Dec 20, 2015

Top 10 EU4 Changes



I’ve spent over a thousand hours on Europa Universalis IV, and yesterday I deleted the game and hid it from my Steam library. As part of the grieving process, here are…


The top 10 changes needed for EU4 :

  1. I’ve lost too many battles because my AI allies wouldn’t join in, even when they’re in the next province over. It’s always a crapshoot whether they’ll join in. Allow me to mark a battle, or an upcoming battle, as a priority for my allies. Also, this would be useful for dealing with rebellions, which allies sometimes help with, but not always.
  2. Alliance webs: Nation A is allied with me; I’m allied with A, B, and C. If Nation Z attacks me, or I declare war on them, I’m in great shape, but if Z attacks A, then I’m screwed and outnumbered if I defend A. Allow me to suggest alliance webs to my AI allies, so A will also be allied to B and C.
  3. When declaring a war/accepting a call to arms, show the number of men on each side. The game already calculates which nations will join the war, and I can get the armies’ sizes by going into the ledger. Including that data in the Declare War/Call to Arms windows would just save time.
  4. In the latest update, if you’ve mothballed forts or reduced your army maintenance slider, it automatically re-ups it if you get into a war. This is great, and amazing, but if I’m having a bunch of colonial conquest wars and don’t need my forts in the homeland, that means I have to re-mothball forts every time. At a certain point, fort maintenance is expensive, so this is necessary. Add a third option: Not Mothballed, Un-Mothball at War, and Stay Mothballed.
  5. The latest update added a bunch of notifications, which is great – being reminded that I’m at negative stability is a huge help. That said, especially in Ironman mode, there are some edge cases that I would love more pop-ups and notifications for. Can we get notifications when a battle is projected to occur, when an enemy army comes out of the fog of war, and when nations can convert to Protestant/Reformed?
  6. AI allies are great, but they follow a different battle plan than me – I’d rather hold the line against the primary enemy and knock off a few of their satellites, but my allies charge right into the French meatgrinder without me to support them. Allow me to set rough battle plans: Aggressive vs Milan, Defensive vs France, etc. Otherwise, the best use of my armies is probably to support whatever the AI is going to do anyways, because at least then we’ll be working in concert.
  7. I’ve played a lot of games as Austria; please add more notification for Electorships and Free Citydoms. It’s easy to miss that you don’t have eight Free Cities or seven Electorships, and I’d love to have a notification for that, like you get if you have negative Stability. (After all, these are about as impactful.) Also, I’d like to see a list of all states that would accept the offer of a Free City, as it’s normally hellish to find one, and who a state would back for Emperor if granted an Electorship.
  8. When mousing over an enemy army, I’d like to see the average morale. It’s good to have the green percentage bar, but I’d rather see the flat amount as well – like if France has a base morale of 8, that’s pretty pertinent information before I attack. Same for Pretender armies, which I always forget have a morale boost, and I’d like to know the morale of more primitive nations’ armies.
  9. There are plenty of effects and modifiers that get thrown around, but their effects are pretty unclear. Can we get results displayed alongside a modifier being granted? For instance, if an event gives +10% Trade Efficiency, also display the increased income that’s predicted to result from that.
  10. We’ve got data that helps us predict when and where rebellions will happen, with a little work; can we see how big the rebellions will be? Other methods that spawn rebels, specifically events, tell you how large the rebel armies will be.

Note: These are changes needed from the perspective of a veteran of the game. There are a ton of changes that would help new players – a link to the wiki in every popup would be a start.

Dec 19, 2015

Star Wars - Meandering Thoughts




I just finished watching The Force Awakens. I’ve been a Star Wars nerd for almost twenty-two years now, and I was swept away by the hype machine for this move – I won’t pretend it’s perfect, but I thought it was really good. I’d like to meander through my thoughts on this.

Spoilers.

Nov 28, 2015

Musings - Sex & Love in Sci-Fi/Fantasy

I watched Back to the Future again over Thanksgiving, and I realized there were similarities to El Goonish Shive.

(Bear with me on this one.)


I like sci-fi/fantasy elements that change love and sex. Think about how much sexuality changes if the body becomes an Eclipse Phase-style sleeve for the mind, and people can easily change their bodies. If the body is more like a phone case than core hardware, how does sex change? Do people start artificially heightening arousal with hormone injections?

Or the same deal in a magical setting – 2nd edition D&D had the girdle of masculinity/femininity as a cursed item. You could make an entire campaign about finding one to help a queen transition.

