The Walking Dead EP17: Hobo Chuck’s Private Reserve

By Shamus Posted Wednesday Jan 16, 2013

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Link (YouTube)

Continuing the conversation we were having in this episode: The more I think about it, the more I think that “episodes” is a really good way to approach story games. Like I said, so far the approach to telling a story has been to:

Continue reading ⟩⟩ “The Walking Dead EP17: Hobo Chuck’s Private Reserve”

 


 

Fallout 3 EP5: Glorious Chaos!

By Shamus Posted Monday Jan 14, 2013

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Link (YouTube)

Sweet mother of Mutants, I forgot how unabashedly horrible the Three Dog dialog is. There’s this awful mix where the game is putting motivations and characterizations into your own dialog, the NPC makes all kinds of assumptions that you can’t challenge, and the NPC talks a great deal without saying much. The player’s attempts to direct the conversation are a futile struggle against the iron will of the author.

The Tasteful Understated Nerdrage guy did a video on the Elder Scrolls series and Bethesda Software, and he talked about how Bethesda is good at worldbuilding. (Alas that the guy stopped making stuff. He was doing really good work.) Giving Fallout to Bethesda is like giving DOOM to Peter Molyneux. It requires almost the inverse of the given skillset, preventing them from doing the things they’re good at and demanding a lot of they types of things they’re bad at.

Continue reading ⟩⟩ “Fallout 3 EP5: Glorious Chaos!”

 


 

The Walking Dead EP16: Training Day

By Shamus Posted Sunday Jan 13, 2013

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Link (YouTube)

While re-watching the episode prior to writing this post, I found myself getting that gut-punch feeling again. Notwithstanding our talking over it and making jokes, this is a powerful sequence. It’s wonderfully written and acted.

For those asking what interactivity adds to a story: Continue reading ⟩⟩ “The Walking Dead EP16: Training Day”

 


 

Fallout 3 EP4: What Consequences?

By Shamus Posted Friday Jan 11, 2013

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Link (YouTube)

Here is a fun thing: Deadfast has been keeping a tally of the Fallout 3 drinking game. He’s got it in a nice spreadsheet with charts & graphs. It’s still a bit thin because we’re so early in the series, but I expect this to become very interesting once we’ve got a few more episodes behind us.

For new-ish viewers, when I mention Lulzy I’m talking about my LP of Lord of the Rings Online.

 


 

The Walking Dead EP15: All Aboard

By Shamus Posted Thursday Jan 10, 2013

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So now I think we’ve gotten far enough into the game that I’m ready to talk about choice. As we discussed, Episode 3 is pretty much a snapshot of the entire game. For the record, here is the splash screen for Episode 3:

Continue reading ⟩⟩ “The Walking Dead EP15: All Aboard”

 


 

The Walking Dead EP14:
We Line Everyone Up

By Shamus Posted Wednesday Jan 9, 2013

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Link (YouTube)

Early in the Episode Rutskarn points out that denying the player the ability to express disapproval for a character will then cause that pent up frustration to manifest as HATE. Then later in the episode we see that exact thing in action.

Mass Effect 2’s Miranda is the textbook example of this problem. She’s grating, stupid, smug, wrong about everything, and she’s the spokesperson for a railroaded course of action (working for Cerberus) that a lot of players rejected. And yet despite being her superior(?) officer, you can’t ever rebel against her. Instead you end every single conversation with, “Thanks Miranda.” (Or whatever.)

Continue reading ⟩⟩ “The Walking Dead EP14:
We Line Everyone Up”

 


 

The Walking Dead EP13: Duck Will Help

By Shamus Posted Tuesday Jan 8, 2013

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Link (YouTube)

Chris made a really good point about guns in this episode: If this was a straightforward shooter with talky bits, then players would simply treat it like one. They would always have their gun out, and they would tend to stay and fight. It’s incredibly hard to get players to run away. If you starve them for bullets, they’ll run out, die, and complain that the game is too hard or that bullets are too scarce. Or they’ll save-scum until they get all headshots and the tension and pacing of the scene is completely demolished by the save / reload cycle.

Sure, SOME players will shoot and run at the proper time, but others won’t because they’ve played a hundred other games that have built up this expectation of an empowerment fantasy. Those players will become confused and frustrated. I suppose you can boss them around with on-screen prompts telling them to stand or run, but then the players will want to argue with the narrator’s decisions. “Why do we have to stay? We could climb this fence and escape!” Or perhaps, “Why do we have to run? I think we can take these guys.”

Additionally, making this a shooter would require shooter mechanics: First or third person perspective. Suddenly players would be free to look around. We’d lose the wonderful cinematography and face all the framing problems of players overlooking critical details because they were rubbernecking. Also, this would make the game more expensive to produce. A lot of these places are probably built like movie sets: Only the relevant areas are filled in. If the camera doesn’t look in that corner, then nobody has to fill it with detail or texture it. In a movie, the only props that need to look good up close are the ones you plan on using in a closeup. In a game, anything that can get near the player’s face has to be presentable enough for a closeup.

In this game, the interpersonal exchanges are the gameplay, and taking this approach lets those mechanics take center stage. The brief action events are mostly there to create tension though uncertainty. (Am I going to die if I fail this? Could have executed that previous action differently and gotten a more favorable outcome? Was there a choice I didn’t see?) If they made this a shooter it would pull all of the focus onto the shooting, and pull it away from the dialog. In this game, the camera shows us what the director wants, and characters make decisions about when to shoot or fight based on things we don’t always see. As long as we trust the writers, then we can accept it. “I don’t know how many bullets Lee has and I don’t know how many zombies are outside, but Lee knows and he’s decided that it’s time to run. So it probably makes the most sense and I don’t need to second-guess him.”