Experienced Points: Housecall

By Shamus Posted Friday Mar 13, 2009

Filed under: Column 14 comments

My work at Activeworlds for the past 14 years has given me somewhat of an insider’s perspective on the online virtual worlds business, and in that time I’ve seen a lot of them come and go. There, The Palace, Worlds Chat, and a dozen others have leaped onto the stage with dreams of becoming the Google of 3D, and ended up becoming the Webvan of 3D. (Second Life is still in business, though. Good for them.) It’s killing me to see Sony come onto the scene and make all those same mistakes again, and I thought I’d offer them a couple of million dollars worth of free advice. Hopefully this makes for an interesting read.

 


 

Stolen Pixels #72: Idle Hands

By Shamus Posted Friday Mar 13, 2009

Filed under: Column 11 comments

Saints Row 2 is a toybox full of strange, violent amusements.

 


 

Night Owl Dark Roast

By Shamus Posted Friday Mar 13, 2009

Filed under: Links 36 comments

The ad at Amazon.com proclaims: The world’s first movie tie-in coffee! Nite Owl Dark Roast from Veidt Enterprises.

What’s next? LutherCorp brand toupees? Trioptimum laptops? CyberDyne Self-Aware Can Openers? Umbrella corporation umbrellas? This is crazy. Marketing has now gone too far.

Hang on. I just realized I would actually buy all that stuff if I could.

Nevermind.

 


 

Dapple

By Shamus Posted Thursday Mar 12, 2009

Filed under: Video Games 78 comments

Game: Dapple
Total Development Time: Six Months
Platform: iPhone
Development Costs: $32,000
Response: Favorable reviews, including a positive review on Kotaku
Return on Investment: $535.19

The numbers – along with a chart – can be found on the developer’s blog. After that post went up it was linked on Slashdot, which led to this follow-up post.

I’m just posting this here so that the next time I think I have an idea for an “awesome” indie game I can re-read this and then hit myself in the face with my Xbox 360 power brick until I snap out of it.

Thanks to Jay Barnson for pointing to that.

 


 

GM Advice: NPC Voices

By Shamus Posted Wednesday Mar 11, 2009

Filed under: Tabletop Games 60 comments

A problem: I love writing lots of interesting and varied characters in a tabletop campaign, but I’m not always thrilled with the result when it comes time for me to give voice to those characters. No matter how interesting, imposing, sexy, grotesque, or adorable the NPCs are, the players are still looking at me during the conversation.

Character voices are tricky. Do you do the faux-British thing and risk sounding like Monty Python? (Unless you are British. But then what accent do you use?) Do you just use your own voice, passing up the chance to make memorable characters? Do you try different accents for different races, like Scottish for Dwarves, Irish for Halflings, or Emo for Elves? What about when it comes time to voice the other gender? What about a sexy person of the other gender? It takes real voice talent for men and women to impersonate each other without it instantly becoming comedy.

Warning! Gaming story:

I had a town once where the mayor – a wise and world-weary planner – had vanished. Leadership fell on the shoulders of a spineless, clueless, inexperienced, and mildly effeminate nobleman. This was a mining town. There were a small number of Dwarves who oversaw the digging. They led a handful of Halflings (it’s a long story) who did the actual manual labor. The rest of the town functions – smithing, farming, crafting, and trading – were done by the human population. There was lots of friction between the groups, and the old leader had just the right touch to keep everyone working together.

The new leader was too dense to know what needed to be done, and too spineless to tell people things they didn’t want to hear. He would say anything to appease whoever came to him with problems, but he never really did anything but try to make people happy so that they would go away and leave him alone. He was quite fussy with his own grooming, and took great care to keep his fancy clothes clean – which was sort of at odds with his job leading a bunch of miners. He had a snooty voice and his personality was a blend of cowardice and arrogance that was sure to offend nearly everyone.

Great character. The kind of guy you just want to punch in the face, but know you can’t, because that will cause more problems than it solves. I had fun writing him, but when the moment came I realized I wasn’t so crazy about playing him. I did my best foppish nobleman voice and in the end I had to spend a lot of time at the table making an ass of myself. Hopefully I did him justice. (The players mentioned him a couple of years later when we were taking about the campaign, which is probably a good sign.)

As the early days of videogames taught us, voice acting isn’t nearly as easy as it seems. The average nerd is not going to be able to give Sir Ian McKellen a run for his money, much less voice the population of Middle-Earth from Barliman Butterbur to the Witch-king of Angmar. No matter how masterful your writing is, it’s your face and your voice that drags the character off the page and inserts him into the game world.

My approach:

If I have a character planned ahead of time, I try to Google around and find a suitable picture for them. I play right beside my computer, so it’s easy enough to bring up the picture when the time comes, which gives the players a face to go with the name.

