last Exile

By Shamus Posted Tuesday Jul 25, 2006

Filed under: Anime 1 comments

Alex has finished Last Exile and takes the time to enumerate the show’s various flaws, shortcomings, and missed opportunities. I was glad to see I wasn’t the only one who thought the show left the viewer in the dark on too many occasions. Some of the omitted details were so fundamental that I was starting to wonder if I just wasn’t paying attention.

At the end of the post are a few comments (from visitors, not Alex) that are supportive of the show. I found these arguments to be unpersuasive, but it’s nice to see some people were able to enjoy the show despite its flaws.

 


 

Unprotection

By Shamus Posted Sunday Jul 23, 2006

Filed under: Random 5 comments

I spent most of the day surfing around, downloading user-made game mods for Oblivion. Some are just loose data files that you put into the right directories. Some are nice, self-contained files. Others have their own self-installing executables.

I messed around today, installing, uninstalling, downloading, and generally feeling free to run whatever the internet gave me.

Then later I rebooted and suddenly AVG (my anti-virus software) couldn’t start. One of the key files was missing. Oh crap.

ohcrap ohcrap ohcrap

I managed to re-install it and it is currently doing a scan. The system files seem ok but I’m still paranoid at this point. DLL files don’t erase themselves. That file was missing for a reason. Something I ran – knowingly or unknowingly – caused it to go away. One common tactic of spyware / malware / virii is to go after your anti-virus first, so I suspect foul play.

I have no idea if it is in any way related to the Oblivion mods. It could be something else. I was on some of those pay-to-download sites, like fileplanet. You know, the ones where you have to follow ten links that all say “click here to download” before they finally get around to giving you the page where you can join (for a fee) and download the file, or you can wait half an hour for your file. Not really worth considering for a 300k file. Anyway, while I don’t suspect those sites of being directly evil, they are bathed in dozens of popups and little ads, any of which might be trying to cause mischief. I don’t know.

I haven’t had a virus yet this century, and maybe I was developing a relaxed attitude towards danger. I think I need to rekindle my sense of paranoia and suspicion when it comes to downloading software.

Geeze.

AND LATER: So what happened? I have no idea. The system is clean and running fine, no further weirdness. It probably wasn’t a virus or other malicious software, but SOMETHING strange was going on. I’ll probably never know what really happened.

 


 

Portals

By Shamus Posted Saturday Jul 22, 2006

Filed under: Game Reviews 16 comments

Via Cineris I find this gem:

It’s a new game from Valve. Judging from the movie, it seems very much like Half-Life in style and concept, but there are some great new ideas in here as well. This isn’t just fighting monsters with better bump-mapping using weapons with fancier particle effects. This is a real gameplay innovation. The ability to carry around a portable hole is nothing new: Just ask Wile E. Coyote or The Beatles. But the ability to create two holes in any arbitrary surfaces at any orientation that will then become seamlessly linked is something that’s never been explored in a videogame. What happens if I put a hole in the floor and one in the wall? If I jump into the hole in the floor I’ll be falling feet-first through the hole. After I pass through I’ll be traveling sideways through the air, coming out of the wall. The ability to create holes on the floor and ceilings leads to placing one above the other and falling forever. You can toss objects through these holes to manipulate the world and circumvent obstacles.

Brilliant. Just brilliant. Something new for a change.

However…

Since the game is from Valve, it will require Steam., their proprietary virus content delivery system. I have made it clear in the past that I am not a fan of Steam.

Dear Valve: I have some money right here. I would like to buy your game, but I want nothing to do with Steam. I’m not a pirate, I’m just a customer who is really interested in your product. Is there any way I can get the game without Steam? No?

Then piss off. I care about my computer more than I care about your company or your games.

Punks.

 


 

Link to someone new

By Shamus Posted Friday Jul 21, 2006

Filed under: Links 3 comments

Ok, this whole blog thing is getting too inbred. Arrive at blog A. Follow link to B. Follow link to C. Then follow a link and find yourself back at A. Too many closed circles. I’m as guilty as anyone of perpetuating this.

So: Link to three people you’ve never linked to before.

I’ll start…

  1. Gnome’s Lair has an interesting bit about a few Oblivion Mods, and also a post about some of the more large-scale Morrowwind mods.
  2. My wife has a blog where she posts her various art projects, which includes stuff like photography, metalworking, and painting.
  3. BasuGasuBakuhatsu has a cool post on favorite %anime music artists, with lots of pretty pictures.
 


