Now Playing: City of Heroes

By Shamus Posted Sunday Oct 5, 2008

Filed under: Notices 52 comments

I know this game is much anticipated by many readers. I don’t know what the actual subscription numbers are like, but I’ve come to think of it as the “other” World of Warcraft. It seems to have the same ratio of fans (many) to detractors (very few) and the same level of long-timers that have been playing for ages. As with WoW, I have invites to just about every server out there from various friends and readers. So once again I just blindly rolled the dice and picked a server at random.

I’m on Liberty.

I’m a few days into it now, but I’m still several days from writing about it. Still, I thought I’d give a heads up.

EDIT: Based on advice in the comments below, I’ll probably be playing on Freedom, too.

UPDATE: Wow. Freedom is indeed much different. Just hit level 6 and the crowds make for a very different experience.

 


 

Running Across Azeroth

By Shamus Posted Saturday Oct 4, 2008

Filed under: Movies 21 comments

For everyone like me who get bored running all over Azeroth to turn in quests in World of Warcraft:

But… I don’t understand why they needed to dress like their characters. Anyway, the whole thing reminded me of my post on exercise-based games.

 


 

Tabula Rasa:
Activities

By Shamus Posted Friday Oct 3, 2008

Filed under: Game Reviews 25 comments

I’ve said in the past that the addictive nature of World of Warcraft comes from the vast number of connected activities and player-driven goals. It’s a buffet of things to do, and you can focus on the parts you enjoy the most. Combat, looting, leveling, questing, auctioning, crafting, fishing, cooking, harvesting, exploring, raiding and PvP-ing. Each is a fun activity, and each one enhances your ability to advance and enjoy the others. Auctioning lets you get loot which lets you level up easier which lets you push into new areas where you can gather new materials you can use to craft items which you then put up for auction, etc. It is a game where there is no good time to quit, and another reward is always around the next corner.

The major problem with Tabula Rasa is the small number of activities, several of which are unfortunately hamstrung in some way.

Continue reading ⟩⟩ “Tabula Rasa:
Activities”

 


 

Stolen Pixels #26:
Awesome’d, Episode 5

By Shamus Posted Friday Oct 3, 2008

Filed under: Column 0 comments

And so ends the five episode Sam & Max / Strong Bad crossover fanfiction tribute joke parody mashup comic adaptation… thing.

 


 

Tabula Rasa:
Gameplay Part 2

By Shamus Posted Thursday Oct 2, 2008

Filed under: Game Reviews 24 comments

Once again I bring you a misleading list of gameplay aspects. I just want to caution you that while I have nothing bad to say about the game, which should not be construed as some sort of malformed praise. While what we have here is indeed fairly well done, you should not take my lack of hostility as a recommendation. The shortcomings of Tabula Rasa aren’t in what we’re given, but in what’s missing. But now we’re getting ahead of ourselves.

Continue reading ⟩⟩ “Tabula Rasa:
Gameplay Part 2″

 


 

GM Advice:
Arresting Player Characters

By Shamus Posted Wednesday Oct 1, 2008

Filed under: Tabletop Games 50 comments

In tabletop games, sometimes the players need to go to jail.

Sometimes it’s part of the story or a quest hook. Sometimes the players have gone a little too far and you need to yank them back into line and remind them that this is a world with consequences. Sometimes you need the guards to pull them over just to preserve the verisimilitude of the setting.

But doing so is tricky, because there will be the temptation on the part of the players to just get in a fight. Being arrested is not generally a fun thing and the players are naturally going to want to avoid it. As a GM, I am not above a little manipulation when I think the story would be better served by a particular set of actions. Simulationist GMs will let things happen as they do. Clumsy GMs will steer events through force. Storytelling GMs like me will let the players do what they want, but provide narrative cues to make some paths seem more obvious than others. (I do this in the interests of steering players towards the most interesting events, not in an attempt to “win” over them.) Without these cues the game would be meandering or freeform, which isn’t what our group wants.

How you handle this depends largely on the mindset of your particular group of players. If they see you as an adversary, then they are going to assume that the arresting guards are part of some ruse to take away their magic items or kill them off. This isn’t going to work if your players don’t trust you. They aren’t going to be keen to give up their hard-earned weapons and tools if they think you won’t give them back. (Not the guards, you.) This also isn’t going to work if this is a kick-in-the-door group of players. They’ll just start a fight, because, duh! That’s what this game is all about! Those players aren’t going to notice the lack of verisimilitude on the part of the guards anyway, so I wouldn’t bother trying to arrest them. Same goes for morality-challenged parties. (The chaotic neutrals and evils.)

But if you find the story calls for intervention on the part of law enforcement, then here are a few of my own tricks for encouraging the players to surrender or talk their way out of it, instead of resorting to blood:
Continue reading ⟩⟩ “GM Advice:
Arresting Player Characters”

 


 

Stolen Pixels #25: Awesome’d: Episode 4

By Shamus Posted Wednesday Oct 1, 2008

Filed under: Column 22 comments

Yes, yes. The latest Stolen Pixels went up yesterday. I know. Real life (insomnia) intruded on my blog-time and I wasn’t able to tend to the site.

Still, I link it here for the sake of completeness. Someone asked why I bother with these posts, since RSS readers can get you to the comic just as well. Well, not everyone uses RSS readers. (And some of those people are my mother.) Also, I know some people depend on these direct links to the comic because they have trouble loading the front page at The Escapist. And finally, these posts serve as a nice place to put up some commentary that wouldn’t really fit anywhere else. (For example: The rest of this post.)

And speaking of the slow-loading difficulties at The Escapist: One of the admins for the site stopped by and left comments here and here, which gives some interesting details on the technical difficulties of webserver load-balancing. Some people say the site is fine, others say it takes a minute to load the front page. It’s apparently a problem with the DNS… whachido routing thingbob. It’s like, complicated and stuff? I dunno.

In my own experience, the site loads at about the same speed as IGN, Gamespot, et al. That is to say, not with any great degree of alacrity. Incomprehensible routing issues aside, there is a lot of stuff on the front page and it takes the browser a while to pull down those assets and put them together, even with a high speed connection.

Having said that, I think it’s all there for a reason. There is simply a tremendous supply of varying content on these sorts of sites. Different groups of visitors each have different things on the site that interest them, and the front page needs to present all that stuff somehow.

Any of us can name a dozen things we’d like to see removed from the front page to streamline the thing. But one person’s clutter is another person’s reason for coming to the site. I’m very glad they have me making funnies and not trying to bring order to the tumbling avalanche of information and entertainment that must somehow fit on that front page. I think I’d go mad. I’m much happier contributing to the problem than working on the solution.

Are you still reading this drivel? You’re supposed to be reading and commenting on my comic, remember? Sheesh. You get distracted so easily. Just so you don’t lose your way again, here is one last link to it. No wait – I lied. Here’s one more.