Overhaulout Part 5: The Story of James

By Rutskarn Posted Friday Sep 22, 2017

Filed under: Video Games 59 comments

Fallout 3’s James is a terrible main character–possibly because he wasn’t understood to be in some ways the main character. His actions, principles, and backstory solely drive the main quest right up until he dies. This week is about making all that count for something: making the player’s relationship with and study of James something useful and worthwhile.

There’s a lot we stand to improve, but these are my chief objectives:

  • The story should provide a genuine mystery players feel they’re solving. I don’t mean adding detective mechanics or even detective-lite sequences, like Fallout 4 dabbles in. When I say the story should be a “mystery,” I mean there should be a progression from unexplained but important event–> disconnected facts that are but incomplete but intriguing–> revelations that suggest possibilities –> satisfying conclusion. That’s a pretty standard formula for hooking, motivating, and entertaining an audience presented with a question that needs answering, like, “Why did my dad just vanish?” Currently the story runs from unexplained but important event–>directions to the end of the mystery–>directions to the end of the mystery–>the mystery unravels abruptly.Technically, by having your character’s birth take place in a location not available inside the vault, the game provides a subtle clue to the mystery of “what’s up with dad.” Which would be great, if it weren’t the only clue. That’s sort of mechanically functional, since a big part of the game is in journeying from place to place, but it’s also dull and doesn’t make efficient or memorable use of the setup.
  • Make more complete use of the characters and locations already employed by the story. If you cut Megaton from the main quest’s gameplay, that’d be a huge loss—it serves a lot of mechanical functionality. But from a story perspective, Megaton is totally dispensable. It doesn’t inform our understanding of James’ character or our mission to find him in anything but the most perfunctory fashion: “he went that-a-way.” Let’s fix that.

I’m going to proceed through the locations of the main quest in order. For each location, I’ll do two related rewrites: one that makes a drastic alteration to the location’s history vis-a-vis its relationship with James, another that makes minor alterations to how the player finds it and what cluesAgain, not even clues in the sense that they functionally permit the mystery to be solved; just clues in the sense that they encourage the player to actually speculate about the information they’ve received. are available there. In doing so I’m going to set a new rule for myself: in his life before Vault 101, James should have progressed from area to area in the same chronological order as the player. This not only makes it easier for the player to eventually connect the clues they’ve found and figure out what their father was up to, it suggests a sense of continuity between the main characters. By the time they meet James, they’ll have walked in his shoes: they’ll have seen what he’s seen and understand why he made his choices. This is important because before long, James will die, and the player will have to decide whether they’re going to follow in his footsteps or choose their own path.

Continue reading ⟩⟩ “Overhaulout Part 5: The Story of James”

 


 

Borderlands Part 10: More Characters

By Shamus Posted Thursday Sep 21, 2017

Filed under: Borderlands 42 comments

Since the city of Sanctuary is the only real town in the game, the developers were able to pack it full of interesting details and a large cast of characters. You get a few quests as you enter town that will steer you into meeting these people.

Sir Hammerlock

Trivia: This voice actor also does the (english) voice of Kyoya Ootori from Ouran High School Host Club, and Scar from Fullmetal Alchemist. This role is... not like those other two.
Trivia: This voice actor also does the (english) voice of Kyoya Ootori from Ouran High School Host Club, and Scar from Fullmetal Alchemist. This role is... not like those other two.

Technically we met Sir Hammerlock during the previous chapter, but I was too busy complaining about pacing to introduce him. He is both a zoologist and a big game hunter, which is kind of like being a marine biologist and a whale hunter. Sure you can be both of those things at the same time, but people generally… aren’t. But this underscores two important points:

  1. The wildlife on Pandora is crazy dangerous, to the point where a zoologist has to be able to slay creatures just to do his job.
  2. Everyone on this planet is a little crazy, even the scientists. No, especially the scientists.

He’s one of my favorite characters in the series and I’m always glad when one of his ridiculous jobs of questionable scientific merit comes up.

