What I’m…Reading?

I am fortunate enough to have some extra down time in my days when I’m not working and playing games and making ends meet. I suppose I could use this time to be productive. I could wash the giant pile of laundry that’s waiting for me, or finish painting my office, but no. Why would I do those things when I can lose myself in a good book? I’ve been trying to step away from the computer each night early enough to read for at least a half hour before bed. This week I remembered that NPR’s Top 100 Science Fiction & Fantasy Books list exists, and that I keep meaning to work my way through it. I figure Blaugust is a perfect time to get started on it, to give me more blog fodder and to keep me honest and see if I’m still making progress.

I chose this list instead of any of the billion other lists of top sci-fi and fantasy because I generally trust NPR as a curator of interesting stories, because 60,000 people voted on it, and because it is easily accessible. I do acknowledge that it is 5 or so years old now, so it is probably missing a few amazing recent works.

The list cheats a bit, in that many of the items are series, not single books. If a single book of a series is listed alone, I’ll just read that one. For listed series, I’ll read the first book and leave the rest up to personal discretion. If I enjoyed the first one or if I feel like it is worthwhile to me culturally to keep reading I will. Even if I’m really loving a series I will probably stop after 3 and come back to it later because if I get myself bogged down in The Wheel of Time or some other long series I may never finish this list.

I also recognize that this is a very long term project. If I did no other reading it would still take ages to get through this entire list, so I’m only going to require that I finish one of these per month. That way I can alternate between these classics and whatever new shiny novel Seanan McGuire wrote this week or other thing that catches my fancy.

So here are my full ground rules for this challenge:

  1. Start at #100 and work up the list to #1
  2. Must attempt every book
  3. May skip books after reading at least 25% if they are just awful or upsetting
  4. May stop series after reading the first book
  5. Must track progress and rate each work
  6. Must complete one book each month

I did the math before writing this post, and I’ve read about half of this 100 already. Some of them recently, some of them decades ago. I’m curious to see if they hold up to my vague memories of them, or if age gives me a bit of perspective and makes them even more enjoyable.

Item #100 on the list, and hence my first for this challenge, is the Space Trilogy by C.S. Lewis. I’ve never read these, but I’m not a huge fan of C.S. Lewis’ other work. I don’t really know anything about this one at all, though, so I’m curious to see how it compares.

Interested in joining me on this challenge? Let me know in the comments or on Twitter!


Slow News Day

For lack of a better term, yesterday was a slow news day… at least in terms of me and gaming.  A handful of times a year I go out with some co-workers to RiffTrax and last night was the live show for Mothra.  I say live show… because in Nashville the Rifftrax crew genuinely is doing this live… and simulcast to the various theaters around the country.  We’ve talked about how great it would be to sit there in the theater and experience it in person…  but that would be like a nine hour drive.  Also the RiffTrax show is always on “a school night” which would make work the next day super awkward and staying over in Nashville even more bizarre.  The interesting aside from last night is that I apparently had either not seen Mothra… or did not remember it at all.  In truth when I think Mothra… I think Mothra vs Godzilla.  Growing up there was a local UHF channel that used to have “themed” weeks during the summer.  There would be one week where they played all of the Spiderman movies, or another week where they played nothing but Bruce Lee.  One of the weeks was always every single Godzilla movie, and I remember watching those as a kid and enjoying them greatly.  Mothra on the other hand…  was just way more bizarre than I ever realized.  Also as the RiffTrax folks kept pointing out… for a movie about Mothra she didn’t spend much time on screen.  The “Riffs” were of course plentiful and one of the more awesome things about going to several of these live shows… is that they keep making call backs to previous ones.  Both Merlin and the Ice Cream Bunny made appearances at least in joke form.

