Experienced Points: Wolfenstein is Better Than it Needs to Be

By Shamus Posted Tuesday Jun 10, 2014

Filed under: Column 51 comments

My column this week can be neatly summarized by the title. I suppose we can haggle over how good it “needed” to be. In which case you can mentally rename the column to “better than I expected”. I won’t mind.

The more I think about it, the more Wolfenstein is reminding me of the recent Tomb Raider reboot: Solid mechanics, solid premise, wonderful environments, uncertain message and completely muddled tone. Both games try to simultaneously decry and celebrate their violent nature. I guess I’ll give Wolfenstein credit for not having Sam in it.

One final note is the ending, which I can’t discuss without spoilers. Stop reading now if you’re worried about that sort of thing.

Continue reading ⟩⟩ “Experienced Points: Wolfenstein is Better Than it Needs to Be”

 


 

Diecast #62: Among the Sleep, Wolfenstein, X-Men

By Shamus Posted Sunday Jun 8, 2014

Filed under: Diecast 145 comments

The number one requested feature for the show is an RSS feed for the podcast that handles the audio tagging properly. I’ve never figured out how to do this in WordPress without importing ridiculous podcasting contraptions or crawling down into the guts of WordPress to do it myself. But! Someone has set one up for us. I don’t use RSS and I can’t comment on how compatible / reliable / useful / accurate it is. It’s hosted off-site and I don’t know anything about it other than:

  1. It exists.
  2. Seems to work for everyone who has tried it so far.

Thanks for putting that together.

Download MP3 File
Download Ogg Vorbis File

Hosts:
Josh, Sham, Puns, Cannibal Wrestling, and Regret.

Show notes: Continue reading ⟩⟩ “Diecast #62: Among the Sleep, Wolfenstein, X-Men”

 


 

Skyrim EP42: You! Leveled! Up!

By Shamus Posted Friday Jun 6, 2014

Filed under: Spoiler Warning 128 comments


Link (YouTube)

We’re not going to do the Quests for the Winterhold Community College, so let’s talk about that. How bad are the WCC quests? Twice I’ve tried to give them a write-up like I did for the Thug’s Guild. But the whole thing is SO. BORING. that I just couldn’t make it happen. I usually play through content multiple times, and the WCC quest is like some sort of Man vs. Coma endurance challenge.

The dialog is all generic obtuse wizard-speak: A shallow and obvious villain with vague goals tries to steal a mystical orb with vague utility and you, aided by a secret order with vague goals attempt to stop a vague prophesy from doing… something. There’s no stakes. No interesting characters. And there are lots of scenes where you just have to stand there while people ram exposition into your face. Some of it is even unskippable. And of course that stuff is delivered in an Overly! Dramatic! Voice… that… takes FOREVER! to get. to. the. damn. POINT!

It’s a chore. It’s awful, even by Skyrim standards of flavorless storytelling.

But that mage librarian? He’s cool. I like that guy.

 


 

Skyrim EP41: Stay a While and Listen

By Shamus Posted Thursday Jun 5, 2014

Filed under: Spoiler Warning 139 comments


Link (YouTube)

Am I going crazy? I have this vivid memory of going to see Paarthurnax and having him give me a little exposition that I was really enjoying, and instead of being able to ask him for more, I was railroaded into saying something like, “Whatever, I don’t care about any of this. Just tell me what I want to know.” Is that not in the game? Am I thinking of another scene?

Also, Josh was not pulling my leg. The voice of Paarthurnax is indeed Charles Martinet, the voice of Mario.

But I think the important thing is that Skyrim mostly abandons the multiple-choice dialog, and in scenes like this is really hurts. If you don’t care about lore or this is your tenth trip through the game, then it’s nice to just get your quest marker updated and be on your way. And if you’re a lore hound it’s great to be able to do a self-directed wiki-walk through the lore, picking topics and exploring what interests you. A linear conversation is miserable for both types of players. I think we get one multi-choice break at the end, but this conversation should have been much more compact, with more options early on.

Also, as great as Paarthurnax looks, this scene gets to be visually tiring kind of quickly. It’s not like a movie scene where we get exposition characters emote, change view, and the camera hops around to show us interesting things. What we have here is basically a mostly static image while Paarthurnax rambles on like he’s recording a his own podcast. (Paarthucast?)

Games shouldn’t try to be movies. But if you ARE going to try to be a movie, at least be an interesting one.

