Stolen Pixels: Meta

By Shamus Posted Wednesday Jul 9, 2008

Filed under: Column 23 comments

Yesterday’s comic was kind of strange, since the comment thread was split between the two sites. In the future I’ll have to encourage people to comment over there, and not here. It will help me earn my keep, as well as making the whole thing easier to follow so I don’t have to answer the same questions twice.

I do want to point out that even though the debut comic has a bunch of stuff about adding a story to ping-pong, it has nothing to do with the current Paint the Line series over at Penny Arcade, which does exactly that. In fact, I sent that text to my editor on June 9th, ages before Paint the Line appeared. This wasn’t some clumsy attempt at a tie-in or intended as a dig against PA. It’s just… an odd coincidence.

To answer the other questions that have been appearing in comments there, here, and in email:

1) Yes, the comic is going to cover many videogames, not just UT3. It will appear Tuesdays and Fridays.

2) My foray into the world of MMO games is directly related to the comic. I felt that I needed to focus on games with greater familiarity for the broader audience. I also wanted to make sure I was covering new ground instead of just reheating old ideas and re-foisting them on everyone. And finally, I really did want to check out the last great bastion of PC gaming and this seemed like a good excuse to do so.

3) I know Yahtzee’s latest video makes fun of webcomics. I have no idea if his feature on webcomics was designed to coincide with the onset of my comic or not. I’d call it a conspiracy, but after the thing with Ping-Pong I’m prepared to believe anything.

4) On the subject of credits: Yes, this is a paid gig. Yes, the Escapist owns the comic. I’m just a hired gun, although note that in this case I’m armed with a gun that shoots the funny. (One hopes.) The logo was done by someone more artistically inclined than I am. I really dig it, but no – I didn’t design it. I did come up with the title, and the concept is obviously nothing new for me. Yes. I have an editor now. Yes, the people at The Escapist are nice and we get on just fine. No I can’t get you Yahtzee’s autograph. Shut up.

5) Please, in the spirit of internet sharing, spread the love around. By which I mean post links to the comic all over the damn place, saying you love it. Yes, the launch went well, but there is always the desire to do better.

 


 

Stolen Pixels #1:
Surreal Tournament

By Shamus Posted Tuesday Jul 8, 2008

Filed under: Column 56 comments

My new comic project is now live at The Escapist.

I am experiencing an unprecedented level of happiness. I do hope the thing serves your comedy needs. Barring that, I hope you hated the UT3 story as much as I did.

 


 

D&D 4th Edition:
Cinematic Combat

By Shamus Posted Tuesday Jul 8, 2008

Filed under: Tabletop Games 94 comments

I recant on yesterday’s complaints about the combat in 4e. Part of my complaint was based on the misconception that once-a-day powers reset at midnight, which is arbitrary and mechanical. (Part of the problem is that I’m reading both the PHB and DMG at the same time, scattershot, instead of just sitting down and reading them in an organized or responsible manner.) But the main reason I objected to the powers was that I couldn’t see the cinematic / dramatic / possibilities it opened up, because I’m so used to combat being a break in the roleplaying.

The fact that players can try tricks and stunts and improvise with the environment is exactly the sort of thing I’ve always wanted to do, but found the books got in the way. Early in my DM career I tried a few fights with epic scenery (like a rope bridge in a storm, which is right out of the 3.5 DMG) and while they were nice, the setting didn’t really translate into more interesting combat. It was just something cool I described before we began the fight on a stark grid, standing next to each other while we rolled lots of dice. If a player had decided to cut the bridge, or attempt to push their foe over the side, I would have been at a loss. First we’d have to muck about with attacks of opportunity, then I’d have to figure out if this sort of thing was already covered and if there were rules governing it, and then (assuming they didn’t) I’d make up some ad-hoc way of resolving it and the mechanics would feel rudderless. Are we setting precedent here? Am I going to regret doing this? Is this going to imbalance things later?

The page 42 rule – where page 42 of the DMG gives you rough guidelines for all sorts of improvisational situations – is something we could have done in 3.5, but having it in writing gives a certain sanction to this sort of business, and gives players the assurance that while the current action isn’t provided for in the books, the DM is still being governed in some way by the rules and not surrendering to anarchy or capricious whimsy.

I like Rule 42 so much I’m going to drag it along with me – as best as the rules allow – on our Star Wars campaign. (We’re using d20. I understand there is a d6 version as well, but the d20 is the sourcebook I have, so we’re going with that.)