Continue reading ⟩⟩ “Borderlands Part 10: More Characters”

 


 

No Man’s Sky One Year Later: The Disappointment Engine

By Shamus Posted Tuesday Sep 19, 2017

Filed under: Retrospectives 144 comments

There is a very distinct rhythm to playing No Man’s Sky. It’s been a part of the game since launch, and even after an entire year of updates it still holds true: No Man’s Sky is a disappointment engine. I don’t just mean the game was a disappointment when it came out. I mean the game seems to have been designed to create a series of frustrating let-downs as you adventure across the galaxy.

Problem: Find some shortcoming or annoyance in the game. Usually, but not always, this annoyance stems from the inventory system.

Solution: Maybe you think of it on your own, or maybe you check the wiki, but you find a possible solution for the problem. You realize that the solution is going to be a long, frustrating, unrewarding grind. But you do it anyway, in the hopes that you’ll be able to have more fun once the task is over.

Disappointment: Once you’ve completed your goal, you realize the reward is incredibly underwhelming, not worth the effort, and doesn’t even fix the original problem.

There are a lot of these moments in the game. I can’t enumerate them all. But let’s look at a few that really got to me…

Continue reading ⟩⟩ “No Man’s Sky One Year Later: The Disappointment Engine”

 


 

Timely Game of Thrones Griping 9: Valar Bloghulis

By Bob Case Posted Monday Sep 18, 2017

Filed under: Game of Thrones 78 comments

This series analyzes the show, but sometimes references the books as well. If you read it, expect spoilers for both.

Two weeks ago I promised you all an update “next week” (ie, last week). That’s because I forgot that I wasn’t planning on doing one last week because of busyness issues – sorry about that. But now I’m back and ready to start complaining again.

Whenever I review Game of Thrones I have to rein in the impulse to just laundry-list all the things I didn’t like or that didn’t make sense to me. If I did that, we’d be here all day and it wouldn’t be much fun to read. Instead the challenge is to pick out the things that bothered me most, or if not that the ones I think are most revealing. Using this technique, I will now review the entire show. Not an episode, not a season, but the entire show – or at least my personal experience with it.

My personal experience can be bookended with two moments: the first time I began to have doubts about the show, and the time that I finally gave up on it. I’ll describe each below, and then tell you what I took away from the whole thing.
Continue reading ⟩⟩ “Timely Game of Thrones Griping 9: Valar Bloghulis”

 


 

TV I’m Watching: Narcos

By Shamus Posted Sunday Sep 17, 2017

Filed under: Television 42 comments

Narcos tells the story of the drug war between the Colombian government and a series of Colombian drug lords, with a handful of Americans acting as our main characters even if they weren’t of central importance to the events in question. The show is shot on location, in Spanish, with proper period clothing / technology / cars. This gives the show an incredible level of verisimilitude, even before you realize that it’s all based on real events.

How can you tell which parts are real and which are Hollywood fiction? Easy. The parts that flow like a proper story with character arcs, suspense, and intrigue are fiction, and the cartoonishly implausible stuff about the cartels is real.

The first two seasons told the story of Pablo Escobar, and that guy is where most of the really strange stuff comes from. The guy was basically The Joker, let loose in a world without Batman. Or maybe he was a James Bond supervillain in a world without a James Bond.

The closest thing we have to a super-spy in this story is the morally compromised and profoundly cynical CIA agent Bill Stechner. He’s not here to stop the cartels, he’s here to enforce the ever-shifting will of the US State Department. He’s good at his job and you get the feeling he’s done some really ugly shit in his life, but he’s not the hero and he’s nowhere near being a main character. Like so many fascinating personalities in this story, he’s lurking on the edges of the action and making you wonder how much of him is based on real people or stories.

This isn’t a simplistic story about Escobar vs. The Cops. This story is fractal. At a high level you’ve got the cartels, the USA, and Colombia. But the “Cartels” are a conglomerate made of organizations made of families made of gangs. The USA is likewise made up of different factionsThe military, the CIA, and the DEA. that engage in a lot of infighting. Colombia is a complex country with different economic, geographical, and political groups. Nobody’s 100% a saintAlthough Colombian president César Gaviria comes out looking pretty good. I often wonder what Colombians think of his portrayal on the show. and nothing is clear-cut. The fight against Escobar was a never-ending string of trolley problems mixed with the prisoner’s dilemma mixed with a version of the sunk cost fallacy based on human lives instead of money.

