Spoiler Warning S5E6: Bonnet Get!

By Mumbles Posted Wednesday Apr 13, 2011

Filed under: Spoiler Warning 192 comments


Link (YouTube)

Yeah, yeah. We got the bonnet.

I feel like one of the boys should be making this post since they are soooo much more concerned about clothing than I am. I spend about five minutes tops on the character creation screen and even less time caring what my character is wearing. Meanwhile, the Spoiler Warning boys spend like twenty minutes on average making their character look pretty from the get-go. Just imagine Josh holding two bonnets up in a mirror saying, “This one? Or thiisss one?” for six hours and you have a good idea of what playing Guild Wars with him is like.

 


 

Stolen Pixels #250: A Friendship Built with Lego

By Shamus Posted Tuesday Apr 12, 2011

Filed under: Column 40 comments

Today’s comic is an exploration of friendship through the lens of cooperative gameplay. Or whatever.

I’m not sure what happened to the Lego series. I adored the first Lego Star Wars game. I liked a couple of the subsequent games. I was uninterested in those that followed. I am hostile towards the latest iteration.

The games are divided into chapters. Each chapter represents a part of the move, and begins with a little animated short of the scene in question. The dialog is replaced with facial expressions and The Cheat-esque mumbling. It’s all very silly and lighthearted. A little bit of puzzling. A little bit of combat. A little bit of (generally horrible) platforming.

In the original game, I think a chapter might last five or ten minutes. In the latest Lego Star Wars III: The Clone Wars, I think a chapter lasts about a half an hour. I think this is the biggest part of the problem. Instead of doing a puzzle, fighting some dudes, and moving on, you end up fighting some dudes, doing a puzzle, fighting some dudes, doing the same puzzle again, fighting more dudes, then doing the puzzle while fighting dudes, followed by another round of dudes and the fighting thereof.

In the original, I’d chew through chapters quickly. Ten or fifteen minutes of fun? Sure, I can have another. And another.

But in the new one, I end a half-hour / forty minute session tired and irritated. The game only saves at the end of a chapter, so when I get sick of a particular section I still have to push through. (If you quit mid-chapter, you keep all the knickknacks, secret items, and other stuff you gathered, but you’ll still have to start the chapter over from the beginning when you return.) There isn’t more gameplay here, just more repetition. When I beat a chapter, the last thing I want to do is commit to another one. In the original game, chapters were potato chips. Now they’re mixing bowls full of plain oatmeal.

I know I’m always complaining that games are too short, but this is one case where short was just fine.

 


 

Spoiler Warning S5E5: Two Heads are Better than None

By Shamus Posted Tuesday Apr 12, 2011

Filed under: Spoiler Warning 191 comments


Link (YouTube)

We discussed the consolidation of skills in this game. This is a rare case where I like that some of the skills have been collapsed.

In a desperate wasteland with few tools and no sterilization, the difference between “first aid” and “doctor” is very, very hazy. Really, one is a sub-discipline of the other. So merging them was good.

As I said in the show, I thought merging “guns” and “big guns” was pretty good. Keeping them separate for reasons of logic was fine – I don’t expect practicing with a six-shooter to impart meaningful knowledge on the use of a rocket launcher. But from a gameplay perspective it kind of sucked. In Fallout, Using big guns without investing skill points in them was suicide, but it was really hard to put all of those delicious skill points into such a situational weapon. Especially since you’d need to be proficient with some sort of backup weapon for when foes invade your personal space.

As I said, I dislike that “unarmed” and “melee” are different skills. I know they’re not the same thing, but as with “first aid” and “doctor”, one seems like a specialization of the other. Brass knuckles are melee weapons, after all.

Maybe an alternate solution would be to have some sort of synergy bonus between related skills. Instead of just merging all of the different weapon skills, you can have them level together. You get a point of melee for every two points you put into unarmed, and vice-versa. The various types of guns could have similar relationships. Speech and barter might be more loosely related – one point gained for every four points gained of the other. (Or whatever.) Of course, this would unbalance the game so the skill point gains would need to be re-worked, which is a good reason for not doing it. But it’s fun to think about different ways to simulate these things.

In my own play-through, I always, always took the “Good Natured” perk. It takes away 5 skill points from all weapons skills, but gives 5 skill points to Barter, Medicine, Repair, Science, and Speech. Since I don’t use more than one weapon type, I’m just giving up 5 points in my main weapon skill to gain 25 points in a bunch of stuff that I do use.

 


 

That can be my next tweet!

By Shamus Posted Monday Apr 11, 2011

Filed under: Links 63 comments

So there’s this website that will look at your Twitter history, tear your sentences apart, and try to assemble new messages out of them. Often as not it generates nonsense, which is where the fun comes from. Everyone was tweeting these things today. I didn’t want to spew out gibberish at confused readers, so I collected a few of my favorites and put them here.

All of these were generated from things said in my Twitter feed:

Continue reading ⟩⟩ “That can be my next tweet!”

 


 

Cities XL 2011

By Shamus Posted Monday Apr 11, 2011

Filed under: Game Reviews 159 comments

splash_cxl.jpg

Cities XL 2011 is a city-building affair which was unfortunately given a name that makes it sound like a government form. (Cities XL 2011? Really Hasbro? This is what we’re calling this game? Notice how, years ago, someone named them “Transformers” instead of “Plastic Car-Robots 1984”. Let us reflect on the wisdom of this.) For me this game was a four-day obsession, followed by furious bickering, sulking, and estrangement. But I’m getting ahead of myself…

Continue reading ⟩⟩ “Cities XL 2011”

 


 

Let’s Code Part 16: Fun with Shaders

By Shamus Posted Sunday Apr 10, 2011

Filed under: Programming 61 comments

letscode1.jpg

It’s been a while since I talked about this series, but Goodfellow has been putting out a steady supply of really interesting work while my attention has been elsewhere. Part 16 of the series is now up, and it’s full of interesting ideas. Let me give a cliff notes version of what he’s doing: Continue reading ⟩⟩ “Let’s Code Part 16: Fun with Shaders”

 


 

Spoiler Warning S5E4: Yo Dawg

By Josh Posted Saturday Apr 9, 2011

Filed under: Spoiler Warning 217 comments


Link (YouTube)

So you may have noticed that we started this season a little later in the week than our usual Tuesday – Friday schedule. This wasn’t planned, and I can say pretty confidently that I am totally at fault. The new credits sequence (which, interestingly enough, has been where most of my time has gone at the start of the last three seasons) turned out to need more work than I had anticipated, so I ended up spending most of Tuesday evening fiddling with it in Premiere. But, we also recorded four episodes, and I figured, “Hey, more Spoiler Warning is better, right?” So this episode ended up going up this morning rather than being pushed back to Monday.

Do note that this is not something we plan on sticking to – so next week we should be back to our normal schedule. But until then, feel free to enjoy this most-meta episode of Spoiler Warning.