 

RiffTrax

By Shamus Posted Thursday Jul 20, 2006

Filed under: Movies 15 comments

Via Lileks I learn that Mike Nelson, of Mystery Science Theater 3000 fame, has a new project out called Rifftrax. It’s a continuation of the MST3k theme, except that you have to provide the movie yourself. You rent whatever movie he’s riffing on, and watch the movie while you listen to his comments on your iPod.

Unlike in MST3k, he doesn’t need permission from the owners of the movie to do it, which means he can take on larger, more mainstream and big-budget films that would never give their consent to a MST3k-style airing.

This is brilliant. I’ve always thought that MST3k would be a good deal funnier if the movies they took on were more widely known. Some were so horrible that enduring them was too awful, even with the heckling to ease the pain. (Mannos, Hands of Fate comes to mind.) A lot of the humor comes from seeing the movie many times. MST3k was one of those shows that would get more funny from repeated viewings, because after a few times though the movie you would begin to see it the way they did and you would be in on the joke. I’d always wanted to see what they could do with a movie that everyone else has already memorized and internalized. The movie doesn’t have to be terrible for it to be fertile ground for derision.

Consider Star Wars:

  1. Is dated in its special effects, hairstyles, and ideas about technology.
  2. Is almost universally known.
  3. Often suffers from wooden dialog.
  4. Is fun and exciting to watch.
  5. Takes itself pretty seriously.

I think giving stuff like Star Wars, Close Encounters, E.T., and The Matrix the MST3k treatment would be more prone to humor than beating up on some horrible plotless b-movie nobody remembers.

Sadly, it looks like the rest of the cast isn’t in on this. This sort of humor works when you have a few people that can talk to each other. It’s a tough act for one guy to carry alone. It’ll be interesting to see if he can pull it off.

 


 

Oblivion: Burglar’s paradise

By Shamus Posted Wednesday Jul 19, 2006

Filed under: Game Design 26 comments

This isn’t really about stealing in a video game, (which I’ve belabored in the past) but about AI. Humor me for a second.

One of the fun things in Oblivion is the ability to rob just about everyone blind. I love slipping into a shop late at night and and pulling a Grinch on them: I steal every single loose object in the place and don’t leave so much as a crumb behind. This means taking lots of worthless stuff like ceramic cups and loose pieces of blank parchment, quill pens, gardening tools, and other items that I can’t even sell. It’s always hilarious to walk into the shop the next morning and see the grinning idiot shopkeeper standing there in his bare room. Makes me wish I could swipe furniture. This also serves as a sort of revenge against all those shopkeepers in Nethack who have slain me over the years.

But then the question arises: What does the player do with his ill-gotten goods? It doesn’t make a lot of sense to let the player wander back in and sell the NPC their own stuff, does it?

Games have tried various ways to handle this. In Morrowwind, a shopkeeper would notice if any items of his were missing. If you then tried to sell him an item of that type (no matter how generic the item may be) then he would “recognise” his missing item. So, if I steal a plain, unadorned fork from Bob, then I can never attempt to sell him a fork in the future because he will always assume it was his missing fork, and that I’m the one who swiped it.

In Oblivion they tried to make the thing a bit smarter, but really they just moved the stupid to a new place. As Mark would tell you, we don’t so much solve problems as we trade one set of problems for another with the hope that the new set of problems is more favorable than the old. Now when you steal an item (any item) from someone then the game flags it as a “stolen” item. In your inventory it is listed with a little red hand next to it, and you can’t sell it to any reputable shopkeeper. You can’t even try – the interface just won’t let you. You can only sell the item to a fence. You can then buy that item right back from them (for about twice the price) and it will be cleared of its “stolen” status. You can then keep or sell it to anyone as you like.

Oblivion: Stolen goods
Notice how my inventory is sorted, keeping my harvested potatoes seperate from my stolen potatoes.
Yeah, wouldn’t want to accidently get those items mixed up.

This doesn’t really make any more sense than the old system, but requiring the player to fence stolen goods does sort of add a layer of realisim to the game. Lots of people have complained about the flaws in the new system. After all, if I steal an apple and go to the next town, certainly I shouldn’t need to fence the apple! This is an understandable complaint, although truly solving this problem is more difficult than it seems at first glance. It requires a lot of AI to figure out if an NPC should be able to spot an item as stolen.

So in an ideal world, what would determine if someone could spot a hot item?

