Tomb Raider EP7: Oh, Honey

By Shamus Posted Thursday Jun 27, 2013

Filed under: Spoiler Warning 112 comments


Link (YouTube)

As I said in the previous episode, I had to bail on our recording session this week. I’m sorry I missed this section of the game in our show. Here is the commentary I would have given you if I’d stuck with it:

If ships always get stranded here, then who climbed to the top of this crazy mountain and built a refueling station here? Also, why would anyone build a fueling station here? Did Lara really need to blow up ALL the fuel? Couldn’t she have made a smaller, safer, and less destructive signal fire?

Let’s imagine the rescue plane didn’t get struck by lightning. Where was it going to land? Why would an airplane be sent on a rescue mission where there is no known airfield? And as others have pointed out: We’re off the coast of Japan. Why is the rescue plane American?

Individually these are not horrible sins. I think the audience is mostly prepared to allow for a bit of slop in a pulpy adventure story. But I think a little attention to detail would have spared me from about five minutes of sustained eye-rolling.

Also, I think the rope arrows are a good mechanic in theory, but this looks ridiculous. Lara fires a rope arrow into a wooden structure and then pulls it down. I’m even willing to spot the game the hand-wave of arrows penetrating and holding unlimited loads. I’m even willing to spot the game a second hand-wave and allow her the unlimited supply of rope that’s always long enough and never needs to be recovered. (We can hand-wave this by saying it would just be tedious to have her reel in and re-roll the rope every time.) And naturally we’ll give a pass to the silly notion that these little arrows could still hit their targets while dragging that much weight.

But even with all of that duct tape applied to the bridge of disbelief-suspension, this is still pretty silly. Lara can’t be exerting force on these lines that exceed her weight. (If she did, she’d just fall over or haul herself up.) Which means these structures require less than her body weight to fall over. Okay, okay. Videogame rotted wood, etc. But if that’s the case, then she didn’t need the rope arrows. She could pull any of these objects over by grasping them and pulling. If nothing else, they should dump the doors that are reachable on foot but can only be opened with rope arrows. That’s just too preposterous.

I’m sorry Tomb Raider. I ran out of hand-waves for you.

 


 

Tomb Raider EP6: The Crash

By Shamus Posted Wednesday Jun 26, 2013

Filed under: Spoiler Warning 112 comments


Link (YouTube)

Mumbles crashed the show but then the game crashed just before the crash and so I had to go because I needed to crash. I will say that this game hates Josh’s machine. The strange framerate stuttering. The vanishing scenery. The terrible performance of TressFX. The CRASHES. I had a bit of trouble with the game, but nothing like this.

I was in need of sleep, so I’ll be missing from the rest of the episodes this week. Not to worry. Mumbles does an uncanny impression of me at the 15:30 mark. You’ll be fine.

 


 

The Witcher

By Shamus Posted Wednesday Jun 26, 2013

Filed under: Video Games 182 comments

Over the years a lot of people have asked me about this series, and so I’m putting this post here as a kind of catch-all. When these questions pop up again (like when Witcher 3 comes out) I can link back here and hopefully avoid repeating myself and having the same argument a dozen times.

I have a bit of a cultural bias in favor of the team behind the Witcher series. Being named Shamus Young, most people sensibly assume I’m quasi-Irish. Like a lot of Americans I’m a cultural mongrel, but if I can be said to have any cultural heritage at all it’s probably Polish.

If you’re curious: Mostly Polish, secondly German, a small dash of Irish, and a single Native American great-grandmother.

The family culture was much stronger when I was a child in the 1970’s and my grandparents (and even a great-grandparent) were still alive. These were first or second generation immigrants and still had some attitudes and habits from the old country. (Particularly when it came to food.) Those folks are mostly gone now and my generation is about as Polish as Doritos and Mario Kart. But I still have a soft spot for the Warsaw-based CD Projekt.

