Lord of the Rings Online #2: Mail Run

By Shamus Posted Sunday Mar 6, 2016

Filed under: Shamus Plays 12 comments

I began this evening with a simple goal: To deliver a letter. It’s now the middle of the night, I’m covered in bits of giant-arachnid carapace and goo, and I’m about to die at the hands of an immortal wraith guided by the ultimate evil in the world.

So, this could have gone better, I guess.

Humans on foot are accompanying a mounted Nazgul? That sounds pretty iffy to me. How do they keep up with the horse while also pissing themselves and sobbing?
Humans on foot are accompanying a mounted Nazgul? That sounds pretty iffy to me. How do they keep up with the horse while also pissing themselves and sobbing?

The Nazgul draws near, waving around his Really Super Evil Sword. He’s got a few human ruffians on his side, but I have no idea why. Once you have magic and you can’t be killed, you just don’t have a lot of need for backup. This is like a Dragon taking a couple of pigeons along when raiding a town. He’s got a sword, a horse, some magic, and four thousand years of endless unlife under his belt. His henchmen are just guys with clubs. I sort of feel sorry for them until I remember that I’m about to die.

Boffin begins cowering. He’s been doing that all night, but this time I think he’s onto something. I cower along with him. It’s not bad.

The Nazgul checks his horse and stops, towering over us. He waits. I’m wondering if Boffin will get the knife first, or if I will. After all he’s put us through, it seems only fair that he should go first.

I glance upward and realize the Nazgul is still hovering over us. He’s not attacking. I suspect he’s come to an abrupt realization:

Continue reading ⟩⟩ “Lord of the Rings Online #2: Mail Run”

 


 

Good Robot #42.75: Pro Strats

By Rutskarn Posted Sunday Mar 6, 2016

Filed under: Good Robot 26 comments

“There’s something you can do to help get the game ready to ship,” said Arvind over Hangouts.

“What do you mean, ‘ready to ship?’ It launches in a few weeks. I finished the script, like, hours ago. What’s left?”

“Playtesting. How many hours have you been playing?”

“Aw, jeez.” I checked my counter. “About 75 hours this week?”

“Are you serious?”

“Yeah, sometimes fourteen hours at a time. I’m playing right now. I’m sorta waiting for you to hang up so I can go back to talking to it like we’re friends.”

“And have you found any bugs?”

“I don’t know if I’d call it a bug, but Vaegir Guards are just the worst. They’re like drunk dumpster gnomes on drunk ponies. How’s a girl gonna conquer Calradia with a horde of these chumps?”

Continue reading ⟩⟩ “Good Robot #42.75: Pro Strats”

 


 

The Altered Scrolls: Q&A, Part 4 (Final Q&A)

By Rutskarn Posted Saturday Mar 5, 2016

Filed under: Elder Scrolls 38 comments

Duoae asked:

Where do you stand on levitation? Was it worth being removed because it broke the game or do you view TES games as fundamentally broken (like me) and that's why they're fun?

The problem is, there’s two kinds of broken.

The first and most obvious kind is unbalanced; open to player exploitation, outside of the developer’s projected cycle of challenge and reward. That’s the “good” kind of broken; it’s a tool for the player to experience content on their own terms rather than something categorically detrimental to the experience. It can be a problem when the exploits are too obvious, but if players have to find or research them on their own it usually increases rather than decreases enjoyment of the game–the challenge becomes figuring out how to beat encounters easily and the thrill becomes voluntarily reveling in these advantages. It increases the player’s sense of personal freedom when a developer doesn’t block off all the advantageous mechanical alleyways that make exploits possible. Bethesda’s been cracking down on the “good” kind of broken for a while now by removing or streamlining spellcrafting, enchantment, and the ability to make your character faster or bouncier; it’s not an outrageous assumption that they’ve been keeping flying out of the game because it’s just too hard to design encounters around.

