Tam Tries: Dex (part 1 – initial impressions)

from http://www.dex-rpg.com/index_en.php

from http://www.dex-rpg.com/index_en.php

I started playing Dex tonight, a 2D cyberpunk sidescrolling RPG. As a bit of forewarning, I’ve only gotten a couple of hours into it, so this will not be a complete review. Expect more once I get more playtime in. Throughout this, there will be very mild spoilers, so be forewarned. I’m going to try to keep it light, but I can’t really critique a game without talking about what happens in it.

In Dex, you play as the girl on the left in the above picture. The game opens up very directly, with a short tutorial of you escaping some unknown assailants and being led to safety by a mysterious benefactor. It’s very The Matrix. I spent a little while unsure of what was going on because the initial tutorial doesn’t make it clear what I need to click on vs move through, and which of the three different interaction buttons was the appropriate one to use.

In general, I feel like the tutorial doesn’t adequately explain how to play competently, but this isn’t terribly important as the first segment of the game is extremely easy. I’m basically shunted into a quick dungeon run, as I work my way to safety through that ever so convenient escape route: the sewers. Thus far, I’ve met a grizzled old veteran who works a bar, a teenager-like hacker, and a mysterious, cryptic benefactor who everyone else reveres.

If this sounds a little cliché, you’re hearing my biggest criticism of the game thus far. It’s great that the dialogue is all voiced, but several of the characters feel like caricatures thus far, and the writing feels somewhat forced. There’s a lot of dialogue, but the quality is all over the place. Some is great, some is iffy at best. It feels like the game is trying to sell me on a dark, gritty, hedonistic future and is getting way too heavy handed with it. I’ve picked up three different items that suffice as the game’s “trash loot” that you sell to vendors for money that are all types of porn. Of the five vendors I’ve found in the game, three sell condoms for some reason. It isn’t quite enough to turn me off of the game quite yet, but the details feel very sophomoric.

That being said, the overall plot arc (such that I’ve seen) is interesting, and I want to find out what happens next. The characterizations are effective– I may dislike some of the characters but they’re better than vanilla, robotic dialogue. The biggest problem I have is that I feel like I can see the entire arc of the game within the first hour of playing it. I may be wrong, and I’m hoping I am. Expect more on that once I’ve played it a bit more.

On the other hand, the art is FANTASTIC. I’ll let it speak for itself, here’s the trailer:

The environments are evocative and stylish, the characters are varied and interesting, and the animations hit that old-school 2D platformer sweet spot– it all looks really good, and messages surprisingly well minus some of the details. I want to wander around the streets of this cyberpunk city, and that appears to be the point of the game, which is great.

The controls feel fairly tight and responsive. Movement feels fairly good, but I feel needs some more interesting options. I may be able to unlock those with time. My biggest issue is that enemies with melee weapons outrange my fists, causing me to awkwardly chase them around, but I also haven’t unlocked various weapons or anything, and the enemy variety is interesting and messaged well already, within the first hour of play. Combat is simple: attack, block, dodge-roll, with new options opening up as you level up. You can also get guns, though I haven’t figure out how to use the one I just got yet.

One of the other big gameplay features is the hacking game, which is a fairly full-featured minigame that’s akin to a scaled-down Geometry Wars. It might be interesting, but I haven’t seen enough of its features yet to make a judgement call. Currently it’s a bit underwhelming but I suspect it will scale up quickly– I haven’t done much with it yet.

As you play, you level up, and can put points into a variety of skills. These seem to have either noticeable flat bonuses (like more health) or new combos or special abilities. There are also a set of “special” skills, things like lockpicking, charisma, etc, that appear to be used to unlock additional options, whether that’s getting into a locked door or charming your way past someone. Me being me, my first two levels’ worth of skill points went into charisma and lockpicking. Thus far, I’ve already seen significant returns on these points. Multiple characters have had “charisma” dialogue options, and lockpicking has come up enough times that I’m glad I took it.

Right now, it’s a game I’m looking forward to putting more time into. It’s got some rough edges, and some questionable content choices, but none of it is enough to turn me off completely. I’ll be back with more once I’ve had more time to play it.



