Experienced Points: Undertale and Curly Braces

By Shamus Posted Monday Feb 29, 2016

Filed under: Column 182 comments

My column this week answers some reader questions about the public reaction to Undertale, the use of 2K textures in games, and to the use of curly braces in programming.

There’s a lot more that could be said about curly braces vs. indentation for denoting blocks of code. I wouldn’t be surprised if someone’s written a whole book on the subject. This is because code formatting isn’t a decision tree between “right” and “wrong” but instead a series of trade-offs to be managed.

A coder will spend more time reading code than writing code, so making readable code is more important than than making code convenient to write. Sometimes reading code involves analyzing each line and figuring out exactly what it does, and sometimes it means skimming quickly through pages of the stuff, looking for one particular thing. Ideally code should facilitate both types of reading.

But what makes something “readable”?

Maybe you want blank lines between code blocks, which serve roughly the same purpose as the blank space between the paragraphs in this post. It divides the thoughts on a conceptual level, while also giving you visual markers so you can keep track of your position. Or maybe you want to minimize the number of blank lines, because you want to fit as much code onto a single page as possible.

Once again, it comes down to domain. Some kinds of coding have huge blocks of dense math and you want to give the complexity some breathing room. Other code has lots of short, obvious actions and you want to pack as much of it together as you can. So you end up with a coder who writes simulations getting in an argument with someone who writes user interfaces, and a networking programmer will be sniping at both of them. All three people have very different code. When the simulation guy advocates giving code more room to breathe, the woman writing user interface code imagines the impact this policy would have on her already-sprawling code. They end up in a flame war, because they picture using the other person’s formatting on their own code.

This isn’t helped by our need to standardize. You want one set of rules for everyone to follow so your project isn’t a mishmash of different formatting styles. But that One Set of Rules will work better in some areas than others. And of course, once you’re used to a particular set of rules then it starts to look more “correct” out of simple familiarity.

It’s a tough problem to solve, and it doesn’t help that our projects keep getting bigger. More code, more different kinds of code, and more different programmers working on the same code. It could be that obsessing over spacing is just an awkward phase we’re going through, and what we really need are more tools for easing the burden of reading code. Maybe some sort of visual cues for code flow, or new ways of coloring code, or something else outlandish that hasn’t even been imagined yet. Maybe we need to write more robust comments not for ourselves, but for the benefit of some Google-esque code search engine. In the meantime, we’re going to be left haggling over stuff like spacing, because right now that’s all we’ve got.

 


 

Diecast #143: Oxenfree, Devil Daggers, SUPER HOT

By Shamus Posted Monday Feb 29, 2016

Filed under: Diecast 106 comments



Hosts: Josh, Rutskarn, Shamus, Campster, Mumbles.
Episode edited by Josh.

As we recorded this, Mumbles was getting over being sick. And while I didn’t know it at the time, I was just a few hours from becoming annoyingly sick myself.

Show notes: Continue reading ⟩⟩ “Diecast #143: Oxenfree, Devil Daggers, SUPER HOT”

 


 

Lord of the Rings Online #1: Lulzy Begins

By Shamus Posted Sunday Feb 28, 2016

Filed under: Shamus Plays 52 comments

Let’s Play Lord of the Rings Online, the popular MMO based on one of the greatest and most influential works of fiction of the 20th century. As the guy who wrote the DM of the Rings webcomic, I have a history with this material. I think the books are a beautiful work of fiction and a celebration of language itself. I’m also one of those strange abusive fans who expresses his appreciation through satire and mockery, which is the fanboy equivalent of being a wife beater.

If you’re curious what this series is all about, allow me to point you to my series on Champions Online, where I followed the adventures of superhero Star On Chest.

Note that this series originally ran at The Escapist back in 2010. I’m reposting it here because I wanted people to find it again. The Escapist is a news and culture site with at least half a dozen news articles a day. People don’t usually archive binge articles on those kinds of sites. On the other hand, the archives of this blog are a busy place, and people are still reading old content. With any luck, some new people will read and share this and the story will live on.

This series should be identical to the original run, except that I’m going to add mouseover text to the images, and maybe add some scattered footnotes in response to the nitpicks people sent me at the time.

Continue reading ⟩⟩ “Lord of the Rings Online #1: Lulzy Begins”

 


 

The Altered Scrolls: Q&A, Part 2

By Rutskarn Posted Saturday Feb 27, 2016

Filed under: Elder Scrolls 78 comments

Gilfareth asked:

What I'd like to know is how you think Bethesda approached dual-wielding when they finally put it in, given they weren't too excited about it by your reckoning. I'm also curious how else they might've implemented dual-wielding if they'd have added it at other points in the franchise (what would dual-wielding in Morrowind have looked like without a janky mod to do it?)

I have no idea if they were enthusiastic about it or not. I think it only became a design priority because there was significant and consistent fan investment in the idea, but that doesn’t mean the devs didn’t have fun with it.

Dual wielding would have been antithetical to Morrowind‘s combat–fighting in that game, with its predictable strokes and static footwork and and grounded aesthetic, wouldn’t have allowed for the round arcs and balanced twirls that give dual wielding its balletic appeal. What’s more–and you can trust me on this–both attacks would have been keyed to the primary mouse button in a continuation of Morrowind‘s firm “nothing should feel particularly good” policy.

