Spoiler Warning Fallout 3 #14:
The Long March

By Shamus Posted Thursday Jun 17, 2010

Filed under: Spoiler Warning 276 comments

We’re actually getting to some of the more fun stuff now, and the next few episodes should contain 33% less bile! Also, I’d like to remind viewers that you shouldn’t try to extrapolate the severity of a complaint by how long we spend talking about it. Sometimes we’ll barely mention something major. Sometimes we’ll blow seven minutes talking about something really trivial. We don’t plan these conversations out ahead of time. We just go where they take us.

I think we’re starting to feel a little Fallout 3 fatigue. Not dire by any means, but it’s clear this series isn’t going to remain entertaining through the rest of the plot and all four remaining DLC packs. I know I don’t want to spend the next three months dumping on this game [even more].

We’ve been kicking around ideas of what to do next. It’s got to be a PC title, and it has to be something we’ve all played. I think we’ve taken Dragon Age off the table, simply due to the length and combat density. Dragon Age would probably take over 30 hours to beat, even without sidequests. That’s almost eight months of episodes, and most of them would be nothing but fighting Darkspawn. That’s fun when you’re playing, but less so when you’re watching, and much less so when you’re trying to fill the time with commentary. I think we’d basically devolve into a generalized gaming podcast with an unrelated video feed in the background.

Mass Effect 2 is obviously on our list, but I’m against doing it next. I’d like to do one more game between Fallout 3 and Mass Effect 2.

I also thought it might be interesting to do something old and beloved. We had to dismiss Deus Ex because not all of us have played it, but I’d like to do a game like that at some point. I love that game, but I’m sure I’d nitpick it just as much as poor Fallout 3 here. It’s just in my nature.

There are actually a lot of requirements for picking a good game for this series:

1) Needs to be PC, due to our setup.
2) Needs to run reasonably well. So crappy unstable ports likes GTA IV and Saint’s Row 2 are right out.
3) Needs to have a good story / conversation density. Anything that regularly gives you a half hour of unbroken combat is right out. (Special exceptions could be made for games with lots of varied exploration or puzzles.)
4) Needs to be fully voiced or come in a LARGE PRINT EDITION, because small text and video compression go together like swimming and cinderblocks.
5) Needs to be lit well enough to survive video compression without turning to mush. Which means dark corridor shooters like Quake 4 and Doom 3 are out. I’d have a ton to say about those games tech-wise, but it would probably be better to save that for some sort of standalone video.
6) Needs to be something we’ve all played.

Ideas we’ve kicked around:

* Half-Life 2
* Oblivion
* Jade Empire
* Deus Ex
* KOTOR
* Dragon Age
* Mass Effect 2
* Alpha Protocol
* BioShock (And you think I’m hard on Fallout? System Shock is my sacred cow. BioShock is to me what Fallout 3 is to Krellen. People say we’ve been petty and unfair to FO3? I promise I would be relentlessly petty, unfair, and unreasonable with this game.)
* Assassin’s Creed

Go ahead and nominate games if you like. It will have no bearing whatsoever on our decision, but it’s a fun way to fill the time.

EDIT: Added a couple of games that we’d discussed.

 


 

Fallout: New Vegas Developer Interview

By Shamus Posted Wednesday Jun 16, 2010

Filed under: Video Games 179 comments

Twenty Sided is proud to bring you two amazing E3 exclusives for Fallout: New Vegas. First off, we have this exclusive* trailer:

* The trailer is actually available everywhere, but we’re the only ones to bring you the trailer on THIS SITE!


Link (YouTube)

The second item is this exclusive interview with Nigel Droolbucket, one of the developers at Obsidian currently working on Fallout: New Vegas.

Twenty Sided: Nigel, thanks so much for granting the interview. First off, I’d like to know how New Vegas plans to court fans of the franchise who thought that Fallout 3 was lacking in story?

Nigel Droolbucket: Did you see the new GRENADE GUN? BOOM BOOM BOOM! Blow up your foes!

TS: Yes, the weapons do look exciting. What about the skill point system? Any plans to restore the number-crunchy complexity of the S.P.E.C.I.A.L. system that made the earlier titles so deep?

ND: Vegas, baby! VEGAS! Huge robots to explode! KABOOM! Blow it up! Blow it ALL UP!

TS: Hm. What about the dialog? Will you be putting in meaningful conversations that reveal the world as well as give players a way to solve problems in non-violent means?

ND: Speaking of violence, this time you’ll have companions to follow you around and blow up more guys… EVEN MORE!

TS: Amazing. What about multiple ways to solve quests? Will the players have a lot of freedom, and an incentive to replay the game again and again?

ND: Orbital cannon! Blow up tons of dudes at once! Mushroom cloud! PSssshkkkrrrrrrwwwwwooooooom!

TS: (Wiping spittle off face.) Interesting. What about the visuals? Is the game still going to be pervasively, monotonously brown, so brown that the player will wish to be struck blind?

ND: Yes.

TS: Thanks so much for your time.

ND: BOOM! POW POW POW! BLAMO!

TS: Please let go. You’re making me uncomfortable.

(EDIT: Counterpoint: The trailer maybe a hundred pounds of big, loud, and dumb, but this is very, very encouraging.)

 


 

Shamus Plays: LOTRO, Part 22

By Shamus Posted Wednesday Jun 16, 2010

Filed under: Column 37 comments

Even if you’re not following the LOTRO series, you might want to take a gander at page one of this week’s installment for my comments on Lord of the Rings Online going free-to-play this fall. And if you do follow this series, then I guess you were going to read page one anyway. But I’ll give you your own special link so you don’t have to share one with all the Lulzy haters.