As far as gaming goes I did manage to get about an hour in before I finally collapsed, and during that time I mostly just worked on trying to get drops from the invasions.  Right now it seems like everyone is for the most part either finished gearing… or one slot away from it.  I’ve made a lot of progress in knocking stuff off in my spreadsheet, and at least feel like I am in a better place than I was earlier.  It does get frustrating when you need a single item… but keep getting nothing but bracers for example.  What I seem to be missing follows…

  • Exeter – Paladin – Gloves
  • Lodin – Hunter – Shoulders
  • Tallow – Shaman – Legs
  • Gloam – Rogue – Gloves
  • Belglaive – Demon Hunter – Grinding out Purchased Items
  • Belghast – Warrior – It’s Complicated

Right now I am mostly focused on that last one.  Belghast was my best geared character going into this event, so some of the items are simply not upgrades… unless I happen to warforge them.  Even then some of the slots are not worth it unless I get the 720 warforged versions.  The main thing for him however is gloves and a set of weapons because at least in my Fury set I only have a pair of 690 axes.  I am not sure at what point I call it “good” however, because really I feel like my 11 level 100 characters are all in a reasonable place for leveling in the Legion expansion, which ultimately was my entire point in doing any of the events.  At some point soon I am going to shift my focus over to the Monk and see how close I can get to pushing him over the level 100 line before the expansion actually hits.  I am not sure why but it just feels like it would be awesome to say I went into this expansion will a full stable of level 100 characters… at least on Argent Dawn my primary server.

What Makes a Good Stealth Game?

It’s not a huge secret that I love stealth games. Really, I like almost any game where winning requires you be observant and get creative with the tools you have, but good stealth games tend to excel at this. After I talked about the stealth mechanics in MGSV, someone asked me why I like that game as a stealth game but not the old Syphon Filter series, or Ninja Gaiden. It got me thinking about what I like in stealth games, and what makes one good.

1.) Messaging.

I talk about messaging a lot. Messaging is the difference between dying randomly and dying because you weren’t paying attention. It’s what makes the first ten minutes of Mega Man X some of the most brilliant tutorial game design ever and so many overbearing, annoying tutorials so painfully bad. Messaging is super important in general, but especially important in stealth games.

Stealth games are cerebral games more than twitchy action games. It means they’re a lot more complex, and need to communicate how you’re supposed to interact with them in a reasonable sort of way. You need to be able to tell whether you’re about to be seen, or whether that guard is about to turn around, or how to know if you’re about to make a huge mess of things. You need to know where you can and can’t go, because so much of stealth gameplay is about traversal and thinking about how to get from point A to point B, often while avoiding obvious paths. Messaging is what makes that work. Lighting lets you know where you should and shouldn’t be, and you need to know where you can reach and where is off-limits, because oftentimes the best route is over or under the main path (more on this later).

More important are the little clues and the way the game messages things you can’t intuit. Thief introduced the light bar, which let you visualize how much light you were standing in (since you couldn’t look at your own body to tell). Stealth games tend to have HUGE animation libraries, showing everything from sleeping enemies to reactions to minor noises to investigating to various levels of alertness. Often you’ll have enemies be neutral or hostile depending on where in the map you are, whether you’re somewhere you ought to be or not, and you’ll get warned through animation and voice that you’re approaching a place they’ll turn hostile if you enter. These animations are hugely significant in letting you know how well you’re doing, and it’s why static cameras are so frequently the most disliked “enemy type” in stealth games: they lack nuance.

What Makes a Good Stealth Game?

2.) Level Design

A good stealth game is a master class in level design. Levels in more linear games tend to look like long tubes if you zoom out far enough– the best gameplay in that kind of straightforward action game has you moving through a space where the escalation is controlled and paced appropriately, with respites and restore points timed out as necessary. Mega Man levels tend to be a great example of this done well. By comparison, good stealth game levels tend to look like fairly small boxes. Rather than huge sprawls, they’re interweaving meshes with key locations interspersed throughout. They’re incredibly difficult to make well, because each section has to have multiple ways in and out and many different paths while still giving you the ability to fire off scripting triggers and story beats appropriately.

It’s why I don’t like Syphon Filter. Most of the levels I remember from that series were linear, with single-room patrol puzzles where being seen meant game over, rather than actual spaces with multiple paths. It wasn’t a game about perception and movement, it was a game about pattern recognition, more akin to a bullet hell shooter than a stealth game. It didn’t provide choices, just demanded you find answers, which brings me to my next bit:

What Makes a Good Stealth Game?

3.) Options.

