Assimilated

By Shamus Posted Thursday Mar 30, 2006

Filed under: Anime 10 comments

From Steven Den Deste:

Shamus Young has been watching Sugar, a little Snow Fairy. After that, we’ll get him to watch Haibane Renmei and then he’ll be ours. (MWAAhaahaa!)

You already got me. I was working on Haibane Renmei in Febuary. I haven’t mentioned it because I can’t think of a single thing to say that wouldn’t just be a clumsy “me too”. I don’t have anything to add add to what has already been said. Steven is right: This is as good as it gets.

I suppose now is a good time to say thanks, though. I never would have tried HR if it hadn’t been for the glowing review.

Back when I was first messing around with Anime, I managed to take in a lot of dreck. (Big O, Bubblegum Crisis 2040, and Blue Gender come to mind) I sort of backed off for a bit. Now I’ve learned to surf around and farm some opinions before having Netflix send me anything.

 


 

Thief 3: Emergent (Mis)behavior

By Shamus Posted Thursday Mar 30, 2006

Filed under: Game Reviews 23 comments

While playing Thief 3 some more I had a rather amusing AI mishap: A couple of NPCs went absoloutely sideways and started killing everyone.


All that glitters is not gold. Some of it is money and gems.

The setup was this: I’m in some guy’s jewelery shop, minding my own business and robbing the place. Then the owner gets home, and a couple of big goons are with him. From the sounds of it, he was involved with some underhanded deal with these guys and he tried to cheat them. He was supposed to hang on to some gems for them, but he was “skimming” the gems by (I think) cutting them. I don’t know. The goons are quite upset. The jeweler is unarmed and in a bad way. He’s trying to talk his way out of things and he’s not doing very well.

The conversation seems to hint that I might want to intervene. One of the goons says, “Sorry, but now we gotta kill ya. So unless you gots any friends hidin’ around here, this is it for you.” Odd thing to say. I can only assume this is the game’s way of suggesting I might want to help this guy, but I’m not going for it. If you make a deal with dangerous criminals, cheat them, and then get caught, then you deserve whatever fate you get. From my hiding place in the shadows I could drop one of the goons with an arrow, but then the other one would come after me. That is just too much trouble to save the life of a moron.

As the goons kill the jewler, he starts screaming for help. I decide to clear out. As I’m backing out of the room I bump something off a shelf and make some noise. The goons hear it and start hunting for me. An open doorway leading outside is on the opposite side of the room. I can’t make it there without the goons seeing me. However, I do have a noisemaker arrow, which is sort of a string of firecrackers on the end of an arrow. It draws the attention of people nearby. The goons are about to discover my hiding spot, so I fire the noisemaker out of the room. They hear the loud noise and go charging out into the streets…

…where they proceed to go completely nuts. They charge into the intersection outside and start slaughtering peasants in the street. The game auto-generates street traffic, so as they kill someone a new citizen is created nearby. (This happens off-screen, I never see them appear) This provides a steady stream of victims for the two killers.

My character is great at stealth kills, but nearly helpless in a stand-up fight. One town guard is usually more than I can handle. But these two guys are big, strong, and carry big swords. Whenever a member of the city watch shows up to help he just ends up on the growing pile of bodies. These guys are unstoppable.


I didn’t think to get a picture while this was going on, so the screenshot doesn’t really give the full effect. Whenever I look away the game does a bit of cleanup and removes some of the older bodies, so the pile is never bigger than five or six people. However, the real death toll must have been a few dozen. These guys were at it for a long time.

What a mess.

I’ve been thinking about this, and I’m still not entirely sure what made these guys go on the killing spree. Obviously it could have been a bug or a fluke or sloppy scripting, but I’m more inclined to think that the peasants that brought this on themselves, as the result of a chain of various behaviors. I obviously don’t have the source code, but I think that peasants become fearful when they see a character who has recently killed someone. (This is usually the player.) When they become scared they say things like, “I’m going to go find a town guard!” Then they run off to tell a guard about the actor that scared them. The guard will come and attempt to kill that actor.

Perhaps the noisemaker brought some peasants and the goons together, the peasants got spooked and decided to fetch the guards, which obliged the goons to kill them. Once this got started it would have fed on itself, since new peasants would get spooked by the pile of corpses in the street and forced the goons to kill them as well. If this is what happened then it’s an amusing case of unwanted emergent behavior.

 


 

Introversion

By Shamus Posted Thursday Mar 30, 2006

Filed under: Nerd Culture 3 comments

Mark has a post on introverts. He links to an article about introverts and the internet, where it makes the claim that, “…on the Internet, no one knows you’re an introvert.”