Even though a bunch of stories have these elements, though, they don’t really explore them. Either they’re story-of-the-week innovations, to be forgotten by the next episode, or the writers don’t want to dive into the cultural implications of change. Sci-fi is historically used for allegories and exploring technology, but it usually doesn’t take a look at the small and personal.


Which is where El Goonish Shive comes in for me. Early on, the then-main protagonist was turned into a girl, and in trying to get changed back, the female persona was split into a separate character; that character has since been an integral part of the story, and the easy availability of shapeshifting and gender-changing for the protagonists has shaped their attitudes about sex, gender identity, and sexual orientation.

(Whoof, that was a long sentence.)

I love EGS because it does exactly what I want: It looks at how sci-fi and fantasy elements change love and sex. Looking at grand sociological or technological changes is interesting, but it doesn’t get more personal than seeing how sex changes.

Kinda the same for Back to the Future – even throwing out the incest angle, how much harder does it get to have a relationship with someone from thirty years ago, who you have to hide the future from? What’s the closest equivalent to sex with an AI that thinks at 33.86 * 10^15 operations per second? Whatever the equivalent of sex is, how mind-blowing would it have to be to completely occupy that AI’s mind, like a human’s during an orgasm?


And that brings me to superheroes.

Almost every superpower – telekinesis, precognition, super strength, duplication – could get used in sex. I guarantee it. (Rogue still has it rough, admittedly.) And given modern fetish culture, you’d probably have baseline humans looking for matches with their specific power fetish. There might even be a powers dating site.


I want to read about the people using that site. I want to know what makes Captain Supreme swipe left. I want to read about how Masked Marvel isn’t just her powers, and if you bring them up instead of her traveling or philanthropy when you message her, she’s not going to respond. I want to know how Valkyrie deals with the social stigma around online dating.

Hmm. Maybe I want to write about that.

Nov 24, 2015

Halo 5: Let's Talk



Halo 5 is about a conversation. 

(Spoiler warning. Also, note that these are hot takes, I’m still mulling this over.) 

--

While I don’t think Halo 5 did very well at its dialog or bringing forth characterization, the structure of the story is spectacular. It’s longer than Halo 4 but more focused, to the point that I can even now recount the core beats of the entire plot (not common for me). And distilled down to the bones of the plot, it’s an extremely compelling narrative.

Halo 5’s raison d’ĂȘtre is a conversation. And, breaking my heart, it’s a conversation that doesn’t really happen. Talking with John about her plan, and trying to convince him to join her, means so much to Cortana that she can’t accept the outcome. So she puts it off, and off, until by the time John’s gotten there, the gulf between them is too wide. Both of them have their hands outstretched, but only to pull the other to their side.

This game exists for 26 sentences, when Cortana and Chief finally see each other again.





And that’s it! The rest of the game only exists to give context to those sentences, and to move us from that conversation into the next game. All of Fireteam Osiris’ story can be boiled down to “reach Chief” and “show the consequences of Cortana’s plan, and pace its reveal,” while Chief’s arc is just “talk to Cortana.”

Plus, in a first for the series – although it can’t last – the core conflict is never violent. At no point does Chief take up arms against Cortana, and even though Locke probably has orders to take out Cortana, it isn’t a focus. It feels morally significant that, even if they fight later, this game is reserved for grieving for the loss of her. Tomorrow, the battlefield; today, the goodbyes.



… Admittedly, though, that grief isn’t expressed very well. A lot of the emotional weight of this story only comes through when you fill in the gaps in the dialog and characterization. I love Halo 5’s story structure, but the moment-to-moment realization of it is very flat.

I’ll probably keep posting about Halo 5 for the next few days – I’m still chewing it over in my head – but when it struck me what this game was about, I needed to write about it. 

Quick postscript: Your mileage may vary. Personally, I considered Cortana’s ascension to be the culmination of two major plot threads in the Halo universe – Cortana’s own alienation from humanity and what it expects of her, and the way humanity has treated its Spartan and AI creations in general. I can absolutely see concerns about how this is the second Halo game in a row to troperifically handle Cortana, the series’ leading woman – first by ramping up her emotions, now by making her the dark goddess – but it rings honest and story-rich to me. Your mileage may vary, though.


(All screenshots taken from the in-game cinematics.)

Sep 15, 2015

Maths and Morality in EU4





I play a lot of Europa Universalis IV. Like… 950 hours worth. (Admittedly, I have fallen asleep with it running once or twice, but still.)

