My Stupid Broken Website

By Shamus Posted Friday Apr 13, 2007

Filed under: Rants 29 comments

Lots of people are complaining about errors they get when posting comments. Errors like this one:


Error 403
We're sorry, but we could not fulfill your request for /twentysidedtale/?p=nnn#comment-nnn on this server.
You do not have permission to access this server.
Your technical support key is: xxxx-xxxx-xxxx-xxxx
You can use this key to fix this problem yourself.
If you are unable to fix the problem yourself, please contact twentysidedtale at shamusyoung.com and be sure to provide the technical support key shown above.

I don’t even know what this error means, or what is generating it. Is it something on my website? WordPress? A plugin? I don’t know who wrote this piece of code, but they committed a major no-no by directing “technical support” emails to the site author. Icing on the cake is that if users consult the linked page they are (re)directed to a totally unrelated website that probably wants nothing to do with my technical support issues.

The problem started a while back, when the huge influx of new visitors caused a subsequent huge influx of new spam. For about a week I had .htakismet installed, which is a plugin that reacts to spam by blocking access to the site from the offending IP. That sounds like a very nice solution, although I was wary of having a WordPress plugin dabble in the black magic that is .htaccess files on my server. After a week, I couldn’t tell if .htakismet was even working. At best it was having no impact. At worst, it was blocking legit users without me even knowing about it.

I pulled .htakisment and installed a different plugin: Bad Behavior. Unlike .htakismet, BB really did have a big impact on spam. I went from nearly a thousand spam comments each day to a few dozen, but then the stupid error above started popping up.

As far as I can tell, the error appears when someone posts a comment. After they hit the “submit” button they get the above message, but their comment appears anyway. It has never happened to me, but I’m an admin and I think the filters ignore me no matter what I type. The problem also exhibits that most dreaded of attributes: It is intermittent.

I don’t know what to make of it. Is this some mess made by .htakismet? Is Bad Behavior causing the problem? I could come up with guesses all day, but whatever the reason the problem is either getting worse or people are more eager to tell me about it. Going back to 1,000+ spams a day isn’t an option, either.

I’d tell you I’m working on it, but that would be misleading. I can’t really do any work on it until I know what to do. All I can tell you is that the problem is being worried about.

 


 

Jade Empire: Speed Run

By Shamus Posted Thursday Apr 12, 2007

Filed under: Game Reviews 17 comments

There was some musing in earlier comments about how long it takes to beat the game. This got me to thinking about how fast the game could be beat. So I tried it out.

My Kung-Fu hero, "Speedy" He’s level 16 at the end of the game, with 3:24 elapsed. His stats are rubbish, but he still made the bad guys eat righteous fist in the end.
My Kung-Fu hero, "Speedy" He’s level 16 at the end of the game, with 3:24 elapsed. His stats are rubbish, but he still made the bad guys eat righteous fist in the end.
I skipped through the dialog as fast as it would let me and skipped all cutscenes. I used turbo run everywhere I went, and I didn’t do anything that wasn’t required to complete the core quest. At the end of the game I was only level 16. My previous trips had taken me to level 21 and 24. That is a really big delta. I should note that the game wasn’t that much harder at the end. I’m not sure if it was because I was better at the fighting or if the game does some devious auto-leveling. This merits further investigation.

According to the savegame at the end I beat the whole thing in 3:24. Three hours and twenty-four minutes to get from the tutorial fight with Jin Woo to the final boot to the head at the palace throne room. I do notice that this provides an interesting view of the game. It strips the beautiful parts away, like pulling the body panels off of a car. What you are left with are the bare ugly essentials. It is interesting to see how a majority of the game (over 70% of it, quest-wise) is optional. I like that. I also note that in my “long” trip through the game (22 hours) I still missed several sidequests.

Upon reflection, I can see my Speed Run path wasn’t optimal. In the swamps I took the right-hand path, which leads to rescuing Fen, which is a bit of a time-sink conversation / cutscene. I closed the dam, because I didn’t realize I didn’t have to. I fought the cannibals instead of promising to kill the Forest Spirit in exchange for the crystal. I fought Master Shin’s acolytes, which I suspect is optional. At the final confrontation I chose to fight instead of accepting the sucker’s ending. I’m sure there were other shortcuts I missed here and there. I’ll bet the game can be beat in under three hours.

For anyone wanting to try this, here are a few tips: (I’m not sure why anyone would, but then again I’m not sure why I did it in the first place.)
Continue reading ⟩⟩ “Jade Empire: Speed Run”

 


 

Strong Female Characters

By Shamus Posted Thursday Apr 12, 2007

Filed under: Movies 82 comments

kennycelican links back to this dusty old post and then adds some interesting thoughts on strong female characters.