Source: Digital Initiative
Tam Tries: Dex (part 1 – initial impressions)

The Podcasting Bug – Part 1

Love of Spoken Word

I grew up with I guess what you would call a love of both the written and spoken word.   The moment I got access to my first copying machine, was the moment I first tried to create my own comics and magazines devoted to whatever I happened to be into.  When I got my first word processor I went through a renaissance of sorts in trying to publish information about the games I was playing and distribute it freely among anyone who was willing to take it off my hand.  So when I started blogging significantly later in life it was of no real shock.  I had been “trying” to publish my own content for years, just doing so with limited success.  I would be willing to bet that other bloggers “of a certain age” can tell very similar tales of youthful exuberance.  While I grew up in the MTV generation, my sentiments will more than likely always lay with the era when print media was king.

Another constant in my life however was Radio and Public Television.  I spent most of my childhood watching Nova and Mister Rogers Neighborhood, and when I rode around in my fathers truck it was almost always tuned to the radio station playing Paul Harvey.  When I started choosing my own radio stations to listen to I found the best use of my time to listen to NPR and use that morning lull as my way of catching up on the world.  From there I discovered so many broadcast programs that were more entertainment than education, and I was absolutely hooked.  In many ways podcasting is the extension of this love for the spoken word.  Some bloggers catch the bug, and feel like they have to move into doing something more than just writing.  This happened to me a little bit over a year ago and now I have two different podcasts to show for my obsession.  Many other attempt to maintain three for four different shows devoted to different segments of their experience.  If this is happening to you, I thought I would take a moment this morning to talk about some of the issues I had to deal with when approaching my first show.

Format

One of the first decisions you are going to have to make is what exactly you want your show to be about.  Just like with your blog you have to make a decision as to what you want your format to be.  Single game or single topic blogs and podcasts will be significantly more popular than generalist ones, however in my experience your audience will also be considerably more fickle.  If you listen to a Wildstar podcast religiously for example, and you stop playing Wildstar…  then your reason for listening to that podcast also goes out the window.  If you listen to a more general podcast you ultimately end up listening for the cast of people, and those sorts of listeners tend to be significantly more loyal.  That said all of the biggest podcasts that I know of tend to be devoted to a very specific niche.

For me personally I knew that there was no way in hell I would be turning this into a career so I was not extremely concerned about trying to get the biggest possible audience.  I am interested in a lot of different things, as are my friends… so for me it was a no brainer that we created AggroChat to reflect the conversations we already had on TeamSpeak on a regular basis.  In my experience podcasts tend to fall into four broad groups as far as the actual format goes.  I have listened to great podcasts that fall into each of these categories, and not so great podcasts as well.  Ultimately you have to pick whatever works best for your cast, which leads us to the next point.

Topic Focused

I chose to refer to this as topic focused, but more often than not this tends to mean a “News” show where the hosts cover a series of predetermined topics.  This requires you to keep good show notes and that they get circulated before the actual recording of the show.  Believe it or not we actually started AggroChat trying to follow this format, but quickly realized we were not the “planning” type people.  These tend to be the most “predictable” shows as far as recording time goes, since you have a clear list of goals that you want to accomplish in each show.

Conversational

This is ultimately the format that AggroChat became, because we are bad at having structure.  The idea here is to record a somewhat natural conversation with a group of people.  Topics flow in and out of the discussion and segway naturally.  The problem here is that this only works if the folks you are recording with are very very familiar with each other.  While the first format relies heavily on planning, this format is all about interpersonal chemistry.  I personally love this format, but I am sure there are just as many people who are annoyed by it.  This is not a format you can carry off if you are assembling a group of people that do not regularly spend time together.

Narrative

This is the podcast that tells a story.  There are many different versions of this but probably my two favorites are This American Life and Radio Lab.  This is the format that requires extreme planning but adds a whole new dimension…  that is significant amounts of post production editing.  When it works you have this wonderful audio journey through the story you are trying to tell.  When it doesn’t work, you end up with jarring gaps.  This is one of those formats that I aspire to try some day, but just don’t have the technical ability yet to really make it work.  If you are an audio editing wizard though this might be your natural format, mixing in clips and music to support the tale you are trying to weave.  The folks that can do this one will have my constant and undying respect.

