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”

 


 

Diecast #206: Another Funeral for Half-Life

By Shamus Posted Monday Apr 16, 2018

Filed under: Diecast 67 comments

Yes, SoldierHawk is back for another funeral for another doomed series with a bad ending. I swear we’ll talk about something happy / satisfying one of these days.

I wonder if she’s played KOTOR 2?



Hosts: Shamus with guest Brittany. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #206: Another Funeral for Half-Life”

 


 

Wolfenstein II Part 11: Beating a Dead Panzerhund

By Shamus Posted Thursday Apr 12, 2018

Filed under: Retrospectives 101 comments

So the gist of this mission is that Frau Engle flew the Ausmerzer to Hollywood California so she could appear on the Jimmy Carver show, which is obviously based on The Tonight Show with Johnny CarsonCarson took over the Tonight Show in 1962, which means this is about the right point in the timeline.. He’s going to interview her on the show and talk about the time she executed Terror Billy.

Based on this setup, you’d think she’s going down to the surface, right? Like, Carver must have a studio in Hollywood and that’s where she’s going. But when you get to the control room of the Ausmerzer you find out it has a copy of the Carver set. Or maybe Carver runs his show from the Ausmerzer? But then why did the ship need to go to Hollywood?

Revenge. Sort of.

Are these two really supposed to be the final boss? Because we faced a bigger mech like five minutes ago. The only thing that makes these guys the ULTIMATE THREAT is their HP, and we can't see that.
Are these two really supposed to be the final boss? Because we faced a bigger mech like five minutes ago. The only thing that makes these guys the ULTIMATE THREAT is their HP, and we can't see that.

This is one of the reasons the ending feels so abrupt. The “final fight” wasn’t telegraphed at all. Two nameless robo-Nazis drop in and we kill them with no ceremony or buildup. After that we sort of blunder into a TV studio and the end of the game without realizing how close we were to Engel.

BJ’s allies all show up. He’s taken control of the Ausmerzer and shut down the automated defensesApparently you can’t shut off the anti-air systems without an access code only kept on Venus. This seems like a TERRIBLE security system, but whatever., so the rest of the rebels can land their chopper on the roof. They all meet up in the TV studio and his allies point guns at the TV crew to make sure they keep broadcasting.

BJ slips into the theater. Carver and Engel are doing the show to an empty room. It’s just the band and some camera guys. The audience is all cardboard cutouts. BJ slips in and executes Engel with an axe to the face on live television. The good guys win. Game over.

Continue reading ⟩⟩ “Wolfenstein II Part 11: Beating a Dead Panzerhund”

 


 

The Witcher 3: Grinding and Griping

By Bob Case Posted Thursday Apr 12, 2018

Filed under: Video Games 59 comments

Last week we ran into an enemy I couldn’t beat, and resolved to go back to Velen and knock out a few levels first. I ended up knocking out two, because I’d forgotten how slow leveling is in the early game. EXP is just hard to come by. I nip back to White Orchard, and the first quest I do is one where I help a Temerian guerilla recover medical supplies from an ambush site. My reward? Eight XP. Eight. If my calculations are correct, and I believe they are, that’s a single digit number. Even early on, it takes several hundred XP to level up. This might take longer than I thought.

So I traipse around White Orchard, hitting up every place of power for the free skill points, and do the “Devil by the Well” contract. Still only level four. Back to Velen, I do a fairly long and involved quest where I’m reunited with Letho of Gulet, one of the villains from the second game.I’m a sucker for callbacks to previous games in the series. Then, three horse races east of Crow’s Perch, then fist fights in three different villages, then the “Woodland Beast” contract, which requires me to kite Alghouls around a stand of trees for like ten minutes. Still only level four. At this point I’m wondering if figuring out the leveling curve was something of a last-minute scramble for CD Projekt.

Finally, I'm around civilized people who appreciate the finer things in life, like punching.
Finally, I'm around civilized people who appreciate the finer things in life, like punching.

Finally, out of ideas and with so much of my quest log way above me in level, I do the thing I’d resolved not to do: I start grinding out monster nests. When I started this series I promised to not just gush about the things I like but also to bellyache about the things I didn’t. Well, here’s some of me fulfilling the second half of that promise: combat has never been CD Projekt’s strong point.

Continue reading ⟩⟩ “The Witcher 3: Grinding and Griping”

 


 

Pixel City Redux #1: More Pixels

By Shamus Posted Tuesday Apr 10, 2018

Filed under: Programming 82 comments

The programming bug has bitten again. This is bad. I’ve got other writing I need to do. My Wolfenstein series ends in two days. If I don’t get the next series done then you folks won’t have anything to read on Thursdays. Still, this project got stuck in my head and after a week or so of not working on it I realized I wasn’t getting anything else done because I was spending all my mental energy just trying to not think about this. Now I’m hoping that if I put a few days into this I’ll be able to think about other things.

A lot of things brought this about. My time with Grand Theft Auto V has got me thinking about the problem of crafting urban gamespace and the terrifying expense and complexity of the problem. My friend Paul got me thinking about programming again. Out of the blue, a couple of people sent emails mentioning or asking about Pixel City, a project I did way back in 2009. Also, I’ve recently played Left 4 Dead again, and that game was one of the inspirations behind Pixel City.

If you never saw Pixel City, it was a programming project where I tried to fake a city using nothing but black cubes and lit windows. It turned out okay:


Link (YouTube)

I want to do a next-generation version of this that can be explored on foot. (Or at least, from ground level. I doubt I’ll make actual walking mechanicsSpoiler: Wrong!..) I’m not trying to make a game or anythingThis is still true.. I just want to make a city using nothing but code.

I also want to mess around with some rendering tricks I’ve been thinking about. I like the idea of taking a full-color scene and crushing it down to EGA or even CGA color levels. Maybe experiment with dithering? I’m just curious what that sort of effect will look like in motion.

Goals

It’s important to set goals now so that when I fail to meet them later we know which parts of the project I’m supposed to be ashamed of. Here’s what I’m shooting for:

Continue reading ⟩⟩ “Pixel City Redux #1: More Pixels”

 


 
From The Archives:

Overthinking Zombies

Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.

 

Black Desert Online

This Korean title would be the greatest MMO ever made if not for the horrendous monetization system. And the embarrassing translation. And the terrible progression. And the developer's general apathy towards its western audience.

 

Fable II

The plot of this game isn't just dumb, it's actively hostile to the player. This game hates you and thinks you are stupid.

 

The Loot Lottery

What makes the gameplay of Borderlands so addictive for some, and what does that have to do with slot machines?

 

TitleWhat’s Inside Skinner’s Box?

What is a skinner box, how does it interact with neurotransmitters, and what does it have to do with shooting people in the face for rare loot?

 

Bethesda’s Launcher is Everything You Expect

From the company that brought us Fallout 76 comes a storefront / Steam competitor. It's a work of perfect awfulness. This is a monument to un-usability and anti-features.

 

Lost Laughs in Leisure Suit Larry

Why was this classic adventure game so funny in the 80's, and why did it stop being funny?

 

Juvenile and Proud

Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.

 

Silent Hill Turbo HD II

I was trying to make fun of how Silent Hill had lost its way but I ended up making fun of fighting games. Whatever.

 

Chainmail Bikini

A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.