This really is a problem*. Lots of movies have trouble coming up with a strong female character who isn’t just a short man with no personality. The example cited in the post was that of Abigail Whistler in the third Blade movie. She’s my favorite example of a hackneyed “strong female character” who emphasizes “strong” at the expense of “female” and “character”.

Continue reading ⟩⟩ “Strong Female Characters”

 


 

Morality Modeling

By Shamus Posted Thursday Apr 12, 2007

Filed under: Game Design 25 comments

Corvus is talking about morality, as judged by game engines.

I have long been an advocate of interpreting behavior normally described as Good or Evil as “beneficial to the tribe” and “harmful to the tribe” respectively. This means that a single action, let's say stealing a wallet, will be interpreted differently depending on the perspective (i.e. tribal allegiances) of the person judging the action. For a law abiding citizen, the theft of a wallet would be considered harmful to their tribe. After all, the action represents the removal of a beneficial resource from the tribe by an external force. If that wallet held money which was going to be spent on purchases from the rest of the tribe, it would have a greater impact. People are far less concerned when an empty wallet gets stolen. To the thief's immediate family, however, the theft of the wallet represents a gain. If the thief shares a cut of his take with a larger organization, they too benefit from his actions. In other words, people who stand to profit from the act do not tend to regard it as a harmful one.

If I could nitpick this a bit, I think the “tribe” idea is beginning to hit on what the real crux of good vs. evil is. If my buddy brings me $100 which he stole from someone who I dislike, I would still want no part of the $100. Stealing is wrong, even if the person I’m stealing from is from “another tribe” and is a jerk. Even if he’s a billionaire and will never miss a measly (to him) $100, I would still not want any part of it. Even if I knew I would never get caught and that the victim would never miss the cash, I wouldn’t want it. Most games would give me “light side” points for this, I suppose, although I hardly think this is a position of novel or heroic altruism.

You could turn around and argue that I’m simply expanding my personal perception of “tribe” to include people like this billionaire. But this hits on my main point, which is that good vs. evil could be defined by how big I think my tribe is. An evil man might have a tribe of one. (Himself.) A slightly more reasonable person might include their family. Most people would include their neighbors and people they know. So, the more “good” your are the more inclusive your tribe is. The good / evil slider in games is really a very crude tool for figuring out how big your personal tribe is.

Some people strive to extend their own “tribe” to include all humans. (While I agree with this notion, it turns out to be very hard to pull off in the real world, as you face many situations where your “fellow” tribe members hate and kill one another. It’s pretty hard not to take sides in this, which ends up kicking someone out of your mental tribe.) Some people (PETA) want to extend their tribe to include animals. Most of us balk at this idea in general, but our own pets get a pass for being members of our “family”, as it were. Marking tribal distinctions based in race is a taboo in our culture, although doing so based on political beliefs is not. Thus, saying “I think [pick a skin color] people are stupid and untrustworthy” can get you fired, but saying the same thing of Democrats or Republicans is hopelessly routine. In real life, I’m sure the system is more graduated than tribe / not tribe. Usually family ranks above friends, who rank above coworkers, who rank above employers, who rank above total strangers in your area, who rank above total strangers from someplace far away, who rank above conquering space aliens, Nazis, and telemarketers.

Having said this, I would not want to try to model all of this with a computer. Not on a bet. Sweet mercy. You’d need a quad-core machine with a couple of gigs of memory just to figure out if NPC A would be willing to lend a dollar to NPC B.

This reminds me a lot of my earlier discussion about Oblivion, and how introducing a system of fencing stolen property simply moved the AI stupidity from one point to another. In the end I concluded that you would need AI capable of investigating and solving crimes before you were free of nonsense behavior from NPCs.

I hasten to add that I don’t want to suggest that the plans for the Honeycomb engine are in any way stupid. Most of the writing he does about it has me nodding my head, “That’s a really great idea!” My nitpickery aside, I actually find his idea to be pretty compelling. It will be interesting to see it in action (uh, someday?) and to see what sort of reactions players have to it. The rules of a game world drive player behavior to a certain extent, and more interesting rules will lead to more interesting behavior, which – all other things being equal – will lead to a more interesting game.

 


 

Jade Empire: The Water Dragon

By Shamus Posted Wednesday Apr 11, 2007

Filed under: Game Reviews 16 comments

Jade Empire spoilers ahead…

At first I thought it strange that the Water Dragon was in charge of water, and shepherding the dead. That seems sort of odd. It’s like a guy being in charge of Marketing, and driving the forklift. These aren’t jobs you’d expect to overlap. Now I kind of see how the two concepts are related. Or at least similar.

