Week Survived

Week Was Bullshit

Week Survived

This week was kinda hell.  It was my first week back from my extended Christmas vacation, and it feels like it was pretty much the same thing for my entire office.  Everything became a crisis, because all of those folks that had been slacking for the last quarter of the year suddenly realized that it was 2016 and all of the stuff they failed to accomplish now apparently looks bad for them.  So as a result every half formed idea and improperly started project has seemed to rise up from the graveyard to walk the earth once more.  All of this seemed to reach a head on Thursday when no less than a dozen different fires and microfires were blazing, all of which needing my attention.  Not the least of which was a false positive trojan, and a virus scare where over a hundred users decided to click on that phishing email.  As the week continued I started simply wanting to watch the world burn.

The positive is that as the week wore on I got less and less “jet lagged” for lack of a better term.  Over the Christmas break my wife and I had managed to get our scheduled completely screwed up, and there were several nights when I was finally getting to bed around 3:30 inn the morning.  Those first few days were pure hell, but Tuesday was better than Monday, and Wednesday better than Tuesday…  and thankfully by the time he hellmouth opened up and dumped Thursday on me I was actually feeling pretty great.  The other crazy thing that happened this week was the Lottery… and everyone daydreaming about what they would do if they won the lottery.  It felt like on Friday I could not go anywhere without someone striking up a conversation about the potential winnings.  While I realize that the lottery itself is a tax on those who are bad at mathematics… I managed to get myself suckered in as well and picked up a handful of tickets.  I have long played the pool at work, because I view it as insurance.  If for some reason the entire department hit the lottery… there would be a lot of tendered resignations the next day and I wanted to at least have the option to do the same.

Lots of Destiny

Week Survived

From a gaming standpoint, I mostly played Destiny on the 360 this week… trying desperately to get to level cap so I have a character to play with the friends on that platform.  Last night… I played absolutely nothing apart from some Neko Atsume.  Then again with Neko you don’t actually “play” the game but instead just look in periodically on your adorable catbutts playing with balls and shit in your yard.  Last night we had a gathering of some of our family, as before holidays we had resolved to try really hard to get together more often.  The problem with last night however is that my wife is entirely too nice of a person.  She somehow allowed one of the most bigoted anti-gay part of the family…  to join our otherwise gay positive little gathering.  The positive is that for the most part it was a pleasant night, which only serves to make me realize just how damned fucked up Facebook is.  The asshole in question has the nerve to forward all manner of anti-gay propaganda on Facebook but apparently would never say that sort of thing to someones face.  This is yet another reason why I don’t really have a Facebook, but instead just the one attached to this blog… largely for the purpose of propagating the blog out into the world.

As you could see in the first image of this post, it is fairly snowy outside so after our gathering we stopped by the grocery store last night and prepared to not really leave the house at all this weekend.  So today we are having Frito Chilli Pies for lunch, and crock pot spaghetti for dinner… all the time between snuggling into our blanket cocoons on the couch.  My wife is teaching Forensics this semester, and as a result she has a whole slew of videos that she wants to preview for augmenting certain sections of her text, like blood spatter analysis and such.  Her first year teaching we ended up testing a bunch of different fake blood formulas because blood spatter is the sort of thing that only really makes sense with visual demonstrations.  As far as myself today, I will probably be playing some more World of Warcraft, and I have even contemplated patching up Wildstar to try and get in on the world boss hunt thing that is going on.  I am still finding my thoughts of Final Fantasy XIV pretty lackluster right now, but I know there is a world event that I should probably pop in do.  Though admittedly I find the monkey samurai helmets creepy as hell… and no where near as adorable as the bunny samurai hat I wear all the time… or the ramurai hat from last year.

Design Philosophy (Part 2: Why is there Bad Design?)

I made an attempt yesterday to define “good design”. By extension, I tend to think that things that don’t fit the definition fall somewhere on the spectrum, where some omissions might make “great design” merely “okay design” or “passable design” and flagrant violations would start to fall into the realm of “bad design”.

Design Philosophy (Part 2: Why is there Bad Design?)

Some things are badly designed. This can be a result of omission or ignorance or error on the part of the designer, or it can be intentional. What I want to look at a bit more today is why some things are designed badly. Something can be designed badly and still be “good” on the whole, and it’s important to remember that good design isn’t the end-all-be-all, nor is something good necessarily well-designed. Design isn’t the only consideration in the creation of something, but I think it’s important to be able to tell the difference between a good thing with good design and a good thing with bad design.