 


 

D&D 4th Edition:
First Impressions

By Shamus Posted Monday Jul 7, 2008

Filed under: Tabletop Games 108 comments

The two most notable things I’ve seen said about 4e are:

  1. The system is more streamlined, leading to more roleplaying.
  2. The system is more rigid, leading to less roleplaying.

I’m not done reading, much less absorbing, the fourth edition books, but it looks to me like both of these statements are true.

The system is certainly more rigid. There are “roles” in every party. (Combat roles, that is.) Someone to absorb damage, someone to deal damage, someone to manage crowds, someone to heal. The 4e manual calls them defenders, strikers, controllers, and leaders. These roles have existed in MMO games for years. The four-person team with one person for each of these jobs is so common that even the jokes about how cliché it is are old and stale. The classic D&D adventuring party is a fighter, a rogue, a wizard, and a cleric. Note that this is the ideal setup for both an adventuring party and a sitcom.

How it looks to me so far is that the system is less open to roleplaying because it wants to railroad you into a narrow idea of what an adventuring party is and what they do. But if you already play that way, then the rules are less cumbersome (because they’re not trying to accommodate all those other sorts of parties) and so you can get in a fight and get back to the plot with less time fussing around with numbers and charts.

So what it looks like to me is that 4e D&D is just specializing more than it has in the past. This is a trend that’s been going on since before I got into gaming. We’ve been moving away from monolithic systems that try to be all things to all groups, to more focused systems that are easier to learn and use but are a lot less flexible. Pirate games. Space games. Superhero games. Mob games. Etcetera games.

I haven’t tried to run a 4e battle, and that experience probably won’t come for some time. My group is in the early, faltering stages of trying to get a game going during the season of cookouts and nice weather. And when that game does get going, it will be our long-awaited Star Wars game. So I’m not going to be qualified to really comment on the thing in detail any time in the foreseeable future. So, I’ll hold off on the criticism until then.

I’m just messing with you. Let’s do this:

Continue reading ⟩⟩ “D&D 4th Edition:
First Impressions”

 


 

Jar Jar, you’re a genius

By Shamus Posted Sunday Jul 6, 2008

Filed under: Nerd Culture 34 comments

Jar Jar, you’re a genius!

I really like how things are going with Darths & Droids. R2D2 is a jerk, and Jar Jar is clever and imaginative, if a little whimsical. It also leads to the phrase we see above, which apparently was never used once on the internet until now.

Speaking of webcomics:

Starting July 8th, my new webcomic will go live. It will not be on this site. It will, in fact, appear on another site.

Things will become more clear on Tuesday.

 


 

Story Ownership

By Shamus Posted Saturday Jul 5, 2008

Filed under: Game Design 28 comments

Tim G. left an excellent comment on my post about the XP reward vs. Risk in RPG games. That post is a little old and the conversation has trailed off, so I thought I’d quote it here. Also, it’s always nice when I can just have visitors write my posts for me: Continue reading ⟩⟩ “Story Ownership”

 


 

World of Warcraft:
Hunter Class

By Shamus Posted Friday Jul 4, 2008

Filed under: Game Reviews 87 comments

Lots of people have this impression of MMO games – not entirely undeserved – that the gameplay is an unbroken stream of monotony. You walk up to a monster an click the attack button until it falls over. Continue to do this until the “level up” gauge fills, at which point you go find a new, slightly different monster and continue doing the same thing.

I alluded to some of the depth of WoW gameplay in an earlier post, but let me go over one of the character classes in WoW and talk about how this really works:

Continue reading ⟩⟩ “World of Warcraft:
Hunter Class”

 


 
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Who Broke the In-Game Economy?

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Quakecon 2012 Annotated

An interesting but technically dense talk about gaming technology. I translate it for the non-coders.

 

Pixel City Dev Blog

An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.

 

Video Compression Gone Wrong

How does image compression work, and why does it create those ugly spots all over some videos and not others?

 

id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.

 

If Star Wars Was Made in 2006?

Imagine if the original Star Wars hadn't appeared in the 1970's, but instead was pitched to studios in 2006. How would that turn out?

 

The No Politics Rule

Here are 6 reasons why I forbid political discussions on this site. #4 will amaze you. Or not.

 

Wolfenstein II

This is a massive step down in story, gameplay, and art design when compared to the 2014 soft reboot. Yet critics rated this one much higher. What's going on here?