Interview

This format is probably the most straight forward and at the same time extremely flexible.  The concept is simple, in that one or more hosts asks questions from one or more guests.  The challenge is in scheduling a constant flow of new guests to sit down and record with you.  You can put as much planning into this format as you need to, or you can do it completely off the cuff.  When I record “Bel Folks Stuff” for example I ask a few standard questions but the rest is taken from queues in the conversation and I try and go wherever the conversation wants to lead.  When Braxwolf records Beyond Bossfights he seems to have a master plan laid out in exactly what he wants to ask his guest.  Both work and both are completely viable methods, so ultimately you have to figure out which version works best for you.  Chances are you can even make a hybrid approach work a well.  This format relies mostly on the ability of the hosts to “coax” a performance out of their guests.

Casting

There are lots of different styles of podcasts and each of them have their own strengths and weaknesses.  The more people you add into a podcasting cast, the more chaotic the end result.  The fewer people you have, you lose some of the depth of having multiple opinions chime in on topics.  The “Solo” podcast is its own beast that I personally am not a huge fan of.  It always feels like I am being lectured to more than joining in on a conversation.  I am going to talk about a few of the styles that I have experienced and some of the strengths and weaknesses of each.

Solo Podcast

This is the traditional “one man show” to borrow the showbiz term.  You have an idea that you want to run with and you just start recording.  The problem here is that like I said above these shows tend to be extremely unbalanced sounding.  The solo podcast works well if you are telling a story, and going to be referring back to audio or music clips to help flesh out your narrative.  These shows also work amazingly well for five to ten minute “news update” type formats.  Where the format tends to grind on is when dealing with a thirty minute or longer show of just one voice talking.  The positive is you can literally record whenever you want to, and are not limited by other people to make your ideas work.  The negative is…  you have to carry all of the weight on your own shoulders.

Duo/Trio Podcast

I feel like the majority of podcasts fall into this category, where you have a preset group of two to three voices that present topics every single week.  This is the cornerstone of the podcast for a reason, because it works extremely well.  In three voices especially you can get just a wide enough range of opinion to make most topics work, but not have too many competing voices to let a discussion descend into chaos.  The challenge here then becomes scheduling.  Unless you can find a time every single week or whatever your recording schedule happens to be…  it becomes a juggling act trying to get all of the key players in the room at the same time to record a show.  I know many shows that will record multiple episodes in the same weekend and stagger their release to make up for scheduling conflicts.  I know personally we have done this twice with AggroChat and they made for some very long evenings.  Once you get into a routine then more than likely things will stabilize and get significantly easier.  Duo works well but the problem with Duo is when one person is gone… you have a solo podcast.  With a Trio you can limp through with just two people relatively successfully.

Ensemble Podcast

The ensemble cast is the most forgiving when it comes to scheduling conflicts.  It tends to draw on a large list of potential co-hosts and arranging as many of them as you can on a given night.  This is ultimately what AggroChat has turned into over time having had ten different people who have appeared with semi-regular frequency during the course of our time recording it.  Ultimately however in order to make it work you are going to need a large group of friends who are interested in podcasting.  The strength of this format is that you can incorporate new people easily and in a pinch you can record with significantly fewer people than normal.  The problem being that once you get over five people on a podcast it starts to get extremely chaotic.  We do our best to mitigate that problem with our format, but ultimately AggroChat is what it is… a rambling chaotic mess sometimes.  I feel the casting is extremely sustainable as recently Rae expressed interest in stopping the podcast for the time being, and we were able to work in a couple newer voices in her place.

Interview Podcast

This one is a very different beast in that essentially it is a solo podcast… with one additional guest that varies each time you record.  This is the format I chose for my Bel Folks Stuff podcast, and it has its own set of interesting challenges.  The key problem for me has always been scheduling people.  When dealing with a few people on a regular basis you can pick a single time to record that works for everyone.  When you are constantly changing who your “partner” is on a show by show basis you end up having to work with  the new persons schedule.  This has been pure hell for me at times considering a lot of the people I have wanted to talk to are in vastly different time zones.  This has completely destroyed any semblance of a release schedule for me, and as a result I have purposefully kept from submitting the show to TGEN because I never know when I will get time to record one.  I personally find the format gratifying  as a host because it allows me to have interesting long form conversations with “folks” that I care about.  Due to all of the problems I would highly suggest against this being your “primary” podcasting format.

