How Many Words 2017

By Shamus Posted Sunday Feb 11, 2018

Filed under: Landmarks 47 comments

Last spring I decided to measure my overall output on this site. Now that we’ve wrapped up 2017 I thought I’d update the charts and see how things went last year.

As a reminder of how this works: WordPress doesn’t have a wordcount feature. So to get the number of words I write in a year I get a character count and divide by 6.6, which I determined to be my average word length. These charts only include my material, and not any of my distinguished guests. These charts are based on calendar years, not financial years or anything crazy like that. Read the original post if you want all the details.

Anyway, let’s get to the charts…
Continue reading ⟩⟩ “How Many Words 2017”

 


 

Wolfenstein II Part 2: Broken Technology

By Shamus Posted Thursday Feb 8, 2018

Filed under: Retrospectives 149 comments

Like I said last time, my goal here is to illustrate how this game has a lot of overlooked shortcomings and half-baked gameplay systems that should be fully-baked by the third entry in a series. But before I can argue with the critics, we need to talk about the PC launch. So let’s get that out of the way. Let’s talk about…

Technology

To get the framerate up to playable levels, I had to turn the visuals down to 2009 levels of detail. And yet the game still struggles to keep up. Where is all the power going?
To get the framerate up to playable levels, I had to turn the visuals down to 2009 levels of detail. And yet the game still struggles to keep up. Where is all the power going?

The game launched as a broken mess on the PC. I’ve spent hours reading the forums and I’ve never been able to find a pattern in any of it. There doesn’t seem to be a single unifying problem that caused the crashes, headaches, slowdowns, glitches, and bugs. There were people with low-end hardware that could run the game and people with high-end hardware that couldn’t. The problems impacted both AMD and NVIDIA hardware.

I get it. Developing for the PC is hard. This is doubly true if you’re one of the first AAA games to use the new Vulkan API and you’re still working the bugs out. While I always insist that for $60 the publisher is obligated to perform the due diligence required to make the product usable for the customer, I might be more inclined to give the publisher a bit of slack if they had shown even a sliver of competence after launch.

The timeline went like this:
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This Dumb Industry: Violence and Science Fiction

By Shamus Posted Tuesday Feb 6, 2018

Filed under: Column 277 comments

Mr. BTongue (also known as Bob Case around these parts) just released a new video on videogame violence as a follow-up to his first video on videogame violence. This new video pokes at some longstanding flame wars regarding the American military, politics in games, the supposed obligations of artists to the societies they operate in, and diversity. But it’s also got some stuff about The Iliad in it and that’s always fun:


Link (YouTube)

I’m wary of pulling on any of the threads in his video. I think there are a lot of interesting discussions to be had here, but this ain’t my first visit to the internet. I know that before we even get started we’ll end up with some partisan announcing, “I HAVE STRONG OPINIONS ON AMERICA AND THE MILITARY AND I’M GOING TO MAKE YOU AGREE WITH ME BY DROWNING YOU IN OUTRAGE AND LINKS TO SOURCES IDEOLOGICALLY ALIGNED WITH MY POSITION.” And then we’ll end up in the same old Red vs. Blue ditch where all internet discussions go to die. As usual, a few people ruin it for the rest of us.

So let’s just skate past that stuff and talk about…

Spec Ops: The Line: The Discussion: The Return

It’s funny that Btongue brings up Spec Ops: The Line now, since we were just talking about it in the comments of the most recent post of Wolfenstein II. Some people disliked the game. In their view, the game traps you in contrived scenarios where you only have one option and many seemingly reasonable alternatives aren’t available. Then it turns around and condemns you for those actions, and seems to condemn you for wanting to play the game in the first place. I really liked the game, but I also understand where the critics are coming from.

Continue reading ⟩⟩ “This Dumb Industry: Violence and Science Fiction”

 


 

Getting Over It with Bennett Foddy

By Shamus Posted Sunday Feb 4, 2018

Filed under: Random 67 comments

A few days ago we got a new installment of Errant Signal where Campster talked about Getting Over It, which seems to be the game everyone was watching and nobody was talking about last month. (I mean nobody in the gaming press. Maybe you talked about it with your friends, but I wasn’t there for that. It’s getting less coverage than PUBG, is what I’m saying.)


Link (YouTube)

If you missed it:

Getting Over It is a game seemingly made from random crap from the typical asset store. That’s the equivalent of making a movie using only stock footage. The game embraces this hodgepodge approach to design and makes it central to the game’s visual aesthetic. You play as a nameless naked man in a black cooking pot who uses a sledgehammer to pull and shove his way up a gargantuan mountain of trash. That’s no story, no characters, no context, no score, no unlocks, no save points, no enemies to fight, and no achievements to earn along the way. There’s just you, your hammer, some really fiddly climbing controls, and Bennett Foddy’s calm narration ruminating on difficulty and punishment in games as you ascend to new heights and tumble back down in bitter defeat.

I haven’t played it. I’m pretty sensitive to frustrating challenges with big setbacks as punishment. I’d get too angry to have fun. But like a lot of people, I enjoy watching the game. It’s a cruel task with a lot of pitfalls, where the environment is engineered to make falling down a deeply costly mistake. In fact, let’s look at the map of the whole game:

(Spoilers?)

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Wolfenstein II Part 1: Introduction

By Shamus Posted Thursday Feb 1, 2018

Filed under: Retrospectives 183 comments

This game came out to critical praise. The trailers looked good. Outside of the technology problems on the PC, there’s wasn’t a lot of negative press. But then the game was 50% off just one month after release, which isn’t something you normally see with successful games. Yes, that was a black Friday sale and those are always a little crazy. But even so, I didn’t see any other 1-month old AAA games going on that sort of deep discount. Was this an anomaly, or was the publisher struggling to sell this game?

I have no idea, but after playing through a couple of times I can say there is definitely something off about Wolfenstein II.

Continue reading ⟩⟩ “Wolfenstein II Part 1: Introduction”

 


 

Database Abuse

By Shamus Posted Wednesday Jan 31, 2018

Filed under: Projects 117 comments

The conventional wisdom is that WordPress is really database intensive. I’ve never seen an official critique of it or a proper comparison between WordPress and some other CMSContent Management System or publishing platform. This is just the sort of thing I see dismissive blowhards say on forums or StackOverflow. “What did you expect? WordPress puts a heavy load on a mySQL server.” I never really questioned it myself.

But last week got me thinking about it again when I tried to move this website to DreamHost. Is WordPress really that bad? How many dB queries does it take to create a single instance of the front page? How does that compare to other platforms?

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What’s New?

By Shamus Posted Tuesday Jan 30, 2018

Filed under: Notices 75 comments

Besides sulking, ranting, and pacing restlessly while my site was down, I spent the last several days updating bits of the site that have been neglected for ages. Most of this is probably only interesting or useful for new readers, but just in case you’re curious what I did:

There’s a new front page. Yeah. When was the last time anyone looked at that thing? I don’t even know.

Also, I updated the favicon for the site. I liked the old one because it was a blue die, but it looked terrible when mashed down to 16×16, which seems to be the norm these days. The new one isn’t as cool, but it’s more visually clear.

I’ve revamped the System Shock novel. Some PHP updates broke it ages ago, but now it should work as intended. Also I got rid of the archaic IFRAME-based design.

Heads up, you’re not at the end of the post. The next thing after the jump is an image of the thing we usually see below a post, which makes this feel like the end. But keep scrolling.

Continue reading ⟩⟩ “What’s New?”