So, definition of good design again:

Good design is when the thing in question accomplishes what is desired in an efficient, reliable, intuitive, thorough, positive, and inspiring way without contradicting its own goals, being dishonest or misleading, or being unnecessarily obtrusive or overwrought.

Let’s take an easy example: air travel. Getting on planes is inefficient and a generally frustrating experience. It contradicts its own goals of getting people from place to place effectively, it’s often misleading, and it’s certainly obtrusive.

Why?

The easy answer, and the one you hear a lot from frustrated passengers at airports, is “because the people running things are idiots”. This is rarely actually the case. A process that huge and with that many people involved that runs for decades does not continue that way because the people in charge aren’t good at their jobs. Air travel is specifically designed to be unpleasant in a variety of annoying but not enraging ways. It is intentionally designed badly.

Design Philosophy (Part 2: Why is there Bad Design?)

Again, why?

I’ve talked elsewhere about follow-the-money problems, and air travel is a pretty clear one. Most of the additional purchases you can make beyond simply buying your ticket involve removing the various annoyances that you have to put up with. The markup on these is huge, and involves relatively low overhead for the airline. Loading the plane is inefficient and obtrusive, and so you can pay money to get on sooner, ensuring that you don’t have to deal with the annoyances of waiting in line or worrying over whether you’ll have a place to put your bag. Seats get increasingly uncomfortable to encourage you to upgrade your seat to something a bit more comfortable. Sitting closer to the front of the plane means you get off sooner, and are more likely to get your connecting flight. All of this is *designed*.

There are other considerations as well. You can board earlier if you check in ahead of time on most airlines. This is another designed thing– the airlines don’t want no-shows, so they incentivize you to check in early, so they have an accurate headcount and no empty seats on the flight. If you help them get an accurate headcount sooner, they will remove a layer or two of annoyances from your trip.

So, that’s how we get bad design in things we don’t like. What about bad design in things we do like?

Since I was already talking about flying, it’s time for me to get controversial. World of Warcraft has flying mounts. They effectively function like cheat codes– you press a button and you can fly like a GM does. Because the flight mechanics are very simple and offer no opportunity for gameplay (there’s no combat in the sky), flight simply allows you to go up in the air and bypass whatever you care to, skipping mobs and obstacles to get to a particular goal. It’s probably the single most damaging thing to WoW’s gameplay that they’ve ever done, and it’s extremely telling that they “take it away” for every new expansion. It shouldn’t surprise anyone that this happens– with flight enabled all the time, there’s very little game to play, just fly down, click, fly up.

Design Philosophy (Part 2: Why is there Bad Design?)

“But players love it!” you say. “I love it! Don’t tell me flight in WoW is bad design when I’m having so much fun with it!”

Here’s where it gets interesting. WoW’s flight model is bad design– it contradicts the goal of players playing the game instead of bypassing it, it creates a situation in which you’re (unintuitively) better off not playing the game than playing it, it misleads players into thinking the ground game is boring (it is, in fact, the only game), and it forces the rest of the game to be significantly overwrought just to accommodate flight. As above, it’s a cheat code, there’s little to no skill involved in flying, there’s no associated gameplay, it’s effectively an invincibility code and terrain hack all in one, with a pretty wrapper and nice effects.

It is, however, fun. Cheating is fun. Create an item that can be used to instantly kill any target and everyone would flock to it. In Destiny, the “loot caves” were immensely popular. Cheating is even more fun if it’s apparently sanctioned by the game. How can flight be cheating if it’s something the designers put in there? Well, everyone makes mistakes. Consider the outcry when Destiny shut down its loot caves, how angry players were. Imagine that multiplied ten thousandfold, if Blizzard were to come out and say “hey folks, you know what, flight was a mistake and we’re removing it to make the game better”. Pandora’s box is open, there’s no going back, even if in every interview where it comes up Blizzard devs all but say outright that flight was a terrible mistake that they wish they’d never put in the game.

I mentioned that good design inspires later design. It’s very, very telling that nearly no major MMO has implemented WoW-style flying mounts, with the exception of FFXIV (which operates on a slightly different content model anyway). Other games have included flight, but it’s been more limited, and generally included more gameplay. WoW’s flight didn’t inspire; it was a cautionary tale.

But, it’s fun, so it stays. For some people, WoW is a better game for including this feature; good design or no. It trades good design and the game’s mechanical integrity for player satisfaction.

