Oblivion: The Siren’s Deception

By Shamus Posted Friday Jul 7, 2006

Filed under: Game Reviews 26 comments

One thing that makes Oblivion so interesting is the sheer number and variety of quests. You never know what’s coming next. In a lot of ways, you can view each sidequest as an episode of the overall story of your character. Some are gruesome, some are funny, some are facinating, and a few are just stupid.

Anyway, the typical RPG quest is simple:

  1. Go kill X, or:
  2. Go acquire object Y

Games can’t do much beyond these two, but some games do a good job of pretending they are working on a deeper level. For example, in Oblivion you might be given a quest to “Convince the Earl of Esquire to make peace with the Duke of Ted”. On the surface it sounds pretty elaborate. I mean, “convince” implies negotiations. But when you get there the Earl is just going to say, “I cannot agree to peace because my people have need X. So, unless you could acquire object Y for me, we have no choice but to go to war.” So now this is just the same old Quest type #2, although with a few extra steps to dress it up.

And so for modern games the real challenge is to to disguse these same two quests, and to make them seem like more than they are. Oblivion is great at this. (Sometimes.)

One example is the quest “The Siren’s Deception”, which you get in the city of Anvil.

You start off meeting a woman in town who tells you she needs your help. It seems that her husband was drinking at the local tavern and was taken in by a pair of women who lured him out to their cabin with the implied promise of sex. Once he was undressed, they robbed him and sent him back into town in his skivvies. The women made off with his ring, which was a family heirloom, and the wife would very much like you to recover this ring. The husband is too humiliated to go to the guards, and there isn’t a whole lot they can do in this case anyway. Apparently these women have been doing this for a while, but nobody will come forward because they are too ashamed.

Oblivion
These are the girls your mother shouldn’t need to warn you about unless you’re a senseless dolt.

So I go to the tavern and in the evening the two women show up. If I was a male character, I’m sure they would have invited me to their cabin like their other victims. Since my character was female, they invited me to join their gang.

The ringleader explains their MO: They target married men (who will want to keep the whole thing to themselves, to keep their wives from finding out) who have been drinking. This is actually a pretty clever plan. A drunken middle-aged man is going to have a hard time resisting the chance for a ménage à  trois with a couple of fetching young girls. Once the trap is sprung, the men are unlikely to win a fight while outnumbered, naked, and drunk. So far the girls have been able to bring in a nice bit of cash without hurting anyone.

Oblivion
Did I say fetching? Erm. In Oblivion, the sexy women are the ones who don’t look entirely like men.
It’s probably just my crappy GFX card, but I could swear she has a 5 o’clock shadow.

Either way, the player is invited to the cabin. Now, if this were a truly freeform game, then you could choose to fall for their ruse (as a male) or join the gang (as a female), but there are limits on how much freedom you can give the player if you hope to ship your game this decade. So, once you get there conflict is inevitable. You can’t talk the girls into giving up or handing over the ring. You can’t leave without resolving the situation. You have to fight your way out.

Oblivion
Climbing up the hill towards the cabin at dusk. How I wish the grass would render for me. Still, this looks pretty good.

So, even though the dialog is clever and the story is amusing and unexpected, this is – at the heart of it – a “go kill the monster” quest in a fancy disguise. In this case, the “monster” is a couple of homewrecker bandits with no common sense.

I say they have no sense because no matter who you are they will still invite you up to their cabin, even if you’re a little old lady or a hulking Orc. When a huge guy strides in wearing Daedric plate mail and carrying a flaming axe the size of a ship’s rudder, these girls should have the sense to let him alone and look for an easier mark. Still, this was an amusing quest and I really enjoyed it.

 


 

What’s in a name?

By Shamus Posted Thursday Jul 6, 2006

Filed under: Personal 22 comments

Pseudonymous bloggers Ubu Roi and Wonderduck, along with Steven are talking about who they are and who they are not. Then Steven says, “Yeah, right, like anyone is really named ‘Shamus’. You people will believe anything, you know that?”

