Avoiding Conflict

By Shamus Posted Monday Jan 9, 2006

Filed under: Tabletop Games 24 comments

A major struggle we have out our D&D campaigns is the issue of avoiding conflict. If players are correctly playing their characters, then they should not allow themselves to get sidetracked by random fights. As in, “We need to save the princess, so we don’t have time to screw around with this ettin. Just use some magic to slow it down and we can run away. ” But this isn’t a very satisfying way to play. It feels lame running away all the time, and combat is supposed to be a big part of the game.

So what do you do? Play your character or have fun? This isn’t a great choice to have to make. I can aleviate this by forcing them into combat, but then it just feels like they are on rails, and battles feel contrived. We have had several sessions with no combat, and I can feel the players getting itchy for a fight. But then a chance for combat comes along and they route around it, because even though they want to fight, their characters are more or less sensible guys who are focused on the job at hand. The only time they fight is when they encounter a challenge that blocks their main goals, and even then they usually try to negotiate or reason before resorting to bloodshed.

This is a flaw in the nature of the game itself, really, and I’ve never found the right balance of forced combat and player choice that still keeps the action lively.

 


 

Maddening NFL 2006

By Shamus Posted Sunday Jan 8, 2006

Filed under: Game Reviews 8 comments

An ongoing problem in the Madden NFL series is the terrible A.I. EA Sports has done a fantastic job of building a game that looks and sounds like real football, but it doesn’t play like real football at all. Sometimes this is amusing, and sometimes it really takes the fun out of the game. Here are a few of the ways in which I’ve seen the game freak out or go wrong:

Crowd cheering is based on how far you run, not on how well you are doing

This one is amusing. Get the ball and take off in the wrong direction. Once you get going, the crowd notices you are running very far very fast and begins to cheer, despite the fact that you are going the wrong way. I love when your fans stand up and cheer you for doing something very, very stupid.

A.I. is senseless when rating trades.

This isn’t too bad. I’ts just an obvious exploit that I can’t believe has survived through the various iterations of the game. Can’t someone take a few hours and fix this?

What you do is trade a lower-rated team for their superior draft pick. For example, if you are rated #1, you can go to the worst team in the league, and they will trade you their first-round pick for your first-round pick. Their first-round pick should be one of the best, and you likely have the worst first-round pick. This is not a complex or obscure issue, and it’s been around for years.

Another trick: Find a player with great stats who is nearing retirement. Then sign them to a ridiculous contract that overpays them, and assumes they are going to be at the top of their game for years. Then trade this player for a solid draft pick with comparable pay.

The A.I. seems to rate this player based on how much you pay him, not based on how many useful years he has left. The upshot is that you get a young stud and they get a broken old man. Eventually they cut him and take a cap hit. That’s bad enough, but you can keep doing this and drive a team to ruin.

A.I. is the same for all teams.

Once you get ahead of the A.I., it makes the same oddball choices no matter who you are playing. Look for them to punt sideways, out-of-bounds on 4th down, because they fear giving up big yardage on the punt return. I’m talking about goofy 10-yard sideways punts. Really strange. I might understand if a few teams reacted this way, but they all do. It really drives home the point that the only thing that varies from team to team is the players: the coaching strategy is almost uniform.

The A.I. is also fond of off-side kicks, which happen way too often (and with far too much success) in this game.

I can’t remember the last time the A.I. surprised me with an unexpected decision.

The running game is lackluster.

Madden 2006 is built around showy long bombs, and the running game just doesn’t feel right. You either run for a loss or a touchdown. You can’t build an offsensive drive around 3 and 4 yard runs. After playing the game for a while, I can sort of see how it is meant to go: You throw a lot, go long, and every five plays or so you throw a running play in there to keep the A.I. guessing. For some teams this makes sense, but for smashmouth teams like Pittsburgh or Jacksonville this doesn’t look right at all.