Design Philosophy (Part 2: Why is there Bad Design?)

Another, more common example of bad design in WoW, and one that they changed: the old talent trees. These were badly designed because they were unintuitive, not very thorough (depending on the class), EXTREMELY misleading and dishonest, and very much overwrought. Talent trees presented a set of options that the game portrayed as equally good, when the reality was that there was a “right answer” and a whole lot of pitfalls along the way. For a long time, players and designers alike considered this “good design”, as being able to separate the wheat from the chaff was considered a skill.

The problem was, the optimal builds were posted online and if you weren’t following one of those, you were probably playing badly, or at the very least noticeably sub-optimally. The choices were illusions, there was a right answer and then a lot of mistakes, not a genuine series of choices. If the talent trees had been permanent and unalterable (as similar things were in earlier games), the problem would have been exposed FAR sooner. MMOs preceding WoW often had extensive “build planners”, so you could figure out what permanent choice you made as you levelled up and didn’t ruin your character by making an incorrect choice. Also bad design, and while WoW’s talents improved upon it, it still only went from “appalling” to “not great”.

But, all of that being said, up until the point Blizzard specifically came forward and said their talent system was bad design and they were removing and replacing it entirely, players would argue that it was a demonstration of skill, a sign of knowledge and expertise, and a way of separating the “good players” from those players who foolishly thought that because a game presented them with apparently equivalent choices that they could feel comfortable picking any of them.

I’m picking on WoW here, but a lot of games fail at this. They present a bunch of choices with similar costs or requirements, but the efficacy of those choices is wildly uneven. Sometimes games will be honest with you and say that this choice will make the game harder; more often they do not.

Design Philosophy (Part 2: Why is there Bad Design?)

These last two were good (or well-loved) things designed badly by mistake. What about something designed badly on purpose that we like?

It’s hard to find good examples of this, because things that we like tend to cloud our vision as far as good design goes. Microtransaction games are extremely popular, and often sacrifice good gameplay design in order to squeeze more money out of players. The ones that do this more acceptably are largely just better at hiding it, though they’re still making the same design sacrifices.

I want to look a bit more into why we might design something badly on purpose in the next part of this.

 

Cats and Wolves

Cattes a Plenty

Cats and WolvesAt some point last year, lots of folks in my feed showed up with this Japanese app on their phones called Neko Atsume.  From what I can tell it roughly translates to Cat Collector, and it is one of those passive things that I tend to refer as a “maintenance game”.  The thing is….  I like cats.  In fact as I write this post I have one on either end of my desk sleeping on their blankets.  I for the most part avoided the game until recently when for some strange reason I decided to give it an install.  Firstly I’ve talked about my problems with mobile gaming in general.  I tend to install a game, play it a few times… and then never touch it again.  Largely my life is not exactly mobile friendly, and if I have access to games….  I am generally at home when I can use a more traditional gaming system.  This game however…  fits that realm of do something…  leave it sit for awhile… check back in on progress for a minute or two.  I’ve found myself popping it open while waiting on a meeting to start, and the jolt of happy kittehs doing stuff seems to help my mental state.

The concept is really simple.  You purchase cat toys, place them in your virtual yard… and the neighborhood cats will come visit you and leave you gifts if they enjoyed themselves.  The gifts come in the form of silver or gold fish… with the later also serving as the cash shop currency of the game.  As far as advancement… I have zero clue how that works.  I know I have seen screenshots of folks with much bigger yards, but I have no idea how that actually occurs yet.  The starter yard has a fixed number of mount points for items, and at any point you can pick the items up and replace them with other items from your inventory.  I have a pretty simple yard right now, but it seems to draw cats in pretty well.  You can play the game completely free and there is a conversion between silver fish and gold fish… but it is pretty painful.  You can get 10 Gold fish for every 250 Silver fish, which is doable because over the course of a few days I have earned over 250.  Right now it gives me tiny doses of happy especially when I pop over and my yard is completely full of cats doing adorable things.  I fully expect that within two weeks time I will have abandoned this mobile game just like I have abandoned so many others.

