Knights of the Old Republic EP52: Bastila Would Never Fall to the Dark Side!

By Shamus Posted Wednesday Feb 24, 2016

Filed under: Spoiler Warning 79 comments


Link (YouTube)

So I wanted to contrast Bastila’s fall to the dark side with someone else to show how her story doesn’t work, but then I realized we have yet to see a proper character-driven fall to the dark side. Maybe there was one in the EU novelsMaybe. But I wouldn’t take that bet. but we don’t see one in the movies or games.

Depending on how you interpret the scattershot story of the prequel trilogy, Anakin was either dark side from the beginning, or he was tricked into it. Dooku, Maul, and Palpatine were all evil when we met them, and we don’t see anything of who they might have been before that.

I guess I’m assuming that a fall to the dark side ought to take the form of a Shakespearean tragedy, where an otherwise good person is undone by a single character flaw. I imagine something like a slippery slope of actions and consequences where the victim thinks that each new malicious deed will let them achieve their goal. “This time is the last time,” they tell themselves at every step.

What’s strange here is the Bastila has the makings of a really amazing fall to the dark side. Her arc had a better setup than anyone in the movies. She serves good, but she’s also arrogant regarding her abilities and her pride is easily wounded. Her fall should have been, “I can use the Star Forge for good. Malak was weak, but I know what I’m doing and I won’t suffer the same fate.” If we want Malak to turn her, then his dialog should have focused on the idea that they need the Star Forge to save the galaxy from (say) the Mandalorians or whatever.

You don’t want all those innocent people to die, do you? Wouldn’t that be evil to let that happen? You need to keep the Star Forge, and only “we” have the wisdom to use it responsibly. We can protect not just against the Mandalorians, but against any future threats. We just need to control this massive doomsday weapon that feeds on pure evil, and we can eventually accomplish good things.

But “was tortured by Darth Malak” is not a character flaw, and even his dialog doesn’t really play off of her weaknesses. We’re told by Yoda that the dark side isn’t stronger, it’s just quicker, easier, more seductive. I’d love to see that reflected in an actual story at some point.

This doesn’t ruin the game or anything. Her fall is still a better arc than Anakin’s, but I think there’s room to make something a lot more interesting.

 


 

The Altered Scrolls: Q&A, Part I

By Rutskarn Posted Wednesday Feb 24, 2016

Filed under: Elder Scrolls 75 comments

For those of you just tuning in: I wrote twenty posts of Elder Scrolls retrospective, then turned around and asked people to prompt even more of it. Some of these questions expand on points I’d brought up before; some ask me to predict where the franchise is going. There are plenty of both kinds. Expect these twice a week until we’re across the finish line.

Mr Guy asked:

If you were the design lead for the next game, what are the top 5 things you'd add, remove, or change?

My own biases are going to be kept at arm’s length from my answer. If Bethesda gave me the role of lead designer I’d aim for their identified market and respect their core methods–I’d settle for pruning away outright dysfunctional elements while leaving controversial evolutions, like unkillable NPCs, intact.

My list would run down like this:

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

 


 

SWTOR: Legend of Hipstar 3:
Holo-con

By Shamus Posted Tuesday Feb 23, 2016

Filed under: Lets Play 53 comments

We’re on planet Tython, home of the Jedi School For the Not Particularly Gifted. I’ve spent our first day at school out enjoying the nice weather around campus, walking through the woods and slowly bludgeoning Flesh Raiders to death with my glowing raver baton. This is not what I thought life would be like as a Jedi.

Easy, young padawan. I know you're eager to learn meditation, self-control, and mental discipline, but first you need to go out and  murder hundreds of dudes in brutal melee combat.
Easy, young padawan. I know you're eager to learn meditation, self-control, and mental discipline, but first you need to go out and murder hundreds of dudes in brutal melee combat.

This Jedi Master wants me to rescue a group of students, who wandered off or got lost in this vast three-acre wilderness. Not the students in cages that I rescued last episode. No, he doesn’t seem to know or care about those guys. But somewhere out in the wilderness are another three students and I need to find them. I’m given a beacon. I need to give the beacon to the lost students and then a shuttle will be dispatched to pick them up. They need my help, because apparently the students here haven’t been trained for combat.

