Knights of the Old Republic EP4: A Bib, for Tuna

By Shamus Posted Wednesday Sep 2, 2015

Filed under: Spoiler Warning 126 comments


Link (YouTube)

It’s always a bit of a gamble when we select what game we’re going to play next on this show. When we begin covering a game, we’re committing to spending several months with it. We don’t want to get three weeks into a series and find we hate doing it and the audience has mostly stopped watching. That’s bad for our morale, bad for the show, and bad for everyone else.

For a while we were shy of games we hated, because we didn’t want to be “too negative”. We had a few series end badly for us and descend into a dull slog of repeating the same four complaints again and again for five hours. (BioShock is the biggest example of this, and for years we’d say, “Ugh. That game would just turn into another BioShock season” when discussing potential games.)

But eventually we realized it’s not negativity that hurts the show, it’s the repetition. It doesn’t matter if we love a game or hate a game, as long as we have lots to say about it. Hitman Absolution is a great example. It was a stupid game that we all disliked on one level or another, but the brokenness was so widespread that we always had something fresh to discuss.

By that standard, KOTOR might just be too good. There are so many facets to this game that we’re interrupting each other trying to cover it all. Consider…

Continue reading ⟩⟩ “Knights of the Old Republic EP4: A Bib, for Tuna”

 


 

Ten Years of Twenty Sided

By Shamus Posted Tuesday Sep 1, 2015

Filed under: Landmarks 136 comments

Today is September 8036, 1993. It’s also the ten-year anniversary of this site.

I thought for a long time what I should say to mark this occasion. This is a pretty big deal. Ten years ago I was 34 years old. I was half the programmer I am now and I didn’t think of myself as a writer at all.

Eventually I decided to write a post talking about the idyllic pre-colonial internet that existed before the Eternal September. I could talk a bit of internet history, which would dovetail nicely into personal history, and then bring it back around by talking about how this community is a lot like that long-lost world. I got a couple of paragraphs into this project when it started to seem very familiar. Did I already do a post on the Eternal September? Maybe somewhere deep in the archives there was an old post about this? Maybe I mentioned it in the Autoblography?

So I did a little search and found that yes, I have indeed written about the Eternal September before. But it wasn’t “deep” in the archives. It was one year ago. And the post was the nine-year anniversary of this site. So not only had I written on this topic, I’d actually done this exact same concept for a post, with the exact same through-line. It’s actually a pretty good post. Better than this one, at any rate.

From this, we can conclude four important facts:

Continue reading ⟩⟩ “Ten Years of Twenty Sided”

 


 

Experienced Points: What Does the End of Moore’s Law Mean for Gaming?

By Shamus Posted Monday Aug 31, 2015

Filed under: Column 122 comments

My column this week is described perfectly by its title. I always get nervous writing about hardware. I’m not a hardware guy and I’m more likely to make factual blunders in that area.

I didn’t get into it in the column, but it’s sort of unfortunate the consoles launched when they did. They’re just barely (in Moore’s terms) short of the power needed to handle 60fps games and VR. Another eighteen months might have fixed that problem. Then again, nobody realized 60fps was going to be a big(ish) deal, and it would be suicide to show up to the market 18 months after the competition. You don’t want to launch a next-gen console into a market where everyone already has a next-gen console and several games. You either want to launch at about the same time and at roughly the same power level, or you want to launch several years later when you can have a nice technical advantage.

Or you can do what Nintendo does and put out an “under-powered” console and focus on gameplay instead of technology. But that’s crazy talk.

 


 

Diecast #119: Until Dawn, Darkest Dungeons, Pillars of Eternity

By Shamus Posted Sunday Aug 30, 2015

Filed under: Diecast 130 comments



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

Show notes: Continue reading ⟩⟩ “Diecast #119: Until Dawn, Darkest Dungeons, Pillars of Eternity”

 


 

Knights of the Old Republic EP3: Carth Blocked

By Shamus Posted Saturday Aug 29, 2015

Filed under: Spoiler Warning 109 comments


Link (YouTube)

That’s the OTHER reason people dislike Carth. If you stray from the light side, he gets sanctimonious and acts like he’s in charge. Okay, he kind of has a point, inasmuch as the “evil” choice is usually a blend of Zsasz-level sociopathy, Rimmer-level pettiness, and Doofenshmirtz-level stupidity. But it’s still a major killjoy when you’re trying to have some fun with the game and Carth cuts in like he’s your mom.

