Borderlands Part 14: The Plot-Driven Forcefield

By Shamus Posted Thursday Oct 19, 2017

Filed under: Borderlands 63 comments

It takes a lot of door-opening, fetch-questing, and button-pushing, but eventually the player breaks through the defensive layers to reach Angel. But before we get to her, I need to gripe about a plot door. This one:

Fine. I guess we have to do everything the hard way.
Fine. I guess we have to do everything the hard way.

That’s a “death wall” force field that will atomize you if you try to cross it. You need to jump through some hoops to enable Claptrap to deactivate the shield so you can pass safely. My problem is that this door doesn’t look like it should be that hard to get around. The space on the other side of the door is open to the elements, which means you should be able to get there via climbing or flying. This wouldn’t be a big deal, except that the previous quests had you do a bunch of work specifically to enlist the help of a fleet of flying machines (called Buzzards) and they’re supposedly under your control now. In fact, they show up the moment the forcefield comes down. It should be trivial to get over this door. Even if hitching a ride on a Buzzard isn’t an option, later in this mission Roland climbs far more daunting cliffs than the ones on either side of this door. Not being able to bypass this door makes about as much sense as being trapped on an escalator.

To rub salt in the wound, the mission to grant Claptrap the ability to open this door is also the mission that got Bloodwing killed. A sympathetic character died for this cause, so it’s annoying that, in retrospect, all of that screwing around was apparently pointless. This would be fine if it was played for a joke or lampshaded, but it isn’t.

I’m not saying I think the developers should have added a Buzzard ride or a climbing minigame. (Please no.) I’m saying they should have changed the scenery so that these two options were no longer (visually) viable. It’s the old problem with 90s shooters: I’m fine with not being able to climb over a chest-high wall, until the moment you put my goal on the other side of said wall and require me to go miles out of my way through waves of foes. Just make the obstacle more visually insurmountable and the sidequest will be easier to swallow.

Anyway, it’s finally time to meet Angel…

Continue reading ⟩⟩ “Borderlands Part 14: The Plot-Driven Forcefield”

 


 

This Dumb Industry: Loot Boxes Are Not Gambling?

By Shamus Posted Tuesday Oct 17, 2017

Filed under: Column 382 comments

Last week the ESRB decided that Loot Boxes are not gambling. We’re talking about “loot boxes” in the sense of in-game rewards, not “loot crates“, the physical merch you can subscribe to. Also remember that the ESRB is a non-government, non-profit, self-regulatory organization. They’re the equivalent to the MPAA in the realm of Hollywood films.

I haven’t played a lot of games that use loot boxes. I played Counter-Strike, but that was in decades past, long before loot boxes. I played Team Fortress 2, but I was losing interest in the game just as the loot-based economy was taking off. (And there the boxes are free, but the keys to open them cost money.) I played the original Titanfall in online multiplayer, but I only spent a few evenings with it and I certainly never bought any microtransaction stuff. The point I’m getting at is that I have basically zero experience with boxes of the lootish variety. I can’t speak with any authority on how the the process works or how exploitative it might be. I’m not really here to convince you in-game loot packages are a good thing or a bad thing, only that I think this debate over “gambling” is an interesting one.

For reference, here is how I understand the system: The game will have some sort of reward-over-time mechanic where you slowly earn “boxes” of in-game items. The contents of the boxes are random. In the games we’re talking about in regards to this particular ESRB rating, these games will also offer you a choice to outright buy these boxes for real money. The trick is that not all boxes are created equal. Some boxes contain things that are so common they’re basically worthless, and some boxes contain exotic in-game goods that can only be obtained through boxes. Again, every game is a little different. Sometimes there’s a meta-currency somewhere along the process and sometimes the boxes are given randomly instead of over time, but this is the idea in broad strokes.

When the ruling was announced, the overwhelming response was, “DUH! OBVIOUSLY THIS IS GAMBLING HOW CAN YOU BE SO BLIND?!”

My response was, “How interesting. What do you mean by ‘gambling’?”

