Spider-Man Part 18: Jailbreak

By Shamus Posted Thursday Jun 6, 2019

Filed under: Retrospectives 54 comments

Last week I mentioned the character of Screwball and the writer’s stilted and cringey attempts to emulate Millennial shorthand and idioms. It’s interesting to compare that mess to the scene right after Grand Central Terminal where Spider-Man and MJ have an argument via texting. This exchange is bang-on. It’s not just solid from a character standpoint, but also by the way it captures the little nuances of what it means to have a fight through text messages.

There’s a moment where MJ says, “think we both had different ideas about this ‘partner’ thing”, referring to the way they decided to team up without either of them making clear what they expected from the other. She thought if they were ‘partners’ she’d be able to sneak around the hideouts of dangerous supervillains without him trying to stop her, and he thought she would just stay at home and gather information for him.

I am really impressed with Peter's ability to type while leaping around the city.
I am really impressed with Peter's ability to type while leaping around the city.

Spidey replies by shouting, “OH, YOU THINK?” at his phone, but then types a much more measured response. The whole exchange is full of little details like this that make these two characters feel genuine.

We see the entire exchange from Spider-Man’s perspective. On one hand, I kinda wish the viewpoint would shift over to MJ a few times so we could see how she’s reacting. Is she also shouting at her phone in exasperation while typing with restraint? Is she angry? Crying? Then again, not knowing what the other person is really feeling is part of the texting experience, and by trapping us in Spider-Man’s P.O.V. the writer enables us to share in his frustration and confusion.

Continue reading ⟩⟩ “Spider-Man Part 18: Jailbreak”

 


 

Microsoft’s New Plan for Xbox

By Shamus Posted Wednesday Jun 5, 2019

Filed under: Column 107 comments

This week my column takes a look at Microsoft and their recent move to unify the PC and Xbox ecosystems. Actually, I guess it’s not a recent move so much as another re-commitment to an idea they keep flirting with and abandoning. If they could merge the Xbox and PC into a single group by allowing players to take their library, friends list, and save games with them between platforms, then that would make the resulting PC/Xbox hybrid the biggest console platform.

Back in the 90s and aughts, Microsoft’s grip on the PC market was really strong. You used Windows because everyone else used windows and everyone needed to be able to share documents. Your software collection was Windows-based and switching was difficult. Macs were nice, but they were really expensive and they had trouble sharing files with your business colleagues. Linux was free, but it was still a platform for gurus and it had a lot of the same data-sharing problems.

But today? Most programs are either multi-platform by design or universally available through the cloud. You can do word processing, spreadsheets, image editing, video editing, music editing, file sharing, spread sheeting, and web-browsing on any of these platforms and have a reasonable expectation of being able to share files with everyone else. We’re doing more and more on the cloud, and the OS matters less and less.

The two exceptions to this trend are:

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Diecast #259: The Witness, Outer Wilds, Survival Games

By Shamus Posted Monday Jun 3, 2019

Filed under: Diecast 58 comments



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #259: The Witness, Outer Wilds, Survival Games”

 


 

#28 Something For Everyone. Almost.

By Shamus Posted Sunday Jun 2, 2019

Filed under: DM of the Rings 9 comments


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#27 The Thick and the Dead

By Shamus Posted Friday May 31, 2019

Filed under: DM of the Rings 4 comments


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Spider-Man Part 17: Sidequests

By Shamus Posted Thursday May 30, 2019

Filed under: Retrospectives 52 comments

The main story has just dropped us into a false sense of security. The big obvious threat is ended and our “main” villain is on his way to jail. The Octavius plot is still simmering in the background, the Peter and MJ plot just hit a low note, and the credits didn’t roll, so the player probably knows the story isn’t really over yet.

This seems like a good time to stop and talk about a few of the sidequests.

Here we have the inverse of the Mass Effect 2 problem. In Mass Effect 2, the optional loyalty missions were solid and the main plot collapsed under the slightest scrutiny. Here in Spider-Man, the main story feels like a proper comic book series and some of the side-content feels like filler sidequests devised by game designers with no experience in writing.

They’re not all bad, though. In particular, I like the sidequest involving…

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Crunch is Proof that Video Game Executives Don’t Understand Video Games

By Shamus Posted Wednesday May 29, 2019

Filed under: Column 131 comments

My column this week will be a bit of a re-run for those of you who have been around long enough to remember the last time I brought up crunch mode in video game development. On one hand, it feels silly to cover the same topic again and again. On the other hand, it’s even more silly that this is still a problem after all these years. The news doesn’t stop covering a natural disaster just because it’s day 3 and everyone knows about it. They cover it until the destruction ends and the mess is cleaned upActually, they probably stop covering it when people stop watching, but you know what I mean..

Some people take the hardline stance that “crunch should never happen”, and I just can’t get behind that idea. It’s built on the premise that since all mistakes are avoidable, you can avoid all mistakes. This is clearly not the case. As an engineer, I’m much more comfortable with designing systems with a bit of fault tolerance than designing systems that are perfect as long as nothing ever goes wrong.

This is a world of finite resources, bedeviled by selfish jackasses, subject to entropy, and filled with unpredictability. Jerks will cause problems, misfortune will strike, people will make mistakes, and equipment will fail. You can insist that all game budgets should be mapped out perfectly and then sufficiently padded, but this ignores the way that creative projects will expand to consume available resources. If feature creep is a problem when schedules are tight, then how much worse will it be when everyone has lots of “extra” time?

Saying teams should never crunch is like saying that airbags are a waste of money because accidents shouldn’t happen in the first place. The pursuit of an unattainable ideal will prevent you from building a robust system.

So how would I handle this?

Continue reading ⟩⟩ “Crunch is Proof that Video Game Executives Don’t Understand Video Games”