Mass Effect 3 EP18: Our Buddy Hackett

By Shamus Posted Thursday Sep 27, 2012

Filed under: Spoiler Warning 307 comments


Link (YouTube)

For the record, I don’t actually think the video holograph phone needed to be in color. In a world aiming for photo-realism, having a 3D video projector that is also photo-realistic can be kind of weird. It’s easy for the player to get confused about what they’re seeing. Wait, which people in this conversation are real, and which ones are projections? Now we’re talking to Wrex in a different room, but I thought he went somewhere else. Is he a projection? No, they just shook hands, okay. It wouldn’t kill the game or anything, but it would befuddle some people. If someone is new to the series, or if they put the game down for a few weeks, then they might not recall who is on the ship and who isn’t. The classic sci-fi grainy hologram trope (I’m betting it’s a trope, but I’m not going to go hunting for it) solves all of this so the player can focus on what’s being said.

The genophage is a pretty classic “ends justify the means” question. Ozymandias posed the same question at the end of Watchmen. Would you kill N people for certain to avert what you believe is the likely death of N*1,000 people in the future? By fiddling with the values of the multiplier and the level of certainty you can usually tip the scales one way or the other, but if you make those two values uncertain enough and the timeframe long enough, you can create an intractable problem for the audience to ponder.

I don’t object to the fact that Mordin changed his mind and decided the genophage was wrong. I don’t object to the way different players conclude one way or the other. That was the point of the exercise. I do mind that the game itself seems to be taking a position on the question. This is the hazard of the stupid and contradictory renegade / paragon arrows. Sometimes those are methodology. Sometimes they’re about right and wrong. Sometimes they’re about being nice or rude. Then you throw the flashing red and blue prompts into the emotional climax of the game and suddenly this shades of grey question turns into a black and white binary decision.

Even beyond the renegade / paragon prompts, I felt like the choices were boiling down to genophage=evil, cure=good. Again, I can understand why someone would come to that conclusion, but I really felt like the game itself should have remained aloof about it.

And if you’re curious why Rutskarn was suggesting it was Business Time, now you know.

 


 

Mass Effect 3 EP17: The Set-Pieces Must Flow

By Shamus Posted Wednesday Sep 26, 2012

Filed under: Spoiler Warning 136 comments


Link (YouTube)

I know my thoughts were really rambling and unfocused when we got to the underground section. Let me try to sand the corners off of this ugly bit of criticism:

They step off the highway and go down a flight of stairs into a section called “the city of the ancients”. The idea that it’s basically sitting under a highway but that it’s completely mysterious is just goofy to me. Who called it “city of the ancients”? And then after all the build-up that this is THE CITY OF THE ANCIENTS, it turns out it’s just a couple of palette-cleansing tunnels. This isn’t really a plot hole or anything. It’s just that the characters tried to heap so much significance on such a small and inconsequential space. Nobody mentioned it before, or after. It didn’t have any bearing on the ongoing adventure.

Also, Liara marvels at the painting, surprised that the Krogan had an artistic side. I wanted to bop her on the head for being so racist. Or perhaps, for being so dismissive of their capacity for architecture, which was apparent long before we got to this small scribble on the wall.

And now for my big gripe about Tuchanka:

Continue reading ⟩⟩ “Mass Effect 3 EP17: The Set-Pieces Must Flow”

 


 

Mass Effect 3 EP16: The Space Racist

By Shamus Posted Tuesday Sep 25, 2012

Filed under: Spoiler Warning 214 comments


Link (YouTube)

I discussed the “How is babby formed?” meme back in 2008. So Rutskarn was really digging deep into the internet archives for that one. When Rutskarn mentions becoming captain of the guard to open a door, he’s referring to an infamous quest chain in Neverwinter Nights 2, which led me to post this long tirade.

And to repeat what we said earlier, congratulations to Chris, who I believe is on his honeymoon cruise right now.

