Experienced Points: Why is the Fallout 4 Protagonist Voiced?

By Shamus Posted Monday Nov 23, 2015

Filed under: Column 192 comments

My column this week is not an answer to the question posed by the title, but instead a diatribe on why this is a really good question. It’s a baffling design decision that hurt the game in numerous tangible ways and doesn’t seem to have any benefit.

Actually, it’s possible this design decision can be explained by the same thing as the terrible design decision I talked about last week. It’s awful and a waste of development resources, but it also makes it easier to make trailers and press demos.

Earlier today, Supahewok said this in response to the podcast:

Most journalists go through a honeymoon phase with Bethesda titles. RPS gave Skyrim their GOTY for… 2011, was it? The game had been out for only a month.

Fast forward a year and most of their reviewers were saying, “In hindsight, it was rather shallow and dull, wasn't it?”

Bethesda seem to have become masters at a sort of inherently shallow but greatly immediately gratifying gameplay, which means everyone loves it for a few weeks. Eventually the shine wears off, and the rather skeletal, half baked mess of the game's underlying systems become more visible. However, Beth times their releases for Christmas (anything late October through November is Christmas Season for games nowadays), when all the game journos are doing their “Best of the Year” and award shows are handing out trophies, so the game is more immediately in their minds than the great games from earlier in the year (betcha nobody is keeping Pillars of Eternity in mind for Best RPG, although to be fair Witcher 3 seems to have had equally as good, yet more accessible writing, and a crap ton more production value. Yet even W3, who at its release had a lot of folks calling it the Best RPG for the Past Decade, is gonna have stiff competition from FO4, when there really is no contest between them).

Basically you've got a perfect recipe for immediate critical adoration, and by the time people move on in January or February what's done is done. Honestly, the true, Miyomoto-ian stars of the BethSoft production team are the marketers.

That is… alarmingly plausible.

 


 

Diecast #130: Still More Fallout 4

By Shamus Posted Monday Nov 23, 2015

Filed under: Diecast 142 comments



Hosts: Josh, Rutskarn, Shamus, Campster, Mumbles. Episode edited by Rachel.

Yes. Another entire hour of Fallout 4 talk. I suppose this is annoying if you don’t care about Fallout 4, but we can’t talk about games we’re not playing and right now this is what everyone is playing. This time we get to hear from Rutskarn and Mumbles.

Show notes: Continue reading ⟩⟩ “Diecast #130: Still More Fallout 4”

 


 

Fallout 4: My Mods

By Shamus Posted Sunday Nov 22, 2015

Filed under: Video Games 140 comments

Like all Bethesda games, Fallout 4 is something I’ll play for 1,000 hours and complain about for 2,000. It’s deeply flawed but wonderful. Annoying but unique. Brilliant but stupid. The game is only about two weeks old at this point, but I’ve already begun applying mods and I doubt I’ll play the vanilla version ever again.

So let’s talk about the mods I’m running… Continue reading ⟩⟩ “Fallout 4: My Mods”

 


 

Rutskarn’s RPG Tales: Neat Characters Are Easier Than You’d Think

By Rutskarn Posted Saturday Nov 21, 2015

Filed under: Tabletop Games 66 comments

In part because Fallout 4’s thrown my perspective for a loop, I’m still tinkering with some of my arguments about Skyrim, so Altered Scrolls is on hold for a few weeks. In the meantime, I’ll be running a few tabletop-roleplaying-related posts. Below: tips for new players on making interesting character.

There’s absolutely no reason to be anxious about getting into tabletop gamesâ€"I say this as a man whose first major, campaign-running dungeon master was a scabrous miscreantâ€"but most new players are anyway. Everyone has a pretty identical fear-portfolio:

“The experienced players are going to be frustrated with me. I’ll look silly playing my over-the-top character. I’ll look boring playing my conservative character. People are going to laugh at me and then Jack Chick is going to jump out of a broom closet and kill me with a chainsaw.” These are rarely true, particularly if you follow my golden rule of tabletop gaming, which is: it’s almost always smarter to get your existing friends to play with you and all fumble around together than it is to put yourself in the hands of strangers. That evits about 99% of most peoples’ horror stories. The remaining 1% have to do with Jack Chick and chainsaws, but we live in an imperfect world.

That said, a common fear I run into with new players that isn’t just a confabulation of general unreasoning social anxietyâ€"that is to say, a fear that can be handled directly rather than just dulled through exposure–regards playing one’s character well. The idea of creating a fictional person and playing them as a kind of performance scares a lot of people. It especially scares them when they know they’re going to be playing with people who’ve been doing this for a while and have gotten pretty good at it. It doesn’t take long for these new players to learn it’s not as hard as it looks, but there’s definitely a hump to get over.

Here’s some advice I’ve picked up and formulated over the years about how to create your first fun, interesting RPG character. I’ve aimed this advice at D&D players, but with a little imagination you can adapt it to just about any kind of game or system.

