Wolfenstein II Part 10: Party Time

By Shamus Posted Thursday Apr 5, 2018

Filed under: Retrospectives 154 comments

Note: This post is going to show both gore and nudity. Together. I’m going to share a particular screenshot from the game and I don’t want to undercut the point I’m making by censoring stuff out.

Just, you know, be aware of this if you happen to be reading at work.

Party!

Damnit, game. Do I REALLY need to know that there are 17 unread tutorials right now?
Damnit, game. Do I REALLY need to know that there are 17 unread tutorials right now?

Once BJ gets back from Venus, everyone throws a party. The team gets drunk and acts silly. It’s a fun scene and sort of hints at the stuff that goes on around the submarine while you’re off doing all the work.

Having said that, this is a really odd thing in terms of tone and story structure. This is like the rebels throwing a party just before assaulting the Death Star. This is the point where most stories bring our heroes low with self-doubt, personal loss, or internal conflict. Normally you’d expect the writer to remind us of the stakes, or even raise them. If the stakes have been large and abstract before now (the city is in danger) then this is where it would become personal (your partner / parents / dog is in danger) and vice versa. Maybe the writer would spend some time to drive home just how bad things have gotten. Show us how terrified the villagers are, or how much the hostages are hurting. Remind us of the personal drama that made our hero begin this journey in the first place.

This story hit the emotional low point at the two-thirds mark when BJ lost his head, and then we did the fetch quest to Venus. It’s fine to have an unconventional story structure if that’s what you need. Having a party at this point isn’t strictly wrong or anything. The rules of storytelling aren’t written in stone and having a party before a big battle is a real thing some people do to take their mind off the stress.

The problem is that we’re going into the last stage of the game and it doesn’t particularly feel like it. You can have an unconventional structure, but you still need to maintain the sense of tension that pulls an audience through a story.

Continue reading ⟩⟩ “Wolfenstein II Part 10: Party Time”

 


 

The Witcher 3: Dad Games

By Bob Case Posted Wednesday Apr 4, 2018

Filed under: Video Games 90 comments

Before we continue with the main quest, I’d like to take some steps to advance the game’s biggest and most elaborate side questI’ve decided to run this whole ‘Gwent is the main quest’ gag deep into the ground, and there’s nothing you can do to stop me.: the search for Geralt’s adoptive daughter Ciri.

I'm normally not a fan of Improbable Fantasy Eye Colors(TM), but I have to admit Ciri's eyes look pretty cool.
I'm normally not a fan of Improbable Fantasy Eye Colors(TM), but I have to admit Ciri's eyes look pretty cool.

Now for an aside that concerns games and their presumed audience.

Without going into exhaustive detail, at some point in the eighties the game industry collectively decided that they were going to consider young boys to be their core audience. I’m quite familiar with this, since I was on the receiving end of it, and am pretty close to the bulls-eye consumer for this model. I played Super Mario Bros. and Zelda when I was in elementary school, Wolfenstein and Doom when I was in middle school, and Final Fantasy when I was in high school. At some point I played Fallout, which detoured me slightly (though permanently) off the beaten path, but broadly speaking their whole “market to young boys” thing definitely worked in my case.

This strategy was the product of an industry trying to find its legs again after a painful crash. But what started as a temporary tactical move calcified into habit, and the (AAA at least) games industry has kept making and marketing games mostly towards me and people like me ever since. Of course, now my generation is well into its thirties, so I guess it shouldn’t come as a surprise that starting around five years ago a new kind-of-genre has emerged that I’ve come to call the “Dad Game.”

Continue reading ⟩⟩ “The Witcher 3: Dad Games”

 


 

This Dumb Industry: This is Why We Can’t Have Short Criticism

By Shamus Posted Tuesday Apr 3, 2018

Filed under: Column 211 comments

This is a strange gig. I spend more time thinking about, writing about, and reading comments on videogames than I spend playing videogames. A lot of this job involves arguing. Not the nasty stressful kind of arguing. I mean just general disagreement and confusion. “Oh I can’t believe you like this / how can you not love this” kind of disagreement.