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

 


 

Borderlands Part 9: The Road to Sanctuary

By Shamus Posted Thursday Sep 14, 2017

Filed under: Borderlands 64 comments

The first chapter or so of the game isn’t important in terms of story, but I want to talk about it because it shows off the strange way this game is torn between its story-focused aspirations and its Diablo II gameplay loop.

The Loop

Pretty random: When doing my play-through for this series, tutorial boss Knuckledragger dropped an orange gun. That's never happened to me before.
Pretty random: When doing my play-through for this series, tutorial boss Knuckledragger dropped an orange gun. That's never happened to me before.

Like Diablo and some of the other games built around looting and leveling, there’s a very distinct rhythm to Borderlands 2. You kill some dudes, open some chests, gather some loot. Pretty soon you’ve completed a quest and your inventory is full. So you go back to town, sell off the unwanted loot, stash the stuff you want to keep, and maybe buy some upgrades with the income from the last trip. You turn in quests and get new ones. Once you’ve got fresh gear and a new mandate, it’s time to head back out and repeat the cycle.

It’s a good gameplay loop because it’s giving the player new goals before they’ve exhausted the old ones. I don’t want to quit without turning in this quest. Since I’m turning in a quest, I might as well grab the next one. Oh! I don’t want to quit without cashing in this loot. Once I’ve done that, I might as well check the vending machines to see if I can get an upgrade. Once I’ve got an upgrade it seems ridiculous to quit the game without trying it out in the field. Heck, I’m halfway done with my new quest at this point so I might as well finish it…

It’s a lot like the “one more turn” effect you get in a turn-based strategy game. You’re always looking to your next goal and there never seems to be an obvious window where you could exit the loop and go do something else. You’re always “in the middle of something”.

MrBtongue talked about this loop in his video on Diablo III. It’s a big part of what makes these games “addictive” for some. If the Skinner Box aspect of the game doesn’t hook you, the desire to “finish” things before you exit the game might still trap you in the gameplay loop.

The thing is, you can’t really take part in this loop until you’ve got a town to work from, and it takes a long time to get there.

Continue reading ⟩⟩ “Borderlands Part 9: The Road to Sanctuary”

 


 

No Man’s Sky One Year Later: The More Things Change…

By Shamus Posted Tuesday Sep 12, 2017

Filed under: Retrospectives 131 comments

After a year of major content updates and gameplay changes, the original sins of No Man’s Sky still permeate the design. There are a lot of little problems, but if you trace the problems back to their roots you’ll see they basically all stem from a couple of really bad ideas: The Inventory System, and Polo.

Polo is certainly the less harmful of the two, but let’s discuss him first.

Seriously, Screw This Guy

I feel the need to point out that there are no windows anywhere on this space station.
I feel the need to point out that there are no windows anywhere on this space station.

Polo is one of the very few named characters in the game. He and his partner Nada appear randomly along your journey. Sometimes you’ll warp to a system and there will be an “Anomaly”, which is what the game calls Nada and Polo’s brutalist styled doom sphere / space station.

In a forum, some internet rando claimed the anomaly is scripted to appear about every two hours. I have no way to confirm that, but it feels about right.

Polo has a series of 16 challenges for you to complete. Although in typical No Man’s Sky style, the game doesn’t tell you what the challenges are, what the rewards will be, or what order they come in. You just show up and talk to Polo. He’ll comment on your journey, and if you’ve completed the latest challenge he’ll give you a reward.

This would be fine if Polo was just dispensing bonus items, but one of the things he gives out is the final tier of Warp reactor. There are four different colors of star systems in the game. In order these are Yellow, Green, Red, Blue. Each tier has new exotic resources to harvest, and each tier requires a warp drive upgrade.

The final warp drive is Polo’s very last reward for his very last challenge. The game has three different overarching goals: The Atlas Quest, the journey to the center of the galaxy, and the (newly added) Artemis storyline. I don’t know about the last one, but to finish either of the first two you will need this warp reactor. Which means Polo is effectively part of the “main quest”.

Continue reading ⟩⟩ “No Man’s Sky One Year Later: The More Things Change…”