This is mostly true, I think. However, I do have a theory about how to spot an introvert-run blog: Check the blogroll. I’m betting short blogrolls (or none at all) are the mark of an introvert. I have no numbers to back this up, this is based on conjecture and a small number of observations.

The conventional wisdom is that introverts have a very limited list of very close friends, while extroverts have large numbers of people they might call friends, which is just about anyone with whom they’ve exchanged names and handshakes. An extroverted blogroll says, “There are the sites I’ve read at some point and exchanged links with”. An introvert blogroll says, “There are the few sites I admire and read on a regular basis.” For me, anyone in my blogroll is a site I check more than once a day*.

I also note that everyone on my own blogroll would be an introvert according to my test.

The typical blogroll seems to be one or two dozen, which is far more than I would ever have in my list. (Right now I have five, one of which is just a link back to my own website.) There are even blogs out there with hundreds of links to other sites. It’s quite amazing. I’m betting these are run by devout extroverts. I’m betting these people blog as a way of augmenting their social interactions, as opposed to us introverts, who often blog as a way to exchange information and ideas without enduring the complexities and inefficiencies of personal interaction.

Perhaps I’m all wrong and you need to straighten me out. Note that you can do so via the comments, which are asynchronous and thus do not threaten my introverted lifestyle.

* Ok, I don’t check Kaedrin twice daily, but he only updates on Sundays.

 


 

Sugar High

By Shamus Posted Wednesday Mar 29, 2006

Filed under: Anime 13 comments

I’m still watching Sugar, A Little Snow Fairy, although I can only take the show in limited doses. Any more and I’ll become a diabetic…



And that’s just the opening credits. It can be even more syrupy once the show gets rolling.

Having said that, the show is quite enjoyable. In fact, this show has brought into sharp relief all the reasons I love Anime. Here we have a show that isn’t really my thing and which isn’t really aimed at me. It’s too cute and a bit too silly at times, but it’s still better than 99% of American animated shows out there . While the characters are very kawaii, the subject matter is interesting enough to appeal to adults.

If this were an American production, the lead character would be a dreamer. She would try to convince other people she could see fairies, but because she’s so flighty, people would assume she just has a vivid imagination. (This would be a running “joke”.) The story would have a one-episode setup where they meet. The characters would then remain in stasis for as long as the show ran. Episodes would feature mild problems for the protagonist that could be resolved in the last few minutes with some help from her fairy friends. Shows would be wall-to-wall with kinetic action and shouting. Every show would end with a un-funny joke that leaves the characters laughing on fadeout. There would be no end to the story, only cancellation.

Oh, and the art would suck.

But this isn’t an American production. The lead character Saga (above) is smart, articulate, and well-grounded. She’s always on time and always does her homework. She knows better than to run around telling everyone she can see fairies. Each episode moves the overall plot forward. New characters enter the story, and you can see them grow as they overcome challenges. Instead of harmless, uninteresting plots (the other girls are making fun of me!) we have an ongoing story where Saga is dealing with the death of her mother three years ago. It isn’t manipulative, it isn’t tear-jerker, and it isn’t overly sappy, but it is sometimes serious. Some episodes end on a low note. There is an overall plot arc that I expect will lead to a satisfying conclusion at the end of the series.

By anime standards the art is good, but by American standards the art is incredible. If the hacks who draw Spongebob or Rug Rats ever saw this, they would have to commit seppuku to cover their shame.

Despite the more sophisticated subject matter and complex relationships the show tackles, my kids don’t have any problem following it. It just shows how much American animators have been underestimating what sorts of stories kids can follow, or (if you want to be cynical) what sort of stoires they are willing to take the time to write.

 


 

Free Radical

By Shamus Posted Tuesday Mar 28, 2006

Filed under: Movies 3 comments

My self-indulgence apparently knows no bounds: I’m going to play Dream Cast with my own book.

My book is based on the 1994 video game System Shock. I hesitate to call my book fan fiction. To most people, “fan fiction” means stories where Councilor Troi and Princess Leigh team up with Harry Potter to solve a mystery and/or have sex. In other words, much of it is painful-to-read dreck. But I can’t pretend my book isn’t fan fiction just because fan fiction has a bad rap. That’s what the book is, and I’m still (mostly) proud of it.

While I was writing the book, I sometimes had famous actors in mind, if only as a point of reference. I have no illusions about the probability of the book ever becoming a movie. Heck, it’s never going to get published as a book, for crying out loud, so musing about a theoretical movie adaptation is even more preposterous. But preposterousness fits in well with the spirit of the game.