However, I doubt that’s why they got rid of levitation. Levitation in modern TES games stands to be the “bad” kind of broken. The increased demands of the engine require towns to be separate instances–you can’t just pass from the wilderness into the Imperial City because the Imperial City, outside its outer walls and very crude stand-ins for its inner structures, doesn’t exist in the main gameworld. Players essentially teleport to a separate gameworld when they interact with the outer gate; it’s only through environmental cues that the illusion of continuity is preserved. Flying over said gate and into the “city” will reveal the only thing that does exist in the main gameworld: a bunch of bleary-textured and totally inert buildings meant to look good from a distant ridge. This is the main obstacle to levitation in modern TES games, although I’m sure there are issues with draw distance as well–the old Morrowind trick of thick mist everywhere doesn’t really hold up in 2016, although some kind of attractive swirling maelstrom might do the trick.

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part 4 (Final Q&A)”

 


 

Knights of the Old Republic EP56: Fall to the Light Side

By Shamus Posted Friday Mar 4, 2016

Filed under: Spoiler Warning 95 comments


Link (YouTube)

So here it is, the end of the longest season (by episode count) of Spoiler Warning. The previous record holder was Fallout: New Vegas, which ended at episode 55. I know in the past we said we were going to do Fallout 4 next, but the crew is actually not eager to start another marathon game after finishing this one, so we’re going to do something short in the interim. I’ll probably announce it next week.

I know we’ve been kind of negative for the last few episodes, but I like that we had a lot of fun in this last installment. While I’ll probably never play through KOTOR again, I still think there’s a lot to love about the game. Also, I really want to see a game that employs my concept for reconciling Malak’s verbal bravery with his acts of cowardice. Game developers have explored the “maniacal power-hungry brute” archetype pretty thoroughly by now. I have room in my heart for a game where your adversary is a schemer, but actually crumbles fairly quickly in combat (AND NOT IN A CUTSCENE) when you finally cross bladesOr fists, or laser guns, or whatever..

One of the things I’ve never liked about D&D as mediated by a computer: When buffs and de-buffs are both a huge part of the mechanics and yet often a dumb waste of timeExtra sad panda points: When they’re inconvenient and require mucking about in complex flow-breaking spell menus.. Buffs can be annoying if you have to constantly refresh them at the start of every fight. Debuffs are useless against mooks if they don’t pay for themselves in terms of combat rounds. I can kill this loser in four combat rounds, or I can spend a round de-buffing him so he’ll die in three. In terms of expediency, it’s faster to skip the fiddling around with the spell menu and just mash the attack button.

But then you come to a boss fight. At last, a chance to use all your powers! Time to pull out all the stops and hit him with everything you’ve got. The de-buff will actually have a meaningful impact on the battle, and you’ll finally get a chance to put some of your more esoteric skills to use. You cast your power and…

He makes the saving throw. And now you’ve wasted your opening move. Boo.

Sure, you can min-max so that this is less likely to happen, but usually at the cost of making you weaker against mooks. And since you spend 90% of these games fighting mooks, that’s actually not an awesome tradeoff. And there’s no guarantee that your de-buffs will work at the end anyway. The game developer might just make the Big Bad Guy immune to them. There’s no way to be sure, and you don’t want to build an entire character to optimize your performance in the final fight, only to have the developer negate your advantages in the name of “balance”.

 


 

Mass Effect Retrospective 37: The Needs of the Menae

By Shamus Posted Thursday Mar 3, 2016

Filed under: Mass Effect 233 comments

After the Council meeting, Udina and Shepard find themselves ranting about those stupid racist Aliens who won’t abandon their dumb homeworlds to come help Humans who are obviously the most important people in the galaxy. Yes, it’s absurd, but we just came from a meeting with the Galactic Council so it’s not even in the top five most absurd things said in the last six minutes.

A Turian comes in and offers a deal: One of the Turian worldsA moon, actually. has been overrun by Reapers. One of the Turian Primarchs is stuck there. He’s an important military guy. If Shepard rescues him, they’ll agree to send some forces to Earth. It sounds kind of implausible. How can one general be worth more than the fleets he commands? Particularly when you’re in a war with a foe that you can’t meaningfully oppose and the only thing you can do is buy your populace time with the lives of your military.

