Black Desert Online #4: The Final Straw

By Shamus Posted Friday May 11, 2018

Filed under: Retrospectives 105 comments

Good combat, pretty visuals, lots of fun, blah blah. Enough screwing around. Let’s tear off this band-aid and see how bad the infection is.

Like I said last week, I was willing to put up with the lousy translation, the bad balance, the inconvenient “simulation” elements, the offensively priced cash shop, and the lack of interesting long-term goals. I guess I was just really into electrocuting huge groups of dudes and was willing to put up with a lot of nonsense to keep doing that.

Until I reached level 50…

Level 50 is PvP

I'd just refuse this quest and stay level 49 forever to explore the rest of the PvE content, but once you hit level 49, every single time you earn XP the game floods you with little BONK notification sounds and flashes a warning that you need to take this quest. It's the same sound the game uses to let you know something is WRONG. (Like your mount is being attacked.) It's maddening.
I'd just refuse this quest and stay level 49 forever to explore the rest of the PvE content, but once you hit level 49, every single time you earn XP the game floods you with little BONK notification sounds and flashes a warning that you need to take this quest. It's the same sound the game uses to let you know something is WRONG. (Like your mount is being attacked.) It's maddening.

I’ve said before that’s completely moronic to make PvP the endgame for PvE content. People looking to fight other players don’t want to have to play all these hours of single-player content to get to the “real” game, and people looking for a good old monster-bashing power fantasy don’t want to be shoved into a world where they can be randomly insta-killed by some jackass ten levels over them. That’s a hell of a reward for the PvE player. “Thanks for putting in all the hard work to level up and reach the endgame. Your prize is that the game is now ruined for you.” These are two different groups of players with different needs, and it makes no sense to connect them like this.

Yes, I know this is common in MMO design and not limited to Black Desert Online, but this is what killed the game for me. I hit level 49 and the game told me the next step was forced PvP. That was it. I was done.

PvE and PvP really are two different games for two different audiences. Imagine if the football league had people play football all year until they reached the championship where the winner was decided via baseball. This is a complete gameplay non-sequitur and I can’t believe developers are still doing this.

Black Desert allows you to opt-out of PvP. However, players can still attack you, even if you’re flagged as not willing to participate in PvP. As the game itself explains:

Continue reading ⟩⟩ “Black Desert Online #4: The Final Straw”

 


 

The Witcher 3: Novigrad, Part Two

By Bob Case Posted Thursday May 10, 2018

Filed under: Video Games 32 comments

The bad part is over. Now it’s time for the good part!

Two of my favorite quests in the game are in the second half of the Novigrad storyline, and they’re both ones I’d like to cover in at least some detail, because I personally consider them to be examples of how to do it right. I skip over a lot of things in these posts, mostly because The Witcher 3 is a very long game and to cover everything in detail would take forever. But I’m not going to skip over these two quests, because (in my opinion) they’re instructive. They’re examples of two types of quest that you don’t often see anymore. I’ve named them the “nailbiter” and the “soother” (I’ll explain the names).

First up, the nailbiter. Caleb Menge, high-ranking thug in the employ of the Church of the Eternal Fire, is in possession of two pieces of information crucial to us: Dandelion’s location, and the location of the treasure looted from Dijkstra’s vault. Triss comes up with a plan for Geralt to “capture” her and deliver her to Menge, in hopes that Geralt can wheedle out the information he needs as payment. This requires Geralt to pay a part: he has to make the Witch Hunters believe that he doesn’t care about Triss, or even actively dislikes her. Triss, for her part, knows she’s likely to be tortured once she’s in Menge’s clutches.

This leads to a situation that is unfortunately relatively rare in modern RPGs: one where there’s meaningful gameplay to be had through dialogue. Geralt has to be careful what he says, what he admits to, how he reacts to provocation, and what information he presses for, because being careless will give the hustle away. And keeping Menge’s con won’t be easy – at a glance he looks like a dumb goon, but by now we know that, in his own way, he’s a canny operator.

Menge is paranoid about dopplers, one of many reasons that I suspect they played a bigger role in whatever the original incarnation of this questline was.
Menge is paranoid about dopplers, one of many reasons that I suspect they played a bigger role in whatever the original incarnation of this questline was.

I say that this is rare because too often in RPGs (or any kind of story-driven game) dialogue and gameplay are kept at arm’s length. Generally speaking, nowadays you can’t fail a dialogue section – the player can either exhaust all the various options or skip them, and their decision to do either the one or the other doesn’t affect anything else. But when talking to Menge and the Witch Hunters there are a variety of different ways to screw the pooch.

Continue reading ⟩⟩ “The Witcher 3: Novigrad, Part Two”

 


 

Pixel City Redux #5: Debugging Bugs Me

By Shamus Posted Tuesday May 8, 2018

Filed under: Programming 96 comments

In programming, sometimes things go very wrong and you have no idea why. Bugs happen all the time, and a lot of this jobOr hobby. Whatever. involves tracking down and fixing your mistakes. On any sufficiently mature project you’ll probably spend more time testing and debugging new features than you spend writing them.

