Archive for the ‘Computer Games’ Category

On the Abolition of Free Time

Friday, March 4th, 2011

I’ve been doing a pretty fair bit of gaming lately.  Mostly computer gaming, but a bit of Zosias too.  It feels like a lot, but the truth is I’m gaming less than I had been; I’ve basically dropped out of World of Warcraft for the time being, and that game is the sort of time sink where you don’t even realize you’re losing time until you’ve been performing some mind-numbing task for eight hours.  It’s . . . kind of like a job, really, and I just haven’t been in the mood for it lately.  I have been playing a fair amount of Minecraft, but now it’s Minecraft and splotches of other games, not Minecraft and WoW.  Those two are a lethal combination.

I’ve been keeping an eye on the Steam specials, and earlier this week Braid went on sale for about $3.  Well, 2d platformers are the secret love of my heart, and I’ve been wanting to try Braid for awhile, so I snapped it up.  It’s not very long — I finished it earlier today (well, yesterday by the time you read this) and it only took me about 5 hours total.  That was with a fair amount of faffing around and a couple of puzzles that really burnt my brain out, but had I cut that I probably would still have needed . . . four, four and a half hours?  I’m bad at estimating time.

Braid was a real breath of fresh air.  This isn’t to say I’ve been playing a lot of bad games lately — quite the opposite — but I don’t remember the last time I ran across a 2d platformer that delighted me this much.  Well, that’s a lie; it was probably Cave Story; but as much as I like Cave Story, it’s really a very different type of game.  Cave Story is Metroidvania; Braid is a puzzle game.  I’m tempted to compare it to The Lost Vikings, but other than them both being 2d platformer puzzle games, they’re not very much alike.

I feel that I should clarify that.  Both are 2d platformer puzzle games, but they have very different types of puzzles.  And very different tones.

In short: Braid was excellent.  Even having solved the puzzles, it’s worth playing again at least a couple of times, which is more than I can say for a lot of puzzle games.  The story was excellent, and it didn’t intrude on the gameplay like so many do.  It had one of the best finales I’ve seen in any game, ever.

Actually, I’m going to take a moment and talk about the finale.  No spoilers, I promise, though that does make it a bit harder to talk about.

There’ve been a lot of people around saying that games can’t be art lately (if by “lately” we mean “in the last few years”).  This is an old and worn-out debate, in Internet time, and I’m not going to get too far into it.  They’re entitled to their opinion.  But if you’re one of the folks with that opinion, and you’re at all amenable to being swayed, I humbly recommend that you play Braid.  Don’t stop in the middle somewhere when you can’t get to one of the bloody puzzle pieces, though you will probably get quite frustrated a couple of times.  Finish the game.  Play through the finale.  Maybe it won’t change your mind, maybe it will, but for me?  That’s the very definition of games-as-art.  That finale wouldn’t have worked nearly as well without the game mechanic that the game is built around.  It could have been done in another form, in much the same way that a good book can be turned into a good movie — but, just as with any conversion between art forms, it would have had to have been done much differently.  I don’t know that the impact could have carried over as well.  Because in games, it’s not about what you see done — it’s about what you do.

So: five hours of damn good entertainment, lots of great puzzles, and the best and most artistic finale I’ve ever seen in a video game.  That’s $3 well-spent.  I’d recommend it to anyone for that price.  The usual $10 tag is a bit higher than I’ll usually go on a lark, but I’ll say that I’ve gone to the movies and spent $10 on two hours of relative misery before, and this is a way better deal.

Current Music: Guns & Roses, Welcome to the Jungle, and then Linkin Park’s What I’ve Done, via Pandora.  Both songs that I enjoy a great deal.

Apropos of nothing

Saturday, December 11th, 2010

Though it hasn’t been used since BC,
It’s time now to learn how to CC.
If you break all my traps
So the mobs don’t take naps
There’s a chance that I might fake a DC.

-Erich T. Wade

Sans signature, this is now my dungeon macro.

Oh, hi, class trainers. You wouldn’t happen to have a parachute . . .?

Wednesday, December 1st, 2010

This post is entirely about World of Warcraft, so if you’re not interested you can leave now.  I really won’t mind.  :)

A fellow commented on the last Lynx regarding the Dalaran portals, and my reply to his comment turned out so long that I decided to write a blog post instead. It turns out I have more to say on the change than the small paragraph I afforded myself there.

