A Pet Project, Euthanized

By Shamus Posted Sunday Nov 23, 2008

Filed under: Personal 25 comments

You may recall some earlier posts where I whined about how video editing software is either bare-bones useless, or more expensive than having platinum dental work done on a cloned T-Rex. There doesn’t seem to be any real mid-range software available for people who just want to dabble. I’ve had a video project that I’ve been tinkering with for some time now, and I’ve been trying to line up the tools and assets to make it work. When The Escapist film festival came along, it seemed like a good time to buckle down and make it happen.

Between the day job, this site, and Stolen Pixels, (and the videogames required to supply the latter two) I just couldn’t come up with something in time for the film festival. But even after the deadline for the film festival ran out, I didn’t want to give up on the idea. I was still holding out hope that I could scrape together some time and finish it, even if all I did was put the thing up on YouTube.

Continue reading ⟩⟩ “A Pet Project, Euthanized”

 


 

The Escapist Film Festival: Unskippable

By Shamus Posted Saturday Nov 22, 2008

Filed under: Movies 15 comments

Indignation: I just now noticed that the embeded player doesn’t work for me. It acts like it works, bit it won’t actually play. It works just fine at The Escapist, though. I’m not sure what the deal is.

Original post follows:

The Escapist recently had a film festival where they invited people to send in their entertaining videos. This is one of the winners. It nails the MST3K rhythm and feel, which is oft attempted but rarely with this much success.

Congrats to creators LoadingReadyRun for a funny and satisfying entry. (And I’ll bet I’d enjoy it even more if I’d actually played the game they’re lampooning.) I’m really looking forward to the series that results from this.

 


 

Penny Arcade Turns Ten

By Shamus Posted Friday Nov 21, 2008

Filed under: Links 31 comments

I missed this the other day, but Penny Arcade just turned ten. Given our (gamers) fondness for both Penny Arcade and base ten numbering, I guess I expected more of a fuss.

I like this one, which was mysterious to me when it first appeared. Then I read it years later – this particular year, to be precise – after having finally played the game in question, and discovered the truth that it contained. That is to say, it took me three years to get the joke.

I am still waiting for the bright new future promised in this one.

Ten years. Amazing. Congrats to Mike & Jerry.

 


 

Stolen Pixels #40:
I Know a Shortcut

By Shamus Posted Friday Nov 21, 2008

Filed under: Column 0 comments

In Fallout 3, there are two ways of doing everything: The evil way, and the too-much-trouble way.

 


 

City of Heroes:
MMO Lemmings

By Shamus Posted Thursday Nov 20, 2008

Filed under: Game Reviews 59 comments

Last week I mentioned how frustrating it was that everybody wanted to fight impossible foes (purples) in City of Heroes. I want to address some of the common responses:

Fighting purples is exciting! The strategy and teamwork is more fun!

Fine, fine. If people said, “I prefer to fight purples because fighting whites is boring”, I wouldn’t mind so much. But they’re always dragging us to our deaths with promises of an XP bounty. I’ve never heard a single player advocate the harder-is-funner position in game.

Why would you want to fight a battle if you know the outcome?

To which I respond: Why would I want to build a sandcastle if someone is just going to come along and kick it over? Not all of us are playing to be “teh hardcorez”. This is particularly true for newbies like me. I just want to move forward and see the rest of the game. The areas, the powers, the new things I can add to my hero (like capes and auras) and new foes. But I can’t get there because I’m always working off XP debt from teaming up with suicidal idiots.

I can understand if you’ve already seen the end, you’ll want to spend time testing yourself and pushing the limits, but I’m still trying to get there. The higher levels in this game are a huge grind as it is, and prolonging that by fighting purples just makes it that much more torturous.

You should join a supergroup!

Most of the people I group with seem to be in supergroups, so I’m not sure how that will help. I’ll end up teamed up with these same people, except now we’ll have matching uniforms. I’ve joined a few supergroups. Some are too small to be helpful. Most are filled with high-level characters and thus not useful to a mid-level player for the purposes of grouping. All of them seem to want to sponge up influence from me without offering much in return. Maybe I’ve just been unlucky, but joining a supergroup didn’t seem to provide what I need, which is easy access to groups of non-lemmings.