Heh.

But since you brought up the subject of my name…

It’s true that Shamus is a pretty rare name, although it isn’t nearly as exotic as my middle name, which I’ll get to later.

Shamus is Irish for “James”. In Ireland, there are tons of people named “Seamus”, which is the same name, Just like “Shawn” is a variant of “Sean”. Either way, it’s pronounced so that it rhymes with “famous”.

Vanity searches on google have revealed two other Shamus Youngs in the world. One is a PHD of some sort and his name crops up on University webpages. The other is either a boxer or a boxing journalist and his name appears on websites talking about boxing. If there are any others, they don’t have any web presence. Hits related to me go way back to ’94 or so. There are Doom levels and such that I made at the time which are still floating around out there.

Having an unusual first name is pretty nice, although it also has drawbacks for absent-minded introverts like me. It’s a good conversation-starter, and it makes me quite memorable. However, people are far more likely to remember my name than I am to remember theirs. People will come up to me in public and start talking to me, and I’ll have no idea who they are. We probably met by chance years earlier, and it stuck in their minds but not in mine. I blame this on my unique name, although it’s possible that I’m just a rude self-absorbed dolt.

Oh yeah. My middle name. It starts with a “T”, and it’s enough to give Captain Kirk a run for his money, although it’s not Tiberius. This means my initials spell STY, which is kind of annoying, so I tend to not use my middle initial unless I have to.

As of right now, if you Google for “Shamus Young” you have to go to page 3 before you see stuff not related to me. There is one for a Dr. Barry Shamus. Strange. That is the first time I’ve ever seen “Shamus” as a last name. Odd.

When my dad named me he was really into Greek mythology. So… any guesses about my middle name? I’ll post it later today, but let’s see if anyone knows it already. Aside from my brothers. (No fair giving it away, guys!)

UPDATE: In the comments, Cineris guessed it: Shamus Telemachus Young

No, I’m not kidding.

 


 

The Human Spider!

By Shamus Posted Thursday Jul 6, 2006

Filed under: Nerd Culture 6 comments

“That’s it, kid? That’s the best ya got? That sucks!”

Via %Otaku:


Your results:
You are Spider-Man

Spider-Man
70%
Superman
65%
Robin
65%
Hulk
65%
The Flash
55%
Supergirl
40%
Batman
20%
Iron Man
20%
Green Lantern
15%
Catwoman
10%
Wonder Woman
0%
You are intelligent, witty,
a bit geeky and have great
power and responsibility.


Click here to take the “Which Superhero are you?” quiz…

 


 

Full Metal Panic: First Impressions

By Shamus Posted Wednesday Jul 5, 2006

Filed under: Anime 15 comments

While waiting for the next disc of Last Exile, we started watching Full Metal Panic. I’ve watched the first two discs, and so far I’m pretty happy with it.

Full Metal Panic: Kaname Chidori

Kaname Chidori is a high school girl who is somehow connected to the plans of the bad guys. They need her for some reason that would take too long to explain, even if I understood it. So they mean to kidnap her.

Mithril (the goods guys) finds out about this beforehand, and so they send a team of three agents to protect her in secret. One will keep tabs on her via spying. Another remains on standby in a nearby Arm Slave (a mecha) just in case, and the third attends high school with her to provide direct protection.

Kaname is the biggest flaw of the series for me. We’re supposed to empathise with her, and so far I don’t. She may grow into an interesting character as the story moves along. We’ll see. Right now she seems pretty shallow and self-absorbed, and I feel like the show expects me to care about her a lot more than I do. I like all of Kaname’s classmates better than I like Kaname herself.

Full Metal Panic: Sousuke Sagura

Sousuke Sagura is the agent sent to protect her and act as a bodyguard, although he’s not allowed to tell her anything. As far as she knows, he’s just a creepy kid who follows her around. This makes for some humorous tension in the first few episodes.