So it goes something like this:

You’re busy playing the game you’re developing when suddenly you crash to desktop. Looking a bit closer, it seems like you got a division by zero error. It seems the variable named “distance_to” was somehow set to zero. The odd thing is,that variable is used for calculating the distance to the closest quest marker, and you know for a fact you weren’t anywhere near one.

So clearly this bug isn’t your fault. Obviously your code is fine. This is probably a bug in the compiler. Or maybe the operating system. Maybe even the processor itself. To sort this out, you’re going to need to send an irate email to the guilty.

But before you fire off that salvo of email abuse, you figure you’ll have a quick look at your code, just on the off chance that this is somehow your fault.

It’s true that you can “solve” this problem by having the program check for a value of zero before doing any division with this variable. That would certainly stop the crash, but it wouldn’t fix the bug. According to how things are supposed to work, it should be impossible for this variable to be zero. Stopping the crash won’t address the fact that something is going wrong.

The problem looks like this:

Continue reading ⟩⟩ “Pixel City Redux #5: Debugging Bugs Me”

 


 

Diecast #209: System Shock, TotalBiscuit, Minecraft, Mailbag

By Shamus Posted Monday May 7, 2018

Filed under: Diecast 43 comments

I’m really enjoying having these questions. As always, if you’ve got a question for the show please send it to diecast@shamusyoung.com.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #209: System Shock, TotalBiscuit, Minecraft, Mailbag”

 


 

Nightdive is Still Alive

By Shamus Posted Sunday May 6, 2018

Filed under: Video Games 42 comments

You might remember a few months ago I wrote about the sad story of Nightdive Studios. They got to rights to remake the 1994 classic System Shock. They made a dynamite demo and raised over a million dollars on Kickstarter. And then six months into development they threw away the demo and started over with a new graphics engine. A year later they (apparently) ran out of money and shut the project down. In the process, they laid off 15 people.

I predicted the project was dead at this point, but it looks like I was wrong. They’ve gone back to a design that matches the original demo and begun work on the low-tech version of the game they started with.

I don’t have much to say about what they’re doing, but after writing that very negative column back in February I thought I should at least acknowledge this change in direction. I don’t know what money they’re living on at this pointThey worked on the game for 18 months and employed 15 people. Even if everyone was talking a very modest salary and the company didn’t have a lot of operating expenses, the initial Kickstarter money ought to be long gone by now., but I’m glad work has resumed on the project.

While I still strongly disagree with their previous decisions, I think this new direction is the best possible response. I can’t think of anything the team could do at this point that would placate meWhich is OBVIOUSLY their priority at this point, right? more than what they’re doing now.

I wouldn’t say I’m feeling “hopeful” about the project at this point, but I’m no longer assuming the entire enterprise is doomed. And that’s sort of like being hopeful. I guess.

Best of luck to the team.

 


 

Black Desert Online #3: But Wait, It’s Worse!

By Shamus Posted Thursday May 3, 2018

Filed under: Retrospectives 171 comments

In terms of combat, this was the most fun I’ve ever had in an MMO. And it’s really pretty. And the loot system is kinda interesting. And I like the Black Spirit character, his stilted translated dialog notwithstanding. And yet the developer drove me away from the game. So what did they do wrong?

The Business Model is Awful

Thanks for purchasing the game. Now buy the rest of it, one tiny piece of content at a time.
Thanks for purchasing the game. Now buy the rest of it, one tiny piece of content at a time.

I got this game back in 2016 during the North America launch, and I paid $60 for it. That’s a lot to ask for in this world where MMOs are all offering you free access, but I had a good time with Guild Wars 2 and that game ran on a pay-up-front model, so I was willing to give Black Desert the same chance.

The problem is that once you pay your $60The game is down to $10 on Steam these days. Still too much, since it should probably be free on account of all the microtransaction crap. you’ll find it operates more or less like a free-to-play game. The game throws annoyances at you and then asks you for money to make them go away. Or the game tantalizes you with customization options that must be paid for.

In the old days, you paid $60 up front and $15 a month. I liked that model since it kept my costs fixed and I didn’t have to make real-world economic decisions while I was immersed in my videogame. But fine. I guess it’s all microtransactions now. If I had known up front how hard the game was going to push microtransactions then I wouldn’t have spent $60 on it. I don’t like constantly running into hurdles asking me to pay for this or that, but in theory I’d be okay with it if it was possible to just play the game normally for $15 a month.

The problem is that…

Continue reading ⟩⟩ “Black Desert Online #3: But Wait, It’s Worse!”

 


 

Pixel City Redux #4: I Didn’t Know I Didn’t Know That

By Shamus Posted Tuesday May 1, 2018

Filed under: Programming 58 comments

In the last entry I hacked together a solution that let me draw my scene without using a framebuffer object. But now I’m realizing that even though I got lighting working, I still don’t have the features I need to make this work.

The Loss of Framebuffer Effects

One of my goals at the start of this project was to mess around with goofy color reduction and dithering effects. I don’t know why, really. It was just something I wanted to see in action.

The idea I had for dithering would squash the image down to just 16 colors, which would produce something like this:

Continue reading ⟩⟩ “Pixel City Redux #4: I Didn’t Know I Didn’t Know That”

 


 
From The Archives: