This Dumb Industry: Real Time With Pause

By Shamus Posted Tuesday Jun 21, 2016

Filed under: Column 171 comments

Oh boy, it’s a new turn-based strategy game! I love when…

Oh. It’s a real time strategy game. With pause. Well, let’s give it a try. I’ve said before that I dislike RTWP, and not just because it makes for an ugly acronym. To illustrate why, let’s play a few hours of the latest RTWP strategy game “Strawman Keep”, a 4X game all about building a fantasy empire with wizards and dragons and orcs and such. Maybe there’s a dash of steampunk tech for flavor? I dunno. Use your imagination.

(Since Strawman Keep doesn’t actually exist, I’m going to throw in some screenshots from Sid Meier’s Alpha Centauri, a classic of the 4X genre. I played several hours of it as part of writing this column, and was reminded of just how good it was.)

Continue reading ⟩⟩ “This Dumb Industry: Real Time With Pause”

 


 

Diecast#155: E3 2016 Wrap-Up, Mirrors Edge, Stellaris

By Shamus Posted Monday Jun 20, 2016

Filed under: Diecast 161 comments



Direct link to this episode.

Last week we did a Livestream of the E3 press conferences. I don’t know when those will show up on YouTube, but until then here we are talking about what we saw and what we thought about it.

Hosts: Josh, Shamus, Campster.

Episode edited by Mindie.

Show notes: Continue reading ⟩⟩ “Diecast#155: E3 2016 Wrap-Up, Mirrors Edge, Stellaris”

 


 

Shamus Plays LOTRO #17: Along Came a Spider

By Shamus Posted Sunday Jun 19, 2016

Filed under: Shamus Plays 8 comments

This post originally ran during the 3rd anniversary of Lord of the Rings Online. At the time, there was a bash going on in-game. (The “festival of dipshits” splash image at the top of this post is made from the celebratory splash screen they used during that event.) To give you a sense of how old this series is: The game just turned 9 this past April.

Anyway, this is a good time to remind you that I really love Turbine and I’m really grateful they put so much love into this game. They worked hard to make WoW gameplay gel with LOTR. I know I make fun of the game here, but they’ve got a robust game with a healthy and friendly userbase. They’re a talented bunch, even if they do have some disturbing anti-bear aggression issues they need to work out.

You have a spider problem? What a coincidence! I also have a spider problem! MY PROBLEM IS THAT EVERYONE KEEPS ASKING ME TO SOLVE THEIR SPIDER PROBLEMS!
You have a spider problem? What a coincidence! I also have a spider problem! MY PROBLEM IS THAT EVERYONE KEEPS ASKING ME TO SOLVE THEIR SPIDER PROBLEMS!

Otho Broadbelt has a spider problem. He was delivering a cart of mushrooms when his cart was suddenly “boiling over with spiders” from out of his bags. He figures he must have accidentally picked up some spider eggs along with the mushrooms. He ran away from the cart, leaving his goods behind. He wants me to recover them.

He warns me that there are likely spiders all over the place, and that I should be careful.

Clearly I should not take this job. He’s even warning me up front that I’m going to have to fight a lot of spiders. The last guy promised one bear and I got twenty. If I do this I’ll probably find the cart is guarded by infinity spiders.

But! The cart itself is on the way to the next town. It wont hurt to just look for it on the way. Off I go.

Continue reading ⟩⟩ “Shamus Plays LOTRO #17: Along Came a Spider”

 


 

Rutskarn’s GMinars: Your Questions, Your Answers

By Rutskarn Posted Saturday Jun 18, 2016

Filed under: Tabletop Games 42 comments

I’ll be at a family reunion this week, sans computer, and chances are excellent I’ll have no opportunity to post anything till next Sunday. Here’s a spoiler for Battlespire to tide you over: The game gets weirder. This is very probably the strangest videogame I’ve ever played; the fact that its spider-lech comes from the nominal creators of Preston Garvey, an NPC who could be mistaken for a grudgingly-inserted Kickstarter backer, is more tickling than it really should be.

Now–as far as the GMinar series goes, I’m opening the floor for some reader participation.

First, I’m looking for your questions. If anything about these posts has been unclear or insufficient, if you’re looking for advice on a specific topic, or if you just want to know my position on some aspect of tabletop gaming or GMing, please post your questions below.

For the GMs in the audience, I’ve got some questions of my own:

  1. When did your players, in completely breaking your world or storyline, make it a hundred times better?
  2. What’s the worst GMing judgment call you ever made? What made it suck?
  3. What’s your proudest moment of GMing?
  4. How has GMing affected how you approach the game as a player?
  5. What do you wish more GMs would do and why?

I’ll cover all of your questions, plus my own, once I get back. I mean, after I load up Battlespire and indulge my passion for taking bags full of bags out of other bags. I’m only human.

See you next week!

-Ruts

 

 


 

Fallout 4 EP9: Jump!

By Shamus Posted Friday Jun 17, 2016

Filed under: Spoiler Warning 148 comments


Link (YouTube)

This episode touches on the New Vegas vs. Fallout 3 debate, which isn’t really a debate at all. Or at least, it shouldn’t be.

The Fallout 3 story was infantile, the characters were paper-thin, and the setting made no sense, but it was a pretty good open-world funhouse ride of murder and mayhem. In contrast, New Vegas was an actual roleplaying game, where your character could make decisions, meet characters that had their own motivations and reasons to exist, and interact with factions built around ideas. The game set a mood, told a number of stories, and and gave you a great deal of agency. On the downside, the “roam around and find a dungeon full of monsters with a treasure chest at the end” thing was kind of gone. The game was more focused on the main story and less interested in freelance mayhem.

