The Altered Scrolls: Q&A, Part 2

By Rutskarn Posted Saturday Feb 27, 2016

Filed under: Elder Scrolls 78 comments

Gilfareth asked:

What I'd like to know is how you think Bethesda approached dual-wielding when they finally put it in, given they weren't too excited about it by your reckoning. I'm also curious how else they might've implemented dual-wielding if they'd have added it at other points in the franchise (what would dual-wielding in Morrowind have looked like without a janky mod to do it?)

I have no idea if they were enthusiastic about it or not. I think it only became a design priority because there was significant and consistent fan investment in the idea, but that doesn’t mean the devs didn’t have fun with it.

Dual wielding would have been antithetical to Morrowind‘s combat–fighting in that game, with its predictable strokes and static footwork and and grounded aesthetic, wouldn’t have allowed for the round arcs and balanced twirls that give dual wielding its balletic appeal. What’s more–and you can trust me on this–both attacks would have been keyed to the primary mouse button in a continuation of Morrowind‘s firm “nothing should feel particularly good” policy.

I’d argue it wasn’t until Oblivion that the game felt up to having two weapons at a time, and once that happened, there was no particular reason not to besides the development effort involved. Tell me it’s impractical to attack with two swords at once and I’ll point out that swinging a mace at an unarmored man, wielding a battle-axe with a head as big as a pig, and bringing a dagger to an ogrefight are all choices that are ludicrous by conventional martial logic–and key to heroic fantasy. Dual wielding feels individualistic and cool, and therefore heroic, and therefore as though it should be effective. Why shouldn’t it be?

Da Mage asked:

Unlike almost most RPG series, The Elder Scrolls has never really had a morality scale, and apart from quests in Morrowind, most quests only ever have a single solution. Would the next Elder Scrolls game benefit from such a system? Even if it was just a system that forced some player-choice to be designed in quests.

If you’ll indulge an anecdote:

When Arvind first demoed our game Unrest at a convention, he had people play as Tanya the peasant girl. Her chapter presents a singular problem with no easy solution and a dozen nested complications: how should she react when betrothed to her childhood bully? In addressing the issue Tanya is presented not only with various perspectives, options, and appeals to safety–economic, social, and physical–but the reality that nothing she can choose is safe and nothing she can do will make everyone happy. Somebody has to be disappointed. Somebody may get hurt. And if she’s really unlucky, none of it might matter at all.

One player sat down and worked through the introductory dialogues with apparent interest. Upon coming to the first real choice–the first chance to express an opinion on what Tanya is going through–he stopped. He read the dialogue choices a few times. He seemed surprised. Then he said to Arvind, “All of these seem reasonable. Just tell me which one’s Paragon.”

I don’t like morality systems.

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part 2”

 


 

Knights of the Old Republic EP54: Death Feel’d

By Shamus Posted Friday Feb 26, 2016

Filed under: Spoiler Warning 46 comments


Link (YouTube)

Yesterday I complained about how Bastila’s fall to the dark side didn’t work because she wasn’t tempted, she was kidnapped, tortured, and brainwashed. Here is where that really hurts us. We have an extended argument with her, and it doesn’t really work. She tries to lure you to the dark side, but she has nothing to tempt you with. She tries to sell you on the liberation of the dark side, but she’s a slave. She tries to encourage you to take down Malak, but you’re already doing that.

Then after you beat her, she talks – almost monologues – for several minutes while you stand there and do nothing. At the end of the long conversation she announces she’s leaving, then runs away, enters her ship, climbs into the cockpit, starts the engine, and takes off before you can even reach the boarding ramp. The scene never bothered me because I didn’t want to kill Bastila, but if I’d wanted to kill her then this would have driven me bonkers. That is some pretty flagrant cutscene shenanigans.

We’re actually done playing KOTOR. The final block of episodes has been recorded, so there’s no use in shouting advice to us now. The final episodes will go up next week.

 


 

Knights of the Old Republic EP53: Whoops.

By Shamus Posted Thursday Feb 25, 2016

Filed under: Spoiler Warning 84 comments


Link (YouTube)

Whoops, I clicked the wrong dialog option and did the opposite of what I intended to do, thus ruining everything. Better reload the game!

“Are you sure you wish to proceed? You will lose all unsaved progress.”

WHY DIDN’T YOU ASK THIS BEFORE I ACCIDENTALLY STARTED A WAR?

Of course, it wouldn’t make sense to give the user an “are you sure?” popup during a conversation. (Please no.) But this is a serious problem. In these kinds of games, you often have the player in situations like this:

Continue reading ⟩⟩ “Knights of the Old Republic EP53: Whoops.”

 


 

Mass Effect Retrospective 36: Argument Clinic

By Shamus Posted Thursday Feb 25, 2016

Filed under: Mass Effect 178 comments

At the start of Mars, Kashley joins you and gives you a hard time about working for Cerberus. She or he pouts about not trusting you and traps you in dialogs where all of your answers come off as lame excuses. It’s largely a repeat of the frustrating conversation on Horizon, which is perplexing since lots of people said that was one of the most irritating parts of Mass Effect 2.