And now we come to the subject of the shroud. Uh oh. I don’t feel very well. I kind of feel like I’m about to nitpick…

Man, good thing that after centuries of warfare the Krogan never destroyed, investigated, dismantled scavenged, or recycled the shroud, right? I mean, here’s this device that was built by their foes, on their own planet, to inflict a sterility plague on them. (Or NOT a sterility plague, depending on who you ask.) I’m not sure how they managed to build the dang thing in the first place. If the Krogan were kicking the galaxy’s ass at the time, then building massive structures on their homeworld would have been like the Japanese trying to build their own shipyard on the coast of California at the tail end of 1944. Moreover, I’m not sure why we need it. What does the shroud do that you couldn’t accomplish with a spaceship? I mean, we’re dumping some sort of biological agent into the atmosphere, right? Why build a towering shroud while being shot at by Krogan when you could just dip into the atmosphere and drop it Enola Gay style? I thought the Turians released the genophage, not the Salarians? So are you telling me that the Salarians invented the genophage, built this tower, and then didn’t intended to use it? And yet they had the foresight to sabotage the shroud, anticipating that it might be used for the cure, when they could have just blown it up to make extra sure it wasn’t ever used. Why use this same delivery method for the cure, since lots of off-world Krogan will likely miss out on it? Better yet, give Wrex a big honkin’ canister of cure and a cargo container of hypodermic needles (or whatever) and let him handle the distribution. Letting him control the cure would give him the power to unite wayward clans, draw in more allies from far off, and deny the cure to troublemakers who might threaten his power.

*Wipes mouth*

Whew. Okay. I think that’s all of it. I feel a bit better now.

To be fair, these aren’t story-ruining flaws for me. I’m sure we could find other spots in the series where it all falls apart under too much scrutiny. In a story this big, this is bound to happen. Especially when you don’t have a plan. I just wish the problems with the game had been limited to stuff like this: Missing lampshades and the odd contrivance.

EDIT: Ah yes, the shroud was originally built to fix the Krogan atmosphere, before the uprisings. I’d totally forgotten about that. It does explain most of the problems above. (But not all!)

 


 

Mass Effect EP4: Hookers and Elephant People

By Shamus Posted Monday Sep 24, 2012

Filed under: Spoiler Warning 92 comments


Link (YouTube)

Ah, the Elcor. As I’ve mentioned in our Mass Effect 3 series, I’m sad they didn’t get more focus in the later games. In Mass Effect 3, I think you talk to one.

Please note: 25 minute episode, and not one shot was fired. There’s another 15 minutes of non-combat on the end of the previous episode. That’s a long time to go without killing anybody in an action game. And of course, if you hung around to do all the little Citadel side-quests you could end up going even longer. Compare this to the section in Mass Effect 3 where we rescued the Primarch’s son, and it felt like the game was throwing long combat sections at us just to kill time and stall the plot.

Having said that, this change might be a winning design choice. I know a lot of people complained that the Citadel section was “too long and boring”. This is a tough thing to judge. If players are getting restless, does that mean you need more combat, or does it mean the story itself is too slow?

Some people don’t like the talky bits constantly interrupting their shooty funtime. Some people get bored with too much combat unless it’s moving the plot forward. But sometimes “the combat went on too long” really means “the combat is too simple and one-dimensional”. And sometimes “there’s too many long cutscenes” means “the plot was stupid and I didn’t care”. I’d hold up Homefront as an example of the former, and Resident Evil 5 or Final Fantasy XII as an example of the later.

Obviously your mileage may vary, which is probably why these complaints come up so often. It’s impossible to get the story vs. gameplay balance right, because everyone has different tolerances. And even if you do get it right it might seem wrong because one or the other isn’t polished enough.

In conclusion: I’m glad I’m a critic and not a developer.

 


 

Nonsensituation Room

By Shamus Posted Sunday Sep 23, 2012

Filed under: Random 31 comments

splash_mlb.jpg

You know how sometimes I write about programming in a way that makes it interesting for people who don’t care about programming? My brother Patrick does the same thing for sports. I don’t follow sports or pay attention to sports, but he has a way of making the hobby compelling and accessible to outsiders. When we get together, he’s always got some crazy story about a sports rule that got changed because the fans demanded the old coach be ousted, and as a result the new coach told a player to do a thing, which in turn upset a team, which led to a lawsuit, which enraged the league, which then changed a long-standing policy, which eventually annoyed the fans. Or somesuch.

He’s always talking about the business around the teams and how it shapes the sport, kind of the same way I’m always discussing game companies and how they shape our videogames. When we get together, he does more talking than I do, and I enjoy it even though I don’t know a thing about sports. I’ve been on him for years to stop running his mouth and start blogging some of this stuff, and now he’s actually gone and done it.

