Ruts vs. Battlespire CH5: Aches and Planes

By Rutskarn Posted Wednesday Apr 20, 2016

Filed under: Lets Play 49 comments

Exploring the Battlespire turns out to be deceptively troublesome. Not because the local talent is putting up much resistance; they’re doing their jim dandiest to make my stay at the ‘spire as memorably gruesome as possible, but what they make up in enthusiasm they lack in starch. I would describe their presence as “nagging,” a gentle buffeting of scamp claws when I enter a room to remind me to tip the doorman a fistful of steel. I will admit it hurt when I strained my wrist cleaving these geeks in twain.

That sounds like a disaffected quip, but no–seriously, my actual wrist sincerely hurts. Since every time you swing a sword you need to right click, hold, and drag the mouse in a pretty wide arc in monotonous patterns–and not every swing is a hit–clearing a room leaves you feeling like you’ve just directed runway traffic at LAX on a Friday night. Playing for extended periods makes you feel like you just transcribed your thesis on a jammed mechanical typewriter. I seriously incur less wrist strain writing these posts than I do playing for a few minutes.

This helmet belonged to a scamp who attacked me. I assume it was trying to kill me so it could leave the hat on my corpse. Fun fact: the helm is magical and once I actually figure out what it does you'll be the first to know.
This helmet belonged to a scamp who attacked me. I assume it was trying to kill me so it could leave the hat on my corpse. Fun fact: the helm is magical and once I actually figure out what it does you'll be the first to know.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH5: Aches and Planes”

 


 

This Dumb Industry: The Opportunity Crunch

By Shamus Posted Tuesday Apr 19, 2016

Filed under: Column 222 comments

This week we’re talking about this article from Alex St. John: Game developers must avoid the “wage-slave” attitude, which itself is a response to Why “crunch time” is still a problem in the video game industry. I have a lot of problems with the second article as well, but if I try to argue with both of them at once while they argue with each other, it will be chaos.

For context, Alex St. John is co-creator of the DirectX family of API's at Microsoft and founder of WildTangent Inc., so this isn’t just some whelp game journalist saying provocative things for links. This is an industry veteran who – even if I disagree with him on a few points – has a lot of experience and knows what he’s talking about when it comes to running a business and developing software.

The article isn’t long and you should read the whole thing, but if you insist on me distilling it down to a few bullet-points then:

Continue reading ⟩⟩ “This Dumb Industry: The Opportunity Crunch”

 


 

Diecast #149: Eve Online, Town of Salem, Dark Souls III

By Shamus Posted Monday Apr 18, 2016

Filed under: Diecast 175 comments

Dear Firefox user: You can stop leaving comments and emailing me about how I have a bug in my website that makes the Diecast auto-play. That’s a confirmed bug in Firefox. I’ve heard a rumor that the latest build has a fix for this. Good luck!



Direct link to this episode.

Hosts: Josh, Rutskarn, Shamus, Campster, Mumbles.

Episode edited by Issac.
Continue reading ⟩⟩ “Diecast #149: Eve Online, Town of Salem, Dark Souls III”

 


 

Lord of the Rings Online #8: Bandit Boy

By Shamus Posted Sunday Apr 17, 2016

Filed under: Shamus Plays 12 comments

I’m still in the Archet area, doing… something. I’m supposedly here to help the locals, but this entire town is incredibly help-resistant.

A few people have expressed outrage at how dumb the quests are. Its true that the quests I’ve been doing are a little on the “open mouthed and drooling” end of the spectrum, but keep in mind I’ve been cherry-picking these quests. I mean, if you just want the standard “kill ten wolves” kind of stuff LOTRO will be able to meet your needs.

Also note that there is a ridiculous amount of content in this game. There are three totally unique areas for level 1-15 content. Each of these has way more quests than you need. You can easily pick and choose to do things based on how fun they sound.

What is Maida doing? It looks like she's suddenly become aware of the golden ring floating over her head and she's trying to shoo it away.
What is Maida doing? It looks like she's suddenly become aware of the golden ring floating over her head and she's trying to shoo it away.

Maida Woodwright is looking for her son. She wrings her hands as she tells me her tale, “I haven’t heard word from me son since this brigand nonsense began, and I’m mighty scared he got caught up in some trouble.”

This makes me sad, but also happy. It’s sad because her son is missing. But happy because at long last I’ll be doing something useful.

Continue reading ⟩⟩ “Lord of the Rings Online #8: Bandit Boy”

 


 

SOMA EP9: Go Away. Nobody Loves You.