  1. The value of the item. It should be easy to sell a stolen hammer or some blank parchment. Some items are of such little value that they shouldn’t be missed as long as you lifted it unseen. On the other hand, a golden nicknack should be very hard to sell.
  2. How distinctive it is. You can’t tell a stolen apple from an apple purchased at the store or plucked from a tree, and the NPC’s shouldn’t be able to tell the difference either. On the other hand, a famous ring should be almost impossible to sell.
  3. The relationship / proximity of the buyer to the original owner. If I steal Bob’s longsword, I shouldn’t be surprised when I can’t sell it to Bob. Perhaps the rest of his family would have heard of the theft and be able to spot his sword as well, so I can’t sell to them either. If Bob is an important man, then perhaps I need to go to another town to find a buyer. If Bob is famous, then perhaps I need to go several towns away.
  4. The time elapsed since the theft. Right after I take something valuable I would expect lots of people to be on the lookout for the missing item, depending on the fame and influence of the owner. However, as time passes I would expect most of them to forget about it, with the sphere of people shrinking until only the original owner remembers or cares about it.
  5. How much the owner valued the item and was aware of it. If I take Bob’s longsword from over his fireplace, it should be hard to sell. If he had a whole box of them in his basement, much less so.
  6. If the theft was noticed. As above, if an item is sitting unused and forgotten in a basement somewhere, then it should be easier to find a buyer because the original owner probably won’t miss it right away.
  7. How trustworthy the player is. If a silver fork goes missing and the next day a famous hero and champion of the people shows up trying to pawn one, the buyer is not going to be eager to accuse him of petty theft. On the other hand, if my character is some shiftless unknown who just rolled into town last night (right before the item went missing) and appears in the shop the next morning with the same item for sale, it should at least raise some eyebrows.
  8. How much theft is going on. If there has been a crime wave recently and lots of stuff is missing, then people should be much more suspect of what I have to sell.

I would not want to try to write the AI code for all of this. Each time you add another item on this list to the AI (no small task, some of it) you will just move the stupid from one part of the game to another. You would eventually find yourself trying to write AI capable of gathering clues and evidence and solving crimes before the system was free of idiocy.

In some ways making NPC’s “smarter” makes them seem dumber. I don’t expect much out of a lifeless NPC who stands behind a counter 24/7/365, who has no life, no family, nothing to do and nothing really to say. He’s just an animated vending machine to the player. However, once you give him a little voice acting, a bit of personality, make some of the other people in town his relatives, give him a daily routine of closing up shop and going home, then the player starts thinking of him as a character or even a person. They might say, “I love Henry the shopkeeper. He’s so crabby and pretends to hate his job so much, but the guys at the pub say he’s rich and he could really quit whenever he wanted.”

But all of this is self-defeating in a way, because when Henry starts to seem real to the player then the player starts to expect Henry to behave rationally. Then when Henry does something very stupid (like refusing to buy a stolen potato, or being willing to buy an item you just lifted out of his pocket a second ago, like his own house key) then the illusion is broken and he seems even dumber than the NPC who never did anything and had no personality.

This reminds me of the Uncanny Valley. Up to a certain point making the AI better and better makes the NPC seem more real, until they become too convincing and then their shortcomings suddenly become glaring and overshadow everything else.

It’s an interesting problem, although it still doesn’t help me to know what I’m supposed to do with all of these corncobs I swiped. Will the buyer still be able to tell they are stolen if I turn them into popcorn?

 


 

Addicted?

By Shamus Posted Tuesday Jul 18, 2006

Filed under: Rants 5 comments

This FOX news story points out that there are 212 million mobile phones, meaning mobile phones are now a new addiction.

Does the word “addiction” even mean anything at this point? I can’t remember the last trend that didn’t get turned into an epidemic or an addiction by some hyperventilating goofball. If 212 million mobile phones is an addiction, then what of the regular landline phones? There are even more of them and people have been using them longer. Surely the landline phone addiction is worse than the mobile phone addiction! However, both are dwarfed by the rampant addiction Americans have for sleeping indoors and cooking their food before they eat it. Sadly, many Americans are also addicted to the grocery store: very few of them hunt or forage for their food. This is to say nothing of their addiction to sleeping and going to the bathroom.

Just because people do something often does not make the activity an addiction. Mobile phones are a new trend. They are popular because they are useful and convenient, not because Sprint has been spiking their units with opiates. Someday we’ll cross the threshhold on this and the news will stop talking about these crazies and their cell phones and they will start talking about the crazies who refuse to give up their landlines.

They refuse to give up their heavy, akward phone which is tied to a specific location? They must be addicted!

Now I’m going to go play Oblivion. I haven’t played in ten minutes and I’m getting the shakes.