None of these issues ruin the game. The thing that bothers me is that they have been obvious issues for years, and they continue to release new versions of the game with the same flaws. Disappointing.

 


 

Madden 2006: Football 101

By Shamus Posted Saturday Jan 7, 2006

Filed under: Game Reviews 1 comments

So I’m playing Madden 2006, and I decide to check out “Football 101”. I was hoping to learn some football and get a feel for the game. I selected the option that has John Madden teaching you the basic Football formations and plays. The computer runs the play, shows it to you, then lets you run it. It’s a very low-key way to learn how to play the game.

I try a simple play: HB slam. The halfback is supposed to take the ball from the QB and run it up the middle.

I start it, and the game runs the play on its own to demonstrate. Except: it didn’t run the way it was supposed to. The offensive line melted and halfback got pancaked the instant he touched the ball. I sat there, dumbfounded, as the computer completely screwed itself.

Then John Madden spoke up, “There. See how it’s done? Now you try it.”

Nice one, thanks John.

 


 

GalCiv II

By Shamus Posted Saturday Jan 7, 2006

Filed under: Game Reviews 3 comments

Compare & contrast:

Let’s compare yesterday’s incoherant rant about Steam to the announcement from Stardock about the upcoming GalCiv II.

Stardock is releasing their game free of any copy protection whatsoever. No CD keys. No copy prevention, no DRM. No serial numbers. No hassles. I’m telling you, I would buy this game even if all they were selling was a blank CD, just on principal. Games that don’t punish, harrass, and annoy those who buy them are few and far between. However, it looks like the game itself is going to turn out pretty good. The news suggests that Stardock has their act together in a profound way. This game looks to be the best in its particular (and very narrow) niche in almost a decade.

GalCiv 2 looks very, very promising. They have been letting people play the beta and (contrary to standard industry practice) talk about it in public. These guys have confidence in their software. They believe they have made something special. They’ve convinced me to the point where I’m willing to slap down $45 to see if they’re right.

But let’s get back to the compare & contrast I started with. There is no chance CalCiv 2 is going to have the impact that Half-Life 2 did. HL is in a league of its own. In terms of sales, profits, total people playing the game, industry buzz, major media attention, spinoff products, and consumer demand, there is no comparison. Half-Life 2 is at least an order of magnitude ahead. So, on one hand you have an industry smash hit, which is an excellent product and a joy to experience, and my hatred for it is difficult to articulate without employing profane language. Not only will I not buy the Half-Life 2 expansion, but I won’t go near anything else that uses Steam or anything put out by Valve Software. On the other hand, you have a fine but obscure game in a niche market, and I can’t wait to give them my money.

I suggest that publishers are seriously underestimating how much damage invasive (yet inneffective!) copy protection is doing to the industry. Those long, un-skippable FBI warnings at the start of DVD’s are peanuts compared to the hassle gamers are given.

Wal-Mart could eliminate almost all theft if they just started frisking everyone as they left the store. Yet they take the loss instead. They take the loss because people won’t stand for being frisked, no matter how much value you offer them in return. The copy-protection zealots need to think about that before they go ruining any more games with their idiocy.

 


 

STEAMing pile of filth

By Shamus Posted Friday Jan 6, 2006

Filed under: Video Games 34 comments

Yay! It’s time for a rabid, spittle-covered rant on computer games! Enjoy!

How would you react to finding out that when you purchase something at a store (let’s say, a big TV) that you are forced to register your TV before you can use it. You have to call up the company and let them know you have one of their TV’s before you will be able to turn it on. Let’s also say that it is impossible for you to give or sell this item once you have done so. If the manufactering company loses power, you can’t turn on your TV until they recover, even if you have power and everything is fine on your end. If they go out of business, your TV will cease to work forever. Oh yeah – they don’t tell you all this up front when you buy the thing. You find all this out once you get it home and unpack it. Also, if you take it back to the store you won’t be able to get your money back. You can only exchange this bizzare television for another of the same model with the same restrictions.

