AggroChat #31 – Endless Legend of Draenor

Tonight I am joined by Ashgar, Kodra and Tam as we ramble ever onwards about video games and things related to those video games.  Tonight we talk the supremely interesting 4X game Endless Legend… which if nothing else seems to have an endless thing of configuration options.  We talk about Shadows of Mordor where we determine that it may in fact be a “Bel game” so long as I can suffer through the stealth places.  Finally I unload about my recent waffle and subsequent return to World of Warcraft for the Warlords of Draenor expansion.  All of which we expound upon at length in traditiona AggroChat style.

BEL FOLKS STUFF #2 – ROWAN AND SCOOTER

I have to say editing this podcast was this strange time traveling experience, and it has taught me an important lesson.  Never record a podcast two and a half weeks before you intend to publish it.  During the course of the show we talk about a few things like the enigma surrounding the cancellation of project Titan.  In any case the bulk is extremely interesting as I am joined by Rowan Blaze of the I Have Touched the Sky blog and regular guest on the Beyond the Veil Secret World podcast.  At his amazing suggestion we are also joined by his awesome wife Scooter, who has been his constant companion both in and out of the games he plays.

Rowan is a deeply interesting guy, and we delve into a rambling discussion about gaming, hopes, fears and an even a Weasley house analogy.  Hopefully you will enjoy the discussion in what marks our second podcast in the Bel Folks Stuff lineage.

How I Design: The Message (Part 5)

I’ve talked thus far about the Medium, tailoring your experience to use the strengths of the medium it’s being presented in, rather than wasting effort and fidelity to struggle against your own presentation medium. A movie that tries to actively engage the audience tends to fall flat, whereas a stage production that ignores the audience entirely from curtain up to curtain drop is missing out on a strength of theatre as a medium. Mostly straightforward, hopefully.

Here, I’d like to talk about another important meta-concept for an experience: the Message. At a really high level, all entertainment is communication, and much like talking to someone, simply using fancy words or complex sentence structure or dramatic tone without any substance simply makes the audience confused at best. I find it very important to be aware of what I’m communicating, and how that message is coming through at any given point in the experience.

This isn’t necessarily about a moral, or a political statement, or any larger concept, although it can be. More often it’s about something much simpler — “this guy is the bad guy”, “this landscape is beautiful”, “this city is corrupt”. Often, there are several messages occurring simultaneously, and balancing them is important. You’ll occasionally see stories where the overarching “world is ending” plot is so overwhelming that it devours any other side-story that might occur, making those seem trivial. Alternately, when faced with a world-ending crisis, investigating a couple of people having a clandestine tryst seems trivial and unbelievable. Scale and pacing are important.

I like to establish messages on the Chapter and Moment levels, figuring out what (usually more complex thing) a Chapter is saying, and peppering Moments with simpler, more direct messages.

As an example, returning to the modern-supernatural mage gangs concept, and the Chapter I described, I might have messages that look something like this:

“There is a significant divide between trained, ‘official’ mages and the unlicensed hedge mages that make up mage gangs.”

“In the world of mage gangs, power is everything, and the power structure is volatile and prone to disruption.”

“Mage gang members tend to resent ‘official’ mages because their world revolves around power and is volatile, and the comparatively high power of trained mages to their untrained magic puts them at a severe disadvantage (and the rejection of their power-based structure by more powerful mages is akin to a rejection of their worldview).”

“Nonmagical people have a variety of effective means to deal with unlicensed, potentially dangerous untrained mages, which the mage-gangs have become more or less adept at avoiding but which remain a constant issue.”

At the Chapter level, these are fairly complex statements, which a variety of resources would be bent towards communicating. In some cases, actual NPC dialogue might communicate these, and the twists in the story and behavior of the opponents/environment might reinforce it. Others might simply be hinted at, if they’re not plot-centric, and left for the player to consider and discover on their own.

I’ll talk about Moments next, and the next in this series will talk primarily about crafting Moments, and the messages are an important part of them. The Moment I’d like to make is the point at which the player catches up to their target, the former licensed mage, gone rogue, who has thrown in with the mage-gangs. There are a variety of things I want to have communicated by this point:

“The rogue mage is highly dangerous and seemingly unpredictable.”

“The rogue mage’s gang is very powerful, but not the most powerful.”

“The rogue mage’s gang is the most organized of the powerful gangs, reflecting her background.”

The Moment relies on these messages being communicated properly, and understood by the player. In the moment, I want to communicate a few important details:

“The rogue mage is powerful and well-equipped, but desperate in the face of the opposing gang.”

“The rogue mage is reasonable, can be negotiated with, and has sensible motivations, but is entirely uncompromising on certain key points.”