It turns out this is one of those insidious discussions where everyone has a slightly different ad-hoc definition that they assume is universal to all.
Continue reading ⟩⟩ “This Dumb Industry: Loot Boxes Are Not Gambling?”

 


 

TV I’m Watching: Penn & Teller: Fool Us!

By Shamus Posted Sunday Oct 15, 2017

Filed under: Television 72 comments

Before I can tell you about this show, let me put it into some kind of personal context by telling a meandering story of why I like it.

I wasn’t into magic when I was young. I strongly disliked the dominant magicians of my childhood, which were guys like David Copperfield: A guy in a blousy shirt spins around for five minutes giving intense looks at the audience while he slowly makes showgirls disappear. It’s plodding, it’s boring, the music gets on my nerves, and I generally know what’s going to happen when the trick begins so there’s little suspense or surprise. I guess it’s fun being presented with a seemingly impossible situation and wondering how it happened, but that curiosity isn’t enough to get me through the show. Now, there were a lot of magicians working in a lot of different styles at the time, but I was just a kid. I could only see magic when it wound up on television and the stuff that wound up on television was based around using well-worn tricks as a vehicle for having leggy dancers strut around on stage.

And then Penn & Teller came on the scene, along with the new wave of comedy magicians of the 90s. I warmed up to magic a bit. I saw guys like The Amazing Johnathan and started thinking that this magic stuff was pretty cool. It’s a rapid-fire stand-up routine, but also a magic show, and they do more tricks in two minutes than guys like Copperfield do in an entire hour-long television specialThis is not to dump on Copperfield. He’s beloved and massively influential, but for whatever reason I don’t like his material..

Eventually I discovered Penn & Teller. And I hated them.

Continue reading ⟩⟩ “TV I’m Watching: Penn & Teller: Fool Us!”

 


 

Borderlands Part 13: What a Twist!

By Shamus Posted Thursday Oct 12, 2017

Filed under: Borderlands 84 comments

Roland decides that the best thing to do is steal the vault key from Handsome Jack. This means “hijacking” a train by blowing up the tracks and then stealing the vault key.

Along the way we meet Mordecai. Like our meeting with Lilith, the game goes out of its way to make his appearance a sort of awkward surprise reveal.

After that we meet Tiny Tina. Let’s talk about her…

Tiny Tina

Tina has the voice of Ashley Burch, the sister of the the writer of Borderlands 2. I guess it makes sense that this character clicks so well.
Tina has the voice of Ashley Burch, the sister of the the writer of Borderlands 2. I guess it makes sense that this character clicks so well.

If I’d been in charge of Borderlands 2 and Anthony Burch had come to me with the idea of making one of the main characters a 13 year old girl, I would have told him he was crazy. “There is way too much murder and torture in this universe, and we’re trying to play it for laughs. We can’t put a child in there!”

But Tina works. In fact, she nails the madcap tone the game is going for much better than any of the returning characters. She’s a demolitionist, and having this kid plot large-scale destruction while also engaging in frivolous little-kid chatter is kind of dark but also really amusing.

But her sidequest is where things get really dark. She throws a “tea party” for Flesh-Stick, a local psycho who killed her family. You have to capture Flesh-Stick and he ends up strapped to a chair where she can blast him with electricity. At the party she has tea and crumpets with her stuffed animals while also shocking Flesh-Stick. She basically tortures the guy to death while the player fends off the waves of psychos coming to rescue him. It’s completely screwed up and it even made me a little uncomfortable, but I really like that the game has an identity now. You can compare this to the “busted girl parts” of Borderlands 1. You might like this part, you might not, but at least we can tell where the humor is coming from and what the story is trying to say.

Continue reading ⟩⟩ “Borderlands Part 13: What a Twist!”