Let’s see: You can’t sell it, you can’t loan it out, you can’t return it, and you can’t use it without the blessing of the maker. I suggest that you don’t even own the TV. You paid for the right to keep someone else’s TV in your house and watch it as long as they allow.

I am, of course, talking about the crime against gamers that is Steam. People were all over this last year when Half-Life came out, but I’m having my say now.

But first: I freely admit that Half-Life 2 is one of the greatest games ever made. It is important that I stipulate that my love for this game is surpassed only by the raw hatred I have for the way in which it was sold. Half-Life 2 is a beautiful piece of work crafted by people who clearly know exactly what they are doing. It is marvel of both technology and design. It is a wonder to behold and a thrill to experience. We are talking Citizen Kane or Gone With the Wind of computer games, here. Okay?

The problem is, that in order to play the game, you must run another piece of software called Steam. Steam is a “content delievery system” which means that you can buy games over steam instead of going to the store and getting the boxed version. Since they don’t have to print out a manual, burn a CD, jam it into a cardboard box, ship it accross the country, and pay a retailer to keep it on the shelf until you buy it, this lets them save a lot of money. The folks at Valve software pass $0.00 of that savings onto you, the customer.

Now, if this were the end of it, I wouldn’t mind so much. I am happy if talented people become rich when they work hard. That is their right and the natural order of things. But it doesn’t end there.

If you buy a game that runs through Steam, then you NEED Steam to run the game. It doesn’t matter if you download the game or get it retail. The software you bought is encrypted onto your hard drive, so that it cannot be run directly. Not without the help of Steam. To register for Steam, you need to give them a real name and a credit card to verify your identity, so don’t get any ideas about making up a bogus name and using a throwaway hotmail account. Note that you find all this out after you open the box, at which point everyone assumes you’ve ripped images of all the CD’s and uploaded them to your pirate network in China. You can’t return it. Not for money, anyway.

You don’t just need the software when you install the game, you need to LOG IN, online, with your name and password, every time you want to play the game so their server can give you permission to play the game you paid for. I’m talking about a slow pig of a software system that more than doubles the already lengthy time it takes to launch the game. It runs in the background, downloading and applying “patches” and “updates” without so much as a “by your leave”. If their server goes down, or you lose connectivity, you can’t play your game because you have no means by which your computer may ask to run it. You can’t sell the game or give it away, unless you feel confortable with the other owner impersonating you on Steam. Your account can only be logged in at one place at a time, so if you own more than one game through Steam (you idiot) then you can’t play one of them while your friend plays the other. I hope you don’t expect to be able to loan the game out, as if it was a movie or a book.

Steam runs in the background, chewing on memory and bandwidth unless you hunt around in the options and find the checkbox that tells the program to piss off. Imagine what the system tray would look like if everyone did this. Keep in mind that all of this stupid hassle is to keep you from stealing a game for which you have already paid.

All of this copy protection is in ADDITION TO the normal hassle we’ve all grown accustomed to: Typing in huge serial numbers the size of nuclear launch codes and always keeping the CD handy so we can prove to the game that, “Honest, it’s just me, and I’d like to play my game now please.”

Once I realized what STEAM was, I would have returned their filthy software to the store right that moment, without ever playing the game, without seeing what all the buzz was about, and without even taking a peek to see how it looked. It would have gone right back in the box and right back to EB games, that very day, if I could have. But you can’t. I could only return it if it was defective (the disc was scratched) and even then all I could get was a replacment disc. As far as I’m concerned the software is unaccepeable, non-returnable, and impossible to sell. Software that doesn’t run when I tell it to is of no use to me. My day is too full to go around asking software if I can have permission to run it. These punks at Valve software have robbed me in the name of protecting themselves from pirates. (As an aside, pirates have indeed cracked Steam, and people who have never paid for the game enjoy it without any of the hassles I describe.)

