Spoiler Warning S5E3: I Have High Science

By Mumbles Posted Friday Apr 8, 2011

Filed under: Spoiler Warning 149 comments


Link (YouTube)

I’ve made about four characters in Fallout: New Vegas so far and each time they’ve had exactly the same build. There’s a lot of really awesome quests in this game that frankly get more interesting if you have high science and so I never want to give that particular skill up. I also can’t run a game without high speech, since I think being able to worm your way out of a bad situation is a lot more gratifying than only knowing how to solve problems with bullets. It goes without saying that by association, my S.P.E.C.I.A.L. stats were Charisma and Intelligence (with a little luck thrown in) since they not only pertain to the skills of my choosing, but I’ve always found them more useful than any of the others. The point is, every time I went to make a fresh character I just couldn’t live without those skills. The only differences were who I sided with and if I decided to be a cannibal or not with that particular character.

Oh, who am I kidding. There’s nothing like asking Boone to wait for a second while I eat someone’s liver raw. Cannibalism, I will never quit you.

This is the part where you say “Yeah, well you know, that’s just, like, your opinion, man” instead of starting a flame war about superior builds. The great thing about these games is everyone can play them differently and find a comfort zone that fits them personally. I’m sure there are even some of you who liked to play drastically different characters for the full Fallout experience and that’s awesome, too!

Unless you put all your points into Barter. Seriously, man. What are you thinking?

 


 

Experienced Points: The Dumbification of Gaming

By Shamus Posted Friday Apr 8, 2011

Filed under: Column 150 comments

splash_scott_pilgrim.jpg

So my Friday column went up last night. On Thursday. For some reason. It’s all good. Check it out. It’s a bit about how games are getting simpler, shallower, and broader.

This is one of those articles where I thought of a dozen more points to make after I’d turned it in. Near the end of the article I say:

No matter what genre you’re talking about, for every person who digs it just the way it is, there’s about 17 people who would like it if it was a little easier and less confusing.

I chose the number 17 because that’s how many Scott Pilgrim vs. The World movies it would take to equal the gross of Transformers 2. I’ve said before, I think Scott Pilgrim is a better movie. By far. The script was smarter. The comedy was wittier. The action was more novel and more coherent. The characters were more interesting. The acting was better. (That is, it existed.) The cinematography was better. It was a better movie in every way except for the one that really mattered: Less people wanted to see it. I’m sure you can do similar comparisons with books and television shows. It’s sad, but hardly unique to games. It’s a problem with human beings in general and not something related to the ongoing platform wars.

Here are some other thoughts I didn’t put in the article, because I didn’t have a definitive position on them. I offer them as questions:

Once or twice a year, the movie industry gives us one of those huge blockbusters with a $100 million budget. (These can be great, like Avatar, or horrible, like Waterworld.) But what if they were making a half dozen of those movies a year? For every $100m action epic there are a dozen $15m Rom-Coms or $30m Buddy Cop movies. On the gaming side, are they just making too many blockbusters? Are too many studios chasing the Modern Warfare money, and not enough chasing (say) The Sims, Sam & Max, or Total War?

Follow-up question: What’s the budget difference between The Sims and a modern brown cover-based shooter? Is it actually cheaper to make?

We keep looking to indies to deliver us, but is that reasonable? Note the gap in budgets. If someone wanted to make another System Shock 2, how could it be done? It’s too niche for a current-gen big-budget game – the development costs of making a game that big and open with today’s technology would be astronomical compared to the cost of making the game back in 1998. On the other hand, making a first-person game is really tough for indies. The jump from 2D to 3D requires an increase in the size of your team. Even if you’re working with old tech, it still takes a lot of different people to make a character, texture them, animate them, voice them, and give them proper AI. It’s probably completely unreasonable to attempt such a thing with the usual indie team of one to five people. Is it reasonable to say that some games simply cannot be made, even though certain people would love them?

