Thalen Reads Little Fuzzy

Because if the Fuzzies are sapient beings, the Company's charter is automatically void. - Gerd Van Riebeek
This week we're having a look at a science fiction classic from 1962, H. Beam Piper's Hugo nominated novel Little Fuzzy. Far from the high tech starship filled fare that some fans seem to think science fiction used to entirely consist of, Little Fuzzy is a story of corporate overreach, legal maneuvering, and the question of just what defines sapience.


The story of Little Fuzzy takes place on the planet Zarathustra, a Class III uninhabited planet wholly owned for some years now by the Zarathustra Company, a corporation which has profited greatly from the riches of the frontier planet. Prospector Jack Holloway returns home from a days work to find a small furry humanoid creature has wandered into his hut. Befriending it, Jack takes to calling it 'Little Fuzzy' and adopts it as a sort of pet. It quickly becomes apparent, however, that Little Fuzzy is much more intelligent than a dog or cat. He and his family show many signs of being sapient, and the question of their sapience is central to the story.

If Fuzzies are sapient, that means that Zarathustra is not a Class III uninhabited planet at all, but a Class IV inhabited planet. This would make the Zarathustra Company's charter null and void. Unsurprisingly, the higher-ups in the Zarathustra Company are horrified by this thought and decide to do their utmost to suppress and discredit any evidence of Fuzzy sapience.

Little Fuzzy is a book with hardly any physical conflict whatsoever; apart from one extremely important moment, all of the fighting over the fate of the Fuzzies and of the Company's charter takes place through legal maneuvering and sneakiness. At times I thought the Company was being overly sloppy, but when you consider the degree of effective omnipotence they've enjoyed in Zarathustra it becomes more believable that they would underestimate the abilities of a septuagenarian prospector and his friends.

Although the concept of space colonization is integral to the story, advanced technology is hardly in evidence at all. Apart from the veridicator, a high-tech lie detector, future tech is mentioned in passing if at all. Jack's rifle, for instance is not described as any more advanced than a typical real-life hunting rifle. Character interaction is what matters here, not fancy imaginary thingamajigs.

I can't recommend Little Fuzzy enough; this was a great book with enjoyable characters, a couple of clever twists, and some fascinating philosophical questions at its heart. You should absolutely read it, especially as it's in the public domain. See for yourself the fate of the Fuzzies, and the planet Zarathustra.

Media Consumption 10/3/2015

Week of PS4

This week was pretty much the week of me intending to play other games… and then never quite getting off of my PS4 in time to actually do that.  As a result I spent most of my time upstairs in my office with my chair turned to the side pointing at the television that runs my consoles.  Also as a result I did not really watch any television other than last Sunday night, which means that portion of my usual media consumption was pretty scant.  However that said I did watch a bunch of really interesting things on the Internets own television station…  aka YouTube.  As a result this episode of Media Consumption is largely going to focus on things I found interesting on YouTube.

Tommy Westphall Theory

So firstly I have to give a major shout out to the PBS Idea Channel for creating videos that are almost always thought provoking or at least makes me want to discuss whatever it is they are talking about with my friends.  This week however they posted a video that quite literally blew my mind.  Tiny fireworks went off followed by lots of mental pain… as I attempted to reorient myself to accept the notion that what they were saying could be real.  They delved into this idea called the Tommy Westphall Universe Hypothesis, where essentially over four hundred different seemingly unrelated televisions shows… all occur in the same universe.  To make things even stranger the suggestion is that this entire universe exists in the mind of one autistic boy named Tommy Westphall that appeared on Saint Elsewhere.  If this sounds interesting then by all means watch the video and prepare to make mind explodey noises.

