Half Time CH4: Pastrami of One

By Rutskarn Posted Tuesday Oct 20, 2015

Filed under: Lets Play 44 comments

The following anti-elf epithets are authored by myself and available for free and unlicensed personal and commercial use.

#1: Dandelion botherer

The locker room smells like inspiration and perspiration; an improvement from only yesterday, where it smelled like putrefaction and losing factions, gauche malaise and roach buffets, halfling reek and unpaddled creek. Air fresheners work wonders. So does enough dwarf scrumpy to trick the nose into thinking I’d died and gone to purgatory.

“You may be wondering why I called you here today,” I say. My two assistant coaches nod slowly. “That’s handy, because I was wondering in a more general sense why you were here.

This arouses further confusion. Or something. It’s hard to tell with their baseline expression.

Continue reading ⟩⟩ “Half Time CH4: Pastrami of One”

 


 

Experienced Points: The Survival Horror Genre is a Mess

By Shamus Posted Monday Oct 19, 2015

Filed under: Column 80 comments

My column this week is about how the genre label of Survival Horror is completely meaningless and nobody agrees what these games should be.

Although, this isn’t the only dysfunctional genre in the industry. In fact, I’d say every time we see someone call a game an “X clone”, we’re seeing an example of a genre without a proper name. People still sometimes call Torchlight a “Diablo Clone”, despite the fact that this genre is old enough to vote and features many disparate titles.

An example of a good genre label is shmup. It’s easy to rememberIt’s short for “shoot ’em up”., it’s a unique word, and there isn’t a lot of “is this game a shmup or not?” confusion along the margins.

I’m not sure why some genres got useful names and some didn’t. Perhaps it’s that the medium is just growing too dang fast. It took movies over half a century to go from technological novelty to cultural ubiquity, and games covered the same distance in about 20 years. Maybe we’ll have more useful genre names once the medium settles down a bit.

 


 

Diecast #125: Human Resource Machine, Left Handed Gaming, Citadel

By Shamus Posted Monday Oct 19, 2015

Filed under: Diecast 119 comments



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

Show notes: Continue reading ⟩⟩ “Diecast #125: Human Resource Machine, Left Handed Gaming, Citadel”

 


 

The Altered Scrolls, Part 11: Song and Dance

By Rutskarn Posted Saturday Oct 17, 2015

Filed under: Elder Scrolls 106 comments

Morrowind and Oblivion drew their storytelling cues from media besides videogames, because that is, by and large, what videogames do. It’s too hard for most games with ambitions of epic scope and narrative content to convey these elements entirely through gameplay; they instead use gameplay as an aid to transport players into storytelling grounded in traditional methods. Which, with roleplaying videogames, is generally what the player wants: to have a story that could be a book or a movie improved by interactivity. And that’s just the point where RPG fans get into the biggest slap-fightiest arguments: book or movie.

Morrowind was literary; it told its story through context and history and shovelfuls of dialogue. most of the story happened when you were standing still somewhere reading something. Oblivion was cinematic–an active, moving, speaking story in which you were the primary character–and it sacrificed a lot to get there.

It had voice-acting for all its dialogue, which forced a thousand compromises from shortening dialogue length to limiting dialogue scope to homogenizing the voices for various races and characters. It seized control of the player to allow cutscenes to occur uninterrupted. It filled a large portion of its campaign with rinse-and-repeat prefab dungeons to allow the other missions the maximum scripting and dialogue budget. Not all of the cuts were logistical, either; some of them were more abstract and philosophical. For example, the increased value and vitality of actors (plus a few other technical reasons not worth getting into yet) meant the developers put stricter regulations on who could be killed. Any NPC who would become relevant to a quest was invincible until they had discharged a necessary portion of their scripting. Technically neither of the first two games gave you leeway to kill random people either, quite possibly for engine reasons, but Morrowind was so bold in making everyone killable that it didn’t seem the developers would retract the privilege. It seems fair, doesn’t it? Your input in the game is very limited. You can’t arrest NPCs, be meaningfully rude to them, spread gossip about them, ask them to stay away from you, fire them if they’re part of your guild, or give them wet willies. Your choices for expressing your opinion on or judgment of an NPC amount to murdering them or not murdering them, and taking away the choice of murdering them is nontrivial. It feels like a fussy exercise of power–a storyteller convinced whatever they’ve got planned is much better than what you’re trying to come up with.

All these cuts and constraints could have easily amounted to a net loss for the franchise. In the eyes of some, they certainly do. But it’s also fair to say that as long as Bethesda was trying to make the best of their scripting and create a broad adventuring simulator, they did a pretty good job of it. It all came down to working with their limitations.

