The Other Kind of MMO: The Materazzi Problem

By Bob Case Posted Saturday Jul 25, 2020

Filed under: Video Games 112 comments

In the last entry I covered my first attempts at a rental scam and joining the player alliance called Goonswarm. This picks up there.

Shortly after I joined Goonswarm, they relocated to a different region of space in the north called “Deklein,” and more specifically the station in the VFK-IV system, which for years to come would be the de facto capital of Goon country. Almost immediately after moving they fought a war. Earlier in this series I promised not only a bunch of long, rambling stories but a bunch of long, rambling stories that contain potential game design lessons. Goonswarm’s war against another alliance called “Goodfellas” is one such story: it illustrates something I’m going to call the “Materazzi Problem.”I am going to explain what that means, bear with me.

It's not always easy to find good screenshots of large fleet fights, but I think this is a pretty good one.
It's not always easy to find good screenshots of large fleet fights, but I think this is a pretty good one.

Like I said, we fought a war. I don’t entirely remember the cassus belli for this one – Goonswarm had an ally in the region called TCF, and claimed that Goodfellas had broken some agreement with TCF or something, so now they had to go. The real reason was that Goons were big (thousands of members) and Goodfellas were small (merely hundreds, I don’t remember how many). Wars like this between mismatched opponents are sometimes called “evictions” and this was a classic example. Goonswarm employed a typical two-step strategy: 1. shoot stationary objects for hours and 2. station camp their opponents and shower them with abuse.

Continue reading ⟩⟩ “The Other Kind of MMO: The Materazzi Problem”

 


 

This Week I Played… (July 2020)

By Shamus Posted Thursday Jul 23, 2020

Filed under: TWIP 195 comments

A few months ago, everything was in lockdown. Then it lifted for a couple of months, which was just long enough to move to our new place. Now everything is shutting down again. These are strange days, but luck seems to be with us for now.

I’m still trying to get my home office put together.

Everything Old is Even Older

I’ve got a stack of old computer books and magazines from the 80s and 90s. At the old place, I had these on a bookshelf. But now that my office is set up, I like how open and sparse it is and I’m not eager to add shelves full of crap. So now I’ve got three large containers filled with stuff I don’t want to unpack but can’t bear to throw away.

I feel like it would be a shame to just send these old programming books to a landfill. If nothing else, they ought to be scanned for historical purposes / reference. But then, that’s a ton of work and I can’t be bothered.

I’ve got a bunch of old PC Gamer magazines here that I can’t bear to throw away because of the bygone era they represent. Like, I’ve got the WORLD EXCLUSIVE FIRST REVIEW! of Half-Life 2 from December 2004. These magazines don’t just represent a dying medium, but also the glory days of my once-favorite gaming magazine. They offer a peek into an exuberant gaming culture that no longer exists.

I’ve also got boxed copies of many 90s games. I already did a huge purge of my collection 15 years ago when I threw away a lot of floppy-based games that had perished due to bit rot. I feel like I need to do another purge to clear out the stuff that I now have access to digitally, but damn it… I miss the days of physical media and owning stuff. These shiny disks are, in a practical sense, the last games I will ever really own. Everything since then has come prepackaged with Sword of Damocles 2.0.

On the other hand, this stuff takes up a ton of space, collects a ton of dust, and I never use any of it. I’m going to have to throw some of this crap away eventually. I just need to figure out which items I’m least likely to regret discarding.

Anyway, here’s what I’ve been up to…

Continue reading ⟩⟩ “This Week I Played… (July 2020)”

 


 

The Lootbox Problem Part 2: Why is This so Dang Complicated?

By Shamus Posted Tuesday Jul 21, 2020

Filed under: Column 245 comments

So last time I talked about why I hate lootboxes so much. Now the next most obvious question is, “If Shamus hates lootboxes so much, why is he so shy about calling for regulation?” Or perhaps, “Why is he always talking about how ‘people’ will want to regulate them, without naming himself as one of those people?”

The first and most obvious reason is that doing so is an explicit political position and would violate the no politics rule. It would be really obnoxious for me to prohibit public policy debates and then spend my time advocating for specific public policies. That would turn the No Politics Rules into a “You’re not allowed to disagree with me” rule, and that’s a fantastic way to frustrate and alienate people.

But Shamus, 99.9% of us agree on this topic. It ought to be safe to talk about.

Maybe? I don’t know. Magic: the Gathering and Hearthstone are games built around “lootboxes” in the sense of paying money for a chance to win desired items that are impossible or impractical to obtain through gameplay. I’m not a player and I don’t particularly care about the games, but it’s still a game that healthy, consenting adults are able to enjoy. Moreover, there are plenty of people who enjoy the occasional lootbox. “Hey, I like this free game and I want to support the creator, so I’ll buy a couple of lootboxes and maybe I’ll get something cool.”

I don’t want to see those people lose access to the things they enjoy. I don’t want their games turned into collateral damage in a war against Battlefront II style lootboxes. Again, if I get up on my soapbox and advocate for banning your thing because doing so might make my thing better, then suddenly I’ve made myself your enemy. I don’t want to take anything away from those people. Moreover, I don’t want any of those people to think I want to take anything away from them.

Continue reading ⟩⟩ “The Lootbox Problem Part 2: Why is This so Dang Complicated?”