 


 

Frontier Rebooted Part 5: Kneel Before LOD

By Shamus Posted Thursday Jun 5, 2014

Filed under: Programming 50 comments

The most central problem to rendering any wide open space is, “How do we avoid drawing everything in the entire world?” You can see this problem at work in open world games like Grand Theft Auto. You’re navigating around a massive city. There are literally tens of thousands (maybe even hundreds of thousands) of objects around the city: Street lights, dumpsters, trash cans, newspaper stands, benches, trees, mailboxes, awnings, telephone poles, parking meters, street signs, traffic cones, trash bags, chain-link fences, and jersey barriers.

And crates. Can’t forget the crates.

I don’t care how much horsepower you have, how much memory you’ve got, or how many surfboard-sized graphics cards you glue together and jam inside your PC: Taking all of that clutter for the entire city and hurling it at the graphics hardware would be ruinous.

So the game needs some way of controlling what things get drawn and how detailed they are. The trash cans two miles away? They don’t even need to be in memory. The street lamp four blocks away? That gets drawn, but we’re going to draw a crude simplified version of it, probably a simple vertical beam with four sides. At this distance it doesn’t matter how crappy it looks, we just need a little black pole to stand in for the real thing. But this mailbox right beside the camera? That needs to be rendered in full detail.

The process of sorting this out is called Level Of Detail. It’s a complicated and interesting branch of knowledge. The trick is that the optimal LOD solution will vary a great deal based on your project. The system used by Grand Theft Auto IV is going to be very different from the one in Spore, which is again different from the one in World of Warcraft. Or Far Cry. Or Minecraft.

The thing is, in the vast majority of cases LOD is something that gets sorted out by the CPU. In my very first programming project here on the site, I spent the entire time sorting through polygons and topography, figuring out what parts were worth drawing and what parts could be simplified. But we live in a strange world now.

You know what we need? A Terrible Car Analogy:

Continue reading ⟩⟩ “Frontier Rebooted Part 5: Kneel Before LOD”

 


 

Skyrim EP40: Escape Goat Simulator

By Shamus Posted Wednesday Jun 4, 2014

Filed under: Spoiler Warning 100 comments


Link (YouTube)

I am thinking that we need to wrap this season up. We’re in the slow descent at the end where we’re starting to repeat our criticismsActually, just me. and complaintsMe again.. We’re also at the limits of what I can meaningfully recall. I mean, I’ve played my share of Skyrim…

skyrim_played.jpg

…but I’ve only done the main quest once, and that was something like two years ago. Later this week you’re going to see just how little I remember. The point being, my ability to offer commentary beyond “Hey, this is kind of silly, amirite?” is diminishing quickly.

Having said that: This is kind of silly.

Here is the Skyrim 2012 sketch Mumbles was talking about.

 


 

Experienced Points: How Massive is Wolfenstein: The New Order?

By Shamus Posted Tuesday Jun 3, 2014

Filed under: Column 104 comments

So here is an article based on a Tweet, where we compare the size of the new Wolfenstein game with the sizes of the games of yesteryear.

(Do we capitalize tweet? It’s a noun (or verb) derived from a proper noun. I had the same question the other day (also in a tweet) about whether we should capitalize the verb derived from Patreon. Someone pointed out that since Patreon was derived from “patron” and already had “patronize”, it wouldn’t make any sense to start capitalizing an existing word. (Although I’ll bet we can find examples of people doing exactly that.) But this particular verb form of tweet is new. My gut says we shouldn’t capitalize it, but my fingers want to. So I dunno.)

ANYWAY.

Getting back to the article. I ask the question, “How much space would you need to store every game ever made for every platform, on or before 1992?” I’m pretty uncomfortable with my appraisal of DOS games. After I turned it in, I re-read it and felt that the size I came up with was just way too small. On the other hand, the number was a really wild guess and I don’t know how to come up with a more solid number. I didn’t want to submit a re-write with one arbitrary number replacing another simply because the new number seemed “better” in some ill-defined gut-sense of the word. What I really needed was a better way to extrapolate an answer, and I didn’t have one. I’m content to leave the DOS stuff as a weak spot in the article and see if readers have any better answers. Even if I was off by a factor of ten, the main thrust of the article stands: Wolfenstein: The New Order is BIG.

I’m still really enjoying the game. It’s absurd and fun and very old-school in its approach to shootin’ Nazis. I’ll have a more detailed discussion about the game once I finish it.