Why The Christmas Shopping Season is Worse Every Year (Repost)

By Shamus Posted Friday Nov 27, 2015

Filed under: Random 98 comments

Let’s all do our part this season and recycle as much as we can. I’ll start with this post from last year, because today is Black Friday in the USA and this seems particularly relevant.

Like all old codger stories, this one begins with the phrase, “When I was young.” I realize this is cliche, but it’s probably less annoying than using, “Before you were born” as an opening.

In any case, when I was young the Christmas shopping season began much more gradually. There was no “Black Friday” shopping blitzkrieg the day after Thanksgiving. The process took time and not everyone did it at once.

But today, as soon as Halloween is over the Christmas decorations come out and the Christmas sales begin. We roll our eyes. We joke. We grit our teeth. But it still happens this way every year. People write op-eds about how ugly and consumerist America has become, because it wasn’t like this in the “Good old days.” Unfortunately our current grotesque, soul-crushing orgy of prolonged and rapacious spending was unavoidable. We all hate it, even as we participate in it. It’s nobody’s fault, really. It’s just the unintended consequence of a couple of perfectly understandable forces.

Continue reading ⟩⟩ “Why The Christmas Shopping Season is Worse Every Year (Repost)”

 


 

Mass Effect Retrospective 24: Collectors Addition

By Shamus Posted Thursday Nov 26, 2015

Filed under: Mass Effect 125 comments

After the mission on Freedom’s Progress we discover that Cerberus managed to build the Normandy 2. There’s a lot to unpack with this idea, and so I’m going to take the problem of Cerberus and their unlimited (yet somehow secret?) GDP, and put that discussion off until Mass Effect 3. For now, let’s just roll with it.

Besides, as ridiculous as it is for Cerberus to build a better version of the most advanced ship in the galaxy, this reveal is only the second most implausible thing in this scene. The real stunner is that Joker is already working with Cerberus.

Continue reading ⟩⟩ “Mass Effect Retrospective 24: Collectors Addition”

 


 

Good Robot #38: Spec’ing a Feature

By Shamus Posted Wednesday Nov 25, 2015

Filed under: Good Robot 78 comments

When you’ve got more than one person working on a complex bit of software, you generally need a specification (spec) for new features. The bigger the team, the more you need a spec. The more complex a feature, the more you need a spec.

According to stereotypes, big firms usually lean too hard on specs, to the point where they might spend more time writing the specs than coding the feature:

“The button will be ten pixels from the left margin and will conform to the usability guidelines sheet 201-a. It will be labeled “Join Game” and will – after a confirmation popup as outlined in the interface framework – begin polling the designated server in request for an open slot. If no slot is found, then the fallback behavior […]”

Meanwhile, little indie houses have a slightly less formal approach:

Bruce: Can you add a button that will let players join the game?

Barbara: Sure.

Stuff gets done either way, but sometimes indies are a little slapdash and sometimes big firms are a little too bureaucratic. On Good Robot, our spec is usually a sentence or two in the shared Google doc that we use as a universal to-do list.

But this week I ran into something that I realized was too complicated for that. It was one of those features that sounded obvious and simple in the meeting, but then became mysterious when I sat down to write the damn thing. (This is the point of a spec: To reveal the unknowns BEFORE coding begins. This is important in big firms, since once you’ve begun coding you’ve ALREADY been allotted a fixed time budget, which means this is a bad time to begin figuring out what you need to do.)

So I proposed a spec. And then I thought I’d post it here, just to show what the non-exciting bits of game development look like. This is pretty informal as these things go, but it should give you an idea of what needs to be hammered out before you start coding.

Also note that I’ve replaced the names of the stuff in our game with DOOM references to make it easier to follow.

Continue reading ⟩⟩ “Good Robot #38: Spec’ing a Feature”

 


 

Half Time CH9: Season and Salt

By Rutskarn Posted Tuesday Nov 24, 2015

Filed under: Lets Play 16 comments

I spend the next twenty-four hours in a state of the most perfect bliss I have ever known. Every little thing makes me happy: the free flexion of my knees and fingers, uninhibited by plaster cast or staples, like chipper little stirrings of cicadas coming out of hibernation; the smell of a pot of sublethal locker room coffee, denatured into something digestible by sugar and hell’s own fires and served early with a side of bacon and toast-ed butter; a fresh newspaper, sports page open to the headline WAIT WHAT; the little engraving of the elf coach on the sidelines, three goals in and just starting to process the concept of disappointment; Bugman’s attitude adjuster in serious quantities. But this was all window-dressing. Like all really worrisome ascetics, my happiness isn’t created by what I did so much as what I understand. Something about our victory, our sweet, glorious victory, was clear:

It was definitely a fluke.

Continue reading ⟩⟩ “Half Time CH9: Season and Salt”

 


 

Experienced Points: Why is the Fallout 4 Protagonist Voiced?

By Shamus Posted Monday Nov 23, 2015

Filed under: Column 192 comments

My column this week is not an answer to the question posed by the title, but instead a diatribe on why this is a really good question. It’s a baffling design decision that hurt the game in numerous tangible ways and doesn’t seem to have any benefit.

Actually, it’s possible this design decision can be explained by the same thing as the terrible design decision I talked about last week. It’s awful and a waste of development resources, but it also makes it easier to make trailers and press demos.

Earlier today, Supahewok said this in response to the podcast:

Most journalists go through a honeymoon phase with Bethesda titles. RPS gave Skyrim their GOTY for… 2011, was it? The game had been out for only a month.

Fast forward a year and most of their reviewers were saying, “In hindsight, it was rather shallow and dull, wasn't it?”

Bethesda seem to have become masters at a sort of inherently shallow but greatly immediately gratifying gameplay, which means everyone loves it for a few weeks. Eventually the shine wears off, and the rather skeletal, half baked mess of the game's underlying systems become more visible. However, Beth times their releases for Christmas (anything late October through November is Christmas Season for games nowadays), when all the game journos are doing their “Best of the Year” and award shows are handing out trophies, so the game is more immediately in their minds than the great games from earlier in the year (betcha nobody is keeping Pillars of Eternity in mind for Best RPG, although to be fair Witcher 3 seems to have had equally as good, yet more accessible writing, and a crap ton more production value. Yet even W3, who at its release had a lot of folks calling it the Best RPG for the Past Decade, is gonna have stiff competition from FO4, when there really is no contest between them).

Basically you've got a perfect recipe for immediate critical adoration, and by the time people move on in January or February what's done is done. Honestly, the true, Miyomoto-ian stars of the BethSoft production team are the marketers.

That is… alarmingly plausible.

 


 

Diecast #130: Still More Fallout 4

By Shamus Posted Monday Nov 23, 2015

Filed under: Diecast 142 comments



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

Yes. Another entire hour of Fallout 4 talk. I suppose this is annoying if you don’t care about Fallout 4, but we can’t talk about games we’re not playing and right now this is what everyone is playing. This time we get to hear from Rutskarn and Mumbles.

Show notes: Continue reading ⟩⟩ “Diecast #130: Still More Fallout 4”

 


 

Fallout 4: My Mods

By Shamus Posted Sunday Nov 22, 2015

Filed under: Video Games 140 comments

Like all Bethesda games, Fallout 4 is something I’ll play for 1,000 hours and complain about for 2,000. It’s deeply flawed but wonderful. Annoying but unique. Brilliant but stupid. The game is only about two weeks old at this point, but I’ve already begun applying mods and I doubt I’ll play the vanilla version ever again.

So let’s talk about the mods I’m running… Continue reading ⟩⟩ “Fallout 4: My Mods”