Old Grandma Hardcore

By Shamus Posted Friday Feb 1, 2008

Filed under: Links 31 comments

Here is an interesting gamer: A “hardcore” gamer who is a woman over the age of X, where X is a number I’m too polite to guess at.

It does make me wonder why this is quite such a rare thing. Why aren’t more seniors into gaming? I’m not talking about “why don’t they make more low-key casual games to appeal to the WWII generation”, I’m talking about “Why don’t a few of them get into shooters and RTS games with the rest of us?” It’s not for everyone, but it’s clearly a fun hobby for some people. Yet in this multi-billion dollar industry the idea of a grandma pwning n00bs and so on is rare enough to merit news coverage.

Still, the more the merrier.

 


 

Roleplaying: What Would Happen If…

By Shamus Posted Thursday Jan 31, 2008

Filed under: Tabletop Games 77 comments

One of the guys in my gaming group is an occasional source of chaos and confusion. Once in a while he’ll do something that seems outrageous, crazy, and wildly out-of-character, and the rest of us have to try to come up with ways our characters can compensate to keep the game from flying apart right there. I don’t want to relate a bunch of gaming stories, but it’s become a running joke in our group that his character must be this multiple-personality psycho that wants to donate his money to charity one minute but turn around and light beggars on fire for amusement the next. It’s not quite that bad, but sometimes it feels like it.

Okay, one example, for context:

The party is about to meet with a very serious, powerful, and difficult queen. We’re searched for weapons (someone attempted to assassinate her once and now she’s pretty paranoid) and then sent into a waiting room. This is a major moment for our characters, as very few people have even laid eyes on this woman in over a century. We’ve just saved the entire island from a very serious threat, and we’re wondering what she will say to us. This is a major moment in the game for many of us, and we’re all pondering how we should roleplay this and how our characters should feel.

Psycho gets into the waiting room first. The guards left him with his magical horn. When blown it can be heard a mile away and will stun anyone caught in front of it for a combat round. He proceeds to blast each of the other five party members, one at a time, as they enter the room. He gets right in their face and unloads the horn on them at point-blank. We’re a chamber away from this paranoid queen and he’s hitting us with this earth-shaking horn to knock us over. There is no in-character justification for doing this. There is nothing to be gained by doing this. It brings the roleplaying at the table to a grinding halt, because it’s pure nonsense and nobody knows how to respond. The GM (not me) has to flail around and figure out what to do about this, and has to come up with reasonable reactions from the NPCs to this nonsense player behavior.

(What probably should have happened was that he would be arrested, or maybe executed on the spot. This queen has a notorious nasty streak and is nobody to trifle with. He certainly would have fought back if the guards tried to take him into custody, and… what then? Would we have helped him? The whole thing could have either led to us murdering all of the guards or a TPK. Either way, it could kill the campaign right there.)

Rather than let him take control of the game and stop the rest of us from having fun, the GM just glazed over it and moved on.

Then I read somewhere – and if I’d been on the job I would have bookmarked it – about players “experimenting” with the gameworld, and I realized that was exactly what we were seeing. He doesn’t really want to play a character who is a barking loon. He wasn’t trying to play a jerk. He just wanted to see how the world and the other characters would react. People do this in computer games all the time. I wonder what would happen if I shoot the scientists? Contrary to what videogame reactionaries claim, this doesn’t mean the player is acting out some secret desire to murder members of the scientific community. They just want to see what the game would do about it.

In this way I think the GM’s reaction was a good one. Sure, it was unrealistic and created an odd continuity gap as the NPC’s sort of ignored the crazy stuff he was doing, but it denied the player the feedback he wanted. Letting him take control of the game and turn our story of heroes saving the lands into a story about a bunch of prankster loonies would have only rewarded his behavior. By ignoring it he was deprived of any feedback for his actions. He was still doing crazy stuff, but he was no longer affecting the world. Think of Half-Life 2: You can shoot Alyx right in the face and the bullets go right through and hit the wall behind her. She won’t even notice. If you start acting like an idiot, the game world stops paying attention to you.

In the end, this approach worked. Psycho tried a couple of other minor pranks, and when they didn’t result in mayhem he knocked it off and went back to playing his character honestly.

