Good Robot Postmortem #1: Introduction

By Shamus Posted Tuesday Jul 12, 2016

Filed under: Good Robot 146 comments

AAA game publishers love to muzzle their developers and send out their marketing robots to tell us EVERYTHING IS FINE. SALES ARE ALWAYS UP. WE BELIEVE IN OUR TEAM. SADLY, ECONOMICS BEYOND OUR CONTROL MEANS WE HAVE TO LAY OFF THIS TEAM. EVERYTHING CONTINUES TO BE FINE. WE ARE PROUD OF THIS GAME. WE ARE DISAPPOINTED IN ITS RECEPTION. SALES ARE UP. WE VALUE YOUR FEEDBACK.

We’re trying to invent a new industry and a new medium, and instead of learning from each other’s mistakes, everyone pretends they don’t make mistakes. I think that’s bad for everyone. On the other hand, documenting your mistakes in public is no fun, and publicly saying, “Here is how we wasted some of your investment money” might make it less likely that people will entrust you with money in the future. And writing stuff like this takes time away from stuff like patching your game or starting on the next one.

So I understand why only a small percent of games get a postmortem. And given the odd, meandering path this game took to release, I’m not sure how valuable this postmortem will be to other devs. But in an effort to Do The Right Thing, here is our story.

Who Did What

Shamus: Engine programming, music, game design, “writing”.

Rutskarn: Actual writing.

Arvind: Game Programming, Game Design, UI, Level Generation, Business & Promotion

Ross: Game Design, Scripting, Misc. Art

Mikk and Rashi: Art

Over the next few entries, Arvind, Ross, Rutskarn and myself (Shamus) will take turns talking about the development of this game. Arvind’s text will be in green and Ross will be in blue. Rutskarn will be in red.

Continue reading ⟩⟩ “Good Robot Postmortem #1: Introduction”

 


 

Diecast #158: Team Fortress 2 vs. Overwatch, The Room, VA-11 Hall-A

By Shamus Posted Monday Jul 11, 2016

Filed under: Diecast 125 comments

This week I’d intended to talk about the Games Done Quick fundraiser / speedrunning marathon. But like a doofus, I forgot to put it on the agenda. Anyway, I had a great time last week watching people glitch their way through the Bethesda games. Highly recommended.



Direct link to this episode.

Hosts: Josh, Rutskarn, Shamus, Campster, Mumbles.

Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #158: Team Fortress 2 vs. Overwatch, The Room, VA-11 Hall-A”

 


 

Shamus Plays LOTRO #20: Way Out East

By Shamus Posted Sunday Jul 10, 2016

Filed under: Shamus Plays 5 comments

So, I’m back in the burned-out town of Archet, presumably looking for Amdir the ranger but really just looking for jobs that pay well and don’t violate the laws of nature and common sense.

I've seen more cheer in a graveyard.
I've seen more cheer in a graveyard.

I’m actually a little curious what happened to the guy, but my real priority is earning enough money to buy myself some exotic clothes like I see the fancy folks wearing. I noticed I made a lot of money when I was working for humans, and I’d like to get my hands on some more of that sparkly human coin.

Of course, the reason working for humans is more profitable is because humans are always asking you to kill other humans. In the average quest at this level, you make 90 coppers but you can easily get three or four silver worth of junk from the brigands you’re putting down. So if you take lots of non-combat quests (like those in the Shire) or fight a lot of animals (also a big part of the Shire quests) then your pockets might end up a little light. No big deal in the long run, unless you’re some idiot trying to score expensive dyes and clothing at low levels. As a general rule, it’s probably faster to level in the Shire, but faster to make money elsewhere. So the Shire is a good place for leveling alts.

Archet looks much the same as when I left it a couple of weeks ago. It’s a burned-out shell of a town full of sadistic yokels and surrounded by bloodthirsty robbers.

Continue reading ⟩⟩ “Shamus Plays LOTRO #20: Way Out East”

 


 

Fallout 4 EP18: Good Job, Dumbass

By Shamus Posted Friday Jul 8, 2016

Filed under: Spoiler Warning 242 comments


Link (YouTube)

This is the Xanatos Gambit (a trope) that Rutskarn referenced in this episode. I love the notion that having Dogmeat follow a trail of months(?) old cigar butts and bloody ragsDoes Kellog somehow not own any stimpacks? Dude, sell the NUKE LAUNCHER you leave out for intruders and buy some stimpacks!” was all part of someone’s convoluted plan.