 


 

Stolen Pixels #203:
While You Were Sleeping

By Shamus Posted Tuesday Jun 15, 2010

Filed under: Column 97 comments

I’m sure I’m not the only person to have noticed this.

Like I said in the linked text, this trope isn’t anywhere on TV Tropes*. Elements I consider crucial to this Trope:

1) It takes place at the start of the game.
2) You awaken in an unfamiliar place.
3) You are in your underwear or otherwise deprived of basic stuff you’ll be collecting during the tutorial.
4) A local calamity is going on. (“Darth Malak threatens the galaxy” doesn’t count. “The Endar Spire is under attack” does. Ideally, this calamity should be resolved within the tutorial.)
5) Bonus points if you’re alone and someone has to guide you from a remote location.
6) Bonus points if you’re in some sort of medical facility.

Someone suggested that this Trope should be called “Good Morning, Disaster”. It fits. Now someone who knows what they’re doing at TV Tropes* needs to add this.

And yes, this is the comic I was trying to make when all of this happened.

* Warning: The link labeled “TV Tropes” links to TV Tropes*.

 


 

Spoiler Warning Fallout 3 #13:
Enter The Matrix?

By Shamus Posted Tuesday Jun 15, 2010

Filed under: Spoiler Warning 109 comments

Number of vaults ruined by Dad thus far: 2

 


 

E for Everyone, Except Me

By Shamus Posted Monday Jun 14, 2010

Filed under: Video Games 115 comments

splash_money.jpg

This article by Themis CEO Alexander Macris (publisher of the Escapist) encapsulates almost everything I’ve been trying to say about this industry for the last six years. The reality of development costs is painful and I don’t see any way around it.

The numbers in the article are ballpark figures, but they jive with assumptions I’ve been working with:

All game developers, and even most gamers, are aware that it costs more to create a videogame for the latest generation of consoles than it took for prior generations. But how much more? While hard data is hard to come by, a variety of estimates are available on the web that support the following approximations:

* 1994: 4th generation premium videogames cost $200,000 to develop and retailed for $60-$80
* 1999: 5th generation premium videogames cost $1,000,000 to develop and retailed for $40-$60
* 2004: 6th generation premium videogames cost $5,000,000 to develop and retailed for $40-$60
* 2009: 7th generation premium videogames cost $25,000,000 to develop and retailed for $60-$80

And then later he breaks those numbers down for us:

* 1994: 4th gen videogames had to sell to 16,000 customers to break even
* 1999: 5th gen videogames had to sell to 80,000 customers to break even
* 2004: 6th gen videogames had to sell to 400,000 customers to break even
* 2009: 7th gen videogames had to sell to 2,000,000 customers to break even

Do read the whole thing for the full context.

Usually when we talk about how games are getting bigger and dumber (don’t even get me started on this year’s E3) we comfort ourselves with talk about how indie games will save us. But even if an indie is willing to step back to 1994 level technology* we’re still looking at games that take $200,000 to produce, and that kind of scratch is hard to come by and easy to lose. If you handed me $200k right now I sure as heck wouldn’t risk it all on game development.

* You wouldn’t actually want to go back to 1994 tech, or the game would actually be harder to develop and would have trouble running on current-gen computers. But you would need to go back to 1994 presentation styles of 2D or isometric views. As soon as you move to 3D you’re animating polygons and dealing with lighting and camera movements and you’ve basically jumped up to the $1 million price point.

$200k might sound like a lot, but when you think about having just three people spend two years on a game, that works out to each person grossing just $33,000 yearly. Once you pay taxes and buy health insurance, you’re not doing much better than minimum wage. And minimum wage people at least have a guarantee that they’ll get paid for their work. In game development there’s always the chance that the thing won’t sell and you’ll have wasted your time and treasure. Oh, and the minimum wage worker is a lot less likely to be hauling around an albatross of student debt.

So even if you did have $200k (which again, is a crapload of money in my book) the best you could do is pay a small team very poorly in order to have a chance at making a game that will be ignored by the press and could end up making almost nothing.

So we can get fun puzzle games like World of Goo. And we can get $50 million popcorn games like God of War. But there isn’t really a viable path for the stuff in between. Which is why we’re not seeing deep, niche games like the original X-Com, Starflight, or Elite. (Yes, we have Dwarf Fortress, but that’s a rare exception and I don’t think we’re going to see a lot of indies going down that road.)

 


 

Ask Me a Question: Reset Button

By Shamus Posted Monday Jun 14, 2010

Filed under: Personal 48 comments

From Fenix:

Are you planning on doing anymore Reset Button episodes?

Just watched the Fuel tech one and felt like a show not focusing on game quality and more on the tech within the game could be a cult hit (which is a contradiction I believe).

For the curious, here’s the video in question:


Link (YouTube)

Here’s the thing about Reset Button:

It’s crazy time consuming. Of course, that’s true of pretty much all video content. In the time it takes to produce a ten-minute video, I could probably hammer out 5,000 words. (One episode of Shamus Plays is ~2,000 words, and my weekly column probably averages just over 1,000.) I’d rather produce video if I could. Video is way more viral and my video work always has a longer reach than my written stuff. But the time just isn’t there. (Josh handles all the editing for Spoiler Warning, which is what makes that series possible.)

This is actually a really interesting time for me. In the past, I’d pick up a project and fiddle with it until I was bored with it or people lost interest. But at some point this site became popular enough that projects would no longer fizzle out, and instead they would grow in scope and in audience. So instead of dropping the project I’d add it to my list of weekly duties. Then when I’d get another itch I’d add yet another new project. We now have this blog, Stolen Pixels, Experienced Points, Shamus Plays, and Spoiler Warning. I’m getting restless because I’m at capacity and I can’t add anything new without dropping an existing project. And I can’t bear to let any of them go.

Our only hope now is for me to lose my day job.