Deep Silver / Saints Row.com

By Shamus Posted Friday May 2, 2014

Filed under: Rants 65 comments

Pretty much the moment I logged into Saints Row 4 for the first time, the game was trying to get me to sign up for the Saints Row website. You know: Create an account! Social media! Online with your friends as on the internet with special offers! It’s the sort of thing that has the stench of a lumbering corporate behemoth throwing gang signs and trying to talk with tweens about their Facechats and InstaGramming.

One of the features hooked in to having an account was being able to save and load a character design independently from your save game. (Share your designs with friends!) I ran into a situation where I had a character I liked, but I wanted to start a brand-new game with them. So okay. I’ll try this website business and see how it works out…

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Diecast #56: Terrible RPG Tales from Professor Rutskarn

By Rutskarn Posted Wednesday Apr 30, 2014

Filed under: Diecast 328 comments

Hey, guys, it’s Rutskarn. This story speaks for itself–it’s about a total shitshow of a GM who ran the most incompetent campaign I’ve ever participated in. It is not the worst campaign I’ve ever heard of, but to clear that hurdle it’d need to involve literal felonies, so never mind.

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Hosts: Josh, Rutskarn, and Shamus.

Just in case your palate needs scrubbing, I’ll be around to answer any questions about running or playing tabletop roleplaying games that you’ve got for me in the comments. I’ve got hundreds of hours of GMing experience (in fact, nearly a hundred hours of experience GMing only at charity events), so generally speaking I know what I’m talking about.

Ask whatever you’d like. I should get to most of them within a day or so, but I’ll plug away until I’ve hit ’em all.

 


 

Experienced Points: Get Unreal Engine 4… For 19 Bucks?!?

By Shamus Posted Tuesday Apr 29, 2014

Filed under: Column 69 comments

This week we’re talking about… you can read the post title, can’t you? Yeah. That. We’re talking about that.

Unreal Engine was my first experience with something that felt like a real toolkit and not a slapdash pile of utilites. When id Software gave their tools away, it was usually just some command line (DOS) program that would take in raw data and spew out a playable level. It was up to the community to make a program that could create that data. In comparison, Unreal came with a level editor. And not just a bare-bones level editor, but a real program with a proper GUI interface and a 3D rendering window that would let you build the scenery, texture map it, light it, set up switches and moving objects (like doors and lifts) place points for AI navigation, and fill it with weapons and enemies.

A lot of this comes down to the question of “How good do we make our tools?” For example:

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Diecast #55: Mailbag!

By Shamus Posted Monday Apr 28, 2014

Filed under: Diecast 247 comments

Perhaps to counter-balance the packed cast of last week, we’ve got a skeleton crew this week. As a result, no Spoiler Warning. But! Double Diecast. Here’s the first one…

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Hosts: Josh, Rutskarn, and Shamus.

Show notes:

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Dark Souls Special Part 3: None Shall Pass

By Shamus Posted Saturday Apr 26, 2014

Filed under: Spoiler Warning 223 comments


Link (YouTube)

George asks, “Doesn’t that feel good?” There’s a really interesting divide here between types of players, and I feel like if we drilled down far enough we’d uncover some fundamental stuff about personalities and the way people cope with frustration. Rutskarn and I generally don’t experience that euphoric rush when we finally overcome a challenge. It’s more a sense of grudging relief, like when the dentist finally puts the drill down. It’s not a reward, it’s just the end of the thing that was making you miserable.

Josh and George are clearly the other sort of person. You can hear it when Josh screams “YEAH!” when he finally nails a challenge. George likewise evidently gets some kind of gratification from the process.

Which makes talking about this game really frustrating for me. Fans keep trying to explain to me that I just need to stick with it long enough to get that sense of accomplishment. But it will never happen because I’m not wired that way and don’t play games for those reasons. They assume that I just need to stick with it long enough to feel the release and I’ll be hooked. They’re selling me on the basis of a high that I will never feel.

Making things more complex is that for the Josh-types of tthe world, it seems like the higher the frustration, the better the payoff. It’s nice to beat the guy who killed you twice, but it’s SUPER AWESOME to finally beat the guy who killed you ten times. This is also not the case for me. It intensifies the misery of playing the game, but when it’s over I don’t get a bigger payoff.

In my case, I’m kind of always getting a payoff while I’m playing a game… until the moment I lose progress. I don’t start having fun again until I reach the point where I can repeat the challenge. So the more frustrating the boss, the less rewarding the game is. For me the reward isn’t finishing the job, it’s in doing (and perhaps optimizing) the job. Josh is gardening so he can grow the biggest squash and wow the townsfolk. I’m gardening because I like to garden, provided my efforts aren’t getting bulldozed every so often.

It doesn’t have anything to do with “getting good”. We experience games in very different ways and it’s not really related to skill level. Getting better would make the game less miserable, but it would never give me the the feeling of “victory”.

I wouldn’t be surprised to find that this is related to people’s attitude towards PvP. Josh is into PvP. I’m not. I hate losing and I don’t get a lot out of winning.

Anyway. That’s Dark Souls. Next week we’re heading back to Skyrim.

Thanks again to George for Spoilering with us!

 


 

Hangout 4/25: Dark Souls 2 – IT’s Over

By Shamus Posted Friday Apr 25, 2014

Filed under: Notices 54 comments

Hey everyone, Josh is playing Dark Souls 2 for the very first time right now. Watch it now on Twitch.

I missed the end of the stream, right when JPH showed up and was about to do some co-op with Josh. Someone tell me how it ended!

Anyway. Fun times. Gorgeous game. Looks hard. Thanks for watching.

 


 

Dark Souls Special Part 2: Hashtag DESERVED

By Shamus Posted Thursday Apr 24, 2014

Filed under: Spoiler Warning 105 comments


Link (YouTube)

Ah, the joys of doing a show unrehearsed, unplanned, and un… sane. This is one of those moments we couldn’t have achieved if we wanted to. It just had to happen on its own. I’d love to hear some theories on what the other player was doing. He seemed to swing wildly from super-tryhard to self-destruction. I assume there was some sort of plan here, but I can’t even guess at what it was.

I’m really glad we waited until George was on the show before we covered this game. This whole section was that much more exciting with his commentary.

References:

The pot-smashing reminded me of this little gem. The random nonsense names that we were calling out during the invasion were from Mystery Science Theater 3000: Space Mutiny. I already linked it yesterday, but since we mentioned it again he’s another link to the SBH Critical Close-Up of Dark Souls. And as Josh said, we’ll be doing a live broadcast of Josh playing Dark Souls 2 tomorrow.