 


 

Diecast #309: Hue, Townscaper

By Shamus Posted Monday Jul 20, 2020

Filed under: Diecast 19 comments

Remember that next week I’m having SoldierHawke on the show. She does blind play-throughs of iconic games on her YouTube channel. Currently she’s playing Jedi: Fallen Order, Deus Ex: Human Revolution, and the Half-Life remake Black Mesa. If you’ve got a question for either of us, then the email is in the header image.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast309


Link (YouTube)

Continue reading ⟩⟩ “Diecast #309: Hue, Townscaper”

 


 

Hypothetical ME4: Partying Like It’s 2009

By Bob Case Posted Saturday Jul 18, 2020

Filed under: Mass Effect 51 comments

Last entry covered the pop-up religions of a hypothetical Mass Effect 4. We don’t want them to only exist in the background, or in codex entries and tie-in novels. They would – hopefully – be woven into the experience of playing the game, and the best way to do this is through character quests.

By “character quest” I mean one that’s centered around a party member and isn’t part of the game’s primary campaign. I’ve thought for years that the character quest is one of the most underutilized plays in the RPG playbook. They both create a deeper connection between the player and their party members and connect those party members to the setting. Anyone who’s played the Mass Effect series probably cares about the genophage largely because of Mordin and Wrex, or the Geth-Quarian conflict because of Tali and Legion. I suspect that one of the reasons Mass Effect 2 was so successful was because it had so many character quests – by runtime, they’re the bulk of the game.

They’re also a muscle that Bioware still exercises. The most recent entries in the Dragon Age and Mass Effect franchises (Inquisition and Andromeda, respectively) were certainly flawed, but they both had decent characters that I usually found myself liking by the final credits. As I’ve said earlier in this series, parts of the Bioware formula still work, and this series seeks to focus on the (relatively) simple and doable.

Continue reading ⟩⟩ “Hypothetical ME4: Partying Like It’s 2009”

 


 

Civilization Part 6: Complete Barbarism

By Shamus Posted Thursday Jul 16, 2020

Filed under: Retrospectives 125 comments

Like I’ve said before, I’ve always hated the barbarians in Civilization games. I understand their purpose in the early game. They’re a really good automatic balancing tool for map generation. If the RNG blesses you with a bit of extra space, then that’s more blind space for barbarians to spawn in. If you’re close to an enemy, then there won’t be space for barbarians. Either way, you need to build defenses. They also keep you busy during those slow periods of the early game where you would otherwise just smash the “Next Turn” button over and over again. And on top of all that, they’re thematically appropriate for the bronze age.

But then a few hours later you get into the industrial age and you’re still running into barbarians, which are now ridiculously inappropriate, nonsensical, and irritating.

Continue reading ⟩⟩ “Civilization Part 6: Complete Barbarism”

 


 

The Lootbox Problem Part 1: An Attack On Games

By Shamus Posted Tuesday Jul 14, 2020

Filed under: Column 226 comments

You might remember that a couple of weeks ago on the podcast we covered the story of the UK sorta-kinda banning lootboxes. In response to that, a reader / listener sent in a question that’s way too complicated to tackle in podcast form. This discussion requires a lot of nuance, some very careful phrasing, and lengthy examination of the topic from several angles. So instead I’m going to cover this in a pair of posts.

The question is thus:

Dear Diecast,

Shamus, what is your opinion on lootboxes? From your tone, you’re clearly not a big fan, but you usually focus less on your own stance than on the public dynamics of “If EA doesn’t change course, the backlash is going to pressure governments into banning them entirely.” That assessment is probably right, and a more useful contribution to discourse than you being the billionth person to throw in their opinion, but I’m still curious. As a consumer, do you ever buy lootboxes/microtransactions and how do you feel about it? If you somehow became King of America, what if any laws do you think should be passed on the issue?

Ninety-Three

PS: The way you avoid stating your own opinion while talking about the mob of angry people always reminds me of this comic.

Like Dr. Breen, I sense that Ninety-Three has asked an explicit question, while perhaps gesturing towards an implicit one.

  1. Explicit: Given your negative rhetoric, what’s your actual position on lootboxes?
  2. Implicit: Why are you so cagey when it comes to talk of banning? Why do you always sound like you’re offering a threat on behalf of someone else?

Now, these are perfectly reasonable and fair questions. The second runs afoul of politics, so let’s put that off for now and focus on the first one. Yes, my position on lootboxes is fairly negative, but I think my reasoning differs from that of most people.

A majority of objections seem to come at this from a public health perspective. The argument goes something like, “Lootboxes are bad because they exploit naive children and people with a weakness for gambling. They’re inherently predatory.” That’s fine, but again it feels a little political. Also, I’m worried that this argument would be met with indifference by the EA leadershipEveryone is doing lootboxes now, and maybe EA isn’t even the worst. But EA is the publisher I’ve studied the most, so I’m going to single them out. and their shareholders. I know EA CEO Andrew Wilson doesn’t read my blog, but for whatever reason I still have a desire to construct arguments that the leadership might find persuasive.

I’ll circle back to this public health idea later, but for now let’s look at it from another angle:

Continue reading ⟩⟩ “The Lootbox Problem Part 1: An Attack On Games”