Even with the portals removed, the world is definitely more connected than it was pre-BC. Old world zones have flight points everywhere now, which is really bloody nice, and Northrend now has flight points straight from the ports to Dalaran. (I hadn’t noticed this until Stephen, the commenter, pointed this out, but it’s actually a really nice change.) Hearthstones are on a 20 minute cooldown, down from the original 1 hour. So getting around isn’t nearly as difficult as it used to be. I’m still of the opinion, though, that the removal of the portals took a bit too much away. WoW is a very social game, and I believe that in an MMO there should be as few barriers to people playing together as possible.

You’re where again?

Consider a hypothetical person building a Tempest Keep run. She finds a person willing to heal it, but they’re off doing Argent Tournament dailies. For the sake of argument, let’s assume that this healer is at the tournament grounds right now, and their hearth is either on cooldown or set somewhere silly (such as near the tournament grounds).

Before the patch, when Dalaran still had portals, it was a pretty quick trip; about two minutes’ flight down to Dalaran, portal to Shatt, and then fly to Tempest Keep — I’d guess about five minutes’ flight there. All told, it was a seven- or eight-minute trip.

Post-patch, you instead need to fly from the tournament grounds all the way to Valiance Keep, then take the boat to Stormwind. Once there you ride up out of the docks to the mage district, portal to the Blasted Lands, run through the Dark Portal, and head for Tempest Keep — preferably flying there manually, since the flight paths there are rather circuitous. My memory puts this at a pretty annoying length of time, but just to make sure I’m not crazy, I did a test run.

From the Argent Tournament grounds, the flight to Valiance took six minutes. I just missed the boat to Stormwind as I arrived, adding about five minutes to my trip while I waited for it. (I did try to fly after the boat and catch it, but it barely got away.) Once I caught my boat, the trip was pretty straightforward; but the clock still read 15:48 when I landed at Tempest Keep. Note that for this test I was using 280% fly speed (I’m going to do the achievement instead of paying 5k for 310) but I had the Beast Mastery talent that adds 10% mounted speed. I also had to use a ground mount in Stormwind, because Cataclysm isn’t quite out yet.

While I was out there, I clocked the trip back to Shatt at about 3:40 (it would have been better if I’d gotten a slightly better bearing at the beginning). So correct the pre-patch estimate to about six or seven minutes. In other words it took me twice as long to get out there. It would have only been about eleven minutes if I hadn’t missed the boat in the most time-consuming way possible, but that’s a perfectly valid thing to have happen on the trip. The point remains that fifteen minutes is a very reasonable estimate.

Playing Together

For an actual TK run, that might not be so bad. Getting a PUG together can take an hour or more anyway, especially for old content, and by that time there should be a few folks out that way to start summoning people. I’m more worried about what this means for more casual players. If a friend of yours logs on and says “Hey, I only have twenty or thirty minutes but do you want to do some questing together?” there is a very real possibility that the answer will be “I’d love to, but we don’t really have time.” This is crazy. There are a lot of reasons I play WoW, but one of the big ones is that I get to hang out with friends I haven’t seen in the real world in years, or haven’t ever seen in the real world. Sometimes, when I log into an MMO, I want to play with other people.

To be fair, I used something of an extreme example – though I doubt it’s much worse than someone in Stormwind wanting to meet someone in Silithus. (Also to be fair, at least among my friends, it’s quite common to have one person farming rep in Stranglethorn, one grinding in Silithus, and one working on Tournament dailies when someone wants to do something.) If I’m playing for a few hours anyway this might not be a big deal, but I don’t think it’s unreasonable to want the means to reliably play alongside friends within twenty minutes of logging on (and still have time to do something). So what could be done to fix this?