Release Schedule

As with blogging the key to building a reliable audience is through regular and predictable release schedule.  There are people who start their day by reading my blog, because they know it will always be there waiting on them.  Similarly there are a series of podcasts that I start listening to Monday morning as I begin work because I know they will be reliably waiting on me.  As such I have found that the interval is not nearly as important as simply sticking to something.  I personally jumped in the deep end and started immediately with a “weekly” show.  This means every single week like clockwork you have to crank out a show, edit it, and get it posted and publicized.  AggroChat requires less editing than most shows out there, and still without a doubt this dominates my Saturday night and Sunday morning getting things ready for the world.  There are many nights that I go to sleep about 2 am after editing, and then still have to get up the next morning and deal with the publicizing.  This is the last point I am going to talk about today so I thought I would talk about a few of the release schedules that I have seen work.

Weekly

Like I said this one is at times sheer madness.  You are signing yourself up for a radical shift in your lifestyle to incorporate making a podcast into each and every week.  Depending on the type of podcast this can be easier or harder.  For example we use an ensemble cast, and Kodra is more than willing to “host” but I have never really cross trained anyone else on the whole “creation” process.  The positive here is that people LIKE listening to new content every week.  Your audience will grow faster because you are creating more content for them to consume.  We even have some insanely loyal listeners that have gone back through our entire back catalog of new 56 episodes.  Just realize that the weekly show is a massive challenge, and you have to be fairly stubborn to make it work.

Bi-Weekly

I hate the term bi-weekly because it means two things… twice a week or every other week.  In this case I am referring to the every other week schedule that several podcasts use.  This is still a strenuous schedule but gives people an “on” week and an “off” week to recuperate and plan things around.  I have been exceptionally lucky that I have a wife that supports the madness I am involved in, but for a lot of married couples locking away a night every week is going to be a problem, especially once you factor in children.  The bi-weekly schedule tends to be this happy medium making it equal parts flexible and manageable while still churning out enough content to get folks “hooked” on your format quickly.

Monthly

There are a myriad of issues with the monthly format.  For starters you have to be extremely careful when you schedule exactly when you want to record.  Theoretically you need to record with regular interval meaning you would need to release the first week of every month or some similar schedule.  The problem is life often sabotages you, and while it sounds good right now that we will record in three weeks…  there might be a birthday or an anniversary or some other hurdle that gets in the way.  I am horrible at keeping calendars so there is no way I could do a regular monthly show.  I release “Bel Folks Stuff” on a semi-monthly schedule, but I have actually missed an entire month before.  The big problem I see with a monthly show is that in theory you have to always have a great show.  When you do a weekly show, you can recover from having a shit week pretty easily.  When you are only releasing twelve shows a year… they all pretty much have to be golden to keep folks interested.

Recording Your Podcast

When I set down to talk about all of this I quickly realized that I would have to chunk this up over the course of multiple posts.  In this first part I focused on the “design” of your podcast.  In the next part I am going to focus on the nuts and bolts of recording your first episode.  The final part to follow after that will talk about the nuts and bolts of hosting.  My hope is that this inspires folks to go off and create their own podcast, but also inspires them to realize there is a lot of planning that goes into making it work.  As I am drafting the next pieces I would love to know if there are any specific things that you would like me to take a detour through and cover.



Source: Tales of the Aggronaut
The Podcasting Bug – Part 1

Endings

game-over

I watched The Wind Rises again last night. It’s a movie I really enjoy, though I’ve heard criticism (and heard it again last night) that the ending is weak. It reminds me of another conversation I had about the endings of long-running shows, and which ‘delivered’ and which didn’t.

It got me thinking about endings in general, for any kind of media. I think I’ve come to prefer the endings that acknowledge that time goes on after the events you’re watching have run their course, rather than the kind that tie everything up neatly and leave nothing left to worry about, until the Next Big Thing occurs (read: sequel).

It’s hard to put words to this preference. I can sense the shape of it, but it’s hard for me to define. It would be easy and simple to say that “time goes on” endings are more ‘realistic’, but that’s not really it. Nor is it accurate to say that I feel some kind of rebellious urge against the concept of “happily ever after”, though that’s not entirely wrong either.

