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GENCON INDY 2009!!!!!!!!!!!!!!!!!!!!

The first event I went to was a writer symposium about food in fiction.  The discussion wasn’t very exciting, and the authors weren’t very insightful, but they did bring up a few interesting points. Food can bring believability to a character, and it can help in determining the personality of characters.  I brought up the use of food as a recurring character, and at least one of the authors were fascinated by this concept, and offered me some advice:  Make the appearance of this character gradual, very gradual.

I then preceeded directly to the room across the hall, where Patrick Rothfuss, my favorite fantasy author, held a Q&A.  OMFG, Patrick is fraking amazing!!!!!!!

He’s funny, intelligent, sarcastic, and brutish.  My first question to him was:

“Could you elaborate on your use of music in The Name of the Wind?  How did you go about incorporating it, and why?”

To answer, he brought up the “art of extrapolation”.  Basically, Rothfuss knows very little about music, but he’s very good at extrapolating the meaning and the subtleties in things he doesn’t know about.  Like women and music (two core themes in The Name of the Wind).

I consider The Name of the Wind to be an excellent example of how to develop a character, so my second question, toward the end of the talk was:

“Do you have any precise method for developing a character?”

We didn’t have much time left, so he answered by saying that natural, believable character dialogue was one of the most important ways to develop a character.

On our way out, we grabbed custom made fortune cookies.  The red cookies contained vulgar messages related to Rothfuss and his works, and the orange ones contained regular ones.  My cookie says:

“Book two, page 348-353, Kvothe and Bast fuck like bunnies.”

After that, I went to the exhibitor floor (the gencon that you see in pictures), and browsed.  Saw some pretty interesting new games, gold and silver d20 ear rings, lots of cosplay, cool shirts, OH GODS! FIRE!!!

….I’ll add more when I fee like it…

Belated review: Mass Effect

The game world
The ME universe is huge, detailed, and most interestingly, it’s a plausible universe.  Earth is overcrowded and humans are only a recent addition to the collection of alien species.  The level of detail that went into this
game is comparable only to the Knights of the Old Republic universe.  The biggest problem I had with the game world were the conversations.  They all seemed very simplistic.  Every time I talked to an alien, it felt like I was stuck in one of those awkwardly boring conversations you have with a new coworker or the lab partner you’ve never met before.  It was just a very 2D experience. It was the lack of emotion in their voices, coupled with the static camera and the lack of body language from my characters as well as the npc.

The gameplay
There isn’t much to say about gameplay outside of combat, because there isn’t much to it.  Most of the time spent on the colonies and at the citadel consisted of fetch quests, and finding stuff.  But the combat is where the game shines the most.  Each weapon feels very satisfying when you use it, the grenades are fun to use because there is no arc on the throw, and you can decide when to detonate it.  The Biotic powers are excellently done, and drastically improve your odds of survival in combat.  Combat does have a few drawbacks.  Your AI sqaud seems to be afraid of the trigger.  They don’t fire their weapons very much at all, and they’ll let an enemy run right pass them, they won’t fire on them or punch them.  The combat is far from tactical, and that’s a let down for me.  Commanding your squad is almost pointless because if you send them into the fray, they’ll just let the enemy mow them down.  If squad tactics were anything like a Brother in Arms game or Freedom Fighters, it would work better.  If the AI actually did what you told them, then the pause mode (spacebar) would be extremely nice, no issues otherwise.

I’ve read about some of the PC versions (my review) improvements over the Xbox 360 version, and I’m really glad I didn’t get the 360 version.  From Gamespot:

“The inventory system is much easier to manage with a mouse and keyboard, and long lists of items won’t reset to the top every time you sell something near the bottom. The Mako vehicle sequences are easier to manage thanks to the implementation of dedicated forward and reverse buttons in place of the 360 version’s viewpoint-dependent controls. A new hacking and decrypting minigame, in place of the old button-matching one, is both more interesting and more suited to the game: You must move a small arrow through concentric circles to reach the core while avoiding stationary and rotating barriers. It’s generally easy to accomplish once you get the hang of it, but the time limit and tricky perspective shifting help keep it entertaining. Keyboard hotkeys allow quick access to the map and squad upgrade screens, and the quicksave button is a great way to ensure you won’t have to do too much backtracking. They aren’t big changes, but the aggregate benefit is definitely noticeable.”

Fatal Flaw
For me anyway, it seems like Bioware’s formula is fatally flawed.  Mass Effect wants to tell a grand story while incorporating fun, progressive gameplay, but the two goals don’t feel like they fit together in Mass Effect, for a couple of reasons.