My personal preference, as noted yesterday, would be to simply link all the capital cities with portals. This way players would choose whichever city they liked best as their home; Stormwind for its scenic canals, The Exodar for its surprisingly good layout (once you learn where everything is), Dalaran for its historic fountain. One of the stated purposes for the change was to make the Old World cities feel a bit more lived in, and this would certainly accomplish that. But, as was brought up yesterday, the ability to skip between the capital cities quickly is a major feature of the Mage class. It was suggested that a few staggered portals could be added, so that you don’t go straight between capital cities – just close to them. I actually really like this idea, though I’d take it a little farther than he did – his suggestion was a port from Dal to the Shattered Sun, and from Shatt to either the Exodar or Silvermoon. This sounds good, but I’d extend it so that every capital city had portals going elsewhere; as soon as one capital offers more options than another one, everybody will flock there and set their hearths.

If, on the other hand, we did get portals in every town, what would we do for the poor mages? Well, for starters, mages still have the quite enviable ability to get to the capital cities from anywhere, though anyone else would only have to run through town to get where they’re going. One possibility would be to put the portals somewhere mildy out of the way, so that the time savings are fairly noticeable; another might be to give the mages more locations to ‘port to. Alliance mages already get Theramore; the Horde gets Stonard; with Cataclysm, both factions get Tol Barad added to the list. Why not a few more? Perhaps a couple of Goblin towns – Booty Bay and Gadgetzan come to mind. This would have the added advantage of making it a bit more comfortable for mages to use the cross-faction auction house.

Ultimately though, I think the chances of any of this happening in the near future are kinda slim. I could be wrong, and I hope I am, but in the meanwhile we’ll just have to get used to the new way of getting around. We’re not without options. Those still interested in doing Northrend content may want to start with the Tournament, where for the cost of only a few days’ worth of dailies you can get a tabard that teleports you to the tournament grounds. Engineers can create a wormhole generator with a similar effect. If you’re on a character that got lucky during Brewfest, you can summon a mole machine that tunnels through the ground from . . .er . . . Outland to the Grim Guzzler? Don’t question it. Overall, even without these it’s not that bad, in a “I just spent twenty minutes of my life watching my character get to somewhere I can play” kind of way. A lot of the terrain in Azeroth is very pretty, and if I point my drake just right, I can turn to the other monitor and read an article or two while I wait.

The Daily Lynx 11/29/2010

Tuesday, November 30th, 2010

I have some WoW-related links for you today:

Shamus Young gives a casual player’s perspective on the Cataclysm changes.  Personally, I think the decision to remove the portals from Dalaran and Shattrath was idiotic; if they wanted to make the other cities feel more lived in, as they stated, putting portals in every major city would have worked much better.  Then people could choose where to live!  Imagine that.  As it stands, I can’t imagine (say) the Exodar being used by anyone except low-level draenei and the occasional mage or bank toon.

Three Panel Soul also weighs in on Cataclysm.

And now, assorted videos.  I don’t tend to watch a lot of web videos, but I’m getting a bit of my awesome video backlog out of the way here.

Epic Meal Time is epic.  I didn’t like the first video as well as the rest, so I recommend watching one of the others first.

Sometimes Loading Ready Run is just magical.  (Pun not intended.)  Also, their Desert Bus for Hope fundraiser (which is over for the year) is crazy awesome.  When it’s running I usually keep the driver cam open on my other monitor regardless of what I’m doing.

Why Yoshi hates Mario.  (Via Geeks are Sexy.)


The Daily Lynx is dated primarily for my own reference.  As such, the dates are in my personal time zone, in which the next day doesn’t usually arrive until I go to sleep.


Today’s writing progress (Derelict): 448 words, bringing the current working total to 89805.  This was another day consisting mostly of revision, but I’ve got the worst scene in the book about halfway rewritten.

The scene in question actually dates back to the very earliest form of the story and makes me bleed when I think about it; its removal from earlier drafts accounts for the associated word increase as I write it back in.  The new version of the scene is actually a ground-up rewrite: I’ve kept the original idea of the scene while changing nearly all the particulars, which is definitely for the best.  I think this version of the scene is worth keeping in.

Today’s writing progress (secret project): Seriously, what makes you think there’s a secret project?

Current music: A Pandora station seeded on various songs by Bob Dylan; Peter, Paul, and Mary; Plain White T’s; and the Beatles.  I’ve been on a classic rock kick for a while now, particularly the revolution music of the 60s and 70s.