The game’s all about conquest and expansion, and because it’s rooted in the real world, it’s impossible to avoid questions of morality. (They took away the Attack Natives button from EU3, but even still, no one’s fooling themselves that colonization is peaceful.) If you’re trying to justify the morality of it, you’ve got three real options: You’re out for your own greed, you’re trying to make the world better than real history, or you’re defending yourself or your cause.


(If you've got an empire this size, you probably can’t justify the next war as self-defense.)



I’ve been reading about Irish nationalism and thinking about the American Civil War; enforced unity’s been on my line lately. 

So I made maths.

--




(If you mouse over each variable, there’s a small explanation.)

--



Notes:
  • This is still a gross simplification. It falls back on quantifiable economic indicators, rather than societal advancement.
  • These equations tend to use EU4’s own internal logic. I don’t know whether a human life is worth 0.0054 ducats, but that’s the value EU4 uses. We’re also limited by conflated effects, like how unrest reduction can represent a police state as much as people being contented.
  • I’ve tried to touch on struggles of humanism that don’t get much play in the actual game, like questions of how indigenous people and women are treated.
  • Fine, yes, the header image was probably the result of a bug. I don't think there were actually three million artillerymen at that battle.

May 18, 2015

Passenger Snails and Dumb Fun

This is dumb, but I had fun making it. https://www.facebook.com/PassengerSnails/


Image is public domain, sculpture is by Jason Rhoades and Paul McCarthy


(Passenger Snails: We're there for you. Eventually.)


Mar 22, 2015

Alt-Cat

I decided I was tired of alt-tabbing while trying to write... so I spent two hours writing a program to stop that. Efficiency! It registered when you control-T or alt-tab, and instead pops up a message box with an inspiration/berating quote.

Then I realized I could do this with kittens and dog gifs instead, and wrote the best six lines of code ever.


^t::
Run, http://theoldreader.com/kittens/600/400/
return

!TAB::
Run, http://omfgdogs.com/
return

--

If you want to use the code, feel free. I used AutoHotkey, which is a pretty simple coding language. We used it in QA for setting up console command macros, auto-clickers, etc. It's simple enough that even a liberal arts major like me, with only one semester of C++, could use it.

Notes:

  • OMFGdogs was made by @eataudio.
  • The random cats javascript was set by knyar (http://knyar.net/), with cat pics posted to Flickr under Creative Commons licenses.
  • You can find the file as a .exe at https://drive.google.com/file/d/0B9ZXbwoBXipdekpVSjRXRkx5Q1U/view?usp=sharing

Mar 8, 2015

History is Complicated




("Marina Ginesta" by Source (WP:NFCC#4). Licensed under Fair use via Wikipedia - http://en.wikipedia.org/wiki/File:Marina_Ginesta.jpg#mediaviewer/File:Marina_Ginesta.jpg)

--

Look.

This is Marina GinestĂ  in 1936, a seventeen-year-old French expat in Barcelona, where she is a reporter for the Soviet Pravda.

Had I learned about her in high school, I would have been told that she was an example of how civilians and youths were pulled into the war in a variety of ways. I would have learned that everyday people were forced to choose sides, or had atrocities visited on them. The history of plain folk.

Had I learned about her in the past few years, I would have thought of her as a member of the International Brigade, part of a movement that was ill-prepared and ill-treated by the Soviet Union, a movement of romantics that believed in a cause so much that they were blinded to its crimes. A monolithic entity.

I think that I am growing wiser. Having seen this photograph this morning, I see a child half-grown and fighting with a pen; someone who must have dealt with the betrayal of the Soviet Union’s treaty with Nazi Germany, and the later betrayal of its totalitarian regime; who had seventy-eight years of life after the photo that defined her life for most who know of her. I see someone who fought with fear, and doubt, and pain, and courage, and hope, and pulled decisions from this cocktail that rebounded off other people’s decisions to gain speed and more speed until they smash into other decisions and the result is history.

--

Look.

This is what history is made of.

“History is the diary of a madman” only if you assume that just one person is writing it, with mood swings wrenching the world he writes between communism, fascism and social democracy.

History is not the diary of a madman, history is a piece of binder paper getting passed around in a class. History is written by billions of humans writing over each other, scratching out what the last person said, scribbling questions before passing it on, and grabbing it back to change their mind. History is Franz Ferdinand passing Sarajevo a note saying “Do you like me?” and a classroom of 1.8 billion deciding how to react to the checked box.

History is a speech tournament with a nation’s worth of speakers debating, arguing, yelling over each other, bargaining, compromising, and throwing up their hands until the 19th Amendment passes – then it’s those same speakers going to the nearest Denny’s, and asking each other “What’s next? Was that enough? Did we fix the problem? Are we healed?”