As you work to be understood, you’ll naturally be drawn towards writing longer and longer criticism. I think of it as the Joseph Anderson effect. You might only have 800 words of criticism on a subject, but if you’re trying to avoid arguments then it’ll take you another 12,000 words to support your thesis and harden it against predictable dismissals.

When you’re a new critic, it begins with a simple naive statement of opinion:

“I didn’t like Shoot Guy III.”

But that’s not very interesting. Your review is short and there’s very little for anyone to think about. The whole thing reads like a list of likes and dislikes: I like the shooting, I didn’t like the wacky fast-talking animal sidekick, I thought the zeppelin chase was cool, I thought the ending was dumb.

So then a reader will ask why you didn’t like those things. And yeah, that’s a fair question. So in the future when you write your reviews you spend a little more time describing where the game fell short.

Continue reading ⟩⟩ “This Dumb Industry: This is Why We Can’t Have Short Criticism”

 


 

Diecast #204: Left 4 Dead, Factorio Pricing, Minecraft and World Scale

By Shamus Posted Monday Apr 2, 2018

Filed under: Diecast 90 comments



Hosts: Paul, Shamus.

Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #204: Left 4 Dead, Factorio Pricing, Minecraft and World Scale”

 


 

Shamecast: Left 4 Dead

By Shamus Posted Saturday Mar 31, 2018

Filed under: Notices 44 comments

I’m a bit torn on this stream. On one hand, it was amazing to return to this game after so many years. This game is a joy. On the other hand, I’m really frustrated with my moment-to-moment decisions while playing.


Link (YouTube)

See, even though it’s been at least seven years since I played, I still have huge parts of the game memorized. I spent a lot of the stream running on muscle memory and auto-pilot. The thing is, that’s completely inappropriate behavior when you’re playing with a newbie and a couple of bots. You can see this in the subway when I get separated from the group. I run over to the ammo pile because everyone always runs over to the ammo pile because why would you go anywhere else? But of course Paul was just moving as felt naturally and wasn’t thinking, “we need to sprint to the next subway car because this tunnel makes us really vulnerable to ambushes and we need to get away from the witch”.

So then a wave of zombies showed up, and instead of running back to the group like I should have, I backed into a corner like you would in a normal game. I sat there for a second, seriously expecting the rest of the group to pile in around me. By the time I realized that this expectation made no sense, it was too late and we were all swarmed.

Now, in this instance it worked out. I died and we got to show off that part of the game and how death worked. But I kept behaving like that the entire stream. The moment I stopped actively thinking about it, I reverted to the usual behavior and resumed sprinting through levels, only to turn around and realize I’d ditched the team. Again. The whole point of playing with Paul was to take a sightseeing tour through the levels and point out the interesting details, and my constant pushing ran directly counter to that. And I couldn’t stop doing it.

I guess it didn’t hurt the stream, but I was really frustrated with myself for not being able to break old habits.

Also, the game feels very different compared to what I remember. Tanks go down in seconds. Witches seem incredibly rare. Waves of zombies seem rare. We hardly ever faced more than one special infected at a time. Maybe I’m remembering the higher difficulty levels, but I seem to remember Tanks being an ordeal even on normal. Maybe the game has been patched? I dunno.

Anyway. It was still a good time, despite me constantly playing in a way that undermined what I was trying to do. Maybe I just need to give it another try. But Paul also suggested Factorio multiplayer, and that might be fun too. We’ll see.

In any case, I’m not sure if I’ll be able to stream this week. My sleep schedule is madness. I’m living on a 26 hour schedule and sleeping 6 hours a night. This happens to me sometimes. It seems like it would be nice having the extra hours of productivity, but I’m actually pretty confused and scatterbrained when this is going onNow that I think of it, maybe that explains why my concentration was so bad in L4D.. It’s entirely possible that I’ll be sleeping during my normal stream time, and I’d hate to make plans and then stand you up later.

Anyway, thanks for showing up and hanging out.