Characters marked with an asterisk* are characters that I came up with on my own, and who were not a part of the original story.

The Hacker

In the game, your character was faceless and nameless. One of the reasons I wrote the book is to explore who this guy was and why he did the things he did. The book describes Deckard Stephens as bald, with a box beard. Neal Stephenson (left) inspired this look, although I wouldn’t say this is what Deck looks like in the story. Take ten years and twenty pounds off that picture (Deck is very wirey) and you’ll have Deck more or less as I’ve pictured him.

We need someone thin, with dark hair and in their late twenties. I can’t think of any actors that look and sound just right for the part.

Nomen Nescio*

Nomen Nescio, the wise, calculating, and bald-headed mentor of Deck has always been played by Laurence Fishburne in my mind. I started the book in 2001, and the character of Morpheus from The Matrix had greatly influenced how this character developed.

Nomen is introduced in chapter 4, about a quarter of the way down.

Rebecca Lansing

The description of Rebecca in the book is that she’s in her mid/late twenties, with short black hair and an athletic build. That doesn’t really narrow things down by much when choosing an actress. I have a very clear perception of her personality, but I’ve never had a face to go with it.

So let’s start by listing who I wouldn’t cast in this part. Milla Jovovich, Charlize Theron, and Carrie-Anne Moss need not apply. This isn’t a part for an ass-kicking action actress. Rebecca has some combat training, but she’s level-headed and down-to-earth. I would look more towards the Sandra Bullock / Cameron Diaz end of the spectrum.

Dr. Victor Coffman*

David Hyde Pierce looks very much like I’ve always pictured Dr. Coffman. He appears in chapter 18, and has one of the key conversations in the story. This conversation and the ideas it puts forth about AI are one of the reasons I wrote the book.

I should note that while Pierce looks a great deal like Dr. Coffman, you should not think that Coffman is anything like Dr. Niles Crane, his most famous character. The two are very different men.

SHODAN

Terri Brosius did the voice of Shodan in the original System Shock game, and I can’t imagine anyone else doing it. In much the same way that the voice of HAL 9000 was believeable as that of an AI, Brosius as Shodan simply works.

The Suit*


The Suit was packed into his crisp tie and jacket like a shrink-wrapped anvil. His neck was thick and his shoulders were wide. It was a safe guess he spent his younger days either guarding or hurting people’s bodies for money. His face was a hard, square mask beneath his gray-streaked receding hairline. The deep lines on his face revealed that he had spent very little of the last forty years smiling. He was obviously running the show.

From the moment I came up with the character, I pictured him as being played by Michael Rooker. The photograph to the left is perfect: That’s exactly how I’ve always imagined him.

Edward Diego

I didn’t have anyone in particular in mind when I wrote Edward Diego, although this picture of Greg Kinnear is a really good fit. He looks smart and likeable, which is one of the reasons he’s so dangerous.

Marshal*

I didn’t have a specific actor in mind when I wrote the part of Marshal, but Daniel Cudmore looks about right. He played Colossus in the second X-men movie. It was a small part, but he got enough screen time for us to see that he is immense. He’s both tall and muscular, and yet doesn’t have that pro-wrestler steroid-pumped look about him. He looks like a decent guy. Just really, really big.

 


 

Thief 3

By Shamus Posted Monday Mar 27, 2006

Filed under: Game Reviews 9 comments

A while ago I talked about emergent gameplay and how its superior to older, more scripted games. Of course, even newer AI can have some pretty amusing screwups. In fact, the “smarter” the AI, the funnier it is when the whole thing flies apart. Over the weekend I was playing Thief 3, and ran into a situation that made me think about how truly tough it is to make even passable AI.


The head of your average citizen has terrible acoustics, but the gold in their pockets makes a fun jingling sound when you pick it up.

In the game, you can sneak up on anyone (servants, nobility, or guards) and whack them on the back of the head to knock them out. (You can also stab someone in the back, but that’s noisy and bloody, and why kill them when you can just knock them out?) Once they are knocked out, you usually need to hide them. If you leave them laying in the middle of the room or hallway, someone else is likely to come along and discover your work. When this happens, they always assume the victim is dead. Then they start with the running and the screaming and everyone searching for you.

This can be amusing. I was in a large manor, working my way through a sleeping area for servants. One of them was already asleep in the bunk beds, but a few others were still wandering around. I zonked one of them and placed the sleeping victim into one of the beds. I thought I was being clever. Another servant came in, saw their compatriot in the bed and exclaimed, “Dead!? But who could have killed him? I’ll go tell the guards!” Then he ran off.