We’re both gamers in the same way that Tiger Woods and Dwayne Johnson are both jocks. It’s only true in the most technically confusing way. He plays sports games on his PS3, which is the only genre of games I don’t play and the only current-gen system I don’t have. He’s one of those players that dutifully buys each new release of Madden. He’s fully aware of how the series is creatively dead and how EA is basically exploiting his love for the sport and not honestly attempting to make something worthwhile. It’s pretty much the same relationship I have with BioWare games at this point. It’s very interesting to see the same dynamic play out in other genres. Yes, it’s a mess and it could be so much better, but where else are you gonna go?

Check out his post on MLB 13: The Game, which is a game you are actually playing right now.

Also, if you have any feedback specifically for him, be sure to post it there and not here. The sad truth is, most of my family doesn’t read this blog.

 


 

Mass Effect EP3: Barfights Solve Everything

By Josh Posted Saturday Sep 22, 2012

Filed under: Spoiler Warning 71 comments


Link (YouTube)

I still maintain my position on Marina Sirtis. Troi was a poorly-written character that had nowhere to go and nothing to do besides “I sense deception” and “Someone is using absurd space magic to attack my empathic senses!” Interestingly enough, originally Sirtis and Denise Crosby (who played Tasha Yar during the first season of TNG until she was killed by a sapient oil slick) were slated for the opposite roles – Sirtis was to play Yar and Crosby was to play Troi. In retrospect, it would’ve been interesting to see how things turned out under those circumstances. Crosby became disillusioned with the series while playing one of the characters with lots of stuff to do in the first season, and it’s doubtful things would’ve been different with her as Troi, so we might’ve actually seen the Troi character killed off before the end of the season. On the other hand, where would Worf have ended up without the opening that Yar’s death provided?

Ehem. Yeah so, Mass Effect!

Interesting bit of backstory to an incident in this episode that I don’t think we’ve ever told before: When Randy blurts out “What do you mean you’re disappoint?” out of nowhere around 15:19, he was actually talking to Mumbles. She was in a different channel and he was using a binding to send voice messages specifically to her while she watched the stream without actually, you know, being on the show yet. So Mumbles has actually been involved with the show, at least indirectly, for a lot longer than you might’ve thought.

I wasn’t splitting the audio into separate files for each person for editing at this point, and my own editing skills were, shall we say, “crude.” Thus, at the time, I hadn’t figured out how to remove that line from the episode. And so you have a two year old mystery that I’m sure nobody remembers but me that’s finally solved.

 


 

Experienced Points: How Massive Multiplayer Should Work

By Shamus Posted Friday Sep 21, 2012

Filed under: Column 117 comments

Boom! Outta nowhere. Suddenly I write an Experienced Points column. This week I’m talking about How Massive Multiplayer Should Work.

Of course I’m talking about Guild Wars 2. I’ve covered these ideas a bit here on the blog, but I wanted to gather them up and present them in some kind of order.

In the column I mention that I’ve spent a lot of time in a group. The sad thing is, not all of it is as productive as it could be. Some people are so enamored of the idea that helping is kill-stealing that they deliberately avoid helping. Just an hour ago I was pounding the snot out of an ogre, like you do in these games. Someone else came up, and began hitting another ogre, nearby. If she’d helped me, we’d both get credit for the first ogre, kill it twice as fast, then both get credit for the second. We also get a loot roll for each ogre. We’re effectively doubling the experience and loot for the same effort by working together.

Still, it’s hard to explain these mechanics to people in the middle of an ogre-brawl, and it’s probably just easier to push on and let other people do their own thing. Still, her behavior is incredibly common, and I’m sure it’s just a habit picked up by long-time players of old-style* online games.

* By “old” I mean, “older than last month, which is when Guild Wars 2 launched.

It’s not a horrible problem and it doesn’t really harm anything, it’s just an interesting behavior to observe. Me? I’m a habitual murder-buddy. If I cross paths with someone I often drop what I’m doing to follow them and help them kill stuff for a while, but because it’s interesting to see the various classes and players do their thing, and because combat is more fun with low-commitment teamwork.