Diecast #61: Video Editing, Nintendo’s Cut, Watch_Dogs

By Shamus Posted Monday Jun 2, 2014

Filed under: Diecast 178 comments

We’re proud to present this hour of podcast, which is completely free of anyone talking about Dark Souls. You’re welcome. However, I now own Dark Souls, so one of these days we’re going to have that conversation. You have not gained your freedom. Only a reprieve.

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Show notes: Continue reading ⟩⟩ “Diecast #61: Video Editing, Nintendo’s Cut, Watch_Dogs”

 


 

Patreon!

By Shamus Posted Sunday Jun 1, 2014

Filed under: Personal 199 comments

Most Patreon videos are there so you can introduce yourself and talk about what you make. I chose not to do that. Instead, I talked about why I was doing a campaign. Which involves a lot of complaining about Google.


Link (YouTube)

If you’re not into the whole video-watching thing, then visit visit my Patreon page for the transcript. Uh, also visit my Patreon page if you want to donate, which is the whole point of this.

There’s a certain taboo against talking about money. To an extent, I understand that. It’s crass to brag about how much you make, and since pay grades are all over the place, one person’s “Boo Hoo I only make $Butts” is going to be pretty offensive to someone who makes $Butts/2.

But Krellen has made a pretty good case that these rules don’t always make sense. Certainly there’s room for talking openly about money when you’re asking people for some. I know I’m far more likely to give to charities with a lot of transparency and reluctant to give to ones that act like a drop box. So let’s talk about what I do and what I’m hoping for.

Continue reading ⟩⟩ “Patreon!”

 


 

Skyrim EP39: Ist Der Head Zer Poppins

By Shamus Posted Friday May 30, 2014

Filed under: Spoiler Warning 135 comments


Link (YouTube)

For those of you who don’t speak Germish, the episode title is roughly translated as, “My goodness, I seem to have unexpectedly removed this person’s head in a humorous manner!” (Germish is a very compact language.)

Also, the “Me go too far” stuff Mumbles and I were doing is a reference to this classic comic.

 


 

Ad Free, CyberLink, and Patreon

By Shamus Posted Friday May 30, 2014

Filed under: Notices 67 comments

The ads on the site are gone. They’re staying gone. I’m going to launch a Patreon campaign next week. (Probably Monday.) My hope is that the campaign will cover the loss of ad revenue. And if it doesn’t? Eh. I’ll figure something out. It actually feels great to not have to worry about the ads.

Remember when I made videos? It’s been a while. In the past I used Windows Movie Maker, but after I upgraded to Windows 7 I found that the bundled version of WMM had been neutered and was barely fit for making family photo slideshows. It didn’t seem worth my while to try to get the old version working, since it was a bit crap, crashed all the time, and didn’t support HD video. The open source alternatives weren’t all that great, and the commercial ones were too expensive for my tastes.

But!

Continue reading ⟩⟩ “Ad Free, CyberLink, and Patreon”

 


 

Skyrim EP38: Master Chef

By Shamus Posted Thursday May 29, 2014

Filed under: Spoiler Warning 78 comments


Link (YouTube)

I hate when I make a mistake that doesn’t get corrected until the next episode, because it means that once the episode is released I’ll have 24 hours of people informing me of an error I’ve already dealt with. So in an attempt to head that off: Max von Sydow is very much not Hungarian. I’ll talk more about him next episode, so I’ll leave the rest of my correction until then.

There are a lot of things wrong with how the game handles exposition and cutscenes, but right now I want to talk about two high-level problems.

1. The camera-grab-and-zoom approach to dialog does not work. Rather than enhancing immersion, it ruins it. It makes the models look worse, undercuts the voice performance, and frustrates and confuses the player when the grab is done at a bad moment. This problem is exacerbated by the fact that…

2. The designers abuse the camera-grab like crazy, using it for incidental characters and regularly creating these traffic jams of people waiting in line to camera-grab the player in succession.

The first thing – and I mean the very first thing before anyone does any more scripting or writes another line of Elder Scrolls dialog – is to KILL this camera-grab mechanic. BioWare already figured out how this works: When the player is close, the NPC says something like, “Do you have a minute?” and the player can initiate conversation when they’re good and ready. And if they don’t bother? Then they didn’t want to have the conversation anyway. Having an inattentive player accidentally miss some content is a trivial problem when compared to the crime of camera-grabbing EVERYONE, ALWAYS, so every piss-ant peasant can interrupt the player with random quest hooks.