Ahoy – Nuclear Fruit Series

The problem with the internet is that things change regularly… and there is little to no way to track down what things previously were called.  There is this great channel that is currently called Ahoy, but I cannot for the life of me remember what the original name was.  Essentially it is a channel that does these awesome videos that explore video game concepts with amazing narration and artful two dimensional graphics.  I first was made aware of the channel through the Brief History of Graphics series where they delve into computer games and explore the various eras and the graphical changes that came into play as part of them.  There is also a really great series called Iconic Arms where they delve into the ubiquitous guns that we use in shooter games, and the origins of them… usually delving into the maker and the real world conflicts they were actually used in.  Today however I am here to talk about their latest five part series called Nuclear Fruit, where they delve into our fascination with nuclear warfare and the games that were inspired by it.  As of writing this there are only four parts available but the next part should arrive this coming week if they follow the standard schedule.  If you look in this playlist the video appears to be available but just flagged to “private”.

Cool Ghosts – The Taken King: Does it Fix Destiny?

If for some reason you missed this yesterday, I am a really huge fan of this video.  It does an excellent job of highlighting the things that felt wrong with Destiny Year One and the way many of those have been improved in Year Two.  Yesterday I also went into my own reasons for why I think the game is in a much better state, but still the video is well worth watching.  Matt Lees the guy who appears in the video makes absolutely brilliant videos, the problem being they are somewhat sporadic.  My hope is that his new “Cool Ghosts” initiative where he collaborates with another friend will serve to be a fertile ground for new content.  In the mean time we can always just re-watch his crowing achievements of the PS4 and Xbox One reveals.

Fear the Walking Dead

Media Consumption 10/3/2015

There is a huge part of me that is excited for this weeks Fear the Walking Dead…  because it means this season is over and we can return to the normal Walking Dead television show.  In all fairness I have to say last weeks episode had things finally starting to get interesting.  From this point out… I am going to delve into a ton of spoilers and if you have not been watching this show you might just want to stop reading this sub section.  We found out a bunch of stuff that does not bode well for the characters.  I have a feeling that there is no way that they are getting out of tomorrows episode without at least losing one of the characters.  Essentially the crazy old man… aka Daniel Salazar… aka the only person who has the survival instincts necessary to survive the undead apocalypse…   has kidnapped the soldier that his daughter Ofelia is sweet on.  Then he proceeds to do what so many fathers have wished they could do to the guys dating their daughters…  slowly peels away his skin in a cruel torture ritual.  The thing is…  as horrible as this act is… it is quite literally the only way he was able to get him to spill the beans about operation Cobalt.  This is apparently a planned execution of all of the civilians when they abandon the Los Angeles Basin.  As we go into this weeks episode it is essentially the day these events are supposed to play out.  That said it seems like most of the soldiers who would have been involved in said plan… got nommed on in an overrun hospital.  So here we go…  things are finally going to get crazy…  because I am tired of this suburban living under armed guard phase of the show.  Let the bodies hit the floor!  It is seriously time to weed out some of the characters.

Destiny Got Better

Destiny Year One

Destiny Got Better

For a few weeks now I have wanted to write a post to explain all of the things that I did not like about Destiny Year One, and talk a bit about how Year Two has just made things “better”.  However it appears that Matt Lees, one of the lovely people behind the “abridged” e3 videos that I love so much…  has done pretty much exactly that in video form.  Seriously if you have not watched the abridged PS4 reveal video… stop what you are doing and watch it now because essentially that one video has given our group a whole slew of inside jokes for a few years.  Despite Matt having done such a great job of this mission I wanted to do in the first place…  I am going to attempt to do my own discussion.  Destiny was one of those games that quite literally made me buy a console.  Admittedly it was one of a long list of Playstation 4 games that I wanted to play, but it was finally the catalyst that got me to pick up a used unit and finally join the rest of my friends in owning that console.  More important than that… it was the game that got me to shed my pc-gaming-hipster distaste of the thought of playing a shooter on the console.  Prior to this game existing… playing a shooter without a mouse and keyboard was utter blasphemy in my household.