By Shamus Posted Friday Apr 15, 2016

Filed under: Spoiler Warning 105 comments


Link (YouTube)

So humanity is doomed. A few dozenYou know, I’m not really sure on the numbers, but it’s probably somewhere under 100. people are left alive in this undersea base. The surface is uninhabitable. Sooner or later these folks will starve, and that will be the end of the speciesAssuming there aren’t any other humans living in a bunker somewhere. That’s certainly possible, but there’s no way to contact them. So for the purposes of this story, let’s go ahead assume this base contains everyone still living.. Cathy gets the idea to save people by putting brain scans into a simulator and launching it into space.

Like I said in the show: To me this doesn’t save humanity. It might arguably create some new thing that’s just as interesting and important, but saving a couple dozen brain scans isn’t the same as having an ever-evolving population of reproducing organisms. The ARK is stagnation. The only good thing you can say about stagnation is that it’s preferable to oblivion.

But your average grunt-level worker – let’s call him Bob – has a problem. Bob doesn’t want to sit here in the dark, slowly starving to death. Or freezing to death. Or slowly going mad from being forever trapped in a small base at the bottom of the ocean of a ruined world, never again to feel the sun on his face or the smell of wet grass after a rainstorm. He wants some other option. Catherine is offering to scan his brain so it can live on, but Bob knows that after the brain scan, he’ll still be here in sucktown.

Bob very much wishes he could live in this simulated world. And so he gets the idea into his head that there’s only ever one version of him in the world. If he kills himself, then the “real” Bob – or perhaps the “current” Bob – will be the one in the robot. I’d love to know how Bob’s mental model works, here. Does he think that he’ll shoot himself in the head, and then suddenly find himself in a robot or whatever?

It sounds like a strange idea to me, but that’s how he sees it. And to be fair, this metaphysical shit can be really tricky sometimes. It’s hard enough to consider this rationally when presented with various ethical dilemmas at the best of times. So when you’re half-mad and facing a lingering, hopeless death, it’s probably easy to bend your thinking in ways that will give you hope for the future.

Having said all that, this would make for an interesting thought experiment for the various Bobs in this undersea base. If Bob and Carl both agree that killing your meat body should make the copy into the “real” you, then Carl could test this hypothesis for himself. Once Bob is dead, go over to robo-Bob and tell him what happened. Ask him if the demise of his physical body impacted him in any way. Ask him if he remembers killing himself. I imagine that Robo-Bob’s answers really ought to give Carl something to think about.

(Yes, I’m aware that their goal is actually to kill themselves before the copy is up and running. I’m just playing around with the idea.)

 


 

Good Robot #48: Bringing Balance

By Ross Zevenhuizen Posted Friday Apr 15, 2016

Filed under: Good Robot 58 comments

Hey guys, I'm Ross. I have a strange job that involves wearing a lot of hats, and recently just involves a lot of hats. I've been with the gang since Unrest, usually handling scripting and level design. I also edit together most of Pyrodactyl's trailers with the same technology I use to play Terrible Terrible Video Games (Glass Houses â€" Ed.). I'm here today with some insight into the latest update for Good Robot, and hopefully our thought process as game designers to boot.

With QA teams that number in the ones of dozens (baker's, if you're exceptionally lucky), esteemed indie developers like ourselves soon become incredibly adept at one crucial step of the modern video game creation process: making mistakes. But perhaps more notably â€" making mistakes and fixing them quickly. It's in this spirit that I present you with a commented list of the major changes this time around.

Continue reading ⟩⟩ “Good Robot #48: Bringing Balance”

 


 

SOMA EP8: Handwavium

By Shamus Posted Thursday Apr 14, 2016

Filed under: Spoiler Warning 58 comments


Link (YouTube)

This entire show is supposedly some form of game criticism where we talk about what worked and what didn’t. But let’s put that idea aside for the next couple of episodes, because that’s not really what our conversation is all about. When I say something didn’t work for me, I’m using that to segue to another philosophical question. I’m not actually saying the game is bad, or that it should have been done differently. I’m a big believer in the idea that when it comes to philosophical wanking like this, there are no wrong answersObviously the stakes go up when we start talking about how this stuff could be applied to real-world problems, but that’s why I love sci-fi. It gives us a safe space to play around with these ideas, where nobody dies if we’re “wrong”..

To put it more specifically: It’s pretty clear that Simon (and perhaps the developers?) disagree with me on a pretty fundamental level. And that’s okay. I bring this up because I disagree with the game often, and I don’t want people to think I’m counting these disagreements as faults, from a game-design sense. It’s all good.