 


 

This Dumb Industry: Ludonarrative Dissonance

By Shamus Posted Tuesday Oct 10, 2017

Filed under: Column 139 comments

A few months agoThis article was written soon after, but it was pushed back by 70s Suitcase and No Man’s Sky. Folding Ideas – a YouTube channel typically focused on movies – released a video making the point that Ludonarrative Dissonance is a useful concept, even if the conversation surrounding it was generally dismissive and a bit of a mess. In it, author Dan Olson references Campster’s video that touches on the same topic. I’m happy to see the word coming up again, and I’m even more happy that I didn’t need to bring it up myself. I think it’s an important concept. Or at least, I think the version of the word that I understood is important. There was also a medium-sized backlash against some alternate meaning of the word that I never really cared about, which is why I’m glad Dan was the first one to poke his head up for a quick sniper check.


Link (YouTube)

Continue reading ⟩⟩ “This Dumb Industry: Ludonarrative Dissonance”

 


 

TV I’m Watching: Archer

By Shamus Posted Sunday Oct 8, 2017

Filed under: Television 42 comments

I love Archer. Having said that, I think this show has gone on about four seasons too long. Usually fans express this sort of thing in terms of “jumping the shark” or “the writers are out of ideas”. In the case of Archer, I think it’s clear the writers have tons of ideas. The problem isn’t a lack of creativity, the problem is that the Network doesn’t want to let a still-popular show come to an end so the writers can explore those new ideas.

Archer was devised as a riff on James Bond tropes. He’s a high-functioning alcoholic who is also rude, arrogant, selfish, womanizing, and idiotic. He’s a bully and a liar. But the worst thing about Archer is that he’s also really good at being a super-spy. Most of the comedy in the show comes from the banter between Archer and his long-suffering coworkers.

The show exists in this strange alternate world that blends present and past. The world still runs on 60s style tape-drive computers with monochrome CRTs, but they also have modern smartphones. The actual technology level of the world is “whatever technology the scene calls for”.

The thing is, I think they told all the James Bond jokes they had to tell. By the end of season 4, they were done. The James Bond tropes had been mocked. The 60s spy motif had been fully explored. In an ideal world, the show creators would then move on and make another show. They could pick a fresh genre (like 80s cop shows or detective shows) and give us a new premise with a fresh cast of characters. Instead they took the existing show and tried to jam it into those other genres.

Continue reading ⟩⟩ “TV I’m Watching: Archer”

 


 

Overhaulout Part 6: Purity of Purpose

By Rutskarn Posted Friday Oct 6, 2017

Filed under: Video Games 76 comments

The player’s found Dr. Li and discovered that James stopped by for a brief visit. By now they should realize he was trying to give the wasteland a supply of free, pure water, and they’ve seen repeated confirmations of his reason why: if water is allowed to remain a resource possessed by individual parties, it inevitably becomes a tool of control. James was chastised by his experiences trying to work with individual communities and will never forget the pain and bloodshed he inadvertently caused.

But there’s a lot that hasn’t come into focus about James: his present motivations and feelings, for example, which are ultimately what are responsible for the player’s predicament. Finding him will bring closure to this act both practically and emotionally. As Dr. Li explains, the only problem is:

He said he needed to review our old power generators! Of course I told him the site had been infested with super mutants since we left, that there weren’t any ghosts in that building worth dying for, but he never listens.

I told him not to come back. I don’t need to sit up here in my chair waiting to see if he’ll live or die. I’m sorry to say it, but I buried his bones a long time ago.

A move in the dark

The player is told that James probably used one of the old access tunnels to the facility. They’re “well hidden,” and Dr. Li knows no-one has used them in decades. It’s recommended the player take the same route to avoid having to fight or sneak through the dangerous main entrance.

Unfortunately, as the player comes within a few blocks of the secret tunnel, there’s a loud nuke-style earth-shaking explosion. The player reaches the quest marker to find a caved-in building.

This creates an element of mystery, to say nothing of paranoia. James makes his way through a secret tunnel and a few days later, it’s blown to pieces? Was James caught? Who would have the knowledge and intent and munitions to perform that kind of detonation? The player discovers that they have an enemy they haven’t seen, who hasn’t seen them, but who has already acted against their family’s interests.

Continue reading ⟩⟩ “Overhaulout Part 6: Purity of Purpose”