I love Sousuke’s attitude. He’s quite stoic and serious, and has no idea how to act like a normal teenager. Seeing this practical, diciplined soldier try to pass himself off as a normal kid is pretty funny. He has to pretend to take an interest in the world of school exams and pop music. He’s terrible at it, and so he’s a lot of fun to watch.

Full Metal Panic: Andrey Kalinin

Andrey Kalinin is my favorite character. He’s the XO aboard the secret submarine that acts as a base of operations for Mithril. He’s a pretty realistic depiction of what an XO should be like, which is really amazing given that anime rarely has realistic military characters. He makes tough choices, even when it means sacrificing his men. He doesn’t do so because he’s cruel or arrogant, but because he also has the mission objectives and the rest of the crew to think about. He’s not heartless, just firm and resolute. He supports his captain’s decisions, even when he might disagree in private. He does so without angst and shouting. I don’t think his beard is regulation, though.

Full Metal Panic: Testarossa Theresa

Testarossa Theresa is the kind is military character I’m used to seeing in anime: Far too young for her post, overly sentimental, showing doubt and conflict in front of her crew, lacking in technical knowledge, and generally not at all the type of person you’d put in charge of the most advanced submarine in the world. Sub captains – particularly ones who see a lot of conflict – are usually hard-nosed men of steely resolve, not soft-spoken doe-eyed teenage girls.

There may be some sort of explanation for why she’s in this position, which might be related to why the bad guys are after Kaname. I can’t say at this point. Either way, she’s an interesting character. I like how she messes around with her braids when she’s anxious.

Full Metal Panic: Gauron

Gauron is the main bad guy so far. Sometimes – just for a second – I’ll look at him and think he looks a bit like a younger, more muscular Jack Nicholson. In the dub he even sounds like Jack. He’s kind of cool, and seems to have a real plan aside from “be an evil jerk”, although it should be noted that he IS an evil jerk. This guy isn’t Antonio Salieri. Heck, he’s not even Anakin Skywalker, but he’s not a cardboard villian either.

At the end of disc two they made it look like Sousuke killed him, but I’ve been around long enough to know that the villain doesn’t die in the first act, and that when he does die, we see it happen. Bad guys who seem to die in explosions aren’t really dead, so I’m not falling for it.

Full Metal Panic: Arm Slave

But the real star of the show is the Arm Slaves. Here is a paradox for me: I really like giant robots. I love seeing them in action. I think they look cool and the kid in me wishes he could jump into one of these things and brawl around the city with the bad guys. However, I can’t stand the story or characters for most mecha series. They are usually built around a nonsense plot with angst-driven characters who spend the whole show SHOUTING AT THEMSELVES AND EACH OTHER. Bah.

So Full Metal Panic is pretty fun for me. It lets me get my mecha fix without making me suffer through too much angst and stupidity. It has some great characters. I’m looking forward to the next disc, although I won’t see it until I’m done with Last Exile.

 


 

Role Playing Games

By Shamus Posted Tuesday Jul 4, 2006

Filed under: Game Design 14 comments

Oblivion

The Elder Scrolls (this includes Morrowwind and Oblivion) is a big sandbox world. The main character is defined entirely by the player, who designs not only the look of this character but decides what their personality and motivations are. The game is centered around freeform exploration and is by definition non-linear. The game is mostly made up of optional sidequests. If you stick to the main story you’ll see far less than half of the game.


Final Fantasy X

Final Fantasy is a long confusing book in videogame form with a wonderful self-balancing system where you control three characters in turn-based combat. There are about seven main characters, each with their own fixed personality, motivations, and abilities. The story unfolds as these seven interact with each other and the world. The player has no impact on the personality or appearance of amy of them. They simply travel through each conversation, getting to know their character in the process. The story is as much about what happens to these seven as it is about saving the world.