I tend to do voices for men. “Oh, feeling plucky, are you? Well then, you best take a good torch or two with you. Tales say it’s not fond of fire.” On the other hand, I tend to narrate interactions with women. “She tells you that the grue is afraid of light and suggests you take a torch with you.”

If I have to speak in-character for a woman, I simply use my unaltered speaking voice and let the players fill in the rest. (When I enacted Queen Alidia, I just tried to be slow and severe. I suppose I was aiming for the Christopher Lee end of the spectrum, but for all I know it just sounded addled. I’m sure I didn’t sound anything like a woman.) Attempting to adopt a falsetto voice and acting out a woman character is an express trip to Monty Python purgatory – a twisted world of comedic snickering and mockery at the DM’s expense.

This means the men end up being more vibrant and more fun to play, which in turn leads to me using a lot more men than women, which always bothers me a bit.

Do you (or your GM) do voices at the table? How do you handle it and how well does it work?

 


 

Anti-Gaming Propaganda

By Shamus Posted Wednesday Mar 11, 2009

Filed under: Rants 54 comments

Andy Chalk at The Escapist points us to a report at CBC (the state-sponsored media company in Canada – although I’ve never had a clear picture of just what that sponsorship involves or how big of a deal it is to the average Canadian) which has an article on “the obsessive world of gaming and its young stars”. It represents about the most willfully ignorant news item I’ve ever seen about videogames.

During the whole pornogate scandal that surrounded Mass Effect we saw more than a few whoppers told by hilariously knowledge-impoverished idiots. But that story was initiated by pundits, not reporters. This one is done under the pretense of investigative journalism, although it reads like melodramatic Matrix fanfiction written by a lonely twelve year old. No investigation took place during the writing of this report. Even a few minutes with Google would have cured this case of delusional yellow-hued journalism.

Andy Chalk outlines the various crimes perpetrated by the story, but the gist is that a kid played too much Call of Duty online, his parents took away his Xbox, he got upset and climbed a tree, fell out, tragically died, and then a reporter came along and blamed the whole thing on videogames by building a house of sophistry atop the corpse of the dead child. (It actually sounds like his parents were teaching him restraint, and he had an unrelated accident. Good for them. I’m very sorry for their loss.)

Also noteworthy is this story on the same site, which explains to us, “What happens when someone’s virtual fantasy overtakes their real life.” The two articles next to each other look less like the work of hacks, and more like the work of hacks with a bumbling agenda.

Man, it’s been rant-y around here lately, hasn’t it?

Dear jerks of the world: Knock it off already, wouldja? We’re trying to enjoy ourselves here. Thanks.

 


 

Gaming High

By Shamus Posted Tuesday Mar 10, 2009

Filed under: Rants 83 comments

I don’t mind anti-drug messages in theory, although for the bulk of my life the anti-drug messages aimed at teens have been mostly incompetent and occasionally offensive. The awful 80’s and 90’s cartoons where Saturday morning characters would gather to warn kids that drugs were a great big monster was the most clumsy and obvious form of propaganda. Even in my early teens I could see that these spots were designed to scare, not inform. (Although I’m sure I wouldn’t have described it that way.) They were so bad that I wouldn’t be surprised if they made the problem worse.

Portraying drugs as a giant slobbering monster trying to eat the Ninja Turtles (yes there was really a special along those lines) doesn’t really give a kid any sort of knowledge or context they can use when the moment comes. When their chance to say no to drugs rolls around, it won’t be a huge flesh-eating monster. It won’t be Satan beckoning from an alley, or even a strange kid offering friendship in exchange for you doing some of his drugs. (Hint: People don’t go around offering their expensive and illegal drugs to strangers.) These images were far more illustrative of how adults viewed the world of teenage drugs. Which is to say: At a great distance and with not much clarity. No, when a teenager is offered drugs it’s usually by a perfectly normal friend. He’s there. He’s your friend and you’ve known him for years. He helped you out that one time someone swiped your pants out of your locker in gym class. He looks like he’s having a good time, and he wants you to have a good time too. If those cartoons were so far off about what drugs looked like, then maybe they were also wrong about drugs being bad for you in the first place. He’s not turned into a mindless flesh-eating zombie like the cartoon said he would be, anyway.

But the big problem with teenagers is that they have terrible long-term risk assessment, and to them anything further than a month away is “long term”. I agree that it’s really important to equip kids so that they can make wise decisions, but you can’t teach with lies, even if they’re well-intentioned lies aimed at keeping kids out of danger. Part of the problem is the way anti-drug ads talk about smoking weed, but then point towards the effects of (say) heroin. I understand the concept of gateway drugs, but the chain of bad decisions that leads from lowering your inhibitions via smoke or alcohol to trying and becoming addicted to hard drugs to a life of ruin is a little too complicated for a twenty-second spot, and shortening it to, “Weed will turn you into a crackwhore” is obviously false in a way that will cause the audience to tune you out.