Of course, the GM could always just respond to this behavior with the standard “you can’t do that”, but this approach is better in my book, as it is impossible for the player to complain or dispute without them admitting and confronting just how disruptive they’re being. The player can’t very well demand continuity from the world when he’s not following any sort of continuity with his character’s behavior. (What’s he gonna do, demand that the guards come in and kill us?) In this case no feedback is actually better than negative feedback. It’s a little passive-agressive, but I think it’s worth it to keep the game moving for the benefit of everyone else at the table. A good GM will talk to the player about it later, but simply denying them the feedback they seek is a good way to stop the behavior without stopping the game.

 


 

A Buncha Links

By Shamus Posted Thursday Jan 31, 2008

Filed under: Links 26 comments

I never saw this before. Batman: MY PARENTS ARE DEAD! Hilarious.

Someone is toying with the idea of making another RPG comic along the lines of DMotR and Darths & Droids, but using 8-bit sprites: The Returners. I’m not familiar with the game being portrayed so a lot of it went by me, but it’s an interesting idea.

Thanks to Time Well Wasted for this Review of Chainmail Bikini.

Thanks to ChattyDM for weighing in on the “next game system” issue I brought up earlier this week. That was one of the most interesting threads we’ve had here in a while. I’m pretty sold on Savage Worlds, although the rest of my group is still all over the place and I doubt any degree of pursuasion will get them all going in the same direction.

The Comic Irregulars continue to take the gibberish plot gifted to us by George Lucas and twist it into something that makes sense. An amazing accomplishment to be sure.

Over the past couple of weeks Cineris has been throwing links my way on a regular basis and posting in response to stuff here, but for whatever reason Google Blogsearch hasn’t been telling me about it until a couple of days ago. (And I’m waaay behind on my blogreading in general. To the point where it’s almost better to give up on everything I missed in January and start anew.) Rather than burying my belated links back to him on a bunch of old posts, I’ll just sort of point you in his direction with the note that some of the stuff discussed here is also discussed over there and maybe you’ll want to check that out or something.

 


 

The Head of Vecna

By Shamus Posted Wednesday Jan 30, 2008

Filed under: Tabletop Games 42 comments

The Head of Vecna is apparently a classic gaming story that I’ve somehow managed to miss. I don’t understand how they kept out-of-character information from each other so flawlessly, but the result is brilliant.

Almost as funny as the classic Gazebo Battle.

 


 

Sucks to your asthmar!

By Shamus Posted Wednesday Jan 30, 2008

Filed under: Links 37 comments

Steven muses about the rise of cancer and asthma. He cites a common concern that these killers are the result of our immune system being underworked by living in such clean conditions.

One thing I’ve always feared is that asthma is growing because we’ve stopped it from killing us, and so asthmatics are breeding. I wouldn’t have made it to adulthood without modern medicine to keep my asthma at bay. Good for me, but perhaps it let me pass the curse on to my kids. (One of our three has Asthma. Thank goodness she’s nowhere near as bad as I was at her age. I’m actually pretty confident she can grow out of it.) Before we had these drugs, people who had severe asthma got weeded out, which always kept our numbers low. (Medicine hasn’t always been our friend. My grandmother died of asthma years before I was born. When she was diagnosed, the doctor wrote her a prescription for cigarettes. To treat her asthma.)

This is not to say I discount the “Hygiene hypothesis“. Like many problems, I suspect that asthma is even more complicated than it seems at first. I’ve met and exchanged notes with many other asthmatics in my life, and one of the most infuriating things about it is how different each case is. Some people grow out of it in their teens. Some people – like me – actually get worse. Some people develop it later in life, after middle age. Some people have attacks triggered by certain allergic reactions. Some by exercise or heavy breathing. Some by certain combinations of temperature and humidity. Some by stress. Some for no discernable reason at all. Some people get attacks that come and go. Some people get attacks that escalate until they intervene with medicine. Some can combat their attacks with folk remedies like caffeine, relaxation, humidifiers, bathing, breathing exercises, or diet changes. Other people only respond to drugs. Some people get attacks deep in their lungs which produce the “wheezing” sound. Some get attacks higher up, where the effect is silent and just produces a “tightness” in the chest.