Slowly Leveling

Cats and Wolves

The other big project I have had over the last several days is working my way through the content in Destiny on my Xbox 360.  This has been a somewhat crazy side mission, and I have to say…  it has been interesting leveling from scratch for a second time.  There were a lot of things I struggled with in Destiny playing through it that very first time, and for the most part none of them are big deals this time.   I guess all of the time I have played on the Playstation 4 really has made me significantly better at the game, because swapping consoles has been a non-issue.  Sure the 360 controller feels a little strange, but I seem to be able to switch hit between it and the dualshock without much problem.  Admittedly I find the dualshock 4 significantly more comfortable, and if there was a way to make it work on the 360 I totally would.  I guess you might ask yourself why exactly am I leveling on a last generation console…  well I still have friends playing it.  I have been really damned impressed at just how well the game plays.  I mean admittedly it feels like someone smeared vasoline on the screen because everything feels a little fuzzy… given the lower resolution and with it lower texture detail.  However the moment to moment game play is exactly the same… and the weapons and movement all feels just as responsive.  I am sure at some point I will pick up an Xbox One, and at that point…  in theory my 360 characters get to transfer over so any work I am doing now I can carry forward into the next system.

Cats and Wolves

There are so many lessons that I have learned from playing through the first time.  This time around for example I am stockpiling every single blue engram drop that I happen to get.  The idea is that if I can wait to open any of them until level 40, I will be able to push up my light level quickly and get to a viable position to start doing content.  I am investing a lot of time right now in this platform, but the hope is that eventually it will be the sort of thing I only play when I have people to play with.  I still greatly prefer the Playstation 4 version, and those are the characters that I really care about.  In theory I could have spent my level 25 boost on my Titan and probably would have been done by now, but there is something fun about doing this legitimately again.  At this point I have beaten the main storyline of the original game, and darkness below.  I am also a fairly significant way through the House of Wolves storyline, but it was getting late last night and I did not really want to deal with the Vault of Glass mission, so that is where I will pick up next time I play.  I’ve reached level 25, which concerns me a bit… given that I have quite a bit to go before I can function very efficiently in the Taken King content.  I mean in theory I could already be doing that… but sub 35 some of those later missions are a pain in the ass.  Generally speaking on Destiny alts I push all the way to 40 before even really starting Taken King, so that I can burn through it easily.  Given I need leveling fuel… I will more than likely start Taken King as soon as I finish up with House of Wolves.  I guess I could do some Strike grinding, but I really really hate the Omnighoul strike, and that seems to be all I ever get in the level 20 range.

Old Year New Year

Hello friends! It is a brand new year so it is a good excuse to try to get back in the habit of blogging regularly. I had some much needed time off over the holidays, and squeezed in a good amount of gaming. Here’s a quick summary:

The Good: Undertale

I’m just a few months late to this party but I have to say I’m very glad I finally got to play. It has been sitting in my Steam wishlist for a bit and a good friend gifted it to me for xmas (thank you, again!). I didn’t go in exactly blind, since I’d seen lots of folks discussing the game, but most of what I knew was focused on how the game is possible to beat without killing anything, and how it remembers and “judges” you if you do kill. I made it my mission to do a pacifist run, and was happy that I made it all the way to the king before I had to break down and look up how to finish a fight.

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I played a lot in a hurry. It was that good.

I’m not sure what I can say about this game that hasn’t already been said before. I really enjoyed it, and it definitely gave me some feels. It did not make me cry but it came close. Gone Home still gets the prize for “made Gracie cry the most”. I have mixed feelings about how Undertale plays with the ideas of saved games, but I do understand why it works the way it does. I’m also glad I went in knowing I wanted to avoid killing at all costs. I don’t think my mental state would have dealt well with the guilt of murdering innocent monsters in addition to all the other stresses of the holidays.

Overall I am super glad I played this game,  really enjoyed most of it and absolutely loved some of it. If you have interest in it I’d suggest picking it up. I think it is worth a try if the turn-based rpg style isn’t an immediate turn-off. The music alone is worth the price of admission.

The Adequate: SWTOR

I managed to somehow avoid Star Wars hype for the most part. While my friends were getting increasingly excited as the movie premiere approached, I was busy hardening my heart. I guess I had been burned too deeply by the prequels to have much hope. I did still get tickets for opening night, I just tried not to have any expectations. Then I saw the movie and fell in love with Star Wars all over again and all bets were off. No, it wasn’t perfect, but it was fun and funny and had a kick-ass jedi and creepy sith and adorable droid and my entire holiday became colored with Star Wars fever. Thanks Disney, you managed to pry my heart and wallet wide open again for all things Star Wars.

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The only screenshot I remembered to take. At least I’m cute.

In a fit of Star Wars fever I did something I had vowed I’d never do again: I subbed to SWTOR for a month. Sure, it is F2P, but the F2P model is so punitive that if you want to play at all you might as well sub or not bother. I rolled up an Imperial Agent because that seems class most folks say has the best story, and I hadn’t seen it yet.