Firstly, giving the player dialogue options doesn’t help the immersiveness of the story.  In my opinion it
dehumanizes Shepard, by making him quite literally a puppet for the player.  And one might argue that dialogue options are an attempt to make the player feel like they are the character, but there is no getting around the fact that players know that to be false.  It’s programmed into a gamers head, that if the game is third person, then they are controlling a character, rather than being a character.  The game may have turned out better if there were no dialogue options.  One could argue that dialogue options leave no room for character development either.

Secondly, when the character is solely responsible for stopping the Geth, Sarin, and a species of ancient cybernetic beings from destroying all life in the galaxy, a distracting sidequest better be really really important.  But in Mass Effect, most of the side quests are completely irrelevant to the main quest, and that fact severely damages the story.  No, I don’t want to scan 21 keepers when there is a traiterous alien trying to destroy all life in the galaxy.  It seems like the main quest just waits for the player in Mass Effect.

My experience as a DM has taught me this lesson.  If you want a main quest, then focus solely on the main quest, ensure that all the side quests progress the plot of the main quest, and ensure that the players ignore distracting quests (by not creating them).  If you want an expansive game, then don’t have a main quest.

Overall, I give Mass Effect an 8/10

the professor’s E3 highlights

Hello, fellow Doubleshot Expressoans! All but one of you may not have seen me yet because this will be my first post, i am professor89whiskey. E3 is just wrapping up this year and unfortunately i don’t get G4 any more so i couldn’t catch any of it on tv as usual. But i have perused teh interwebz a bit and found some things that make me pretty giddy.

At the very top of my list is Bioware’s Mass Effect 2. The first one has been touted as one the greatest scifi stories of all time, and i would vote for that. Story is paramount when it comes to games for me. I certainly hope all of you have played Mass Effect. ME2 is going to be quite different as you can tell in the video below.

Mass Effect 2

With ME2 on the way, my trigger finger is already getting twitchy, and there will probably be no better game to solve that than Modern Warfare 2 from Infinity Ward. Infinity Ward has branched off from the Call of Duty franchise for the sequel, and i don’t know if Treyarch (who developed CoD3 and CoD5 World at War) will be given the rights to continue it. Now, unlike Mass Effect, Call of Duty 4 Modern Warfare (the last CoD Infinity Ward made) draws it’s strength not form the story, which frankly was kind of hard to follow, but from the near perfectly solid gameplay.

Modern Warfare 2

Super Mario Galaxy was, besides Super Mario 64, the greatest platformer i have ever played and i am excited about the next:

Super Mario Galaxy 2

This one isn’t exactly a highlight for me as i will be unable to play it, but i thought it kicked a lot of ass all the same. A new rpg from Bioware set 300 years after KOTOR 2:

Star Wars: The Old Republic

Well, those are my fav’s from E3, i know they’re all sequels but that doesn’t mean they can’t rock!

EDIT: I appologize, i can’t seem to get the links to work, you’ll have to copy/paste the URLs, sorry.

EDIT: the links are working. :)

Our E3 favorites

ac3raven’s favorites

I’ll forego mentioning the motion contoller announcements except to say that all three experiments are really nice and I can’t wait to try them out.

Puzzle games: Scribblenauts (DS) and Echochrono (PSP)

Read the rest of this entry »

Obama endorses Linux

Obama endorses Linux

globeandmail.com: Art of playing nice

globeandmail.com: Art of playing nice.

Art of playing nice

When 13-year-old Evan Spencer wanted to play the ultraviolent video game Call of Duty, his parents gave him the green light, on one condition: He had to follow the Geneva Conventions. Sarah Boesveld reports…

If more parents would actively involve themselves like the Spencer family, they would prevent additional conflict in the real world.  This is another great example of good parenting; not necessarily because the family is letting their child play video games, but because they understand how to teach and set boundaries for their child without completely removing the element of video games from his life.  Everything in moderation.

Local Community radio back on the agenda

The Local Community Radio Act was introduced yesterday by Representatives Mike Doyle and Lee Tarry.  The act was originally introduced in the 110th congress and garnered widespread support; both Barack Obama and John McCain support the bill, but it never came to a Senate vote.

But now it’s back, and more popular than ever.  Cory Fischer-Hoffman of the Prometheus Radio Project had this to say about the bill:

“now is the time to clarify public interests by localizing more media ownership.  As media outlets are increasingly consolidated, local voices are being forced off the airwaves.”

The average cost for setting up a commercial radio station in 2003 was about 2.5 million dollars.

In 2000, the FCC began licensing low-power FM (LPFM) channels for use by local organisations such as churches, community organizers, and artist groups, but the National Association of Broadcasters successfully lobbied congress to place restrictions on the power output and spectrum space of these LPFM stations.

Representative Mike Doyle believes “It is in everyone’s interest to promote community radio.”

Free Press has started an initiative to get the bill passed.  Go and send a letter to your representatives, support is likely to be very high for this bill, but only if they know it’s there.  Inform them of the bills importance, so that local communities can flourish just a bit more.