Skyrim EP2: Pot Head

By Shamus Posted Friday Feb 7, 2014

Filed under: Spoiler Warning 153 comments


Link (YouTube)

Since this recording, I did indeed start a new game as an unarmed / heavy armor user. It strikes me as being OP the moment you get the “do your glove armor rating in damage” perk, although it’s annoying to get to that point. I parked myself in a cave and let a bandit tickle me with his dagger for 20 minutes to get heavy armor that high. That skill levels slow.

I’ve heard it suggested that unarmed is weak in the late game. I’ll let you know how it goes. Or maybe I won’t. I might forget.

I actually really like the love triangle quest we talked about here. It has a lot of freedom and is kind of playful about it. (I do wish the “none of the above” option was a little easier to find, though.) For context, here is how it goes:

Sven and Faendal both love Camilla. If you talk to him, Sven will ask you to deliver a letter to Camilla, supposedly from Faendal. The letter is written to make Faendal look incredibly bad. You can deliver the letter and lie to Camilla as asked (making Faendal look bad), or you can deliver the letter and tell the truth (making Sven look bad), or you can give the letter to Faendal, who will turn the trick around by writing a false letter of his own. Or you can start the quest with Faendal, which offers the reverse choices and outcomes. OR you can pickpocket the false letters from both of them and make them both look bad.

That’s, what? Six ways to resolve the quest? This tiny little easy-to-miss sidequest about a silly love triange between three not-so-bright people has lots of freedom. On top of this, there are after-quest outcomes where the other parties respond if you choose to murder one of the three.

Remember this freedom when we get to one of the many, many no-option, no-choice dialogs that plague the main quest.

 


 

Experienced Points: The Surprising Things About Elder Scrolls Online

By Shamus Posted Friday Feb 7, 2014

Filed under: Column 104 comments

The NDA is lifted, so we’re free to discuss The Elder Scrolls Online, which is exactly what I do in today’s special Friday column.

And yes, it’s pretty good. Go figure. I know I predicted a disaster for this thing, and I’m happy to see I was wrong.

However, after spending 1,200 words or so praising the game, let me offer a gripe:

Continue reading ⟩⟩ “Experienced Points: The Surprising Things About Elder Scrolls Online”

 


 

Skyrim EP1: The Trial of Reginald Fluffbert

By Shamus Posted Thursday Feb 6, 2014

Filed under: Spoiler Warning 233 comments


Link (YouTube)

Here is the Extra Credits episode where they discuss the opening of Skyrim, and here is the post I wrote about the same section.

I think Extra Credits makes a stronger case, but I’ll defend my position a bit by saying that I was coming in with a lot of Oblivion-esqe expectations. I expected to end up stuck in a linear corridor section punctuated by camera-lock closeups on emotionless plastic faces while a series of NPCs info dumped on me and my only dialog options would be variants of “Tell me more about that.”

So I guess the takeaway here is that the intro is outstanding compared to Oblivion, but terrible compared to Call of Duty?

Protip: Probably best to let the Empire vs. Stormcloak debate wait a bit. We’ll get into it in more detail later. But, you know. Do what you like.

Official Spoiler Warning Skyrim Drinking Game of Fun and Alcohol Poisoning

OFFICIAL RULES; DO NOT ATTEMPT

  1. We want to kill an NPC who is unkillable for no good reason.
  2. Bizarre and inexplicable glitch!
  3. Josh gains a point in a skill he never deliberately uses.
  4. We run into a massive annoyance fixed by a mod one of us is using.
  5. Merchant runs out of money in one set of transactions.
  6. An unarmed NPC pointlessly charges into a fight better left to the player or the guards.
  7. “This was better in Morrowind…”
  8. “This was better in Arena/Daggerfall…” 2 drinks.
  9. “This was better in Oblivion…” Finish your drink.
  10. Reginald dies: Pour one out in memory of your lost “friend”. (If you can’t pour it out, just drink it.)
 


 

Empire of Candy

By Shamus Posted Wednesday Feb 5, 2014

Filed under: Video Games 86 comments

Looks like the next season of Spoiler Warning is delayed until tomorrow. So let me fill this awkward silence with this random post. I’ve heard it said before that talking about your plans gives you a little release similar to the satisfaction of actually carrying them out. Since I already have a game on the way and I don’t actually have time to do anything with this, I thought I’d just throw the idea out the window in case anyone else finds it amusing.

I’m not sure why you’d want to read this. It’s a rough sketch of a game I’m likely never going to make, and it exists solely as a means of getting it out of my system. This isn’t game design. It’s therapy.

On the other hand, I swiped a bunch of pictures of candy, so maybe you’ll enjoy looking at those.