I’d argue it wasn’t until Oblivion that the game felt up to having two weapons at a time, and once that happened, there was no particular reason not to besides the development effort involved. Tell me it’s impractical to attack with two swords at once and I’ll point out that swinging a mace at an unarmored man, wielding a battle-axe with a head as big as a pig, and bringing a dagger to an ogrefight are all choices that are ludicrous by conventional martial logic–and key to heroic fantasy. Dual wielding feels individualistic and cool, and therefore heroic, and therefore as though it should be effective. Why shouldn’t it be?

Da Mage asked:

Unlike almost most RPG series, The Elder Scrolls has never really had a morality scale, and apart from quests in Morrowind, most quests only ever have a single solution. Would the next Elder Scrolls game benefit from such a system? Even if it was just a system that forced some player-choice to be designed in quests.

If you’ll indulge an anecdote:

When Arvind first demoed our game Unrest at a convention, he had people play as Tanya the peasant girl. Her chapter presents a singular problem with no easy solution and a dozen nested complications: how should she react when betrothed to her childhood bully? In addressing the issue Tanya is presented not only with various perspectives, options, and appeals to safety–economic, social, and physical–but the reality that nothing she can choose is safe and nothing she can do will make everyone happy. Somebody has to be disappointed. Somebody may get hurt. And if she’s really unlucky, none of it might matter at all.

One player sat down and worked through the introductory dialogues with apparent interest. Upon coming to the first real choice–the first chance to express an opinion on what Tanya is going through–he stopped. He read the dialogue choices a few times. He seemed surprised. Then he said to Arvind, “All of these seem reasonable. Just tell me which one’s Paragon.”

I don’t like morality systems.

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part 2”

 


 

Knights of the Old Republic EP54: Death Feel’d

By Shamus Posted Friday Feb 26, 2016

Filed under: Spoiler Warning 46 comments


Link (YouTube)

Yesterday I complained about how Bastila’s fall to the dark side didn’t work because she wasn’t tempted, she was kidnapped, tortured, and brainwashed. Here is where that really hurts us. We have an extended argument with her, and it doesn’t really work. She tries to lure you to the dark side, but she has nothing to tempt you with. She tries to sell you on the liberation of the dark side, but she’s a slave. She tries to encourage you to take down Malak, but you’re already doing that.

Then after you beat her, she talks – almost monologues – for several minutes while you stand there and do nothing. At the end of the long conversation she announces she’s leaving, then runs away, enters her ship, climbs into the cockpit, starts the engine, and takes off before you can even reach the boarding ramp. The scene never bothered me because I didn’t want to kill Bastila, but if I’d wanted to kill her then this would have driven me bonkers. That is some pretty flagrant cutscene shenanigans.

We’re actually done playing KOTOR. The final block of episodes has been recorded, so there’s no use in shouting advice to us now. The final episodes will go up next week.

 


 

Knights of the Old Republic EP53: Whoops.

By Shamus Posted Thursday Feb 25, 2016

Filed under: Spoiler Warning 84 comments


Link (YouTube)

Whoops, I clicked the wrong dialog option and did the opposite of what I intended to do, thus ruining everything. Better reload the game!

“Are you sure you wish to proceed? You will lose all unsaved progress.”

WHY DIDN’T YOU ASK THIS BEFORE I ACCIDENTALLY STARTED A WAR?

Of course, it wouldn’t make sense to give the user an “are you sure?” popup during a conversation. (Please no.) But this is a serious problem. In these kinds of games, you often have the player in situations like this:

Continue reading ⟩⟩ “Knights of the Old Republic EP53: Whoops.”

 


 

Mass Effect Retrospective 36: Argument Clinic

By Shamus Posted Thursday Feb 25, 2016

Filed under: Mass Effect 186 comments

At the start of Mars, Kashley joins you and gives you a hard time about working for Cerberus. She or he pouts about not trusting you and traps you in dialogs where all of your answers come off as lame excuses. It’s largely a repeat of the frustrating conversation on Horizon, which is perplexing since lots of people said that was one of the most irritating parts of Mass Effect 2.

Arguments in Fiction


Link (YouTube)

Fiction thrives on conflict. When an author wants a couple of their characters to disagree, they can do it through dialog that reveals their values as a character and allows their personalities to drive the scene, or the writer can just have them gainsay each other in an angry voice. This is very much the latter.

In a character-driven argument, disagreement arises from differing viewpoints. Each person has a different view of the world and they each try to convince the other that their view is correct. We get tension in the story because these viewpoints reveal or highlight the personalities of the participants. It’s drama, but also two-way character development. Good stuff.

But here at the ass-end of Mass Effect, people argue and say mean things because the author needs them to be at odds. One or both parties needs to be an obstinate butthead and ignore what the other is saying. The author effectively hands one of the characters the idiot ball so the argument can take place.

Dialog from my playthrough of the game, just as Ashley and Shepard are entering the Mars installation:

Continue reading ⟩⟩ “Mass Effect Retrospective 36: Argument Clinic”