What we got however in Destiny Year One was this oddly disjointed and terribly uneven play experience.  The single player missions were excellent, and in spite of dinklebot not having a personality… and never actually letting us in on the details that were happening in the universe, I found myself craving more of the game.  The story is one of the big problems because so much of it was told through the collection of grimoire entries…  that you could not even read in game.  You had to trek out to the Bungie website, log in, and then you could find huge swaths of story-line for the events you just did in game.  That design decision was confusing at best, and a laughable mistake at worst.  Story issues aside… the moment to moment game-play was amazing… until you reached level 20.  Then a completely different game started about item management and trying to maximize just how much “light” you had on your gear.  This stat that simply did not exist before level 20 suddenly controlled not only how effective your gear was, but also what “level” your character was in game.

Grinding Light

Destiny Got Better
Not A Year One Shot… my current state in the game

The problem with the post 20 game was that it introduced so many things that you simply had not seen before that point.  For example post 20 gear could be upgraded, and in fact this is something you needed to do in order to unlock the true potential and maximum light value.  With each incremental upgrade you added a few more points of light here or there and could increase your level.  In order to upgrade items you had to essentially grind out the rare materials that you had been picking up incidentally on planets but not really knowing what to do with them.  In fact the game gave you a way of turning in huge quantities of these materials… for quick faction and experience boosts, but gave no indication of why you might not want to do this.  As such I went into the end game with limited resources, and had to spend hours scouring the various patrol zones trying to find enough spinmetal or iron ore to pay for the upgrade of my items to the next rank.  This is the point where the game lost me, in that I had all of my gear needing to be upgraded but nowhere near enough materials to actually do this.

The other frustrating problem with the light system was the fact that you could get a potentially better item, but not be able to afford to use it.  What I mean by that is you would get say a weapon with a higher starting light, but after several rounds of upgrading your current weapon had more total light.  So you knew that if you upgraded you could get high light level and as a result higher physical level by using this new item…  but in the meantime you would have to suffer the penalty of losing light in the process.  This made gearing a frustrating mess, and in those early strikes one level difference meant the difference between being able to actively participate and feeling like you were dragging down the entire team.  What added to this frustration was the fact that drops in general were pretty scarce.  I could log in and run around collecting iron on Mars for a few hours, killing tons of things in the process and maybe just maybe see a couple of greens.  As a result the end game just felt disconnected from the awesome game play experience that we had getting there.

Year Two

Destiny Got Better
Shrine of Oryx event beginning

When Taken King got its announcement, I have to admit I was originally highly frustrated with the fact that there was no initial offering that did not also include the base game and its expansions.  They have since changed that and you can pick up a digital copy for around $30 that does not include all of the additional stuff.  However I have to say that I agree with the branding because Taken King essentially takes everything about the original game and fixes it.  For those who will understand the analogy, this is the Diablo 3 2.0 patch for Destiny.  Even if you do not buy Taken King, I highly suggest you patch back up Destiny and give it another shot.  Start a new character and revel in just how much better the overall experience feels.  I did just this, and within a few days it convinced me that I should go ahead and pick up the digital upgrade to Taken King.  Firstly the loot scarcity is no longer an issue at all.  I can play for a few minutes and I will have a stack of a dozen engrams that I need to decode on the tower.  Similarly the engrams themselves are more truthful.  If you get a blue engram, you will get at least a blue item.  If you get a purple engram you will get at least a purple item.  That said I have actually gotten a handful of purple items from blue engrams…  which is insanely exciting when it happens.

Destiny Got Better

As far as the light grind… it is essentially no more.  Your light rating becomes something akin to a gear score in modern mmos.  It is a number that is an average of the attack and defensive ratings of all of the gear you have equipped.  Why this feels better is the fact that you can incrementally increase your rating, whittling down a few points a night giving you the feeling of constantly moving forward.  As far as upgrading gear goes, I have never run into a problem where I do not have the resources needed to upgrade an item, even though they still require the materials gathered on planet.  What has changed however is the fact that these nodes are far more plentiful.  There was a point last night that I was on Venus and could see four different spirit bloom nodes from where I was standing.  What makes this easier as well is that the Ghost is an actual item that can be upgraded.  You collect “shells” that change the appearance and defense rating gained by your ghost, and as you upgrade it they often have perks like the ability to increase the amount of a given resource that you gain.  When you bring up the ghost menu, that you would normally use to return to orbit… you get additional benefit now of the ghost scanning your surroundings and pointing out anything useful.  This gets used quite a bit in the later missions to help you map out your surroundings or show things that are invisible.