I'm pretty sure this is the most hypocritical line in the whole game.
I'm pretty sure this is the most hypocritical line in the whole game.

But whatever. I actually have a hard time getting worked up about the little details at this point. Our overall quest is to round up fleets for Earth, which doesn’t make sense with what the game has told us about the Reapers. But the writer presents this as if Shepard’s plan makes sense. And Shepard’s plan does sort of work in the end. It’s just that he doesn’t have a good in-universe reason for believing in it. Which means we can’t really examine him or his motivations anymore. He’s just doing whatever is needed to move the plot forward. This plot hole is so big we crossed its event horizon in the first half hour of the game, and these half-assed motivations and quests can’t really do any more damage. It’s like punching fresh holes in the hull of a wreck at the bottom of the ocean.

Actually, it’s not fair to say that Shepard is just rounding up fleets for Earth. He’s sort of also looking for help building the Crucible. Or he will be, once that plot point is developed over the next chapter. But the story is really vague about it. Sometimes he’s talking about the Crucible project and sometimes he’s talking about Earth and it’s not until the end of the game when those two plans suddenly merge into a single plan. And even then, it’s only in response to the Reapers moving the Citadel to Earth. This means that Shepard’s current plans are nonsense until the Reapers do something unexpected much later.

As we leave the Citadel, we have the first of Shepard’s dream sequence / cutscene things, which features Shepard chasing Some Kid That Died through a spooky(?) forest. We get one of these at the end of each chapter. We’l talk more about them once we get closer to the end. For now let’s just get to…

Continue reading ⟩⟩ “Mass Effect Retrospective 37: The Needs of the Menae”

 


 

Knights of the Old Republic EP55: Non Mothma

By Shamus Posted Wednesday Mar 2, 2016

Filed under: Spoiler Warning 61 comments


Link (YouTube)

I’m starting to suspect this was a deliberate design choice for classic BioWare:

  1. Have a game of modest difficulty. After all, it’s “all about the story”!
  2. Give the player frequent auto saves.
  3. At the end, have a sequence of wall-to-wall combat for a solid hour.
  4. Remove 90% of the auto-saves.
  5. Throw in a couple of surprise difficulty spikes.
  6. LOL YOU DIED AND GET TO REPEAT THE LAST 15 MINUTES OF BORING COMBAT.

I’m convinced that stuff like this is how gamers end up with immersion-shattering, flow-breaking, OCD-driven quicksave habits.

The next episode will wrap this series up.

 


 

The Altered Scrolls: Q&A, Part 3

By Rutskarn Posted Wednesday Mar 2, 2016

Filed under: Elder Scrolls 43 comments

This is the second-to-last one of these. This weekend, we’ll polish it off and start bringing the series to its conclusion.

falselordzalzabar asked:

Ruts: you get the lead position and $100 million budget (just for nice round numbers) to remake/upgrade 1 Elder Scrolls game for the current console generation/computer level. Which game do you remake, and how do you spend your money?

My knee-jerk response is Morrowind, but lackluster combat aside, that game’s fine the way it is. The visuals and text aren’t harmed by their presentation. Revamping it would only make it accessible to a generation that a.) could play it anytime they want and b.) probably don’t care all that much.

The most commercially and artistically interesting avenue would be a modern and very selective updating of Daggerfall. The core principles would be preserved: a simulationist rather than theme-parky world, character builds that give a variety of tools the player has to find applications for, endless buffets of quests and dungeons. Most of the budget would be allocated to creating a procedural, appealing, varied, and plausible gameworld; only a few instances (walled cities, specific dungeons) would be individually crafted.

All being well, the end result would be a relaxing game experience rather than an actively engaging one; a tremendous natural wilderness full of peaceful, quiet little towns to stumble over and nooks and crannies to explore. With modern graphics and a budget bigger than Skyrim (hopefully enough to find applications for all the skills), the result would unquestionably surpass the original game and might be a neat understated take on the open world.

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part 3”