Death Road to Canada

By Shamus Posted Friday Aug 26, 2016

Filed under: Spoiler Warning 108 comments


Link (YouTube)

To be totally honest, I really like episodes that I’m not in. Maybe it’s because I haven’t already lived through it so everything is a surprise, or maybe the show is funnier without all my bloviating. Campster and Josh did a pretty good job of making this fun and hilarious. Also, note that Campster is the one playing this time around, and Josh is spectating for once.

Anyway. This game just went on my Steam wishlist.

 


 

Ruts vs. Battlespire CH23: Abandon Every Hope

By Rutskarn Posted Thursday Aug 25, 2016

Filed under: Lets Play 94 comments

BETHESDA OFFICIAL FAQ: BATTLESPIRE (COMING IN 1997)

Q: Is it going to have as many bugs as Daggerfall?

A: Ha. Not this time. Battlespire is just entering preliminary beta testing and will not ship until it is bug-free.

 

RUTSKARN UNOFFICIAL FAQ: BATTLESPIRE (RECORDED 2016)

“I looked, and there before me was a pale horse. Its rider’s name was Death, and Hell followed close behind him.”

 

My internet’s been out for two weeks. I’m not saying that’s Battlespire‘s fault. I may have blamed it, in a moment of weakness, but I’m also not saying that it’s intelligent enough to hear my outburst through my microphone–and I am not claiming that a videogame can recognize, contextualize, deliberately provoke and thoroughly enjoy human pain. That would be silly.

The exorcist agrees with me.

I didn’t bring any new screenshots with me today–I’m not quite ready to move on. Technically, I haven’t made any progress since the last session. Which is not the same as saying I haven’t played the game; I’ve played it for hours. I just haven’t progressed.

I haven’t saved my game in two weeks. And there’s a damn good reason for that, as I’m about to share. It just so happens I’ve entered the No Scum Zone.

Allow me to explain.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH23: Abandon Every Hope”

 


 

Ding 45!

By Shamus Posted Wednesday Aug 24, 2016

Filed under: Landmarks 101 comments

Here we are. Halfway to fifty. That’s terrifying. Fifty is an age for old people. I can’t be old people. Can I? It’s right there in my last name: NOT OLD!

Last year I was worried I might have glaucoma. I finally got around to making that eye doctor appointment I talked about. It turns out I’m fine. I’ve just got a really goofy, non-standard optic nerve.

This wasn’t a bad year. I was nominated for a Hugo award, became a finalist, and then didn’t win. While a win would have been a nice boon, I’m thrilled any time recognition for my work reaches beyond this humble site.

I released Good Robot. It wasn’t a huge success, but it felt good to bring a project all the way to market. Also, I can now go around calling myself an indie game developer, and I’m told that’s really hip with the young people or whatever.

My oldest daughter RachelYou might recognize her as the one who edits the podcast. moved out this year. That’s a bit of an emotional gut-punch, but it’s gratifying to see someone I helped make turn into a capable, confident, motivated adult with goals and skills.

I lost my weekly column at The Escapist. I loved that gig. They were easy to work with and it paid well. A lot of you folks pitched in on Patreon to help soften the blow. Have I said thanks recently? No? Well thanks. I love being able to keep up with basic needs like food, shelter, broadband internet, and graphics hardware.

So goes another year for me. Also Happy Birthday to Stephen Fry, Hideo Kojima, and John Green.

 


 

My No Man’s Sky Play-Through is Broken

By Shamus Posted Tuesday Aug 23, 2016

Filed under: Video Games 243 comments

This was originally going to be one of my weekly columns and was going to rebut some of the nasty things people have been saying about No Man’s Sky. If you’re clever enough to read the post title, then you’ve probably figured out why that isn’t happening.

In No Man’s Sky you hop from system to system. Along the way you visit these Atlas space stations where you get a bit of story text, an Atlas Stone, and a pointer to the next station. That pointer is important, because it’s the only way you’re going to find these rare Atlas stations in this sea of stars.

The Atlas stones are also important. You need ten of them to complete the main quest of the gameOr at least, the most central and obviously presented quest.. Of course, the game doesn’t tell you this. No, it just dumps this apparently useless object into your inventory without explanation. You don’t know you need it, but you do know it’s worth a small fortune. If you’ve been following the story of this game you’ve probably heard that the inventory system is excruciatingly limited and that you’re always starved for space to store things.