Yes, there are a few small situations where you still need to pull the player into dialog. It would be pretty silly if Sovereign had showed up and just waited demurely for Commander Shepard to begin the conversation. But those moments are very few and far between and should only be initiated by important characters with important plot details and the quest writer should have to fight the lead designer for every one of them.

The other problem is that camera-grab dialog is very one-way: NPC to player. It doesn’t allow three people to have a conversation and it’s clear that Bethesda has basically given up on allowing the player to interact with the world through dialog. Since the player can’t contribute, there’s no reason to hold them hostage. Let them run around, loot the room, jump on the furniture, or whatever else. They will hear the dialog but not focus their attention on the dull body animations and complete lack of facial expression, which will be a net gain.

The conversation in Delphine’s basement is a good example of how it should work: The NPCs jabber exposition and they don’t interfere with the player until there’s a decision for the player to make. All Bethesda needs to do is take this approach and apply it to single-NPC conversations as well.

This won’t come close to fixing all of the dialog problems with this game, but it would be a massive step in the right direction.

 


 

Things that drive me nuts about OpenGL

By Shamus Posted Thursday May 29, 2014

Filed under: Programming 78 comments

A little while ago someone linked to this list of complaints on OpenGL from Valve Developer Rich Geldreich. It’s pretty common knowledge that I use OpenGL in all my projects, and some people are wondering what I think of this list.

Here we’re talking about the OpenGL API. API is Application Programming Interface. If I write some code and bundle it up in a package for others to use, then the API dictates how you (another programmer) can use it. It’s the control panel for my code. The design of an API involves a lot of things. I can give you lots of power at the expense of making things really complicated. I can make things very clear at the expense of making you do a lot of typing. I can save you some typing at the expense of making everything inscrutable abbreviations. A good API is easy to read, offers you exactly the functionality you need, and once you learn half of it you can intuit how the rest works. A bad API will send you to the docs again and again so you can figure out why it’s not working even though it totally should because I copy-pasted right from the example and it’s still not working what the hell!?!?

I can’t actually comment on a lot of the points Geldreich makes. The author is coming at OpenGL from a very different angle. I’ve never messed with console ports. I haven’t touched Microsoft’s toolset since the 90’s. I’m usually mucking around with procedural content, not pushing the hardware as hard as I can. (Although my current project is a tiny step in correcting this.) All of this means that I don’t have anything to compare OpenGL to, because I haven’t really used it in difficult circumstances or explored the alternatives. Furthermore, my low-tech work means I’m just less sensitive to quirks in the system.

On the PC, the two big players have been Direct 3D and OpenGL, and I gather they’ve been playing tug-of-war since the 90’s. At first OpenGL was faster. Then D3D. Then OpenGL again. Now it sounds like D3D has the performance edge. Again, I’m just extrapolating. I don’t have any first-hand experience with D3D.

But I suppose I can comment on a couple of these points. Here is what I think, put in plain language for non-coders. (Bolded text is from original article.)

Continue reading ⟩⟩ “Things that drive me nuts about OpenGL”

 


 

Skyrim EP37: Lowlifé

By Shamus Posted Wednesday May 28, 2014

Filed under: Spoiler Warning 75 comments


Link (YouTube)

In the past we’ve praised Bethesda for environmental storytelling. You look around some area, observe the placement of items, and find that they tell a story. It makes the place seem richer and more real.

The ratway is not that. The ratway is the opposite of that. The ratway is a place where the world stops making sense and you have to make up your own story to mentally patch the nonsense.

Well, I suppose the thieves put up all the traps to kill all the beggars? For some reason? And the bartender… I guess he doesn’t want customers? And Gian the Fist is standing in the corner of a featureless room because he… uh… is guarding the bear traps? You know, the ones that he blunders into when he comes to fight you. And the rats have been specially trained to only attack people who aren’t already inhabitants of the sewers. And the semi-furnished rooms with fresh food in the middle of the sewer maze are probably just a pantry. For the distant bar. I guess. And the hobos that live down here are in peaceful harmony with the rats and each other, but then attack dangerous-looking travelers because… cult, maybe?

It’s nonsense.

Also: Dr. Rutskarn, Professor of Elder Scrolls Studies at Chocolate Hammer University, has begun a new course, which you can attend via this handy link: The Altered Scrolls: Arena (Part 1: Storyline and Worldbuilding).

I’m prepared to believe that Dr. Rutskarn knows more about the Elder Scrolls than most of the people working at Bethesda. I don’t know if that’s a dig at Rutskarn, or at Bethesda, but I’m pretty sure it’s a dig at somebody.