Arguments in Fiction


Link (YouTube)

Fiction thrives on conflict. When an author wants a couple of their characters to disagree, they can do it through dialog that reveals their values as a character and allows their personalities to drive the scene, or the writer can just have them gainsay each other in an angry voice. This is very much the latter.

In a character-driven argument, disagreement arises from differing viewpoints. Each person has a different view of the world and they each try to convince the other that their view is correct. We get tension in the story because these viewpoints reveal or highlight the personalities of the participants. It’s drama, but also two-way character development. Good stuff.

But here at the ass-end of Mass Effect, people argue and say mean things because the author needs them to be at odds. One or both parties needs to be an obstinate butthead and ignore what the other is saying. The author effectively hands one of the characters the idiot ball so the argument can take place.

Dialog from my playthrough of the game, just as Ashley and Shepard are entering the Mars installation:

Continue reading ⟩⟩ “Mass Effect Retrospective 36: Argument Clinic”

 


 

Knights of the Old Republic EP52: Bastila Would Never Fall to the Dark Side!

By Shamus Posted Wednesday Feb 24, 2016

Filed under: Spoiler Warning 79 comments


Link (YouTube)

So I wanted to contrast Bastila’s fall to the dark side with someone else to show how her story doesn’t work, but then I realized we have yet to see a proper character-driven fall to the dark side. Maybe there was one in the EU novelsMaybe. But I wouldn’t take that bet. but we don’t see one in the movies or games.

Depending on how you interpret the scattershot story of the prequel trilogy, Anakin was either dark side from the beginning, or he was tricked into it. Dooku, Maul, and Palpatine were all evil when we met them, and we don’t see anything of who they might have been before that.

I guess I’m assuming that a fall to the dark side ought to take the form of a Shakespearean tragedy, where an otherwise good person is undone by a single character flaw. I imagine something like a slippery slope of actions and consequences where the victim thinks that each new malicious deed will let them achieve their goal. “This time is the last time,” they tell themselves at every step.

What’s strange here is the Bastila has the makings of a really amazing fall to the dark side. Her arc had a better setup than anyone in the movies. She serves good, but she’s also arrogant regarding her abilities and her pride is easily wounded. Her fall should have been, “I can use the Star Forge for good. Malak was weak, but I know what I’m doing and I won’t suffer the same fate.” If we want Malak to turn her, then his dialog should have focused on the idea that they need the Star Forge to save the galaxy from (say) the Mandalorians or whatever.

You don’t want all those innocent people to die, do you? Wouldn’t that be evil to let that happen? You need to keep the Star Forge, and only “we” have the wisdom to use it responsibly. We can protect not just against the Mandalorians, but against any future threats. We just need to control this massive doomsday weapon that feeds on pure evil, and we can eventually accomplish good things.

But “was tortured by Darth Malak” is not a character flaw, and even his dialog doesn’t really play off of her weaknesses. We’re told by Yoda that the dark side isn’t stronger, it’s just quicker, easier, more seductive. I’d love to see that reflected in an actual story at some point.

This doesn’t ruin the game or anything. Her fall is still a better arc than Anakin’s, but I think there’s room to make something a lot more interesting.

 


 

The Altered Scrolls: Q&A, Part I

By Rutskarn Posted Wednesday Feb 24, 2016

Filed under: Elder Scrolls 75 comments

For those of you just tuning in: I wrote twenty posts of Elder Scrolls retrospective, then turned around and asked people to prompt even more of it. Some of these questions expand on points I’d brought up before; some ask me to predict where the franchise is going. There are plenty of both kinds. Expect these twice a week until we’re across the finish line.

Mr Guy asked:

If you were the design lead for the next game, what are the top 5 things you'd add, remove, or change?

My own biases are going to be kept at arm’s length from my answer. If Bethesda gave me the role of lead designer I’d aim for their identified market and respect their core methods–I’d settle for pruning away outright dysfunctional elements while leaving controversial evolutions, like unkillable NPCs, intact.

My list would run down like this:

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part I”

 


 

SWTOR: Legend of Hipstar 3:
Holo-con

By Shamus Posted Tuesday Feb 23, 2016

Filed under: Lets Play 53 comments

We’re on planet Tython, home of the Jedi School For the Not Particularly Gifted. I’ve spent our first day at school out enjoying the nice weather around campus, walking through the woods and slowly bludgeoning Flesh Raiders to death with my glowing raver baton. This is not what I thought life would be like as a Jedi.

Easy, young padawan. I know you're eager to learn meditation, self-control, and mental discipline, but first you need to go out and  murder hundreds of dudes in brutal melee combat.
Easy, young padawan. I know you're eager to learn meditation, self-control, and mental discipline, but first you need to go out and murder hundreds of dudes in brutal melee combat.

This Jedi Master wants me to rescue a group of students, who wandered off or got lost in this vast three-acre wilderness. Not the students in cages that I rescued last episode. No, he doesn’t seem to know or care about those guys. But somewhere out in the wilderness are another three students and I need to find them. I’m given a beacon. I need to give the beacon to the lost students and then a shuttle will be dispatched to pick them up. They need my help, because apparently the students here haven’t been trained for combat.

Continue reading ⟩⟩ “SWTOR: Legend of Hipstar 3:
Holo-con”