Anyway, this whole Candy Crush Saga nonsense has reminded me of an old design doc I’ve had gathering dust in my head. The core of the idea comes from the notion that normal real-world business has a lot of really interesting tradeoffs associated with it. My time working fast food (and talking to one of my brothers, who worked for a big-box home improvement chain) revealed all sorts of fiendish sorting, queuing, balancing, timing, and planning puzzles. (Like this one.) This sort of thing lends itself to strategy gameplay: “Given my finite resources of money, space, time, manpower, and throughput, how can I optimally achieve [goal]?”

You can play this game in its purest form in the Capitalism series. That’s fine, but I always thought Capitalism Plus was a bit too sterile or abstract. It doesn’t matter what you’re making. You might as well be making widgets, as far as the player is concerned. There’s no real personal investment or creativity in the stuff you’re producing, and I always wanted to see a smaller-scale game that focuses on a single product and lets the player have some control over it.

The other inspiration for the concept comes from the occasionally wonderful How It’s Made videos. It’s no longer on Netflix, but it’s available on Amazon Prime. The show features a lot of food being made, and I’m always amazed to watch giant piles of raw materials enter the machinery and pop out as colorful, aesthetically pleasing quasi-food on the other end. In particular, Season 3, Episode 25 shows them making jelly beans, and that helped shape a lot of my thoughts about how this game ought to work.
Continue reading ⟩⟩ “Empire of Candy”

 


 

Experienced Points: We’re Going to be Rich!

By Shamus Posted Wednesday Feb 5, 2014

Filed under: Column 107 comments

You know what would be awesome? If we could make an MMO as big as World of Warcraft! Let’s do it!

Just to be clear: When I wrote that column I hadn’t played the Elder Scrolls Online beta yet, so it shouldn’t be taken as a commentary of the game in any way. I played after the column was done, and I’ll give my full thoughts on it once the NDA is lifted.

 


 

Diecast #44: EVE Online, The Bureau

By Shamus Posted Tuesday Feb 4, 2014

Filed under: Diecast 71 comments

This episode was recorded AFTER our Spoiler Warning session this week, but it’s being released first. We were a little tired and a couple of hosts short by the time we got to this point.

Download MP3 File
Download Ogg Vorbis File

Hosts: Josh, Chris, and Shamus.

Show notes: Continue reading ⟩⟩ “Diecast #44: EVE Online, The Bureau”

 


 

Sandbox Space Sim: EVE Online

By Shamus Posted Sunday Feb 2, 2014

Filed under: Game Reviews 166 comments

Let’s just agree up front that I’m not going to be able to scratch the surface of a rough outline of a summary of this game. I’ve been playing for about a week, so writing about EVE at this point is like a guy from Azerbaijan deciding that since he spent 24 hours in Anchorage he’s qualified to write about AMERICA. The subject is too big for anything as ambitious as an overview. So if you’re an EVE veteran, try not to rage out about overlooked details or errors in this write-up. EVE is huge and there’s no way I could get it all down in the week I’ve been playing.

I’ve rolled a few characters, bought some ships, joined a corporation, and smashed about a million asteroids. The game isn’t so much “fun” as it is “engrossing”. I’m in it for a month, but I’m not sure I’ll extend my account beyond that. We’ll see. I’ll talk more about this in the podcast later this week.

A corporation is a player-run group. In other games they’re called guilds. The corp I joined is Starfield Enterprises. I joined Starfield because:

  1. They’re not so massive that I’d be lost, so I could ask my newbie questions without feeling like I was shouting into the storm.
  2. They focus on industry and mining, which is what interests me.
  3. Their name isn’t stupid. Far too many corps think that members would want to fly under the flag of “xXMurdar EliteXx” or “Surprise Buttsects”. And too often they are right. Sigh. Still, I feel compelled to note that when it comes to players choosing lore-friendly names, EVE is actually one of the best. It’s second only to LOTRO for non-stupid character names.
  4. They seem like a nice bunch of reasonable, low-key players who enjoy the game.

Space is big. Really big. You just won’t believe how vastly hugely… etc.
Space is big. Really big. You just won’t believe how vastly hugely… etc.

EVE plays nothing like a traditional MMO. You don’t “grind mobs” for XP, nor do you kill them for random drops. There are quests, but they’re mostly tutorials and not the meat of the game. The actual game – the thing that drives the action – is entirely created by the players. Once you graduate from the newbie zone you’ll likely be flying a ship built by players using a factory built by players from raw materials harvested by players. It’ll be outfitted with player-built weapons and player-built systems and no matter what you do with it, you’ll probably be selling your efforts to players. (Unless you make your living as a pirate, by killing players.)

As a way of explaining how deep, technical, unusual, and emergent the game is, let’s talk about PLEX. There’s a cool story behind this, but like anything to do with EVE it’s incomprehensible without a couple minutes of instruction to provide context.

Continue reading ⟩⟩ “Sandbox Space Sim: EVE Online”