Now I hear there is an expansion coming and I just laugh. There is no way in hell I’m giving them another cent. I’m sure it will be another landmark in gaming, but I’ll never see it. I am a principled man. I won’t buy the game and I won’t have anything to do with piracy. But I’ll tell you this: If the kids out there skip paying for the expansion and use their already-developed cracks to acquire it, I will be very happy.

Talented, hardworking people should get filthy rich. Dishonest, arrogant, paranoid, ignorant bastards that don’t respect the property of others (i.e. my computer) deserve to see their efforts thwarted at every turn.

Yes. That would be very pleasing indeed.

 


 

Oops

By Shamus Posted Friday Jan 6, 2006

Filed under: D&D Campaign 11 comments

For those of you who follow the D&D campaign:

You’ll notice I’m still posting session 9. In our game, we are actually done with session 11, and session 12 is planned for this Sunday. Session 11 happened the week before Christmas. In preperation for the coming game, I went to listen to the session 11 recordings and see where we left off. It seems that while we did indeed record the entire 5-hour session, the microphone had been unplugged at some point, so we had recorded 5 hours of silence.

I think, as an experiment, that this D&D campaign blog is a failure. It takes more time to write the narritive than it does to host the session. That means I have to come up with an extra eight hours or so every week, on top of normal DM prep time. I just don’t have it, and so this site didn’t turn out as well as I’d planned.

I still plan to stick it out, although I still don’t know what I’ll do for session 11. We’re getting near the end, and I hate to stop now.

Thanks for reading.

 


 

Steven Jay Blum

By Shamus Posted Thursday Jan 5, 2006

Filed under: Random 3 comments

Steven Jay Blum is a busy guy. Odds are that if you play video games or watch anime, you’ve heard him, even if you’ve never heard of him. He’s most famous for doing the voice work for Spike Spiegel in the Anime series Cowboy Bebop. (English dub, of course.)

spike.jpg
Since seeing Cowboy Bebop, I’ve noticed his voice popping up in lots of video games over the past few years. The most noticeable for me was in Doom3, where he seemed to do every dang voice in the game. Don’t get me wrong, Blum is a talented guy and I love when he shows up, but for a big budget game like Doom to re-use such a distinctive voice so many times seems lame.

For example, in just the first half-hour of the game he shows up as five different characters. You find him first in the kitchen, as the voice of fellow squad member K. Miller. (This is his “major” role in the game, the one for which he’s actually credited) Just a few minutes later you arrive at Mars Underground, and he’s the voice of the guy running the security checkpoint who issues you your sidearm. A few minutes later, you pass a couple of guys doing maintainence work at some conduit. The guy at the far end of the conduit (the guy you can’t see) is again voiced by Blum. From there, you move on the the old comm building and things go sideways. On the way back to Mars Underground (between the airlocks) you get a message from the leader of “fireteam two” who is again voiced by Blum. And finally, once you get back to Mars City there is the guy who lowers the ladder and says, “I can’t believe I found you. I thought I was the only one left alive!” There is Blum again, the fifth time you’ve encountered his voice since you hit the “New Game” button about half an hour ago. Keep playing and you’ll run into him again once you reach Alpha Labs – He’s voicing the guy who’s nearly dead by the exit airlock. I think at this point they give Blum a break, since you don’t run into him again until you rejoin K. Miller just outside the Enpro Plant.

I decided to look up Blum and see what else he’s done. Check out his huge list of appearances. I count about 180 since 1990. That’s an average of 12 parts a year, or a new part and a new character once every month. Actually, since in both anime and games making an “appearance” means playing a half-dozen or so parts, (like the Doom example above) then it means that Blum probably plays over a hundred characters every couple of years. That’s a lot of characters.

It looks like he started out with small TV appearances in the 80’s, moved on to Anime in the 90’s, and has been doing a steady mix of video games and Anime over the last 10 years. According to this site, he’s also famous for 7-11 commercials. I wouldn’t know about that: I don’t have anything to do with TV or radio unless football is on. Still, this is one busy guy.