Of course, having him ignore your evil shenanigans wouldn’t work either. I think the problem here is that the writers gave you all of these idiotic villain choices in the part of the game where your only companion is a pushy boyscout with trust issues. If go go evil he’s a killjoy, and if you play it virtuously he’s still difficult. On top of that, he’s the only character available to pull exposition duty, so when he’s not judging you, he’s busy dumping exposition on you. He gets better later if you stick with him, but by then most people have started ignoring him and spending time with the rest of the team.

So I don’t personally hate Carth, but I do see why he gets a lot of hate from the fanbase. The deck is really stacked against him.

 


 

The Altered Scrolls, Part 4: The Dagger Falls

By Rutskarn Posted Friday Aug 28, 2015

Filed under: Elder Scrolls 86 comments

I said some unkind things about The Elder Scrolls I: Arena. I said that the open world was barely integrated, the storytelling was weak, the quests were repetitious, and the setting was a streaky photocopy of a late 70s metal album with none of the character. And all that’s true, but none of it really constitutes fair criticismâ€"Arena was trying something that nobody had really attempted before and that nobody else would attempt for some time afterwards.

The astounding thing is not how little Arena resembles what we'd think of as a proper Elder Scrolls game. The astounding thing is how much The Elder Scrolls II: Daggerfall, released a scant two years later, does.

Continue reading ⟩⟩ “The Altered Scrolls, Part 4: The Dagger Falls”

 


 

Knights of the Old Republic EP2: Carth O-Nasty

By Shamus Posted Thursday Aug 27, 2015

Filed under: Spoiler Warning 236 comments


Link (YouTube)

I can’t find it now, but somewhere in the depths of the blog archives I had a post making the case that traditional dice-based tabletop systems are actually a bad fit for action-oriented (not turn-based) videogames. That’s not to say you can’t make a good game from a tabletop ruleset, but that you can probably make something even better if you design for a videogame in the first place.

For one thing, the pacing is completely different. In a tabletop context, you roll the dice, what? Once a minute, if the fight is going smoothly and nobody at the table is dicking aroundSo, more than a minute always, then.? In a videogame you’ll have a combat round every couple of seconds or so. Those dice rolls that are so exciting with real dice are just background noise.

In a dice-based game, the designer wants to give you lots of little feats and perks and special abilities. Do a backflip to escape the fight! Grapple a foe! Throw dirt in someone’s eyes to lower their chance to hit! Spend a full round concentrating to try and break through their defenses! In a videogame, those all end up getting cut, because they’re expensive to animate. Also, your abilities hotbar would be enormous and complex. That’s fine if you’re taking turns, but completely impractical if you’re trying do do anything real-time.

At the table, your eyes are focused on the character sheet. You’re aware when those numbers go up or down and you can follow how they impact the game. Getting de-buffed by an enemy is a big deal and getting a combat bonus from an item feels tangible because you get to add that +1 every single time your turn comes around. If you roll a 12 and think you missed, but then remember the +1 hat you just put onA to-hit bonus on a hat? Just go with it., and that bonus turns your attack into a hit, then you immediately feel the benefit of that item. In a videogame, all that messy math is handled by the computer and your eyes are focused on the gameworld and not the numbers. You might not even notice you’ve been de-buffed unless you see the small icon in the corner, and even then you’re not really aware of how badly or for how long unless you pause the game and familiarize yourself with the stats. You won’t notice bonuses until they’re extreme enough that they end fights a couple of combat rounds sooner.

Videogames are way more combat heavy and light on roleplaying. It might be fun to cast your buffs on your party members at the start of the fight at the table, but in a game it ends up being something you have to cast again and again, turning it into a repetitive chore.

Basically, tabletop games and videogames are completely different ways of playing a game, with completely different needs, expectations, pacing, focus, strengths, interfaces, and which demand completely different things from the player. Any system tailored for one will be a frustrating compromise for the other. And that’s assuming you’re familiar with the rules. If you’re not a tabletop player, then these games are just gibberish. If you’ve never played D&D before, than you have no idea how significant a +1 bonus is.

On top of all this, KOTOR had the additional challenge of adapting a system designed for swords & sorcery to a world of blaster rifles and hand grenades. I think BioWare did an admirable job of making it work, but there are still a lot of messy seams.

I’m glad we moved away from these awkward adaptations. I can only imagine how intolerable Mass Effect would have been if they’d decided to build it on D&D 3.5, or GURPS.