The moment you exit the vault in Fallout 3 you can strike out on your own, looking for adventure. Try that with New Vegas and you’ll probably meet something that will kill you in two hits. There’s not a lot out there to discover through roaming. It’s best to stick to the intended path, because that’s where the content is.

I hate how this is always framed as an either / or kind of deal. The argument always begins with a premise with you can’t please one group of fans without alienating the other. As if adding one vibrant, coherent character to the game requires you to cut two dungeons somewhere else. As if coming up with a discernible theme and a proper motivation for the main character means you have to shrink the world map. As if giving us agency in the story means the game feel needs to be shitty and the weapons need to be unbalanced.

But Fallout 3 fans don’t hate good stories and New Vegas Fans don’t hate viscerally satisfying combat. Just because you prefer one doesn’t mean you scorn the other, and we could all be winners if we could get both things in the same game. And I don’t think that’s an unreasonable thing to ask for. You could fix the story-based problems of Fallout 4 without spending any extra moneyWell, a better writer might cost more than a poor writer, but the difference between the two is trivial when considered in context of the whole budget.. The game doesn’t need more dialog. It doesn’t need more cutscenes. It doesn’t need more characters. It just requires that the existing dialog and cutscenes fit into some kind of coherent whole. That’s not “easy”, but it’s also not an unreasonable thing to expect when a company is spending this much money on a AAA game.

Sadly, I imagine the problems have less to do with budget and more to do with company culture. And I have no idea how you fix that.

 


 

Fallout 4 EP8: Chekov’s Engine

By Shamus Posted Thursday Jun 16, 2016

Filed under: Spoiler Warning 232 comments


Link (YouTube)

200 years of mowing down feral Ghouls and there are still feral Ghouls left. 200 years of scavenging and there’s stuff valuable stuff in every box. 200 years of scavving for food and there’s still prewar food left. 200 years of living in ruins and nobody’s swept the floor or cleaned out this obviously N-Day skeleton. 200 years of constant raiding, warring, and territory dispute-ing, and there are still parked cars that can go nuclear from a single stray bullet. 200 years and people are still using bottlecaps as currency. 200 years and there are still unopened bottles of Nuka-Cola, even though they’re delicious, full of sugar, and their lid is made of literally money. 200 years of constant gunfire and there are still millions of bullets left. 200 years and none of these village-sized communities has grown large enough to form governments or tried to form some kind of coherent society. 200 years and nobody looted any of these sets of power armor or fusion cores. 200 years and there is still a bin of unspoiled, un-eaten melons in the Super Duper Mart, which is somehow both thoroughly looted yet still ripe with valuables and filled with feral ghouls. 200 years and there are still intact prewar comic books, clothing, radios, couches, light bulbs, life-saving medicine, cigarettes, produce, magnetic tapes, working terminals, un-hacked terminals, un-scavenged robots, un-cracked safes, un-detonated mines, and un-picked locks. 200 years of Gamebryo Engine games and nobody’s fixed the bug where the game stalls forever at a loading screen. 200 years of me bitching about these same ridiculous problems and yet somehow people still read my blog.

 


 

Final Fantasy X Part 2: More Like… ZanarCAN’T

By Shamus Posted Thursday Jun 16, 2016

Filed under: Retrospectives 104 comments

Final Fantasy X begins in the technological wonderland of Zanarkand. Tidus is a star Blitzball player. He’s famous enough that he’s got fans who want autographs, which implies some sort of pro-league position. The game doesn’t explain how it works, and we’re not here long enough to find out, but we do get the sense that this guy is a big deal.

Now Leaving Zanarkand

Not only does Tidus live in the shadow of his father, he has to walk below his father's looming billboard on his way to work.
Not only does Tidus live in the shadow of his father, he has to walk below his father's looming billboard on his way to work.

On his way to the gameHe walks there on what looks like a highway, but there aren’t any cars and everyone else is also on foot. I wonder how transport works in this world?, he passes a hologram billboard of Jecht. The voice-over explains that this guy was a superstar Blitzball player before he vanished ten years ago. Tidus makes a comment that indicates this guy is his dad.

Everyone in this story talks to Tidus about “Your Father”, but Tidus himself always calls him, “My old man”. I strongly suspect this is a bit of Japanese language getting lost or warped in translation. I imagine Tidus is using a really informal (perhaps disrespectful?) word for father, and “old man” is the closest thing we have in English. But “old man” isn’t necessarily disrespectful and it has a rural vibe I’m sure isn’t intendedPossibly also a gender vibe. I haven’t heard “old man” used often in reference to someone’s father, but in every case it’s always been a female. I’m not sure if that means anything or if it’s just a fluke.. I’m not faulting the translator. This is probably as close as you can get.

We’re treated to a CGI cutscene of the Blitzball game. Even 15 years after release, these scenes still look really good. And I don’t just mean graphically. This scene shows how much time and effort Square Enix has poured into mastering the use of this style of short-form cinema.

There are a lot of details in here that exist not because the scene demands it, but because the artists apparently love pushing themselves. There is a lot of really advancedFor the day water physics, lighting effects, reflective surfaces, and other time-consuming rendering challenges. The shots zoom in close so we can see the drops of water on someone’s face and the texture of someone’s clothing, and then the camera pulls back to show us the entire city. We have motion-captured people, light refraction, non-Newtonian liquid surfacesThe animation of the Sin hurricane. and dense crowds. And all of this work was put into a single location that isn’t going to appear in any later CGI scenes. This showcase of technical and artistic effort feels almost decadent.

Continue reading ⟩⟩ “Final Fantasy X Part 2: More Like… ZanarCAN’T”