History is complicated, and constant, and never quite finished.


--


Coda:

Y'know, I think I have a problem with being verbose... well, I already knew I had one, but today I ended up writing several hours to get most of a page in order to say "history is complicated, yo."

Jan 1, 2015

My gaming year in review

I decided I wanted to write something for the games that I played this year, but I didn’t want to do the vanilla blurbs for each game, or write a top 10. Instead, here they are, all the games I’ve played (for more than an hour or so), plus one thing that’s stuck with me from them, plus how you should play them.

Editing will happen some other time probably never, because I want to finish this and post it.

Also, I think only five of these games actually came out this year. Look, I'm behind the times.


Saints Row, 3 and IV:

·       This was the best gaming experience I had in all of 2015. I’ve laughed plenty at games, but this is the funniest a big-budget game has ever been for me, and the humor keeps up for tens of hours. The gameplay may not be challenging, but it feels great, especially in SRIV when the team really understood their systems.

·       Keep a notebook nearby to write down the best lines, and drink every time you do.


Digital: A Love Story, Analogue: A Hate Story, and Hate Plus

·       The biggest drag of most visual novels is their interface, with character portraits slightly changing their expression as you click through a waterfall of chat boxes. Christine Love doesn’t fall into this trap: Digital is played out in a DOS interface, through BBS messages and console commands, and Analogue and Hate Plus are storytelling-via-Wikipedia. Digital especially brings its 90s setting bone-deep with the interface.

·       Put aside your cynicism and let yourself fall a little in love through your screen. Also, be prepared to look up info about 13th-century Korean society.


Transistor:

·       If you aren’t playing with the Limiters, you aren’t playing right. The combat in Transistor was unexpectedly amazing, after we were all expecting it for the story. Playing with the Limiters – additional negative effects or events, like Halo’s skulls – forced me to engage with the millions of possible power combinations, instead of just finding favorites and using them exclusively.

·       Don’t play all the challenge rooms at once. Get through the entire game, start a Recursion (New Game +), then go through all the challenge rooms. They’re great puzzles, but you’ll get so sucked into them that you’ll lose track of the plot.


Europa Universalis IV:

·       Is there a better way to learn the mosome of tives of a historical culture than to face the same challenges? I never would’ve learned about Ming China’s problems with rebels and steppe tribes if it weren’t for EU4, and from there it’s easy to see some of the fears that haunt modern China.

·       There are two ways to play Europa Universalis: Either you play for eight hours at a time, for forty hours per game, with a TV show going on your second screen, or you don’t play Europa Universalis.



Risk of Rain:

·       One of my dream games to make is a roguelike platformer, and although my game would have more emphasis on personality, RoR plays brilliantly in that vein. I don’t think it has the randomness to be thought of as a true roguelike, but it’s another good entry following up on Rogue Legacy.

·       It’s less how you should play it, than how you don’t need to: You don’t need a wiki. In most roguelikes, new items have confusing functions, and you need a wiki to really understand their intricacies. This is just a personal evaluation, I admit, but I greatly prefer how simplified RoR is, with a limited list of abilities, specialization, and items.


Hotline Miami:

·       This is actually the first time I can claim indie cred: I was playing Cactus’ games back when they were shmups about shooting the rebellious, escaped eyeballs of humanity. It’s pretty easy to see the through-line of style in Hotline Miami, the eye-melting colors and pulsing music.

·       Don’t play this game drunk or high. Seriously. It might seem like a good idea, because whoooooaaaaaa maaaaaaaan the coooooolooooors, but this game is difficult and you will lose.


Beyond Earth:

·       There’s a line in an old Irrational Interviews podcast where Brian Reynolds says that Alpha Centauri was filled with all the political fever-dreams from his 20s. Beyond Earth, on the other hand, has… different colors? Minor mechanical differences? This was the most flavorless 4X I’ve played more than a few hours of, and as a result it helped me figure out my problems with 4X games. I could play Europa Unversalis for years because it lets me rewrite history, but there’s no story to be written in Beyond Earth.

·       Play this as a raw strategy game. The mechanics are good, there’s lots of room for planning, so you’ll enjoy this if you pore over wikis and search out optimal strategies.


To The Moon:

·       I keep comparing it to Embric of Wulfhammer’s Castle. To The Moon is extremely beholden to the JRPG style, not just in the gameplay, but in its tone. The perspective characters (the scientists) emote just like you’d expect a JRPG protagonist to do, and they’re the weakest part of the game as a result. The lens through which we view the story is weak, but when we start looking past the lens, the story we see is spectacular. Except the ending. Still got problems with the ending.
·       
Play it in one sitting if possible, linger on the piano melody, and keep Kleenex nearby.