Continue reading ⟩⟩ “SWTOR: Legend of Hipstar 3:
Holo-con”

 


 

Experienced Points: Skinner Boxing

By Shamus Posted Monday Feb 22, 2016

Filed under: Column 94 comments

As many of you guessed from the end of the last column, this week I’m writing about skinner boxes.

And yes, that means I never did get around to answering the original question, “Why do games have a luck stat?” (That is, where your character can invest in increasing their overall luck.) To answer that now: I’m not really sure. It’s always felt like a strange and alien abstraction to me. There are indeed lucky people in the world in the sense that they “rolled well” at some point in their lives, but there are not lucky people in the sense that they roll better than the rest of us on a regular basis. There are people who win the lottery, but there aren’t people who have a better chance of winning the lottery than the rest of us, or are just naturally predisposed to lottery-winning.

Then again, we’re talking about a system to simulate roleplaying stories, not real life. And some characters are indeed just naturally lucky. Forrest Gump seems to be the go-to example of this. So if you want to play through a story where your character is implausibly blessed by fortune, then I guess the luck stat does that.

The other important thing luck gives us is the SPECIAL system. Fallout just wouldn’t be the same if it was based on SPECIA.

 


 

Diecast #142: Firewatch, Deadpool, Mailbag

By Shamus Posted Monday Feb 22, 2016

Filed under: Diecast 127 comments



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

Show notes: Continue reading ⟩⟩ “Diecast #142: Firewatch, Deadpool, Mailbag”

 


 

The Altered Scrolls, Part 20: Miscellaneous, Q&A

By Rutskarn Posted Sunday Feb 21, 2016

Filed under: Elder Scrolls 80 comments

This series could go on forever if it was nothing but gripes and praises.

Whatever else I have to say about the Elder Scrolls series, they are more multifaceted than nearly any release on the market. There are so many features, changes, retcons, experiments, reversions, and outright glitches that assuming I cut this series off before the next presidential election I am guaranteed to leave out that one part you were looking forward to. As it is, I’m sensing the graceful opportunity to conclude is coming up soon.

That’s why I’m taking a moment to talk over a few final Skyrim and Bethesda thoughts before I turn the next few entries over to review and Q&A. After that I’ll offer a few hot (or freezing cold, musty, and ageworn) takes on the games that exist at the outskirts of the franchise: outliers like Redguard, Battlespire, and TES Online, works that bear the branding if nothing else. The three have much in common: they’re technically canonical, they have novel mechanics, and nobody plays them.

So what remains to talk about now?

Continue reading ⟩⟩ “The Altered Scrolls, Part 20: Miscellaneous, Q&A”

 


 

Good Robot #42.5: Good Writebot

By Rutskarn Posted Saturday Feb 20, 2016

Filed under: Good Robot 77 comments

I hope you’ve all been enjoying Shamus’ series on the art of programming, which I understand is writing special words that make games happen. Sometimes you don’t write the words good enough and the game isn’t good; John Romero did this one time and he’s been working as a garbage man in Tulsa ever since. I’m the lead writer, so programming isn’t really my department, but having accidentally opened the source code while Arvind was explaining TortoiseHg again I can see why Shamus has been having so many problems–to be frank, the grammar was terrible and almost three quarters of the words were misspelled. I did an editing pass which I assume fixed most of the problems; Shamus has assured me this will be the topic of posts #43-129.

But I think we’ve all got the basic idea: coding is “hard” and “interesting” and “requires technical skill” and “can be objectively assessed.” But is it really the most fundamental part of a videogame? Shamus and Arvind say “yes,” repeatedly, at progressively louder volumes–but I’m not convinced. If you take away the code I’m sure a videogame will still run, but can you say the same about its story? What would Killzone, Rocket League, and Neko Atsume be without their rich internationally beloved canons? And if it wasn’t for Final Fantasy villains, how would you know which of your old forum accounts to be slightly embarrassed by?

My point is that my job writing Good Robot (or more precisely, writing a couple hundred headlines that display when interacting with vendors, plus some names to go with levelbosses) is exactly as critical as the stuff Arvind and Shamus do all week. I’m guessing. They keep forgetting to tell me when their meetings are.

So in the vein of the rest of this series, here’s a few days in the life of the Lead Writer (!).

Continue reading ⟩⟩ “Good Robot #42.5: Good Writebot”