I just noticed a subtle, yet interesting, lyrical difference between the John Denver version of “Leaving on a Jet Plane” and the Peter Paul & Mary version.  In the Peter Paul & Mary version the line, “When I come back, I’ll bring your wedding ring” is replaced by “When I come back, I’ll wear your wedding ring.”  Note that the singer of the latter version is female.

Oh. Oh, no.

Tuesday, April 6th, 2010

I thought I’d kicked the habit.  But now there’s a new release.

Well, I guess I’ll see everyone in a few months.

Current music: The default DF music.

Torchlight: Sans DRM

Thursday, December 31st, 2009

I’ve had my eye on Torchlight for a while now.  I got some Christmas money, and I’ve been thinking about purchasing it.  So today I dropped by their site to have a look at the options, and noticed something that makes me really happy about the boxed version (which comes out on the 5th).  Something that, for all the accolades I’ve read, I haven’t seen mentioned anywhere.

The boxed version?  No DRM.

Now you and I both know that, somewhere around 1:43 AM on the 5th, Torchlight’s DRM-free version will have been ripped to .iso, uploaded to several major torrenting sites, and will be happily on its way to a number of nonpaying customers across the globe.  Thing is, I don’t think this is necessarily a bad thing, and I’m really super glad that Runic Games is taking this approach.  (If you want some detailed discussion on the trouble with DRM, I direct you to Shamus Young — this article seems a good summary, but there are also a lot of great articles on his blog.  I really don’t feel like going into it here.)

Before, I was thinking maybe I’d buy Torchlight, looks pretty cool, sounds fun.  And really, it is right directly up my alley.  But just because it’s up my alley doesn’t guarantee I’ll buy it – I might well have just passed it up.  I mean, I have Diablo II.  I play Crawl more than is really healthy.  Dragon Age sounds amazing, but pricey.  I wanted Spore really badly for a while, but I got better.  But no DRM?  I’ve gotta support that.

Of course, it’s worth noting that the digital download version does have DRM.  They have an explanation of why in their purchase FAQ, and it sounds reasonable enough to me — I would have done it a bit differently, but then I’m not them.  (And how often do we see a rational explanation for DRM ahead of time?)  And having some (relatively friendly in today’s market) DRM on the digital version in no way undercuts the sheer awesomeness of the DRM-free physical version.

Go take a look at Torchlight.  You might be impressed.

Old Code o’ Happiness

Wednesday, December 16th, 2009

Digging through my ancient email a few days ago, I found a lovely old program I wrote for a friend of mine.  He sent me a sporadic email along the lines of “Awesome/bizarre challenge: Program a 4d maze.”  So I did.

The up-to-date source code for this is long gone — I’ve made a feeble attempt to recover it using a java decompiler, to no avail — but the program stands well enough on its own.  If anyone wants to play around with it, I’ve helpfully uploaded it here; it works wherever Java does.  The .bat file should work for Windows users, and otherwise just go to the directory in a command line and type “java WalkerTester” (sans quotes, of course).

I feel like adding a note on the coordinates here.  After some amount of discussion, my mysterious unnamed friend and I decided to measure the coordinates in arbitrary units with no frame of reference, and to use a differently-named unit for each coordinate.  The coordinates are listed in the admittedly unconventional Z, Y, X, T order, and the #1 change I would like to make (and will, if I ever feel like it) is to change it to the rather less unconventional X, Y, Z, T order.  The maze is difficult enough as is.

If you decide to map a maze — well, good luck.  I found a flowchart worked serviceably, as did a T, Z grid of smaller X, Y grids.  It’s a thankless task, because while you can tweak the maze generation settings with “config,” you can’t use a specific seed or generally do anything to make a given maze persistent.  What can I say?  This was programmed on a lark and then abandoned when I got bored with it.

Have fun!

4dMaze

Programming a roguelike

Friday, October 9th, 2009

The other day I decided to sit down and do some programming on a roguelike I’ve been meaning to make forever.  A roguelike, it should be noted, is generally not a small project; it is usually a multi-year thankless task in which you produce an indy game which, for free, will delight a relatively small audience.  But I enjoy programming, and so program a roguelike I might.  I also might decide, a week from now, not to work on it for a year or two.  My hobbies are funny like that.