Halo 3 (again), ODST, Reach, and Halo 4:

·       Halo 4 is probably the best Halo game that’s ever been made. The encounter design feels as inspired as the original trilogy, but without stupid-frustrating enemies: No giant sacks of health like the Brutes in large groups, and barely any Hunters. The story retains the galactic implications of the original trilogy, but benefits hugely by keeping the operational area and list of characters very small. There isn’t a wasted inch of narrative in that game.

·       All of these are games to be played over a weekend, each taking two six-hour sessions. You won’t get rusty, the story won’t be stretched out over too many sessions, and you won’t be stuck on one encounter for the majority of your session.


Gone Home:

·       I played this on January 1st of 2014, so it counts.

·       (Spoiler warning) I think I’ve had exactly one friend come out. I’ve known people who I assumed were gay, and I know friends who are gay or trans, but I’ve never watched someone go through the process of accepting themselves and re-identify themselves to their friends and family. This game is the closest I’ve come to seeing that.

·       Play this in one sitting, then sit on your hands checking the clock until Life Is Strange comes out.


The Wolf Among Us:

·       If a branching storyline lets you define the relationship between two characters, but that relationship is one of the linchpins of the story, how much does that hurt the narrative cohesion? Throughout The Wolf Among Us, I felt that the romance/partnership between Bigby and Snow was a key emotional beat, but player decisions could easily torpedo that relationship. I haven’t replayed the game with different choices, so I could be misinterpreting it, but having the ability to completely destroy a plot thread is strange. Possibly empowering, but without being sure of the breadth of possible outcomes, mostly just awkward.

·       Take it slow. Dig into the atmosphere. Click everything. The Telltale engine, from the pacing of its character animations to its cel-shading, will never be better used than in this jeu noir.


Star Trek Online (Disclaimer: This is one of my company’s games.)
·       
How much raiding and team content is needed before level cap? There are some queued team-ups available in the lead-up to the level cap, but it’s not until then that you pull the cotton balls out of your nose and WHOAH that’s where the Dyson spheres, the Borg hives, the dinosaurs with guns, that’s where all the new smexy is. I don’t have an answer for this, but it struck me as odd that all this content was just at endgame, after about twenty hours of leveling in solo content.

·       Play this with TNG on the other monitor. Duh.


FEZ:

·       I think this is the last of the indie darlings from the XBLA era that I hadn’t played. There’s an era of games I think of, and even though FEZ came out much later, I group it with Braid, Bastion, etc. That era is interesting to me because all these acclaimed games were coming out on XBLA, but I was locked in on the freeware; now most things except the art games and game jams have gone paid, and the indie movement is still going strong. The pricing structure changed, the art didn’t.
·       
Don’t read any spoilers. Seriously. Just keep playing until you think you’re done with the game, then give it another hour. You sunk fifteen hours into FFXIII because “it gets way better after that”, you can afford to spend an hour flailing blindly trying to figure out what’s next.


Tales from the Borderlands:

·       Is there a better example of conversational combat than the con in the first episode? Between this and the quasi-trial in The Wolf Among Us, this rode the line for conversation that gets ridden in the best stealth games: high tension, with the knowledge that you’ll have to live with the consequences if you slip up instead of instantly failing. All too often conversational games either have no consequences, or just restart you if you make the wrong choice.

·       Play with the barest idea of the plot of Borderlands 2. Only watched the trailers? No worries! Handsome Jack is bad, Vaults have cool tech, Pandora is a frontier madhouse of murder. You’re good to go.


Dungeons and Dragons and Secrets of Zir’An:

·       I ran a combat-heavy DnD campaign for my co-workers, and a series of heists in the Secrets of Zir’an world for my friends. I may have cross-pollinated some puzzles at certain points.

·       Don’t prep. If you’re spending more than an hour preparing your adventure, your players have to be 100% on board with following your narrative. If your group’s characters shine in Firefly-esque banter and seat-of-your-pants flying, you should be improv’ing as much as they are.


League of Legends:

·       I have played probably over 700 hours of this game, and I still can’t transfer my knowledge into playing consistently better.


·       If you’re going to play this, make sure you eat food before you play, otherwise you’re going to look up hours later and realize that, maybe, your crappy play was because you were cripplingly hungry. Personally, I can’t afford to spend three hours a night playing LoL anymore, so I’m taking a break.