 


 

Twenty Sided Minecraft Server: Lag City

By Shamus Posted Thursday Apr 7, 2011

Filed under: Notices 55 comments

Clint, the admin for our Twenty Sided Minecraft server, recently posted this to the forums:

Continue reading ⟩⟩ “Twenty Sided Minecraft Server: Lag City”

 


 

Spoiler Warning S5E2: Aren’t Tutorials Fun?

By Shamus Posted Thursday Apr 7, 2011

Filed under: Spoiler Warning 222 comments


Link (YouTube)

I mentioned my brother in this episode (Patrick, in the comments) and how he tried to go for Vegas. He ran into a chorus line of Deathclaws. We both agreed this was stupid. It looks ridiculous to see them standing shoulder-to-shoulder like that. And if you’re so adamant that it should be impossible to go that way, why not just build a wall?

Oddly enough, I stuck to the rails. I resented them, but I was afraid I’d miss something.

 


 

Spoiler Warning S5E1: The Death and Life of Reginald Cuftbert

By Shamus Posted Wednesday Apr 6, 2011

Filed under: Spoiler Warning 285 comments

You knew this was coming, didn’t you? You’re smart like that. Yes, we’re doing Fallout: New Vegas. Also, don’t miss this rare guest appearance by Randy Johnson. (The Spoiler Warning host, not the baseball player.)


Link (YouTube)

Youtube has given us more room. We can now upload videos greater than fifteen minutes in length. Given the extreme length of Fallout 3, and the likely length of New Vegas, we’ve decided to bump up our episodes to twenty minutes. This just means we’ll be putting out an hour and twenty minutes of show a week, instead of just an hour.

This is actually a huge bonus for us. One of the biggest headaches of Mass Effect 2 was when our episodes would run just a little bit long. It would eat an enormous amount of Josh’s time, editing and trimming to get the episode under the limit. You can’t just cut a whole minute from one spot and leave a hole in the episode. You can’t just fast-forward without breaking the continuous flowing conversation. If you just chop the episode early, then that extra minute of footage winds up in the next episode, thus perpetuating the problem. (We record episodes four at a time.) So Josh would have to reclaim that minute by painstakingly trimming away a few seconds at a time.

Now that the limit is lifted, this isn’t a problem. If we spill over to 21 minutes, it’s no big deal.

And yes, we began playing without turning on the subtitles or turning off Steam notifications. This is only our fifth season. I’m sure we’ll get good at this eventually.

 


 

Stolen Pixels #248: HI MOM!

By Shamus Posted Tuesday Apr 5, 2011

Filed under: Column 124 comments

I know I’m not the first person to say so, but the Dead Space 2 ad campaign was bathed in the stench of uncreative desperation.

Three days ago I said on Twitter:

Just finished #DeadSpace2. Visceral Games: Guys, love the production values. Call me. I can fix this pacing and atmosphere problem you have.

Visceral Games never called. They probably lost my number. Rather than make them hunt it down, I’ll just post my fixes here:

Continue reading ⟩⟩ “Stolen Pixels #248: HI MOM!”

 


 

Transformation Matrix

By Shamus Posted Monday Apr 4, 2011

Filed under: Programming 192 comments

splash_keyboard.jpg

So you’re curious about the math involved in graphics programming. Well, someone is. People ask me about this stuff now and again. But a subject like “the math of graphics programming” is large enough to fill one of those great, big reference books that nobody likes to use because they’re so heavy and they take up so much space.

Years ago I had a devil of a time learning this for myself. Most tutorials are dense with Greek symbols and mercilessly heavy on jargon. It’s one of those situations where you have to already understand the subject before you can comprehend the lessons to teach you the subject. So I offer my own explanation here for the curious. This won’t teach you everything you need to know, but it might help give you a frame of reference so the other lessons make sense. Or it might just be a fun way to blow five minutes. Whatever.

Continue reading ⟩⟩ “Transformation Matrix”