  1. This is a story about the world after the apocalypse. Which means the setting needs to be about the new order that arises. (Fallout 1, Fallout New Vegas.)
  2. But if you don’t want to devise or imagine a new society, then this should be about the last humans fighting for survival in a dying world. (Mad Max Fury Road.)
  3. But if you’re not going to do either of those, then don’t set the world 200 years after the cataclysm, because people can’t “scavenge” for 2 years, much less 20. And the idea that people could scavenge for two HUNDRED years? That’s a joke with no punchline.
  4. But if you do that for some reason, then downplay it as much as you can. For example, don’t have the main plot turn on a character who has a rare and particular BRAND of TOBACCO that he likes to smoke, because brands (and brand loyalty) are things that only arise in complex societies. And tobacco doesn’t grow in the north. How is this supposed to work? How could this be “his brand”? Is he the only one who loots this stuff from ruins!? Did he drag a shipping container of cigars with him when he began his years-long trek eastward, and we just happen to meet him when he’s down to his very last box? (Which he left behind in Diamond City anyway.)
  5. But if you DO have a character that smokes a rare brand of cigars, then maybe show that he hoards and treasures them as a rare pleasure. Which means he wouldn’t smoke three of them in a single hike and he wouldn’t leave a trail of them 80% unsmoked.
  6. Also don’t give him the same name as the most famous brand of breakfast cereal. It’s like naming your bad guy “Ron McDonald” or “John Pepsi”. It creates strange, joke-y associations that undercut the menacing tone you’re trying to present.
  7. But if you’re going to do all of that, then at least have the decency to make the world lighthearted, silly, playful, or goofy. Whatever you do, don’t mix this nonsense with a self-serious “They stole my baby and murdered my spouse in front of me!” plot.
  8. If you don’t have the basic wisdom to do that, then maybe storytelling isn’t for you. Focus on your mechanics. Keep your story simple. Limit the number of factions, don’t try to do any plot twists, and don’t have too many moving parts. Don’t break the flow of the game with too many cutscenes, keep dialog short, and don’t ever trap the player in all-dialog story sections where they have no access to the core mechanics. Dialog and exposition scenes normally cost a fortune to produce, and in a mechanics-focused game it can only frustrate them.

It is breathtaking the lengths this writer will go to in order to do the wrongest thing possible.

 


 

Fallout 4 EP17: Cereal Killer

By Shamus Posted Thursday Jul 7, 2016

Filed under: Spoiler Warning 188 comments


Link (YouTube)

So the hunt to find Kellog is broken. But it’s broken in a REALLY ANNOYING WAY, which is that it has various contradictory excuses sprinkled around the world, and taken in isolation they seem to address one fault or another. So you point out plot hole A, but then an apologist claims this is explained by excuse B. But then you point out that excuse B doesn’t make sense because of contradiction C, and then someone ELSE points out that C is maybe justified by theory D. This seems to solve the problem, until you realize that D doesn’t work with B, and thus you end up arguing in circles forever. Most importantly, there never comes a time where you can map out what happened and why. You’re forever concocting and dismissing theories.

This is annoying if – like me – one of your coping mechanisms for plot holes is to simply document them. But the complexity of the brokenness makes such a task impossible. Every excuse is supported by broken excuses which are supported by broken excuses, leading out into this endless fractal of stupidity and frustration. It’s like the Mandelbrot set, but for bad ideas instead of numbers.

So to get anywhere in this analysis, we need to spoil the big twist of the game. That’s not bad, since the twist is both obvious and nonsensical. Here goes:

Shaun is now 80 years old.

This is OBVIOUS, because the game showed you being re-frozen after the kidnapping. Most players realize RIGHT AWAY that some probably-significant interval of time has passed. But then your character is stupidly railroaded into looking for a “baby”, despite the fact that they really ought to know better. And even if they don’t, the PLAYER knows better and thus we get frustrated waiting for our character to catch up to what we already know. This can work if the writer has a strong pre-built protagonist like Geralt or Adam Jensen, but even then it requires a fine touch to avoid annoying the player. But in a game with a quasi-blank-slate protagonist like this one, having our avatar spend most of the game oblivious to something we figured out in the first five minutes is pretty much the kiss of death for tension, immersion, and roleplaying. Instead of working to unravel a mystery, we spend the entire running time waiting for our character to pull their head out of their ass so we can get on with things.