Aside from my pro-Polish bias, I have a lot of reasons to like The Witcher. It’s a rare book-to-videogame adaptation that doesn’t just use the setting as window dressing on shallow, derivative gameplay. (As in the case of the Harry Potter games, for example.) It’s a fantasy RPG that isn’t just trying to copy Tolkien.

witcher_cast.jpg

On top of all that, CD Projekt is one of the most consumer-friendly companies in the industry. They run the excellent Good Old Games. We sometimes praise Valve for doing such a good job of lubricating / sugarcoating their DRM, but CD Projekt actually stands against DRM. They have released huge content patches for free in situations where just about any other company would charge money. They support PC games. They’re good people.

Good company. Literary approach to worldbuilding. No DRM. Fantasy RPG. Diverse mechanics. Gorgeous visuals. I have every reason in the world to love the Witcher series and beg people to play it.

Every reason except for the fact that I hate these damn games.

Continue reading ⟩⟩ “The Witcher”

 


 

Diecast #18: Xbox One, The Witcher, Unrest

By Shamus Posted Tuesday Jun 25, 2013

Filed under: Diecast 145 comments

Mystery guest this week. Even if you’re not usually a Diecast listener, you might want to give the first couple of minutes a try. Just saying.

Download MP3 File
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3:15 Chris is still working off his indentured servitude to Thomas Nook, certified jackass of Animal Crossing.

8:50 Rutskarn explains the depth and verisimilitude of the Tropico political simulation.

12:00 Josh tells us some Crusader Kings II stories. And also X-Files.

19:45 Shamus has been playing Papo & Yo and watching the Red Bull Training Grounds Starcraft II tournament.

23:30 Xbox One policy reversal.

46:05 Rutskarn regales us with his horror stories of the Witcher’s tutorial and the tragedy of his faithful companion, Jackass McSpuds

54:20 Kickstarter, Unrest, Horrible Pick-up Lines, and Snake People!

1:11:55 Mailbag

 


 

The Twelve-Year Mistake Part 7: The Unicorn

By Shamus Posted Monday Jun 24, 2013

Filed under: Personal 169 comments

It’s 2012. Early in the year we go to PAX and I get to meet my friend Josh face-to-face for the first time. We do the PAX thing and generally have a lot of fun. It’s nice to get away from the house for a few days and stop worrying about the mortgage and instead worry about the expenses and logistics of travel.

I’m always conflicted about travel. I love visiting new places but I really hate the act of travel. This is like enjoying food but hating eating. You really can’t have one without the other. I develop some really strange OCD behaviors when I travel. Where are my keys? Do I have my wallet? What happens if the car breaks down? Where are my keys? What if the GPS stops working? Do I have my wallet? Do I have my medicine? What if I get sick? What if my asthma gets bad? What if I get one of my headaches? What if I make a fool of myself at one of my public appearances? Do I have my wallet? What if I’m allergic to the hotel room because everyone on this wretched planet owns a friggin’ pet? Do I have my medicine?

Part of the problem is that I’m incredibly absent-minded, and the only way I can mitigate this is by keeping rituals. I think nothing of going for three weeks eating the same meal three times a day, drinking the same tea, playing the same games, making the same jokes. The rhythm keeps me on track and lets me manage complexity. But travel shatters all rituals and I start to freak out.

Day two of PAX East 2012. I’m sore, tired, and waiting for the tea to kick in before we set off for the convention center.
Day two of PAX East 2012. I’m sore, tired, and waiting for the tea to kick in before we set off for the convention center.

My book is out now, and it’s a fine success by the standards of first-time authors. It brings in a nice chunk of money. When sales finally drop off, I’ll gross about a third of my old salary at Activeworlds. It took me a year to write it, but I didn’t work on it full time. In fact, I spent a lot less than one third of my work hours on it.

Continue reading ⟩⟩ “The Twelve-Year Mistake Part 7: The Unicorn”

 


 

Bioshock EP7: Hold W to Win!