It should be noted that time spent programming does not necessarily translate to time spent not writing.  If anything, my inspiration for Derelict is the highest it’s been in months since I started on this roguelike.  I think it helps to have another creative task to switch to from time to time.

So about the roguelike.  I’m aiming a little to the side of what roguelikes normally do.  In a typical roguelike, you descend into a random dungeon, fight monsters, and take their stuff, and that’s certainly planned for this one.  But I’m also planning on implementing a more social side of things.  You can have characters that never go into the dungeon at all, spending all their time building relationships and social skills on the surface.

The town, randomly generated when you roll your first character, remains persistent between characters — and your characters can improve it.  Found a mage’s guild, and wizard characters you create will have higher starting skills.  Spawn a heir and leave an inheritance, and you can play them as your next character.  Tick off the neighboring hobgoblin civilization, and they will do their level best to knock your town back to the stone age, destroying your hard-earned improvements unless you can stop them.

I’m aiming high, but that’s the point.  One of the advantages of roguelikes is that, without the need to create and maintain pretty graphics, you can create a game with incredible depth of play.  The best example of this is Dwarf Fortress, the one example (to my knowledge) of a roguelike that’s also a full-time paying job for its creator.  It’s also probably the closest thing to what I’m attempting here.

Don’t get your hopes up about this game.  Just because I’m starting it doesn’t mean I’ll finish it — it’s a lot of work, and I’ll keep doing it as long as I keep having fun.  That’s the beauty of doing it as a hobby as opposed to professionally.  (Derelict, for instance, necessitates my attention whether or not I’m having fun on a particular day, since I hope to someday go pro as a novelist.)

Current music: Mozart, various

Dwarf Fortress

Friday, June 19th, 2009

Today I decided to boot up a game I haven’t played in a while: Dwarf Fortress.  Dwarf Fortress is one of those beautiful indie games that kind of blows your mind.  It’s a modern game — it’ll use whatever system resources you give it and ask for more, and it’s not because of bad programming — but it uses ascii art.  That is to say, everything in the game is represented by text characters.  (Well, that’s not entirely true; there are a few custom tiles — but the basic concept holds.)  All that processing power goes to simulation.

Now, I’m not going to tell you that Dwarf Fortress is a fun game.  I will tell you that it’s eleven thirty PM and I just took a break after starting at eleven . . . in the morning.  I was a bit sad because all my dwarves died of thirst.  This seems to have been due primarily to two factors:  First, my cook baked all the alcohol into biscuits: and second, I didn’t explicitly tell my dwarves to drink from the three ponds on the fortress’s front lawn.  I learned I had problems when they all threw tantrums and dropped dead.  Ironically, I didn’t notice sooner because I was building an underground reservoir to get them through the winter . . .

But in situations like that, one must always remember the game’s mantra: “Losing is fun.”  And in this game, it really is.  Of course, I’ve been a fan of roguelikes for a while, and that may skew my perception — one feature of the roguelike genre is that when your character dies, it’s gone.  No loading a saved game.  Your little fifteenth-level venom mage gets a spot on the high score table, and that’s it.

Dwarf Fortress is, in many ways, a very advanced roguelike.  Its adventure mode, in fact, is a roguelike.  But to me, fortress mode is where it’s at.  You take control of a group of dwarves and build your fortress from the ground down in a procedurally generated world.  You dig out the floorplan, manage the resources, and find clever ways to solve problems (or die).  In my opinion, it’s the best sandbox game I’ve ever played.

Unfortunately, it has an even steeper learning curve than most roguelikes.  Expect to devote a while to learning the interface, and read up on getting started in the Dwarf Fortress wiki.  You’ll probably lose your first fortress pretty fast.  You’ll lose your other fortresses too, but it might not take as long.

If you want an idea of just how wacky a game of Dwarf Fortress can get, check out Boatmurdered.  I understand elephants aren’t as homicidal as they used to be, and the carp aren’t as vicious, but I did lose a dwarf to a pike recently, so don’t think the game’s gone soft or anything.

Now if you’ll excuse me, I need to go reclaim a fortress.

Current music: The Cranberries, Linger, via  Pandora.  I love the Cranberries, and Zombie is probably one of my 25 favorite songs of all time.  (Ooh, Otherside.  I love this one too.)