This is also NONSENSE, because everything else in the gameworld contradicts this. And here is where we get caught arguing in circles:

Continue reading ⟩⟩ “Fallout 4 EP17: Cereal Killer”

 


 

Final Fantasy X Part 5: Blitzball!

By Shamus Posted Thursday Jul 7, 2016

Filed under: Retrospectives 168 comments

After Kilika, the party sails for the coastal city of Luca. From here the journey will continue on foot. But first, there’s a major Blitzball tournament to play in. The game drops a ton of exposition and worldbuilding on us when we get to Luca. We’ll talk about it later, but first let’s talk about the tournament.

I’m not one for sports games. But I know some folks who are, and they’re pretty well divided over Blitzball. Some people find it painfully boring. I’ve got a brother who has spent hundreds of hours recruiting, building his team, learning techniques, and totally dominating the sport of Spira.

Blitzball!

The Blitz sphere looks gigantic in this pre-rendered cutscene, but seems to be smaller in proper gameplay. In this image it looks like the people in the stands would almost have their faces up against the glass.
The Blitz sphere looks gigantic in this pre-rendered cutscene, but seems to be smaller in proper gameplay. In this image it looks like the people in the stands would almost have their faces up against the glass.

The game is basically underwater football, and not a single aspect of it makes any sense:

Continue reading ⟩⟩ “Final Fantasy X Part 5: Blitzball!”

 


 

Fallout 4 EP16: Fallout 4 is the Best Anime

By Shamus Posted Wednesday Jul 6, 2016

Filed under: Spoiler Warning 80 comments


Link (YouTube)

We’re here to rescue a private detective, in the hope that he’ll be able to help us find Shaun. To do that, we have to fight a bunch of thematically dissonant prohibition-era styled gangstersHats. Pinstripe suits. Italian names. Tommyguns. that don’t mesh with either the cold-war or the post-apocalypse aesthetic the game is allegedly based on. This is on top of the fact that “organized crime” makes no sense in a society this primitive. What sort of criminal activity would these guys engage in? Whose laws are they breaking? What government would oppose them? Who are they extorting? Who are their customers / victims?

I’m not saying Fallout 4 needs to spend hours burying us in exposition and codex entries to build up some Tolkien-sized mythos. I understand that this is a game about shooting and looting. But the game tries to adopt this super-serious tone and then presents the story of a cartoon world of goofy childish nonsense. These guys aren’t “The Mob”. They’re an all-male tribe with no visible means of making a living. This isn’t even a “What do they eat?” level question. This is far more basic: What do these guys DO? What do they WANT? These guys have the same needs (none) and motivations (endless murder) as the psychos in Borderlands. But the psychos in Borderlands are a comical element of a deliberately absurdist world, and the Triggermen here are attached to what is ostensibly a serious story. (SHAAAAUN!)

“Maybe this world isn’t supposed to be serious?”

Okay. But then where are the jokes? Where’s the sense of madcap fun? The only comedy here is watching VATS fight with the physics engine to create emergent chaos. That’s cute, but Garry’s Mod does it better and it doesn’t make you sit through infantile dialog in the process.

When we confront Skinny Malone, what is the player supposed to be feeling? Dread? Amusement? Anger? What’s the mood of this scene? I honestly can’t tell.

The writer went to all the trouble to write, design, and cast these two unique characters. Yet we bump into them with nothing in the way of dramatic buildup and then they vanish from the story. We can kill Darla or spare her, but that choice has about as much meaning as deciding if you want to kill a supermutant with a shotgun or a sledgehammer. We know nothing about her and have nothing invested in her story. We don’t even know what her relationship is with Skinny Malone until we meet them, at which point the game immediately offers you the chance to attempt to spare her.

Would you like to spare this total stranger Y/N?

Whee. “Roleplaying”.

You can tell a Saints Row style story. You can tell a Last of Us style story. But do not put The Last of Us story inside of a Saints Row world and expect it to work. The virtue of Saints Row is that it knows it’s dumb and it invites you to laugh along with it. The virtue of Last of Us is that it’s a drama between carefully written characters. This is the worst of both worlds. We don’t get the pathos of a proper drama, but we also don’t get to revel in the absurd fun of a playfully ridiculous world. It’s just lazy drama that’s hopelessly neutered by the incoherent worldbuilding and complete lack of self-awareness.

Spoiler: The game isn’t going to improve anytime soon. Buckle up.