Diablo 2

Diablo isn’t so much a game as a pià±ata simulator. Click on the monster to kill it and prizes come out! What will you get? Some coins? Some gems? The ultra-ultra-ultra rare rare drop Mace of Ubersmashery? Another damn stamina potion? The main character has no personality outside of what character class they are. The story is strictly linear.

So what do these games have in common? Nothing, really. Except that they are all filed under the heading of “Role Playing Games”, a genre so wide and so diverse that it means almost nothing.

The closest thing to a definition I can come up with that can be applied to all games of this type is “any game where your character(s) grow in power or improve their stats over time or through accomplishing in-game goals”. I suppose that works, but according to this definition Grand Theft Auto: San Andreas would be a Role-Playing Game, since Carl Johnson has a lot of stats and abilites that the player can develop.

I bring this up because I think these sorts of games are among my favorites. I derive great satisfaction from games where I can grow my character. However, when I see the label RPG slapped over a game, I have no way of knowing what sort of RPG it really is. Is it a “kill monsters and take their stuff” game like Diablo? Is it a story game like Final Fantasy? Or is it a freeform game like Fallout, Morrowwind, or Oblivion? The former types are good, but it is these freeform games that really scratch my particular itch.

Despite its many grievous flaws, annoying bugs, unintentional AI hilarity, and the occasionally infuriating quest, Oblivion really appeals to me on some deep, fundamental level. I don’t know why.

I have certain patterns that I follow when playing these freeform games.

  1. I never take my first character all the way through the game. I usually create a character, then advance a little ways into the game until I reach the point where I understand how the leveling system works. Then I see all the ways in which I could have developed my character better. I’ll then abandon this character and create another. (I always save a backup of them while entertaining the fantasy that I might come back to them later, but I never do.) Sometimes I get to my third or fourth character before I find one that I like and that I take all the way through the game.
  2. I usually alternate between male and female characters. I like games that take your gender into account and react differently based on who you are.
  3. I always play as a good or heroic character until I beat the game. Then I go back and beat it as an evil character. Note that I very much prefer games that allow you to define your good / evil via actions, and I scorn games that have the nerve to ASK me if I’m good or evil.
  4. I love games like Oblivion that come up with their own stats and leveling system. I love exploring these new systems. I generally don’t like games that adopt the D&D d20 system for the computer.
  5. I tend to “hurry” to the end of the game on my first trip through. On each subsequent trip I tend to go a bit slower and do more of the sidequests than on the previous trip. On each journey through the game I try to find new things, new quests, new places, or new items that I’d missed on previous trips.
  6. Once I think I’ve seen it all, I usually stop playing, and begin waiting for the new freeform game to come along. All other games are just passing distractions to keep me amused while I wait for a real freeform RPG.
 


 

Happy Independence Day

By Shamus Posted Tuesday Jul 4, 2006

Filed under: Pictures 2 comments


Amazing Flag Originally uploaded by clyde&mel.

Hope your 4th is a great one.

And be safe with your fireworks. Or don’t. In any case, make sure you are having fun.

 


 

Oblivion: Character System

By Shamus Posted Monday Jul 3, 2006

Filed under: Game Reviews 34 comments

I’ve mentioned before that I think it is a bad idea to bring the D&D d20 system to a computer game.

The one in Oblivion is really just a more polished version of the same system that was used in the previous Elder Scrolls game, Morrowwind. It’s a good system in a lot of ways. I’m going to nitpick it here, but I need to start by saying that despite all my little problems with it, the system is really one of my favorites.

How it works is this: There are a bunch of skills in the game. There are skills like using bladed weapons, bartering for goods, pursuading others via speech, repairing weapons and armor, using destructive magic, using lockpicks, etc etc. There are maybe twenty or so such skills, each with a rating between 1 (totally inept) and 100 (master). The more you do something, the better you get at it. So, the more I stab people with my sword, the better I get at it and the better I am able to use a sword.