I think it’s because I relate with things that don’t clean up nicely, but that you have to move on from anyway. I read a blog recently written by someone who had been blogging her weight loss over something like two hundred pounds. Her goal was to be in the 120-130 range from being over 300, and as of the writing of the post I read, she’d accomplished it. Rather than a victory cry, though, the post read as a profound statement of loss and uncertainty. For months or years she had blogged about weight loss, working ever closer to a goal that seemed impossible, and when she accomplished it, she realized that it doesn’t end. She couldn’t just relax, or she’d backslide. It wasn’t an ending.

When I was growing up, I used to come up with games for my friends and I to play (it’s honestly shocking that I never played D&D growing up), and when I started seriously pursuing work in the games industry, my drive was to make a big game– one people had heard of and that all of my friends would play. It was my dream, and one that seemed impossibly far off.

Last year, I did it, and the question arose: what now? I accomplished my dream, I proved to myself I could do it. I could keep doing it, but I wasn’t sure if that was what I really wanted to do. When I took a moment to relax and really think, I realized that I’d put many, many things on hold for that dream and it wasn’t like credits rolled and everyone went home afterwards. Time went on, and there are other things I want to do. I developed skills working in games that I want to build on and explore, that I didn’t realize I had, and weren’t really an important part of the job I was doing.

It’s not a story I talk about often, because I don’t feel like telling it in a nice, compact way is really accurate. There’s no real ending, and it doesn’t tie itself up cleanly. It’s an experience I value too much to reduce to a one-and-done story.

I think I like my stories that way as well. I value the experience more when I feel like there’s more to it that I’m not seeing, that comes after the end. My favorite games have extended epilogues that suggest that more happens that I don’t see, but can imagine.

I like that. Time goes on.



Source: Digital Initiative
Endings

Successful Organization With Three (double-edged) Swords

swords03

Organizing people is hard. No matter the number of people, organization is the place where many otherwise noble endeavours fall down. I’ve had the privilege of being a part of and sometimes helping form and lead a goodly number of organizations of varying types, ranging from professional teams of 5-10 people all the way up to massive disconnected virtual teams of up to 100. They’ve all had their strengths and weaknesses, and some have fallen apart while others have come together to accomplish something awesome. Having an organization fall apart can be painful, and it’s worse when everyone involved (particularly those in charge) are trying to hold everything together. A group that works well can stay close for years or decades, and a group where everyone is invested but still winds up shredded can linger for a long time.

I’d like to talk a little bit about what I’ve learned while trying to bring people together to accomplish various goals. I’ve been reading a lot of management books as part of my studies, and they often talk about what it takes to be a successful leader. While I think that’s important, I think that the organization itself is more important than its leader, because if it can’t function without its leader it wasn’t a very solid organization to begin with.

In the various things I’ve read, there’s been a few recurring concepts that are touted as important things for a leader to develop. I think they make a good set of pillars for an organization as well, but I also think they’re double-edged swords. Everything requires moderation, and these ‘swords’ can help your organization cut through obstacles in its path or they can shred your group to pieces.

Here are the ‘swords’ that need to be wielded by successful organizations:

communication-minunderstand-communication-cake-demotivational-posters-1308257790

Communication

This is the first, most important thing. Everyone in the group needs to be able to communicate. The more open the communication, the better, to a point. Organizations with insufficient communication see drama, siloing, and inefficiencies borne of a lack of spread knowledge. We live in a world where a quick chat with someone should be a couple of keystrokes away, but we often fall into patterns of noncommunication for various reasons.

A healthy organization needs to be able to communicate, which is more than just status reports. Praise and criticism need to be available, and the most successful groups I’ve worked with are able to handle both. This isn’t something a leader can accomplish on their own; it requires that the group develop an atmosphere where speaking one’s mind, whether that’s to praise someone, provide constructive criticism, or ask for help is not just allowed but encouraged. Sometimes, this communication may need to be private or anonymous, but the the very best groups it doesn’t need to be, and either way it should exist.

