Half Time CH9: Season and Salt

By Rutskarn Posted Tuesday Nov 24, 2015

Filed under: Lets Play 16 comments

I spend the next twenty-four hours in a state of the most perfect bliss I have ever known. Every little thing makes me happy: the free flexion of my knees and fingers, uninhibited by plaster cast or staples, like chipper little stirrings of cicadas coming out of hibernation; the smell of a pot of sublethal locker room coffee, denatured into something digestible by sugar and hell’s own fires and served early with a side of bacon and toast-ed butter; a fresh newspaper, sports page open to the headline WAIT WHAT; the little engraving of the elf coach on the sidelines, three goals in and just starting to process the concept of disappointment; Bugman’s attitude adjuster in serious quantities. But this was all window-dressing. Like all really worrisome ascetics, my happiness isn’t created by what I did so much as what I understand. Something about our victory, our sweet, glorious victory, was clear:

It was definitely a fluke.

Continue reading ⟩⟩ “Half Time CH9: Season and Salt”

 


 

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.