Destiny Got Better

What has helped me at least is the fact that it feels like I have a bunch of little things that I can be doing at any point.  I am actually enjoying doing my bounties each day, and I just started working on my Gunsmith reputation.  That one is pretty interesting in that each week you can purchase a series of weapons from the Gunsmith and “field test” them.  Each weapon has different requirements to help it “gather information”.  For example I did one last night that only gathered information by killing Vex Minotaurs, and another that only gained completion if I got double kills with a sniper rifle… which as far as I could tell just meant two kills in quick succession without reloading my clip.  Once you have gained some reputation you are able to place “Armsday” orders, which apparently means that every Wednesday the Gunsmith will give you a rank appropriate weapon of the type you ordered.  All of this and more gives me the feeling that there are simply a bunch of things that I can do to improve my character in small and meaningful ways without really feeling that I am grinding without purpose.  I can quite literally lose entire nights playing this game right now, and last night I had every intent of logging in and playing for an hour… then going off to do something else.  I ended up playing all night,  because I kept finding one more thing that I wanted to accomplish.  I’ve now actually started playing through the game again on a Warlock, for when I want a break from my Titan main.  If you too were disillusioned with the original Destiny experience, I think you owe it to yourself to patch up the original game and give it another shot.  Even without the expansion you are still going to be able to experience new encounters in the old patrol zones, and at least get a taste for what “The Taken” as a race feel like.  If you are playing on the Playstation 4, hit me up with a friend request on Belghast my PSN account.

 

 

 

 

X-Wing and Tactics Games

Kodra and I have been diving into the X-Wing minis game lately. I love playing tactics games with Kodra because he’ll dive into it as deep as I do but takes a wildly different approach than I do, so I learn a lot from his ideas (hopefully the same is true in reverse). It’s hard to get him into minis games, though, because the assembly/painting part of the hobby doesn’t interest him and the concept of eyeballing distances frustrates him as an unnecessary skill check to an otherwise compelling tactical experience. I tend to agree with him on the “no premeasuring” thing, as I feel like it’s a bit of minis gaming elitism that doesn’t add a lot to the game experience other than “gotcha!” moments when you misjudge a range. That being said, I’m good at eyeballing distances so I can live with it without being frustrated by it.

X-Wing and Tactics Games

X-Wing hits a nice middle ground, because it skips the assembly and painting and offers really high quality prepainted miniatures. I think I’d like prepainted minis games a lot more if they had the quality of X-Wing, frankly– the ships look great and there’s a ton of detail without the cost being outrageous. From a purchasing standpoint, it’s a pretty decent deal. A given ship is roughly $15, or half again what a standard mini of that size would be, and comes painted with nearly all of the game pieces necessary to use it (more on that in a moment). It also comes with a variety of pilot cards, so a single ship purchase can represent a pretty wide variety of units in the game. Finally, each ship comes with a selection of equipment and upgrade cards, which is where the cleverness of the system comes in.

In X-Wing, each ship has a selection of upgrade slots, things like torpedoes, missiles, bombs, and more technical things like crew, system upgrades, and modifications. These can take a mediocre pilot and bump it up to respectable levels, or turn a powerful pilot into a devastating powerhouse. They also let you set up interesting combos. More importantly, however, the upgrade slots are standardized, so there’s no reason that a copilot for your Milennium Falcon can’t help you out in a B-Wing. It means that even purchases for ships you aren’t necessarily interested in flying may still be worth your while if the pack contains useful upgrades, and it’s a very clever way to get people to buy into more than one faction, if only to get the upgrades.

