The Witcher 3: Novigrad, Part One

By Bob Case Posted Thursday Apr 26, 2018

Filed under: Video Games 49 comments

Of the game’s three main questlines (Velen, Novigrad, and Skellige), I personally consider Novigrad to be the weakest.

This isn’t because of Novigrad itself, which as I’ve said is one of my favorite cities in all of gaming. Rather, it’s because the quests, which invovle finding Dandelion, unraveling a heist, navigating the city’s underworld, and finally taking on the Church of the Eternal Fire, are frequently disjointed and full of stray threads. During my first playthrough, I remember often losing track of exactly what I was doing and why.

I personally suspect that the entire area was the subject of significant last-minute cuts which required a rapid reshuffling the story. I say I “suspect” this because I don’t claim to have any inside knowledge of the development process – however, the suspicion is a strong one. There were many things here that made my “last minute scramble in development” spider senses go off: how the various figures of Novigrad’s underworld were introduced in more detail than their significance in the story seemed to merit, the detail invested in the buildings of Temple Isle (the Church’s home base), most of which were only seen in one cutscene, the rather wet-fart resolution of the whole “find Dijkstra’s treasure” quest (we just never find it, and we knew it was Dandelion all along anyway), and numerous smaller rough edges, some of which I’ll mention as we go on.

Temple Isle. You'd think that big tower in the middle, with all the flames would be important, right? But we never go there.
Temple Isle. You'd think that big tower in the middle, with all the flames would be important, right? But we never go there.

I’m not trying to dump on the developers here. The Witcher 3 was a massive game with massive ambitions, and given all that it’s a miracle it came out as polished as it did. What’s more, as I’ve heard more stories about the development of this game or that game, I’ve come to believe that one of the most important skills a game developer can have – and especially if you’re in a management position – is improvisation.

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

 


 

Black Desert Online #2: The Honeymoon is Over

By Shamus Posted Thursday Apr 26, 2018

Filed under: Retrospectives 112 comments

I loved this game. Then I was annoyed by it. Then I was offended by it. Finally I was appalled at it. Then I quit and wrote this series.

Let’s start with the small problems…

Voice Acting

What? Whatever. Just give me the quest and stop wasting my time.
What? Whatever. Just give me the quest and stop wasting my time.

The English translation of this game is atrocious. This means the English voiced dialog is atrocious. Typical forum-goers often accuse the developer of just using random people off the street to voice these characters, but I recognize some of these voice performers from anime and other videogames and they’re clearly talented professionals. This is one of those unfortunate situations where the actor takes the blame for the failings of the director or the writer. It’s pretty hard for a performer to make a line sound good when the phrasing is stilted and overly verbose.

Even the best actor in the world can’t do their job if the dialog isn’t clear about what their character is like, what the context of the scene is, and how the lines are intended to be read. This is the sort of mess you get when the actor is just handed lines to read and shoved in the direction of the microphone. Undoubtedly these people all had to perform in isolation without hearing the other characters in the scene, so it’s not surprising that everyone feels like they’re part of a different game.

Continue reading ⟩⟩ “Black Desert Online #2: The Honeymoon is Over”

 


 

Pixel City Redux #3: Shader Rant

By Shamus Posted Tuesday Apr 24, 2018

Filed under: Programming 122 comments

Last time I talked about making a special shader in Unity. It turns out that writing Unity shaders is a mixture of awesome and awful. But before we can get into that, we need to fix these buildings:

Bah. Close enough. Ship it.
Bah. Close enough. Ship it.

See, I’m going to be writing the lighting shader. My hope is that I’ll be able to use Unity to save me from the arduous task of writing my own shadowing system. I want buildings to be able to cast shadows on each other, the ground, and even themselves. But a cube doesn’t have any overhanging bits that might cast shadows on itself. So before I go messing around with shaders, let’s make some more complex buildings.

I don’t need to make the full building generator just yet. All I need is something complex enough to self-shadow.

Kind of amazing what a huge improvement it is to just add ledges.
Kind of amazing what a huge improvement it is to just add ledges.

I’ll probably throw most of this code away later. These buildings are stupidly primitive. There’s a triangle pair for every single window, there aren’t any “gaps” with no windows, the ledges all look the same, there’s no street detail, and there isn’t any clutter on the roof. But these buildings can self-shadow, which is what counts.

So let’s work on that shader…

Continue reading ⟩⟩ “Pixel City Redux #3: Shader Rant”

 


 

Diecast #207: Minecraft Scripting, Aer, Business Rant

By Shamus Posted Monday Apr 23, 2018

Filed under: Diecast 109 comments



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #207: Minecraft Scripting, Aer, Business Rant”

 


 

Black Desert Online #1: Strange But Cool

By Shamus Posted Thursday Apr 19, 2018

Filed under: Retrospectives 183 comments

It’s been a while since I played an MMO, hasn’t it? And I’ve never played one quite like this before. I’ve mentioned Black Desert Online a few times in the past and nobody really took much of an interest, so I suspect most of you are indifferent to this thing. But I’ve never let indifference interfere with my blathering before, so we’re going to spend a month with this game.

Over the past couple of weeks I had a blast in Black Desert Online, and then I stopped having a blast and the whole experience felt more or less like a waste of time for reasons I’ll get into later. But first let’s talk about what drew me to the game.