But the recent Above the Influence ads are taking a different approach: They warn kids that smoking pot will make them terrible gamers. These really bugged me when I first saw them, although for different reasons than those awful 80’s anti-drug cartoons which, now that I think of it, are probably really funny to watch when you’re high.

For context: I’ve never been high in my life. I’ve known several people who smoked weed. Some short-term. Some did it for years. One kid I grew up with (let’s call him “Mark”) is the classic burnout. He was energetic and a bit intense at 15, and now at 35 he’s an addled, stammering loser who lives alone and maintains the bare minimum of a job to sustain his habit. Years of smoke have given him the permanent stoner face – that squinty-eyed befuddlement of someone who just woke up and can’t remember what day it is. Drugs did not ruin his life – he ruined his life with drugs. I’ve known of other people that smoked for years and managed to live a more or less norm[a]l life. As with alcohol, it’s a risk that’s hard for the fifteen year old to evaluate.

A screenshot from the ad. This is how all gamers drink:  I stare piercingly into the bottom of my undersized can as it floats in my open hand, and then I pour it down the front of my ninja mask.
A screenshot from the ad. This is how all gamers drink: I stare piercingly into the bottom of my undersized can as it floats in my open hand, and then I pour it down the front of my ninja mask.
But getting back to the the Above the Influence ad. I don’t like it for several reasons:

  1. It makes it sound like these kids only like their friend because of his (now impaired) skill at videogames. They’re not concerned that their friend is putting himself in danger. They’re upset that he’s not pulling his weight on their raid into Karazhan or whatever. What the hell kind of friends are these? I don’t want my kid doing drugs. I also wouldn’t want my kid making friends with these idiots. Smoking weed aside – this sells the notion that people aren’t good playmates unless they’re awesome at playing. One character says, “I used to have a good time playing with Lyle. We made a good team.” So… you don’t have fun with people that don’t meet your skill prerequisites? I think you’re gaming for the wrong reasons.
  2. Like my examples above, it’s likely to ring false for many gamers. You run into baked players all the time online. Not in high-speed twitch games, but in the slower-paced stuff. MMO games in particular seem to have more than their share of players named “Megatoker” and “Captain420”. I’ve played with people that were high. They might not have brought their a-game, but they weren’t a massive liability, either. Playing while high is probably not unlike playing while making dinner and settling fights between the kids, performance-wise. Once again, teenagers are not stupid. They will see that you were wrong about weed making you suck at videogames, and will file the rest of your advice under “stupid crap adults said to me when they didn’t know what they were talking about.” And it’s really important they not do that, because they need that knowledge before they do something dangerous.
  3. What is up with those visuals? If you’re going after the teenage gamer crowd, then using footage that looks like (bad) mid-90’s prerendered jRPG cutscenes is not the way to go. These kids were in diapers when that stuff came out.
  4. It’s so obviously fake. If you want to talk to these kids, then log the crap in for an evening and figure out what they’re doing before you pretend you have some insight on the subject. These characters do not talk like gamers. If you talk about headshots, or rushing, or DPS, or grinding, or something that conveys a basic familiarity with gamer culture it will go a long way to getting them to listen. Before you start writing dialog, ask yourself if you would survive an eight second conversation with one of the people you’re trying to talk to:


    sup. LFG?

    Hello. I enjoy this game. I have been playing a long time. I'm good at it because I don't do drugs.

    O rly? What's your fav class?

    Um. Shooting?

    Your fav character class is shooting?

    Yes.

    lol

Just so nobody accuses me of – I dunno – being “pro teenage drug use” or something insane, I offer my own anti-drug message that I’d aim at young gamers if I thought they were interested in what I have to say:

I’m sure being high is lots of fun. Plenty of people have said so. But playing WoW is also fun. So is Quake World. It’s also cheaper and less of a threat to your lifestyle in the future. It’s easy to say no, and there’s nothing to lose. It might not feel like it, but stuff you do now can still have an impact – for good or for ill – on your life twenty years from now.

Nobody has ever looked back on their teenage years and thought, “Oh, if only I’d tried drugs as a teenager!” I certainly haven’t. My friend Mark – assuming he’s still capable of introspection – has something to regret every single day he wakes up alone and poor. Not everyone winds up like Mark, but some people do. It’s not worth the risk, the expense, or the hassle. You won’t miss it.

I don’t know if that message would do any better at influencing kids, but it doesn’t look like the intro to a Playstation One game that failed quality control and it doesn’t portray the “cool gamers” as vapid skillbots with no concept of fun or friendship.

And most importantly, it’s the truth.