SWTOR was having some sort of bonus XP event, and with their new adaptive level scaling thing I ended up hitting the level cap of 65 well before I had even finished chapter 1 of my class story. This felt very odd, since the game was trying to gently shove me toward the new content, while I just wanted to finish the story without getting it spoiled. Once I hit 65 I stopped doing any quests except the class story ones just to get through it faster, which reminded me how much the game likes to send you back and forth between planets. During normal leveling it isn’t too noticeable but when you’re just doing the story quests it feels like you’re spending more time traveling than questing.

I eventually did finish the main (level 50) story for the agent, and promptly closed the game and have not logged back in since. The story was quite good compared to most of the other ones I had seen, and I still haven’t figured how it ranks in comparison yet. My bottom line seems to be that it was a good story but it didn’t feel “Star Wars” enough for me, especially right in the middle of my movie-fueled fever. The Sith Warrior for example, felt like a fairly strong story and way more Star Wars flavored. In any case I don’t regret the time and money spent, but it didn’t quite do what I wanted in terms of scratching my Star Wars itch. In retrospect, I probably should have picked a class that gets a lightsaber.

The Inexplicably Unsatisfying: WildStar

I love WildStar, and still think of it as my “home” MMO. But for whatever reason over the holidays I just could not get invested in it no matter how hard I tried. I still logged in almost every day, and did some of the holiday Protostar event stuff, but my heart just wasn’t in it. Some of this had to do with me needing some “alone time”, which meant I needed a change of scenery from my usual game. Part of the problem may have also been that I had too many other games vying for my attention, and the attraction of new shiny things is strong.

Old Year New Year

Bringing holiday cheer, for money!

I think some of it was also due to plain old liking the halloween event better than the xmas one. For me there’s no contest between the two holidays in real life, candy and spooky stuff are just way more fun than trees and snow. In-game, I liked the Shade’s Eve expedition much more. I love the idea of the mall in the sky, and the changing rotation of challenges each time you play through. However I wish some of the challenges were combat-based. it just didn’t feel like the rest of the expeditions to me and after a few runs I got tired of clicking on things in a way that I somehow don’t get tired of shooting things.

I ended up playing far far less than I did during Shade’s Eve, and never even got all of the rewards. I did at least get my rowsdower slippers, because I do have my priorities right.

The “Why am I still here?”: WoW

I subbed for a 2nd month of WoW using in-game gold. I’m not entirely sure why. This is the game that perpetually feels like going to visit your old home town long after you’ve moved away and lost touch with all your old high school buddies. It is technically the same place but everything is changed and even though it is familiar and you can’t help but go back once in a while to see how it looks it mostly ends up reminding you that the good old days are well and truly gone.

I continue to play almost completely solo, mostly running old raids for mounts and such, and messing with the follower system to earn more gold to buy more game tokens. It feels a bit like a self-perpetuating treadmill, but it is familiar and easy and oddly comforting in its way. My goal is to stockpile at least 3 more WoW tokens this month, and then take a hiatus until Legion is on the horizon.

I think a huge part of my indifference to WoW is that I have a huge stable of characters on a server where I have no friends and no guild. I can’t force myself to reroll someplace else because it is too hard to walk away from the self-sufficiency and gameplay options of 6 level 100 characters, and I can’t transfer because the cost of moving one character is prohibitive right now, much less 6-8. To make matters worse, by far most of my WoW-playing friends are Alliance side and my main stable of characters is Horde. So I play by myself because it feels like I don’t have much choice. I’m planning to use my 100 boost to plant a character on a server with my friends once I save up to buy Legion.

The WTF is this Even?: Hatoful Boyfriend Holiday Star

Old Year New Year

It’s ok, your hunter-gatherer instincts will save you!

I loved me some Hatoful Boyfriend, so when I saw that this holiday-themed addition was coming out in December I knew I’d be on board. I still haven’t finished the whole thing, but so far it has been enjoyable in a “I don’t know what is happening but I like it” sort of way. It feels even more like a visual novel and less like a game than the original, but I’m more used to the style now and am happy to just hang on for the ride. My main disappointment has been that I haven’t actually been able to date any birbs. I will be reporting back on this one once I finally finish it.


So that was my holiday gaming for 2015. Enjoyable. Comfortable. A little weird. Just the way the holidays should be.


Old Year New Year