Blast it all.


When you knock somebody out, you need to stow them someplace dark and out-of-the-way. This spot is definitely sub-optimal.

I should have known better. The AI was just looking for knocked-out people. It didn’t care where the body was. I was so into the game I stopped the metagame thinking about AI and started thinking about what I’d do in the given situation. In that situation, placing a zonked person in a bed made a lot more sense than dumping them in a corner. However, to the AI it was just a poorly hidden body. Sigh.

But fixing this problem would be tricky, and would involve a lot of extra work. The level designers would have to designate certain areas or objects as “beds”, and the programmers would need to make it so that bodies laying on beds rouse less suspicion than bodies found elsewhere. Then they would need to add some new dialog and behavior: If an NPC sees someone “sleeping” on a bed (most likely not in their own bed) while fully clothed and while they should be working, he shouldn’t ignore them, but he also shouldn’t run away screaming about murders and dead bodies. You need some new behavior along the lines of “try to wake someone up and then discover they have been knocked out”.


The city that never sleeps. At least, not until I run around and give everone their good-night donk on the head.

But even with that extra effort, you can still have some amusing failure modes. Placing a servant girl on a bed in the priest’s quarters or the barracks should raise some eyebrows. Likewise, stacking two or more people in the same bed should tip off guards and servants that something is amiss. It wouldn’t make sense for them to just assume they all decided to take a nap together.

It would be annoying to code in such a way that it works right. The programmer would probably need to take the victim’s position into account as well. If I just toss somebody on the bed so that their upper body hangs over the side and their head is resting on the floor, it’s going to look pretty stupid if someone comes along and assumes they’re asleep.

Also, it seems like the length of time since the NPC’s last saw each other should be taken into account as well. If you greet your fellow housekeeper, walk out of the room, and come back a few seconds later to find them motionless in someone else’s bed, you are not going to think they are sleeping.


I’m the sneaking, robbing, creeping, crawling, thump-you-on-the-head so you can get a good rest medicine.

The game can be funny if you think about it too much. There is one house in particular where I stop by each night and give the occupant his good-night blow to the head. I’ve already robbed him blind, so he doesn’t have anything left worth taking. I just like to stop by after dark, sneak in, creep up behind him, and blast him on the back of the head. What must life be like for this guy, waking up each morning on his floor, wondering what happened and why his head hurts? Does he blame booze? Narcolepsy? His ex-wife?

 


 

Morrowind: Bribery and Barbarism

By Shamus Posted Sunday Mar 26, 2006

Filed under: Game Reviews 9 comments

In the game Morrowind, it’s possible to change the opinion an NPC has of you by insulting them, flattering them, or bribing them. If you want to pick a fight but don’t want to be the one to start it, you can goad them with insults. If you want them to give up some item or information, you can bribe or flatter.

All of this is done by simply hitting the button and watching the “how much they like you” meter go up or down. The thing is, you can keep this up all day if you want to exercise your skills at bribery and insults. If you want to improve these skills, just walk up to some poor shmuck and heap on equal measures of insults and bribery while the meter jumps up and down.

It’s sort of amusing to imagine how this conversation would actually sound:

Welcome to our fair city, stranger.

Hi there! Looks like you’re the man I’m looking for.

What do you mean?

I was told to report to the uglyiest, stupidest, most useless man in town, and clearly you’re the guy.

What? Who told you this?

I mean, you are clearly far more ugly and stupid than anyone else in town.

Silence! You anger me!

Heck I think you’re a shoe-in for most useless in the entire country.

That does it! You shall taste my steel!

What? I’m sorry, did I upset you? Here, maybe ten bucks will make it better.

I… I don’t know what to say. You’re very kind stranger.

Don’t mention it, you festering, vile heap of Orcish dung.

What!?

You putrid, slimy curse on the face of the world. You great towering heap of offal.

Do you wish to risk my wrath?

You make me want to puke all over you, if only to cover your smell.

Insolence! You shall die for that!

Oh geeze. Did I offend? My bad, my bad. How’s ten bucks sound?

Money? For me? Why, thank you outlander. You’re very generous.

So’s your mum.

My mother?

Yeah, the half-orc woman with the dirty moustache. Your mother.

WHAT did you just say about her?!?!

I said she’s the most generous woman in the whorehouse.

I SHALL FEAST UPON YOUR HEART, YOU ARROGANT DOG!

I’m sorry, I didn’t mean it. Here you go. Buy yourself something nice.

I thank you for the coinage, kind stranger.

Sure thing. Maybe use it to buy something nice for your husband.

WHAT?!?

…and so on.