The Water Dragon.  She’s in charge of water. And dead people. Her operations are not running properly due to the <em>very</em> hostile takeover and subsequent downsizing of her department.
The Water Dragon. She’s in charge of water. And dead people. Her operations are not running properly due to the very hostile takeover and subsequent downsizing of her department.
In Jade Empire, when people die their souls are (normally) drawn to Dirge, where they pass through the gate and into their rest. I think just their energy passes back into the world while the spirit itself goes to the afterlife. I don’t know if you would call this reincarnation or not. (Dawn Star does, at one point.) In any case, the game makes it clear that the Water Dragon cannot create anything, only guide the dead to keep the cycle going. This is called “turning the Great Wheel”. The Great Wheel is like a water wheel, and as spirits pass through it turns, and the cycle of life & death continues.

Spirit Monks are given the ability to “bind spirits”. This power is supposed to be used on wayward spirits. Once in a while someone dies and decides to hang around and cause trouble instead of going to the afterlife. Usually this means they died under very unhappy circumstances. Spirit Monks are supposed to use their power to grab these ghosts and help them get where they need to go.

Continue reading ⟩⟩ “Jade Empire: The Water Dragon”

 


 

DM of the Rings LXXXVI:
Clickfest

By Shamus Posted Wednesday Apr 11, 2007

Filed under: DM of the Rings 80 comments

Gimli plays Diablo.

By now you’re probably realizing that this week is just going to be the same joke, told three different ways. Don’t think of it as getting less jokes, think of it as me getting to play more Jade Empire last weekend!

Honestly if I ever get my hands on Final Fantasy XII, this webcomic is doomed. You’ll get ten silent panels with no punchline, strip after strip of out-of-context Monty Python quotes, and jokes which are nothing more than Viggo Mortensen making funny faces.

 


 

Have Fist, Will Subjugate

By Shamus Posted Wednesday Apr 11, 2007

Filed under: Game Design 40 comments

I asked, Corvus responded. His answer as to why he plays through the “evil” storyline of a game is really interesting. His post also got me thinking:

I could get into a game where the story was – by design – the story arc of an evil character. Like Corvus, I think it could be really enjoyable if done with a wink.

Take the classic tale of The Hero Must Round Up Objects X to complete Artifact Y so he can kill Villain Z. Except, in this game you get to be Z.

The hero is good-looking, blond haired, square-jawed paragon of sanctimonious virtue. He’s mighty, but also brimming with false modesty and driven by a need to feed his bottomless ego with the thankful cheers of the oppressed. The ladies love him. Take the intelligence of The Tick, mixed with the emotional depth of Prince Charming from Shrek 2, mixed with the condescending attitude of D&D Paladins, and there you have the template for our heroic antagonist. His followers are a collection of sycophantic sidekicks who stand in his shadow and direct incoming praise to their leader. He’s Fabio. He’s shallow. He’s arrogant. He’s a moralizer. He’s the guy we love to hate, and he’s just convinced he’s destined to win in the end.

Your plan, of course, is to take over the world. Just as good-themed games suffer a little when trying to allow you to do evil, I think this game would suffer if it tried to let you play a little good here and there. Instead of good vs. evil choices, you would make Law vs. Chaos choices. Yes, you’re evil, but what kind of evil? Certainly peasants mean nothing to you, but will you sacrifice loyal followers to get ahead? Do you kill your own men on a whim? Will you keep your word with those who do your bidding without question. When you tell someone, “Tell me what I want to know and I’ll let you live”, do you actually let them live once they cough up the info? Would you rather rule through control borne of loyalty (theirs, to you) or fear?

As the evil guy, your quests would be stuff like:

  1. Lure away one of the Hero’s cohorts and get them to betray him.
  2. Commit a terrible crime and blame it on the Hero, thus forcing him to waste time clearing his name.
  3. Follow in his wake as he goes questing about. Find the people he’s helped (who are gushing with praise for the guy) and make them reveal what they know about his plans to stop you.
  4. Get the rest of X objects before he does.
  5. Build up an army of unquestioning followers.
  6. Throw said followers at him in waves. Use them to to annoy, harass, delay, and frustrate that smiling, infuriating pretty boy.
  7. Once your men have softened him up, move in and defeat him yourself.
  8. Once he’s out of the way, you get to rule these filthy peasants like the heartless despot you are. You (and only you) live happily ever after.

Just imagine the conversations. The game practically writes itself. Comedy is sometimes tricky, but this is one of those ideas (like DMotR) where you just can’t go wrong. (Assuming you’re going for funny.)

If done right, I’d play that game in a heartbeat.