X-Wing and Tactics Games

Outside of the marketing angle, though, it adds a lot to the game. Regular releases often add new equipment slots that older ships have, and can take older ships that aren’t as popular or interesting and breathe new life into them. As an example, the Rebel A-Wing started off as a fast, agile counterpart to the TIE Fighter/TIE Interceptor, but was more expensive without necessarily adding a lot– Imperial players were taking barebones TIEs in larger numbers, and the more expensive A-Wing couldn’t pull off the same trick. In a later release, which included an A-Wing with a fancy paint scheme and several new pilots, a card was added that lowered the cost of A-Wings. Essentially, you could take an upgrade for your ship that did nothing but made it cost less, which evened the playing field.

Watching the arc of the game, it’s very clear they’ve been using new releases to balance things out. I originally started playing this game with a friend a few years back, right at the launch, and it felt very one-sided, with swarms of TIE Fighters crushing the X-Wings and Y-Wings that were available. I wound up losing interest because I much prefer to play smaller, more elite forces over large swarms and it felt like the game didn’t support that. Flash forward a few releases and some of the killer lists focused on one great big ship with a support wingman or two, and swarms were a lot less popular. More releases have evened that out, and at this point there are enough options for everyone that (it seems) like there are a lot of viable ways to play.

X-Wing and Tactics Games

I really like games where I can take my favorite units and give them more stuff to make them awesome. It was a huge frustration for me with Warhammer 40k (one of many, honestly) that optimal play was more about bringing lots of dudes and mostly ignoring the upgrades rather than heavily upgrading a smaller number of powerful units. Infinity also gives me this to some extent, where I can have a unit I particularly love and use different loadouts depending on my needs; it’s not the same as adding lots of upgrades, but it’s got a similar feel. With all of this, you’d think I’d like Battletech a lot, though I’ve never really gotten into it. I like it in concept, but I found playing it somewhat unwieldy.

X-Wing offers me a nice blend of tactics and lets me come up with lots of different interesting strategies. I can fiddle with the list building tool for hours and come up with a ton of different, interesting options. In a lot of ways, it’s the same thing that got me hooked on Infinity: the ability to easily come up with a bunch of different lists and then pick the one I’m most interested in trying out on the table. There’s room to refine the list but I can also scrap it entirely and change tactics without a massive investment in new stuff.

There’s an interesting pair of philosophies that come up with this kind of game, one that I find compelling and that triggers the game design part of my brain to start analyzing. I very much like minis games, especially ones with spatial reasoning and tactics taking the fore. Kodra prefers games like Magic: the Gathering and more contained board games, particularly ones that involve decks of cards as a randomizer rather than dice. We each find the other kind of game frustrating, often.

X-Wing and Tactics Games

I’ve been mulling over it for months, and my current working theory is that it’s a difference in agency. Kodra likes games where when he takes an action, he can be assured that that action is going to do what it says it’s going to do with no uncertainty. Having an unreliable set of actions doesn’t bother him, provided the actions he does take are reliable. I’m the opposite: I want as broad a selection of actions as possible at any given time, but I don’t require that they be reliable– I would much rather have a chance to pull an unlikely victory from the jaws of defeat than know that if I pull off my combo I win, every time. It’s an interesting dichotomy, and it bears out in how we approach customization. I like versatility and giving myself lots of angles to win from, Kodra tends to prefer a very focused approach: “I only do this one thing, but that thing will win.”

I suspect a lot of it has to do with our gaming backgrounds. I’ve learned by being, generally, the lesser player in a group of skilled players, and have honed my skill and won games by achieving victory through avenues that my opponents are unprepared for, rather than facing them head-on. Kodra, to my understanding, has mostly been one of the best if not the best player in his local metas, and has taken the tack of refining very powerful strategies to be more efficient and win more/keep winning, rather than having to find alternate avenues to victory. When we played Warmachine against each other, this was extremely apparent– he would create unstoppable legions and march forward, making no bones about his tactics, whereas I would bob and weave and strike where I could find an opening, rarely engaging and simply waiting for the single perfect strike.

X-Wing and Tactics Games

This picture included exclusively to troll Kodra.

He’s won the games we’ve played, but they’ve been close. I credit his speed at building interesting and functional combo engines for his wins, while I think and adapt quickly enough with inferior forces to stay in the game a lot longer than I probably should. We’ll see what happens as we refine our skills and play more.