 


 

Wolfenstein II Part 9: Mister Hitler

By Shamus Posted Thursday Mar 29, 2018

Filed under: Retrospectives 97 comments

To liberate the United States, BJ needs to hijack the Ausmerzer. To do that, he needs the control codes. To get them, he needs to go to VenusWait, so NOBODY on Earth has the control codes? Doesn’t anyone on Earth need the control codes to, you know, control it?. To get to Venus, he needs to disguise himself as an actor.

See, the Nazis are making a propaganda movie about the capture and execution of Terror Billy and the auditions for the title role are being held on Venus. So BJ poses as an actor and goes to Venus to audition to play himself. While there, he can steal the MacGuffin codes. This means we have to meet the film producer, who turns out to be Der Führer himself, Adolf Hitler.

Mr. Hitler

Die, allied schweinehund!
Die, allied schweinehund!

The Wolfenstein games have always had a weird relationship with Hitler. This is an action story, and action stories are generally a build-up to some final showdown between our hero and the ultimate embodiment of evil. This works really well in a story like Star Wars where the villain isn’t just the mastermind, but also a formidable foe for the protagonist to face off against. We can take the entire conflict of the two sides and boil it down to a fight between two people. This can take a large, abstract conflict and make it deeply personal. The problem is that this doesn’t work nearly as well when you’re making a story based on historical events, because the most powerful leader is rarely the most fearsome warrior.

Having BJ kill Hitler wouldn’t be particularly cathartic because in combat he’s just an old politician with a dumb mustache. On the other hand, it feels really strange to leave him out. Everyone’s first question will be, “So what about Adolf Hitler?” He might not be a good boss fight, but this series is built around the desire for lowbrow wish fulfillment / power fantasy, and bringing justice to one of the most hated figures of the 20th century fits right in with that sort of thing. On the other, other hand, we want to kill our villain at the end of the story for maximum emotional and thematic payoff, but the audience already understands that killing Hitler doesn’t magically stop the Nazi war machine or end the slaughter. Basically, the audience will naturally desire – and perhaps even expect – something which is going to be both implausible and unfulfilling as an end to the story.

Wolfenstein 3D handled this by putting Hitler inside a Mecha-suit to make him a more interesting threat, and his fight appeared at the end of the third chapter in a six-part story. The Hitler confrontation was a climax, but not the climax.

Continue reading ⟩⟩ “Wolfenstein II Part 9: Mister Hitler”

 


 

This Game is Bad for You

By Shamus Posted Tuesday Mar 27, 2018

Filed under: Column 288 comments

I’ve wanted to write about this for a long time. In fact, I did write about this a long time ago. This essay has been sitting in the drafts folder for over a year. I keep meaning to publish it, but then I chicken out. This has been in my “rainy day content” queue for a while nowI’m not suddenly braver today, I’m just out of regular content..

See, the point I want to make has the stench of moral panic about it, and I hate, HATE moral panics. I hate when people start whining about how some awesome new thing is killing us, or corrupting our children, or problematic, or whatever. I’ve lived through periods where middle-aged dunces got themselves worked up over Dungeons and Dragons being Satanic. Rock and Roll is turning teens into hedonists. Videogames are “Murder Simulators”. Smartphones are giving us ear cancer and making us antisocial. I know how obnoxious it is when old people get worked up about New Things.

And yet here I am, 46 years old and wringing my hands over a New Thing.

I don’t want to start a moral panic over this. Instead let’s call it a Moral… “Unease”? “Mild worry”? “It might be good to keep an eye on this”? Whatever. I want to worry about a new thing but I want to do it in a chill and non-confrontational way.

The point is, there’s a game everyone is playing today and it really is bad for you. Having played this game for eight years I can tell you first-hand that it really does impact the way people behave and perceive each other. And I’m not talking about in-game behavior, here. I’m talking about real, lasting consequences in the real world. I’m talking about a game that can actually change the way you see other human beings, and how you treat them. It’s a game that’s genuinely harmful and continues to impact your thoughts and behavior, even after you stop playing it.

The game is Twitter.

“But Shamus, Twitter isn’t a game!”

Right, right. I mean obviously it’s not an actual game. But hear me out.

Continue reading ⟩⟩ “This Game is Bad for You”