By Shamus Posted Sunday Jun 23, 2013

Filed under: Spoiler Warning 40 comments

Wherein Atlas continues to guide us through the zany madcap world of “BoyoShock”.


Link (YouTube)

I think it’s really interesting how Bioshock and Bioshock Infinite both have the same trouble with the hint system, which is that you’ll be 80% of the way through the game and you’re stilling getting messages explaining how to switch weapons or reload. Sometimes the game would even explain how to do something just after you finished doing it.

On one hand, I’m in favor of games that are accessible. It’s bad when games assume that you’re a master of all mechanics once you leave the tutorial area. It’s also bad when games simply take concepts for granted. For game designers, its important to remember that for some small percentage of players out there your AAA shooter will be their first AAA shooter. Crouching, jumping, and using cover are obvious to most players but can be completely mysterious to a newbie. If game designers take too much for granted then they run the risk of making their games too insular. Even if the player knows about all of the mechanics, they might forget which buttons do which things if they step away from the game for a while.

On the other hand, randomly throwing up tutorial messages at all players at random intervals and telling players how to do things they’ve long mastered is an ugly, brute-force solution to the problem. It breaks immersion, clutters the screen, and distracts the player.

It’s really strange that this design decision persisted throughout the entire Bioshock series. (I’m assuming it was in Bioshock 2 as well.)

 


 

Bioshock EP6: The Hazardous Vector

By Shamus Posted Friday Jun 21, 2013

Filed under: Spoiler Warning 65 comments


Link (YouTube)

We make fun of the game here for having a situation where somebody dies just as you’re about to meet them face-to-face. I don’t know if there’s a trope for this; it would need to be specific to videogames. Of course, this is done because having two characters meet creates immense and ever-expanding design problems.

  1. If we don’t have anyone else alive in the world, then the game feels “empty”.
  2. If we have other people alive but kill them off (or trap them away from the player’s reach) then it feels contrived.
  3. If we let the player meet them then the player will expect them to have something to say.
  4. If we let them speak, then players will inevitably demand that their character be able to reply. (See the comments of my defense of silent protagonists.)
  5. If the protagonist speaks, players will inevitably find some kind of disconnect between how they view the game world and how their character views it. They will want the option to say different things.
  6. If we give them different things to say, then players will get irritated when they discover the choices don’t “do anything”. If they’re making choices, they want those choices to have consequences.
  7. If we give them short-term or isolated consequences (save the life of this nameless NPC you’ll never see again) then players will complain that the choices offered in the game are empty.
  8. If we give them meaningful, long-term choices then we run into multiplicative outcomes. If choices impact each other and branch off in meaningful ways, then we end up with rapidly escalating design costs. If all choices are binary, then the number of outcomes we have to write, script, animate, code, and test is 2n where n is the number of choices in the game. And players will complain because all outcomes are binary and don’t allow for shades of grey. (How come I can only murder this villain or let him go without harm? Why can’t I break his legs or something to make sure he doesn’t cause any more trouble?)
  9. And if you want offer the player multiple long-term choices with divergent outcomes and shades-of-grey decisions, then you are probably crazy. And players will still complain because it’s impossible to get all those systems working just right. Mass Effect and Alpha Protocol come to mind.

This isn’t because players are unreasonable and entitled. Well, it is, but when a player asks for the first item on this list it’s not because they plan to drag you all the way to the end. They’re not really demanding an RPG. It’s just that we get frustrated when the systems of a videogame break down, and interpersonal stuff is something videogames are really bad at.

It’s not like there are players who complain at every point in the list, either. (Well, aside from me. If anyone else wants to own up to it that’s your business.) Every player has their own little sticking point on the list. One person says “If my character is going to talk, I should be able to control what they say.” Another player will say, “I don’t mind not having dialog choices, but if the game does make me pick what to say then those choices need to matter.”

You can end up spending a ton of money without improving a game at all – you’ll just move the point of failure a couple of bullet points down the list.