If you’ve played a videogame before, then you probably know that when you give a player a high-value object with no functional purpose as a quest reward, then the most likely thing they’ll do is sell it. Particularly if they’re starved for inventory space. And especially if you give them ten of the damn things. And especially especially if they don’t stack. That’s basically RPG shorthand for, “THESE THINGS ARE COMMON QUEST REWARDS. SELL THEM FOR MONEY!”

Continue reading ⟩⟩ “My No Man’s Sky Play-Through is Broken”

 


 

Diecast #164: Looking Ahead, Inside, Quadralateral Cowboy

By Shamus Posted Monday Aug 22, 2016

Filed under: Diecast 140 comments



Direct link to this episode.

Hosts: Josh, Shamus, Campster.

Episode edited by Rachel.

Heads up: No Spoiler Warning this week. But! Josh and Chris are working on something fun that might hold us over.

Show notes: Continue reading ⟩⟩ “Diecast #164: Looking Ahead, Inside, Quadralateral Cowboy”

 


 

Shamus Plays LOTRO #25: One Time, At Bandit Camp…

By Shamus Posted Sunday Aug 21, 2016

Filed under: Shamus Plays 20 comments

And now we come down to the end of Lulzy’s tale. I’ve completed the epic quest lines for both the Hobbit and the Human stories. Both quest chains point to Strider at the end. We’re done with the Foreword and we’ve moved on to Book I. The Hobbit Foreword ended when Halros sent me to find Strider way back in part 19. The Human Foreword ended last episode, when ranger Reniolind sent me to find Strider. And then died. Because of course he did.

I’m in Bree. I’ve just met Strider, and while I think both of us felt a strong mutual attraction I didn’t think it would be fair to expect him to court me while I was still covered in swamp scum. I’ve been to the auction house and picked up some new clothing (at the expense of just about everything I’ve earned thus far) and now I’m on my way back to him.

I stop and wash up a bit in the city fountain and then return to the Prancing Pony, where I treat myself to a quick belt.

Is that a graphical glitch on the bar? That surface makes no sense to me.
Is that a graphical glitch on the bar? That surface makes no sense to me.

That calms my nerves a bit. Taking a deep breath, I head for Strider’s room.

Continue reading ⟩⟩ “Shamus Plays LOTRO #25: One Time, At Bandit Camp…”

 


 

Rutskarn’s GMinars CH6: Storytelling Games, Part 1

By Rutskarn Posted Saturday Aug 20, 2016

Filed under: Tabletop Games 64 comments

So much of learning to run games is about building confidence in your own abilities. My primary goal is to make you assertive, relaxed, and comfortable when sitting behind the screen and your players feel the same way sitting in front of it. Nine times out of ten, a game like Dungeons and Dragons is a good place to start building that feeling. This article is to help you figure out if you’re one of those nine or if there might be greener pastures.

There’s something unusual, risky, even a little perverse in skipping traditional games and going straight to storytelling-heavy games; almost nobody starts out that way. You’re supposed to join a D&D group, play for a year or two, then somebody doesn’t show up–the GM brings out some crusty old paperback joke game he picked up at a convention in 1998 because it had an anime babe on the cover, and with a shared look of dread and suspicion you all agree to play–a lot of six-sided dice are rolled and “wacky” charts are consulted–you have a decent time and everyone agrees, in spite of themselves, that this was a good change of pace–later you hear somebody’s running another one-shot game, and remembering the decent time you had with the last one you show up to find they’re running something Google-translated from a Norwegian subreddit whose title translates to “Hope is Not Always Lost in the Valley of the Giants” that uses “Hope” and “Hopelessness” as its only two stats and is designed to be played for exactly forty-eight minutes at a stretch, ending according to the rules with the death of every single player character–you play it, you have another surprisingly good time, and you think to yourself that if you can enjoy this you should probably be playing more of these things.

I think part of the reason people follow this trajectory is that storytelling games, which are usually abstract and experimental and meant to be self-contained sessions, are forbidding–neither intrinsically appealing nor easy to get into. Like foreign art films or hoppy beers, they’re poor ambassadors because they’re usually directed toward acquired palates and have to be experienced very actively. But for the right kind of person, they might inspire a lot more interest and eagerness as a first exposure than The Avengers or a St. Pauli Girl would.

So instead of offering a blanket recommendation or non-recommendation, let me break down what story games are and why they’re difficult.

Continue reading ⟩⟩ “Rutskarn’s GMinars CH6: Storytelling Games, Part 1”