It’s all about teamwork! My group fights purples all the time. You see, I have these special enhancements and our group is made up of…

Great, great. I’m glad fighting purples works for you. But none of this really applies to me, fighting in pick-up groups.

I think I’m getting to the end of my time in City Of X. I could go Villain side, but my gripes with the game are all based on player behavior, and changing sides won’t fix that. Plus, I know some people like being a villain, but it just doesn’t appeal to me. I spent my childhood fantasizing about being Spiderman, not the Green Goblin. The powers and archetypes and quests are reportedly better on the evil side of the game, but I just can’t get into it. I enjoy creating villains, but I enjoy creating them as someone I’d like to beat up, not someone I want to play.

I haven’t brought myself to cancel yet, but it’s been a while since I logged in. I still like the idea of the game. I’ll get the itch to jump in and play around a bit, but before I even launch the game I remember what that really means: Ten minutes of standing around doing nothing while I beg for a group, then a bunch of screwing around waiting for the group to fill up and get to a mission, then a bunch of tedious defeats and re-groupings as we brute-force our way through stuff too strong for us. After forty-five minutes of that I’ll be sick of dying and have little progress to show for my efforts.

I’ve worked a couple of characters up to about level 30 now, which is the end game as far as I’m concerned. Those last 20 levels require investments of time and patience I simply do not posses.

 


 

Fallout 3 Reviews

By Shamus Posted Thursday Nov 20, 2008

Filed under: Game Reviews 68 comments

Reviewing something like Fallout 3 is like negotiating for peace in the middle east. It’s no fun, you can’t win, and everyone will hate you for trying.

It’s impossible to distill this game into a single opinion. As I play, my attitude towards the game oscillates wildly between delighted amusement and grave outrage. The game itself is a mix of the insipid and the inspired, of brilliance and bullshit. If I reviewed it solely as a Fallout game, my review would be a long, wretched screed. If I just reviewed it as a sandbox RPG, I could show up with nice things to say about it that would leave you ignorant of the wasted potential.

Just how important is wasted potential, anyway? If you’re playing a game, and you’re having fun, but it’s clear the game could have been ten times better for the same budget, do you celebrate the decent game you have, or lament the incredible one that might have been?

The game seems to have launched flame wars all over the internet as people divide themselves into the rabid love it / hate it factions. I can understand why. I’ve been taking notes as I play through the game, and going back and reading them later they sound like an argument.

I keep trying to calibrate myself against other reviewers I’m familiar with. Yahtzee gave it his coveted Branston Pickle Rating. Alex is having a good time with it.

Pretty much all of my thoughts on the game can be found in this No Mutants Allowed review. I threw up while reading the thing due to sea-sickness brought on by constantly nodding my head in agreement.

 


 

GM Advice:
Culture

By Shamus Posted Wednesday Nov 19, 2008

Filed under: Tabletop Games 37 comments

I’ve said before that one of my goals in designing a campaign setting is to add a few touches that makes the world seem larger or deeper than it really is. Giving the impression of a strong and robust setting can make the world come alive for players and encourage them to approach things in-character. If done right, those extra details can also serve as a starting point for additional detail when the players dive into the blank areas of the map or engage NPC’s you’ve never written or even envisioned.

The cornerstone of this approach is in coming up with plausible or interesting cultures. It’s also my favorite part of the process. It certainly gives the largest dividends in terms of how much time it takes versus how much (percieved) detail it adds. A few minutes spent adding cultural flavor can make a simple village seem almost Tolkienesque in scope. Culture is a faà§ade behind which the thrifty GM can hide his lazyness and lack of prep time.

And note here that when I say “culture” I’m mostly talking about the customs that surround basic life events like birth, marriage, and death, and daily habits that surround basic activities like eating, sleeping, bathing, and recreation.

Note that I don’t suggest using all of the things listed below. This is just a list of some cultural ingredients that amuse me, or that I didn’t get a chance to use in any of the games I’ve run. I suggest taking the standard off-the-shelf setting and adding a couple of these ideas for flavor. Obviously the more you change, the more strange and foreign the place will seem.

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Culture”