Communication has a downside, though. There is a time to talk and a time to act, and any organization needs to know the difference. Planning is very important, but it’s vital not to get bogged down. One of my rules as a raid leader is that any explanation of any boss fight can last no longer than thirty seconds. I’ve (frequently) made exceptions to this, and they’ve always been mistakes. Often we face encounters that require more than thirty seconds of explanation, but this doesn’t change the rule. I’ll explain everything I can in thirty seconds, we’ll take a crack at it, fail, and move forward with another thirty seconds of explanation. More than that and people lose interest.

As the stakes get higher (in, say, a professional environment with money on the line), that threshold increases, but there’s still a limit to how much talking can occur before most people tune out. Agile development operates on a similar concept, with “sprints” being a small subset of a larger picture and covering that attention threshold. In the raid, we explain a bit, pull, wipe, then course correct. In Agile development, you plan a bit, execute for a few weeks, then come back, see what worked, then course correct. Same strategy, broader application.

sw_leadership

Direction

This is almost as important as communication, and is kind of a “well, duh” concept. A group needs a task, a goal that it’s working towards. This can be as specific as “complete this assignment” or “defeat this boss” or it can be as vague as “make a place to call home” or “support each other through hard times”. A really solid group can be pointed in a direction and go, getting everything necessary done along the way.

An idea that I’ve found difficult to internalize is that a lot of times, simply telling people what to do is extremely effective. I’ve been a part of and even led a lot of groups that have fallen apart because the directing force is too weak. Sometimes it’s trying too hard to accommodate everyone’s schedules, or it’s overly worried about what everyone in the group wants to do, and winds up doing nothing. I personally spend a lot of time trying to work out what everyone in my groups wants if I’m leading them, and sometimes I just need to tell people what’s going on and let them figure out the details for themselves. The key to this is to respect and appreciate the people on your team, understanding that they’re often trying to make things work. A secret I’ve found out about myself, and that I suspect is true of others, is that when I’m told where to be, what to do, and when, and I have to change my plans to make that work, I’m a lot more invested in what happens, so I’m more into it.

The dark side of this is twofold. When direction is wielded as a weapon, it leads to micromanagement or closed communication. People in the organization should be capable of knowing what needs to be done and doing it without needing excessive oversight– if this isn’t the case, that’s what training is for. If direction is used to excessively shut out avenues of communication or topics raised, it closes communication lines. Obviously some suggestions, comments, and ideas won’t work or aren’t appropriate, but there’s a line between staying focused and clamping down that shouldn’t be crossed.

Demotivational-pictures-motivation

Motivation

Motivation is the last ‘sword’, and it’s the trickiest one. It’s important that everyone in the group is motivated, but it’s also important that the motivation is genuine and not forced. When I posted a few weeks ago about limiting my raid’s focus on a given encounter to two weeks at a time and no more (there’s that direction thing again), it was the result of a vibe I was getting that mirrored my own feelings. We weren’t making progress because we were all bored of the same thing, but we wanted to raid together and so were all forcing the motivation.

In the past few weeks, we’ve hit other targets, and beaten every single one. We’ve progressed through a ton of bosses that we’d never seen before, and when we returned to the original boss we’d been fighting, we instantly made progress into a portion of the fight we’d never really cracked open. I’m confident that we’ll have the boss down soon, just from the break and the breather we’ve had.

My motivation for the “two weeks” rule was partly selfish. I was getting bored of the same boss week after week, and at the time I wondered if I was misreading the vibe I was getting– projecting my lack of motivation onto everyone else. As the group’s leader, I’m not sure there’s a difference. Motivation in a group often trickles down from the leadership, and I think it’s significantly more important as a leader to motivate yourself than try to motivate your team when you aren’t fully invested yourself.

This can backfire on you– you need to be empathetic to your group’s needs and desires beyond your own– this much is obvious. Trying to force motivation is the more insidious trap, though. Every group needs to be motivated, but trying to force it feels shallow and will quickly make your team bitter, which undermines both your communication and your direction. Motivating people is often about being motivated yourself and letting that energy flow outwards, rather than trying to create it from nothing. In a good group, however, this can often become a positive feedback loop, which is ideal.

tip-of-an-iceberg

This is just scratching the surface of my take on managing an organization, but hopefully it was interesting for someone.



Source: Digital Initiative
Successful Organization With Three (double-edged) Swords