Continue reading ⟩⟩ “The Altered Scrolls, Part 11: Song and Dance”

 


 

Knights of the Old Republic EP21: You’re Totally Ship-faced

By Shamus Posted Friday Oct 16, 2015

Filed under: Spoiler Warning 200 comments


Link (YouTube)

So let’s say you get the rights to make a “Star Wars” product, and now you need to guide your creative staff to nail the look, feel, tone, and overall style of the original three movies. What do you need? I’m not talking about worldbuilding stuff like Jedi, X-Wings, and Wookies, but more low-level art cues. Let’s assume you want to make “new” Star Wars stuff. You want new races, new planets, and new time periods, but you want the new stuff to still feel like Star Wars.

  1. “Luke NounVerber” style names.
  2. Maybe a ship named in the style of “Adjective Birdname”.
  3. Ships should be really lumpy. The original ships were made by dumping out dozens of disparate models and gluing them together to make spaceship-shaped stuff.
  4. Slender droids with quirky or eccentric personalities.
  5. Other droids that make beeping noises all the time, even though nobody understands them.
  6. Use an orchestral score. Or just recycle the original John Williams music.
  7. Robes and capes for almost everybody, regardless of climate.
  8. Building exteriors should feel kind of like the spaceships: Lumpy and irregular.
  9. Most places should look well-worn. Places should have junk laying around. Dirt on the floor. Surfaces should be scuffed and the paint should be fading. A few edges of implied water damage wouldn’t hurt. Only fascists mop the floor.
  10. Avoid mundane objects. No paper, coffee mugs, writing tools, etc.
  11. Computers are banks of blinky lights, like 1960’s Star Trek.
  12. It helps to have cables and hoses strewn around, hanging from the ceiling, and running down the walls.
  13. Rooms with four walls are bad, so break up the square room shape any way you can. Passages are tube-shaped. Slant the walls. Make lots of round rooms. Add some support columns.
  14. Trim everything with lights.

What other cues make a place feel “Star Wars”?

 


 

Knights of the Old Republic EP20: The Christmas Sith

By Shamus Posted Thursday Oct 15, 2015

Filed under: Spoiler Warning 196 comments


Link (YouTube)

We killed the sexbot in the previous episode. This ignited a debate as to what the moral thing is in this case. The bot ran off. The bot is property. What’s the right thing to do?

Clearly, Star Wars does not present droids an an oppressed underclass. The fact that they’re property is not social commentary and we’re not supposed to worry about their freedom. While I do nerdrage against George Lucas now and again, I’ve always given him the benefit of the doubt and assumed he’s NOT pro-slavery.

To reconcile this apparent contradiction, I always assumed Star Wars droids didn’t really have feelings. This is entirely headcanon on my part, but I imagine that droids don’t really feel emotions. Their apparent emotions are to make them easier to deal with for their owners. If my protocol droid is worrying and stressed, I know it’s near capacity for whatever task I’ve given it, or that it’s at risk of failing at that task. It’s just a more advanced version of giving a friendly voice to Siri. Siri isn’t alive and doesn’t actually care about me, but its creators gave it a friendly female voice because that’s nicer and more convenient than a dialog box.

The movies contradict this notion, though. At one point you see one droid being… tortured? That’s too goofy a notion for me to wrap my head around, so I usually ignore it.

But having a droid run away from its owner undercuts this idea of droids not having feelings. Clearly if a droid is going against the will of its owner you can’t argue that the “emotions” are just cosmetic.

On the OTHER hand, if you pay attention to what the droid says, it’s clear the droid is actually trying to kill itself for the benefit of its master. It has concluded that she’s delusional, neurotic, crazy, or whatever. It’s destroying itself in hopes that she will move on. Presumably if she were better balanced the droid would be content to hang around and give her all the robo-sex she wanted?

But who knows? Star Wars is actually much too pulpy to seriously tackle questions like this. The writer didn’t put droids in the story because they wanted to ask questions about consciousness, identity, free will, or the moral implications of creating a sapient designed to be your servant. They put droids in the story because robots are fun and different from people, and make the world more fantastical.

 


 

Mass Effect Retrospective 18: There’s No “You” in “Team”

By Shamus Posted Thursday Oct 15, 2015

Filed under: Mass Effect 302 comments

The last game gave us a pretty good team and also gave us the goal of “go learn about the Reapers”. Then this second one replaced it with “Your team is gone. Build another one.” Once you get over the shift in goalAssuming you ever do. My therapist says I’m making “good progress”. this is a good subject for a BioWare game, as it plays to their strengths in writing vibrant one-on-one conversations with interesting people. Okay, we’re gathering up a team of people even though we have no idea what we need them to do beyond “go through a relay”, but we’ll talk more about the main story later.

Continue reading ⟩⟩ “Mass Effect Retrospective 18: There’s No “You” in “Team””