Continue reading ⟩⟩ “Rutskarn’s RPG Tales: Neat Characters Are Easier Than You’d Think”

 


 

Knights of the Old Republic EP33: Non-stop Action Gameplay

By Shamus Posted Friday Nov 20, 2015

Filed under: Spoiler Warning 123 comments

I know it was rough earlier this week when we sat through a 15 minute expositional dialog, but we’re finally past that stuff and back into the space-fights and lightsaber battles.


Link (YouTube)

Ha ha. I tricked you. It’s actually just more talking. You’re far too trusting.

In this episode I unfairly picked on the Extended Universe novels. This was based entirely on the things people have told be about them. (I think? Maybe I’ve read some? Back in the 90’s I read a bunch of Trek novels and I might have thrown some Star Wars in there. In any case, if I did read some, I don’t remember the details.)

Anyway. So now I’m curious: What’s good? I don’t mean “which books?” I mean: What new ideas did the books introduce that made for good stories and fit within the pre-existing framework? (EDIT: Any media or time period is good. I’m just curious what EU ideas have resonated with people.)

 


 

Knights of the Old Republic EP32: Star Trek!

By Shamus Posted Thursday Nov 19, 2015

Filed under: Spoiler Warning 68 comments


Link (YouTube)

Worldbuilding, man. I made fun of it on the show, but I love me a good worldbuilding dialog. Tell me a backstory that gives greater meaning or depth to the story I’m currently participating in.

Keys for making a good worldbuilding dialog.

  1. It should be optional. The player should be able to jump in and out of the conversation quickly and move on. Not everyone likes worldbuilding. Sometimes even people who like might not like this particular story. And even if they’re into lore and they like this lore, sometimes those people are on their sixth playthrough and don’t need to hear the story again.
  2. A good backstory is not a list of dates and people. It is a list of events and consequences. The lore should explain something about the state of the world right now. Culture, politics, religion, language, technology, etc. Everything else is cruft.
  3. Seriously, though. Make it optional.
 


 

Mass Effect Retrospective 23: Assumed Empathy

By Shamus Posted Thursday Nov 19, 2015

Filed under: Mass Effect 176 comments

Once the introduction is over, TIM sends Shepard to the human colony of Freedom’s Progress to see what the Collectors have been doing. He claims that we’ll find proof that the Reapers are behind our disappearing colonies.

Freedom’s Progress

What are the odds?
What are the odds?

The colony is empty. Well, empty except for Tali, who we just happen to bump into here at random, in an out-of-the-way location neither one of us has ever visited before, just a few hours after Shepard wakes up for the first time after being dead. She’s literally one of the first people you meet.

Look, if the galaxy was the size of Rhode Island this would be a shockingly unlikely happenstance. It would be implausible enough to warrant some sort of hand-wave, lamp-shade, excuse, or some other storytelling trick to smooth over the contrivance. If the galaxy was the size of the United States, the odds against this meeting would be astronomicalIf we scrambled teleported a random American to a random room in the continental US, what are the odds that they would end up in the same room with one of their five closest friends?, far more unlikely than winning the lottery. If the galaxy was the size of Earth, this would be a one-in-billions chance encounter. But the galaxy is the size of the galaxy, and thus this meeting is a hilarious miracle contrived by the author.

Even worse is that she’s not even needed here. She brings no special knowledge or skills to this encounter. Her friend Veetor is the one that solves all the technical problems. If nothing else, the Veetor character should have been dropped and his feats of technical wizardryUnderstanding human computer systems better than the humans themselves. could have been performed by Tali. It’s bad enough to have this chance encounter, but having it happen and then not using the character is just strange.

You could perhaps argue that she’s here to reassure the player that this is indeed the Mass Effect universe they remember by throwing in a fan favorite. Still, this seems like a sledgehammer solution to that problem.

And just to push this conversation over the top into maximum awkwardness, one of the Quarians immediately clocks your team as “Cerberus operatives” before you identify yourselves or even say a word. We’re still reeling from the last contrivance and the writer hits us with this? If you want to suggest that it’s Jacob’s yellow icon on his uniform, then portray that with a close-in shot to focus on the logo so we understand that this Quarian hasn’t been reading the script. And once you’re done with that, you could follow-up with an explanation for WHY IS JACOB WEARING IDENTIFYING MARKINGS OF A CLANDESTINE ORGANIZATION?!?

According to the game, nobody knows who has been kidnapping our tens of thousands of colonists. They erase all traces of themselves when they leave, and when the next ship arrives all they find is a ghost town. Well, it only takes one delirious Quarian (Veetor) to recover the security footage and see the Collectors stealing all the people.

This also ties into the lack of agency I mentioned last time. Shepard is told to come here. He didn’t even know what he was looking for. He just kept walking forward and shooting stuff until someone else gave him what he needed.

If Shepard brought a tech expert to this location and told them to scan the computer, then it would feel like Shepard was an active participant in the story. If Shepard had contacted Tali and asked her to meet him here, it would both make him proactive and rid the need for the massive contrivance of bumping into her at random. But in this scenario he makes no decisions and makes no contributions aside from shooting shit.

Continue reading ⟩⟩ “Mass Effect Retrospective 23: Assumed Empathy”