This is just an overview of the variables in place, as I’ve observed them over the last 30 years or so. I imagine things get more complex, not less, as you get down to the nuts and bolts of what is going on inside the body. The more I learn about asthma the more it seems like a group of conditions which share a common set of symptoms.

It sucks.

 


 

XFire – Indie Games Debate

By Shamus Posted Tuesday Jan 29, 2008

Filed under: Video Games 34 comments

Last Friday Xfire held a debate between a number of indie developers about the state of independent game development. I saw that Corvus Elrod and Jay Barnson were both involved, both of whom have great blogs that I read regularly. Amanda Fitch was also there, and I’ve been following her work for a while, even though I haven’t played any of her games. Jenova Chen was also there. I didn’t know him by name, although I did play flOw, the game which brought him a great deal of acclaim and put him on the map as an innovative game developer. The full list of participants is on the debate page. It included people from all over indie development at various levels of funding, success, and autonomy. The complete transcript is available here.

(Aside: How come some people get to have awesome names like “Corvus Elrod” and “Jenova Chen”? It’s not fair. I should change my name to “Shamus McLaser”.)

With a lineup of interesting personalities like that, I couldn’t resist checking it out. I had to download the XFire client to do so. Getting into the debate as an observer was very counter-intuitive and convoluted, which is odd for a site which has a tagline of “Gaming Simplified”. I don’t want to get sidetracked on a rant about the client, so I’m going to skip a four paragraph tangent about how XFire wasn’t fun to use and how it could have been improved.

The very first question was “what is an indie game”? Interesting enough. Good way to start a discussion like this. Except that they spent the next forty minutes of the hour-long debate on the subject. I love clearly defined terms as much as the next guy, but after a while it was a philosophical discussion that was just spinning its wheels. This ate into the questions phase at the end of the debate, which is regrettable.

There was an open chat room where users could suggest questions for the group. I had a lot of questions, but all of them would have been too long and complex to tackle in this format. Still, I’ll post a few of them here as they might make for pretty interesting discussion anyway. I know a couple of indie developers read this site, and if any of these strike their fancy, maybe I’ll get an answer anyway.

Five Questions for Indie Game Developers

1) RPGs seem really over-represented in indie games. (Or, you could say they are under-represented in mainstream games.) Why do you think indie developers favor RPGs so much?

2) Naturally indie games have to use older technology, which is less labor intensive and doesn’t require (as much) expensive software. But I don’t think that’s the only reason to do so. Certainly the older graphics – done right – can have a certain stylistic appeal as well. The other reason to aim low on the tech tree is so that you can hit the widest possible base of users instead of just the fanboys with $3,000 computers. If you could use any graphics technology you wanted – from Infocom to Crysis – where would you choose to go?

3) If you got a million bucks in no-strings-attached funding, how would you use it to make your game more successful?

4) Amanda Fitch and Jay Barnson have both said in the past something along the lines of, “Making the game is one-third of the job.” Or words to that effect. The idea being that once you finish the game, you’re one-third of the way to having it where someone can buy and play the thing. What is the other 66% of effort required after you finish the game, and is this a challenge unique to indie developers?

5) At the end of the XFire interview the mod asked everyone what their favorite game was. I’ll ask this: What game (any game, new, old, mainstream, whatever) do you wish you could have worked on and taken part in?

 


 

Something About Mass Effect

By Shamus Posted Tuesday Jan 29, 2008

Filed under: Links 31 comments

About two dozen people have sent me a link to some article about Mass Effect at the NYT. The link is here, but the Times put the thing behind their registration wall.

I Googled around for a way past the wall, found a site that claimed it would show me an NYT article if I gave it the link. It managed to show me all the ads and none of the prose. Sigh. Forget it.

So, if you have the time or you know the secret NYT handshake, then there might be an article there worth reading.

UPDATE: HeatherRae poaches their text below. It’s actually a pretty interesting read.

ALSO: Jay Barnson has his take on it here.

AND: Augury has videos, pics, and samples from the woman’s trashed Amazon,com book reviews.