The Age of Instant Backlash

By Shamus Posted Friday May 23, 2014

Filed under: Movies 113 comments

Earlier this week Peter Hall at Movies.com put up the article Geeks Are Entering the Age of Instant Backlash and It’s Getting Really Tiresome, talking about how comic book fans reacted negatively to the announcement of Batman V Superman: Dawn of Justice.

Maybe movie journalism works differently than videogame journalism, but from where I stand we’ve been in the age of instant backlash for about a decade or so. Hall says:

[…]Internet immediately lost its mind and pounced on the title like a bunch of ghouls feasting on a newborn. And as I watched the vitriol flow across social media, all I could do is sit back and wonder why everyone is so angry all of the time these days.

There’s a certain irony in accusing people of “feasting on newborns” when talking about how they over-react. At any rate, this probably has more to do with where you hang out on the internet than with anything going on in geekdom. In my experience the backlash was basically a bunch of eye-rolling and head-shaking. I witnessed no anger, much less newborn-feasting.

Here was my reaction:

Continue reading ⟩⟩ “The Age of Instant Backlash”

 


 

Skyrim EP34: Double Dragon!

By Shamus Posted Thursday May 22, 2014

Filed under: Spoiler Warning 109 comments


Link (YouTube)

This Molag Bal quest is a great example of the game depriving the player of obvious choices. The game designer just half-asses it and then shrugs, “Well nobody’s forcing you to complete the quest.” If nicest thing you can say in defense of a quest is that the player isn’t physically compelled to endure it, then what you have is still a terrible quest.

This isn’t even that hard to solve. When the player rescues the priest, right now your only choice is to either bring them back to be sacrificed to the dark lord, or just ditch them and leave the quest unfulfilled. But this latter choice isn’t really a choice at all. I mean, you can always come back later. You’re not rejecting Molag Bal, you’re putting him off. And he doesn’t even mind.

Instead of the player just abandoning the priest and ignoring the quest, just add a line of dialog or two. You tell the priest what Molag Bal asked you to do, he thanks you, and the quest is marked as complete. If we really need to reward the player, we can have the priest give the player a trinket before they leave.

There. Not a lot of work, only a couple more lines of dialog, and we offer the player the ability to take an obvious and reasonable course of action.

 


 

Cat Pictures

By Shamus Posted Wednesday May 21, 2014

Filed under: Random 96 comments

I’ve been worried about my website traffic lately. I’m just not getting the kind of adoration and fame that I deserve as a blogger. Asking around, people are telling me that cat pictures are supposed to be a good draw. So I’m going to post a bunch of pictures of cat things and wait for the traffic to roll in.

Continue reading ⟩⟩ “Cat Pictures”

 


 

Experienced Points: Unbelievable Tournament

By Shamus Posted Tuesday May 20, 2014

Filed under: Column 34 comments

My column this week is about the baffling announcement that:

  1. Epic Games is making a new Unreal Tournament. Despite the fact that Epic has been focusing so much on consoles, the game…
  2. …is planned to be a PC exclusive that…
  3. …will be completely free and…
  4. …developed in collaboration with the community.

So yeah. Strange things afoot.

 


 

Diecast #59: Bombshell, Dark Souls, Marvel Comics

By Shamus Posted Monday May 19, 2014

Filed under: Diecast 103 comments

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Hosts: Chris, SuperBunnyHop, Josh, Shamus, and Rutskarn, with a secret surprise guest that you can probably guess.

Show notes:

1:30 Bombshell

Behold the Bombshell site, in all its kitschy glory. Maybe they’re serious. Maybe it’s ironic. It’s definitely unapologetic.

The whole thing eventually degrades into yet another ride on the “what do we REALLY think of Duke Nukem?” rollercoaster.

25:00 DARK SOULS 2

If you only listen to one 80’s sitcom-style song about Dark Souls 2, make sure it’s THIS one!

30:00 If one Marvel hero was set up on a blind date with one DC hero, what would be the most interesting pairing?

35:00 Talking about Dark Souls 2 again.

48:00 Shamus and Mumbles talk comic books.

1:03:00 Mumbles is playing Diablo III for Xbox.

 


 

Frontier Rebooted Part 4: Stuck in a Rut

By Shamus Posted Sunday May 18, 2014

Filed under: Programming 87 comments

I’ve implemented erosion simulation a few times in my career. My usual technique has you begin at a single spot on the map, landing like a virtual raindrop. From there, you examine the immediate surrounding points and see which one is lowest. Then you move there and repeat the process. As you go, you shave a tiny little bit off of each point. If you want to get fancy, you look at the steepness of the slope. If you’re going on a nice downhill then you assume this theoretical trickle / stream / river is moving fast. You might pick up a little extra dirt (thus making the riverbed deeper) and taking it with you. When the land levels out, you assume the flow has slowed and you drop off a bit of what you’ve collected.

And if the erosion code doesn’t pan out, maybe we can repurpose it into a sled-riding simulator.
And if the erosion code doesn’t pan out, maybe we can repurpose it into a sled-riding simulator.

Eventually you hit the ocean or find yourself at the bottom of a hole. Here you drop off whatever you’ve collected, which ought to help form sloping beaches, river deltas, and gradually fill in craters. At this point you’re done. Now pick another point on the map, drop another raindrop, and start the whole thing over.

It’s not perfect. This would be useless to a geologist or other science-type person trying to study science-type stuff. But it’s perfectly good for making a plausible landscape.

This is nice, but shaders simply can’t do this kind of processing. You can’t say, “I’m done with grid coord X, Y, now let me move next door to X+1, Y”. You can’t just store values globally, and you can’t stop processing when you feel you’re done. (Unless you don’t want to generate any output. In which case you just wasted your time.) When your shader is executed, you’re dropped into a situation where you’re expected to do the calculations of one pixel, and only that pixel. You can’t change any adjacent pixels and you can’t carry values between them using variables. You can LOOK at adjacent pixels, but because processing is heavily parallelized, you can’t even guarantee that points will be handled in any particular order.

So how do we handle large processing jobs like this, where we have a lot of inter-dependency and changes that need to propagate in unpredictable ways?

Continue reading ⟩⟩ “Frontier Rebooted Part 4: Stuck in a Rut”

 


 

Skyrim EP33: Aquaman!

By Shamus Posted Friday May 16, 2014

Filed under: Spoiler Warning 81 comments


Link (YouTube)

So that’s Markarth. I guess. I wish I’d played through this quest before we covered it in the show. There’s obviously a lot wrong with it, but really charting out the wrongness and identifying the failure points requires more than just watching Josh glitch his way through an endless procession of inventory screens and dead bodies.