“The rogue mage is very attached to Atlanta and is defending it from a greater danger that won’t be addressed by official channels.”

I’ll return to the Moment next time, and actually walk through constructing it, using everything I’ve set up thus far.

Source: Digital Initiative
How I Design: The Message (Part 5)

For Science

 

Belle Walker, scientist.

Note: this post contains some spoilers for the story leading up to (but not including) Drop 3. Fairly warned be ye.

Even though Gracie is an explorer in-game, in real life I am a scientist. I generally have a love-hate relationship with the portrayal of science in video games, movies and television. This is due to the frequency with which several annoying stereotypes or tropes crop up, including the completely socially inept scientist, and the Frankenstein, “scientist tries to play god and causes destruction” trope. So I come to any sci-fi based game, especially one where “scientist” is player option for path content, with some trepidation.

WildStar definitely plays into some of the tropes that bother me so much. The two player races with the strongest scientific minds? The Mordesh, who have meddled trying to create immortality and thus unleashed the ravenous upon the world, and the Chua, who take science to mean weaponizing everything and experimenting without petty worries like ethics. That’s not a great start. Then we have the Eldan, who have done crazy things to Nexus, manipulated the genetics of sentient races because of petty interpersonal squabbles, and oh yeah, meddled by trying to create a god and thus unleashed a horror upon the universe. Because using that trope once just wasn’t enough. Don’t get me wrong I love the Mordesh and I’m engrossed in the world story, but I could use less of the Frankenstein trope.

On the “socially inept scientist” front WildStar does a bit better. Yes, some of the scientists are a bit overly focused on their work, but there are so many scientists in the game there is plenty of room for all kinds of characters. I especially like seeing scientists from the “non-sciency” races, for example the Granok lady scientist who gives you a quest in Crimson Badlands. My favorite is the Granok scientist in Whitevale, who rightly points out that just because he’s a big burly rock man doesn’t mean he can’t be a good scientist.

Lucy Lazarin, I'll never forget you.

Now another peeve of mine is that the number of women scientists and their portrayal in fiction is lacking. So imagine my delight at the sheer quantity of lady scientists (and soldiers, and spies, and leaders, and farmers, and and and…) in WildStar. I love them. I love Belle Walker and her dual scanbots. Yes they’re silly, but this week I learned from a loading screen tooltip that she created them with differing personalities so that they’d help her understand things from several perspectives. I think that level of care is just amazing, and it changed my mind from “Belle is slightly flakey and impulsive” to “Belle is more cunning than anyone gives her credit for”. The writers are trying to create a complete person here. Belle is young and sometimes reckless to be sure, but she is also incredibly smart and capable too. I had an absolute blast running alongside her in the OMNICore1 instance.

Next up is another place where WildStar disappointed me. I love Lucy Lazarin, and I hated what happened to her in Blighthaven. If I could sit down with (Carbine Creative Director) Chad Moore and ask him one question, it would be: why couldn’t that have happened to Victor, and Lucy have been the one to carry on his research? Or maybe something else entirely could have happened there. I mean, imagine the crazy universe where women don’t have to have horrible things happen to them to fuel the plot motivation for the men in their lives. I’m not going to dwell on this too much here, but let’s just say that I threw my rowsdower plushie across the room when I played through that quest, and that Lucy had interesting potential as a character and deserved better.

I think that it is great that we get multiple father-daughter scientist or explorer teams in this game. Both Lucy and Belle fall into this category, and I can think of at least one more team (in Galeras) off the top of my head. Functional families that work together are not something you necessarily see a ton of in MMORPGs. However, it does strike me that we have 3 cases of father-daughter pairs. I would have really liked to see an instance where the senior person was a woman.

Women are underrepresented at the highest levels in most occupations, and scientists are no different. Young women enter academic science in approximately equal numbers to men, but there’s a large amount of attrition as you progress from postdoc to senior faculty. Unfortunately WildStar seems to mimic the real world in that sense. Having at least one of the family pairs with a mother taking the lead would have really meant a great deal to me, and would have sent a powerful message.

Elyona, mother and scientist?

The one place where we get to see some hints of a mother scientist are with Elyona. She was the Eldan tasked with raising Drusera. Unfortunately, we don’t get to see their relationship in too much detail since it took place before we arrived on Nexus, and the Elyona we see has been corrupted by the Entity.

Overall WildStar certainly doesn’t do any worse than other media being produced right now. I feel like I am especially hard on it in some ways because it gets so much right and I want it to be even better. It makes me incredibly happy to be able to wander around in a world full of scientists of different races and genders. I hope this game keeps getting more thing right, and keeps feeling like a world that I want to be a part of. For Science.

Source: Moonshine Mansion
For Science