Oblivion Skills
Filling up the red bar for a skill will cause you to gain a level of that particular skill.

This works really well. Since there are so many, you get rewards quite often. It’s rare that ten minutes will go by without getting another level in at least one of these skills. So these modest rewards come at a steady pace. If you’re in the wild you’re getting levels related to whatever sort of combat you might be doing. In town you are developing merchant and speechcraft. And you are always getting levels in things like athletics, which advances by simply running around. The metaphor makes sense. I mean, that’s how life really works: You get better at things by doing them.

You choose seven of these skills at the start of the game to be your “major” skills. These seven are linked to your character class. They are your defining skills. Once you get ten levels in any of your major skills, you will go up a level. So, if I’m a fighter then five levels of using a sword and five levels of heavy armor will cause me to go up in character level, which gives me more hit points and improves other aspects of my character. That’s a little confusing at first, but it still works well.

So much for the good news. Now for the bad.

The monsters in this game are spawned according to your character level. If you’re level 1, then all you’ll meet are rats and little goblins. If you’re level 20 then the world is full of Dremora lords and other massive, formidable beasts. This is the very opposite of a self-balancing system, and it is a very ugly solution to the problem of challenging the player.

The problem is that the difficulty of the game is now controlled by how well you comprehend this leveling system and how well you apply it. If you hang around town plying your speechcraft skills until you gain ten levels of speechcraft, you will gain a character level. Aside from a smattering of hitpoints, you aren’t any tougher than before, but every monster in the world is. If you decide you don’t like combat so much and focus on trade / speechcraft / alchemy / etc, then you will make a character who is great at doing “in town” stuff but who is helpless in combat. The monsters will level right past you and the game will be unbeatable. Since the stuff shopkeepers have for sale is also controlled by your level, then you can’t make up for your weakness by buying better equipment. You’re just screwed.

In fact, the game more or less punishes you for leveling. The monsters always get tougher as the game goes on, even for a well-developed character. Those rats at the start of the game go down in one hit. By level twenty, you are going to be trading blows for a while to bring down a Demora Lord, even if you have an optimized character with great equipment.

So my strategy for a while was to avoid leveling up. I just chose seven major skills that I would never use. So, as long as I never use blunt weapons, heavy armor, a shield, and a few other things, then I could stay level two forever. This worked, but it turned out to be a very dull way to play the game. Also, as the main campaign progressed, I ran into certain parts that simply required me to be a certain level to proceed. Bah.

My assasin is cooler than yours!As it stands, very few new players will want to play the game on the default difficulty. The game can be brutal and unforgiving to people who don’t plan ahead when making their character at the start of the game. The difficulty bar isn’t a “easy, medium, hard” choice, but a free-moving slider. At the default position (in the middle) I died quite a bit, and I was being careful about how I developed my character. I’m sure a newbie who just let their character evolve naturally (that is, not optimally) would have a much tougher time, and may have a hard time beating the game at all. I have no idea what the upper end of the difficulty slider is for. Who in the world would turn it up?

This is a rotten problem to solve. The problem is twofold: First, the game is freeform. In most RPG’s, you move from one area to the next, with the difficulty climbing as you proceed. But how do you handle this when the game is non-linear? The character can wander freely around the map, so where do you put the tough monsters so that they don’t stumble upon them by accident, before they are ready?

The other problem is that the character development system is so flexible and so varied that my level ten character is going to be very, very different in power from someone else’s. The difference between the expert who plans his character’s development from the start and the casual player who just lets it all happen is pretty big. This is good, because of the freedom it gives the player, but bad, because the game has no idea what sorts of monsters you can really handle.

So the game gets out of balance and the player is expected to go in and nudge the difficulty slider up and down as they go.

I might have another post that attempts to solve this without taking away the freedom of the game. I’m still thinking about it.