Familiar Yet Strange

White people in Medieval clothing on cobblestone streets with Tudor architecture and a temperate climate. This is about as European as you can get.
White people in Medieval clothing on cobblestone streets with Tudor architecture and a temperate climate. This is about as European as you can get.

Black Desert Online is a Korean MMO and almost everything about it is strange to me. The design is strange, the release schedule is strange, the business model is strange, the setting is strange, the interface is strange, and the dialog is strange. I can’t tell how much of the strangeness comes from the developers and how much comes from its home culture. Note that in this context, “strange” does not mean “bad”. It’s just, you know, unexpected.

I understand that Korean games are ridiculously grind-y by reputation. When I hear something described as “grindy”, I think of the ancient past of 2002, when I played Dark Age of Camelot and the most expedient way to level was to stand in the same spot and farm the same cluster of mobs for an hour. Black Desert might be grindy, but it’s not that sort of grindy. Maybe it’s grindy by the standards of kids today, or maybe it breaks from the norm set by other Korean MMO titles, but it’s not a grind in the sense of killing the same monster 60 times in a row.

The strange thing about the release schedule is that they didn’t immediately target the North American market. They went for South Korea first (which is pretty understandable) in 2014, but then in 2015 they released in… Japan and Russia? They finally got around to North America and Europe in 2016 and South America and MENA in 2017.

This isn’t a complaint or anything. It’s not like North America is automatically entitled to get stuff first. It’s just an unexpected choice because NA is often thought of as a very lucrative market so developers like to target it as soon as possible. Conversely, Russia is often a low-priority market because it has a reputation for being a difficult place to operate. I wonder if this unorthodox release order means the usual conventional wisdom is no longer true. Is Russia an easier place to do business? Is North America not as lucrative as it used to be? Or does Publisher Kakao Games have other practical / logistical reasons for pushing NA and Europe off for a couple of years?

Continue reading ⟩⟩ “Black Desert Online #1: Strange But Cool”

 


 

The Witcher 3: The Geralt Question

By Bob Case Posted Thursday Apr 19, 2018

Filed under: Video Games 72 comments

Last week we advanced the Novigrad storyline, and I had a specific reason for doing so that’s turned out to be a bust.

You see, this part of the Novigrad storyline involves trying to track down the vanished bard Dandelion through a list of his now-abandoned romantic dalliances. One of these was with a Nilfgaardian noblewoman named Rosa var Attre. Rosa is a swordfighting nut, and Geralt at one point gives her fencing lessons with a wooden sword. In previous playthroughs, I could’ve sworn you got to keep the wooden sword afterwards, because I remembered keeping it as a comedy item to use occasionally. However, they either changed this for some reason or my addled memory got the Rosa var Attre wooden sword mixed up with the “prop sword” you use in a much later quest.

This is a great tragedy because I was hoping to use the wooden sword. Swords have instant-kill animations when used on foes knocked down by Aard or stunned by Axii, and certain monster trophies give Geralt a certain percentage change to “dismember” (ie, use one of the instant-kill animations). The thought of one day chopping the heads off the terrifying warriors of the Aen Elle with a wooden sword was very tempting, but alas it is not to be. I may just give myself the weapon with the console, once I figure out to my own satisfaction whether that counts as cheating or not.

I wanted to mention these at least once. The loading screens have these cool comic-looking images that keep you up to date on the main plot. I always like when a game takes the time to do something interesting with its loading screens.
I wanted to mention these at least once. The loading screens have these cool comic-looking images that keep you up to date on the main plot. I always like when a game takes the time to do something interesting with its loading screens.

Fortunately, with the support of friends and family, I eventually overcame my disappointment. Seeing Zoltan again helped. For those that haven’t played the series, Zoltan is one of Geralt’s dwarf friends who’s shown up in all three games. Zoltan is also an avenue into understanding my own answer to what you could call the “Geralt question.” The “Geralt question” is basically this: does Geralt suck?

Continue reading ⟩⟩ “The Witcher 3: The Geralt Question”

 


 

Pixel City Redux #2: Unity Week 2

By Shamus Posted Tuesday Apr 17, 2018

Filed under: Programming 59 comments

On the first day(ish) of the project I made a working proof-of-concept demo. Today I’m going to pull a Nightdive by throwing everything away and restarting the project in Unity.

This isn’t as stupid as it sounds. I’m only a day or so into the project, so I’m not going to be throwing away a lot of code. Also, I think writing something in C++ and then re-writing it in C# is a good learning exercise. A year ago I took a swing at learning Unity. The problem is that once you’re done with the tutorials, you need to start making something real. But this leaves you with a three-pronged problem:

  1. Learning a new programming language.
  2. Working in a new programming paradigm, with strictly enforced object-oriented design structure.
  3. Trying to solve this new problem. (Whatever it is that I’m currently working on.)

That’s a lot of unknowns to juggle. Things go wrong all the time when you’re programming. In a situation like this if I do something and I don’t get the result I expect, I won’t even know where to look. Yes, maybe there’s a flaw in my design. But maybe the design is sound, but I’ve somehow expressed it incorrectly in the C# language. Or maybe that stuff is fine but I’m misunderstanding Unity. Even trivial problems can take ages to sort out if you don’t know how to find them.

But re-writing something I just wrote is a pretty good exercise. If nothing else, I’ll know the logic is sound.

Continue reading ⟩⟩ “Pixel City Redux #2: Unity Week 2”

 


 
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