Experienced Points: Why We Have Checkpoint Saves

By Shamus Posted Tuesday Apr 23, 2013

Filed under: Column 164 comments

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Here’s a little discussion on why making save-games is harder than you’d think. Based on the comments so far, I’m kind of wishing I’d gone into more detail. Since I don’t get to say nice things about Mass Effect very often these days, I will say that the franchise did a pretty good job of balancing save complexity against player convenience. The game allowed you to save outside of combat, which fixes 90% of the problem. It still leaves you with the problem of being unable to save if one of the bad guys goes on walkabout and leaves you stuck in combat and unable to save, but it’s a massive improvement over the checkpoint-only system.

 


 

Diecast #10: SimToothpaste, MMO Permadeath, and More Graphics

By Shamus Posted Tuesday Apr 23, 2013

Filed under: Diecast 109 comments

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Josh couldn’t make it this week. My USB headset broke and my backup evidently has a white noise generator built into it. I did the editing. We forgot to do the mailbag segment. So basically, this episode features the usual level of polish and professionalism you’ve come to expect from us. Enjoy!

Download MP3 File
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Also! We we be doing a hangout on Thursday, April 25 at 7pm Eastern Time. (Which works out to midnight on Friday morning, GMT.) I’ll post links and give a heads-up when the show is ready to go live.

Show notes:

Continue reading ⟩⟩ “Diecast #10: SimToothpaste, MMO Permadeath, and More Graphics”

 


 

Deus Ex Speedrun

By Shamus Posted Sunday Apr 21, 2013

Filed under: Video Games 75 comments

You know, I was fairly positive about Deus Ex: Human Revolution during our Spoiler Warning run. I was really impressed with how large and opened-ended it was by the standards of the day. But then I spent this evening watching a Deus Ex speedrun and I was reminded just how staggeringly massive the original was, and just how many ways you could accomplish something. Human Revolution was proud of itself when it gave you two ways into a base, but the original game often had half a dozen, some of which were impacted by decisions you’d made earlier in the game.

I always love a good speed run. Here it is, the entire game in 43 minutes! That’s amazing. I think I usually spend longer than that doing the first mission.


Link (YouTube)

Lots of deliberate glitching and other shenanigans. My favorite is how he skips the entire first mission. If you’ve never played the game:

You’re supposed to cut through the NSF terrorists that have taken control of the Statue of Liberty. You make your way in, rescue a fellow agent in the basement, then fight or sneak to the top and arrest or kill the terrorist leader. Once that’s over, you go back down and visit your headquarters, which is near the statue.

In this run, totally ignores the mission and tosses a gas grenade over the wall so that it lands beside headquarters. The cloud reaches INTO the lobby, where it injures one of your fellow soldiers. He gets pissed off and comes out to get you. In doing so, he opens the door that’s supposed to stay locked until the first mission is over. The player then runs him over and enters headquarters, where all the scripts behave as if the first mission was complete.

 


 

Dishonored EP18: Goomba Stomp

By Josh Posted Saturday Apr 20, 2013

Filed under: Spoiler Warning 127 comments


Link (YouTube)

I’m sure you’d like to read something profound and thought provoking from Shamus regarding Daud and such, but he’s busy being lame or something. Instead, it’s Real Question Time:

Is there any tense, serious moment I can’t ruin with abject silliness and stupidity?

 


 

Dishonored EP17: Another Brick in Dunwall

By Shamus Posted Friday Apr 19, 2013

Filed under: Spoiler Warning 79 comments


Link (YouTube)

Looks like this game is going to wrap up just in time. We’re at the point of the commentary where we’re starting to repeat ourselves and go off-topic. That usually spells disaster if we’re still a long way from the end, but here we’re getting close.

To answer the oft-repeated question: We haven’t decided if we’re doing Knife of Dunwall yet. Some of us are playing it. I’ll play it this weekend. We’ll cover it if we have interesting things to say.

 


 

Dishonored EP16: Realm of the Bad Dog

By Shamus Posted Thursday Apr 18, 2013

Filed under: Spoiler Warning 88 comments


Link (YouTube)

We keep harping on how dull the performances are in this game, but are they really? Are they really that bad, or are they bad because their faces don’t follow the performance? (Aside from the Outsider. Let’s ignore him for now.) I can close my eyes and imagine the actors giving really intense performances. Tight face. Suspicious eyes. Clenched jaw. I’m reminded of the Skyrim preview where we could see Christopher Plummer side-by-side with the character he was voicing, and how his performance came off as dull and wooden because none of it showed up on his character’s face.

This game feels the same. Pendleton doesn’t show any emotion in his face when he’s talking about his brothers. Not anger, or sadness, or anything. It’s possible that if Derek Phillips had put more energy into his performance it would have come off as overblown and hammy, because again – dead face.

We made a fuss over The Walking Dead, but I’m starting to suspect the secret of that game was that they had characters who could really emote. Sometimes we get dudes that can glower or rage, but outside of TWD I can’t remember the last time I saw really good facial performances of regret, loss, confusion, etc.

I don’t know. I’m mostly thinking out loud. I’m not convinced I’m 100% right, but I suspect that over the years I’ve been blaming voice actors for the sins of the animators.

 


 

Kerbal Space Program: Campaign Mode

By Shamus Posted Thursday Apr 18, 2013

Filed under: Game Design 92 comments

A great deal of the fun in KSP comes from iterative building. If you looked far enough back in its family tree, you might find a grandpa or great-uncle named The Incredible Machine. You build a thing, press go, watch it fail, and repeat until you’ve perfected your design. My best moments with the game happened when I hit launch and had the entire rocket fly in seven different directions, obliterating my intrepid Kerbanauts and leaving a huge mess for the cleanup crew.

You can find this kind of play in Angry Birds, Portal, and even some Tower Defense games. You’re not intended to succeed on the first try, and there’s just as much fun in developing a new design as finally seeing it work.

This is in sandbox mode. The game will eventually have a campaign mode of some sort, and I can’t help but wonder what that will look like and how it will work. Right now you have access to all parts and can build as many exploding rockets as you like without penalty. You can fly to any planet you want, as long as you can figure out how to design a rocket capable of making the trip. There’s no external reward or recognition for accomplishing anything.

It’s natural to look at this open system and want to add some direction to it, but if you do it the obvious way you might kill the fun of the game. I realize that there is no lower form of game commentary than armchair game design, but I ask that you’ll indulge me a bit of rambling analysis. Also, I haven’t read anything by the developers regarding their plans. I’m not trying to out-guess them or make demands, I just thought this was an interesting design problem and I wanted to talk about it.

Continue reading ⟩⟩ “Kerbal Space Program: Campaign Mode”