Key to a good stealth game are providing options. Are you bad at moving quickly under pressure? Take the slower, safer route. Are you good at knocking out guards but bad at traversal? Go through the guarded route and take out your opposition. Maybe a little of both. It’s why some of my favorite stealth games are ones like Deus Ex or Assassin’s Creed, where (for the most part) you can choose exactly how stealthy you want to be, if at all.

One of my favorite stealth games was Hitman, specifically because despite the premise, it was best played as a significantly non-violent game. It let me play almost entirely non-lethally, save for the target, and in later stealth games I’ve prided myself on playing as non-lethally as possible. It changes the language of games for me from one of overwhelming offense in the face of violence to one of thoughtful conflict-avoidance and nonlethal approaches. Being able to make that choice (which is usually the more difficult option) feels meaningful, like I’m adding challenge but for a good reason. I can hold myself to a particular high standard, knowing that it’s self-imposed and not forced on me by the game.

Perhaps counter-intuitively, I think forcing stealth isn’t good for a stealth game; it’s the choice to remain unseen and unnoticed that really defines the genre, and leaves you to decide what happens if you fail. It’s why fail-on-being-seen is terrible, it robs you of that choice, no matter how narratively sensible it might be. Check out this segue into my next point:

What Makes a Good Stealth Game?

4.) Expectation of Failure.

Bad stealth games throw you to game over or make you restart if you mess up, get seen, whatever. Good ones expect that you will mess up and give you ways to get yourself out of trouble. Entire mechanics are founded on finding a way out of trouble, and it means that good stealth games can make their stealth components MUCH more difficult. You’re expected to fail at some point, and then get yourself out of the pot that you put yourself in. Often, early on in the game, you’ll be put into a situation where you can’t avoid failure, to teach you how to escape and right yourself. It’s cheap if done too often, but incredibly effective (and good messaging) when done well.

You’re often much weaker than even basic enemies, or very easily dispatched by them, to make failure sting a bit (but never instantly end the game). The original Thief pitted you against guards that were both better than you were with a sword and far stronger and more resilient. A swordfight with a single guard would leave you badly injured and limping along, a swordfight with two at once almost always meant death. But, you could get by. You weren’t *guaranteed* to die, it was just very likely, so that time a pair of guards managed to spot you and pull swords meant you probably wanted to run, hide, and then work your way back more carefully. Staying and fighting was a choice, and if you were good enough and knew what you were doing, a choice you could make and come out victorious on the other side.

What Makes a Good Stealth Game?

5.) You Are Special, But Not More Powerful.

Not special in mundane ways. In many shooters, you simply can get hit more times than your enemies can, and recover faster, so the end result is you are just bigger and better than most of what you fight. In good stealth games, you’re usually not bigger or better, but you have tools, or skills, or simply view the space in a different way than your foes. Height is an advantage, and you avoid roads in favor of rooftops (and have the skills to get up to said rooftops. You can open locked doors, or move quietly, or see in ways your enemies can’t.

As above, good stealth games are cerebral, so the tools you get are a celebration of brains rather than brawn. The exciting huge missile launcher and powerful giant axe are celebrations of brawn, the far more common celebration in games, but stealth games give you smoke bombs, and lockpicks, and water arrows so that you can prove that you’re smarter than your enemies, not stronger or tougher. It goes back to the choice thing– the very best stealth games let you choose how you want to play them, and that may not involve being stealthy at all.

The Invasion Roller Coaster

It’s no secret that I’ve been having some fun with the pre-Legion events happening in WoW. The new quests are interesting and chock full of lore, and the invasion events are entertaining, quick, and showcase some pretty sweet new tech that we’ll see more of in the expansion. Those invasions have gone through some major changes since they went active, though. While my enjoyment of them in general is still high and I do still think they are a success, the whiplash-inducing speed at which xp gains have fluctuated has been troubling. It showcases what appears to me to be the usual Blizzard motif of making huge changes, reversing them, then eventually settling in a middle ground that nobody asked for. See: flying, daily quests, etc.

When the invasions started last Tuesday they gave almost zero XP for leveling characters. I did a few on my baby mage back then. While the scaling tech was cool and getting level-appropriate gear out of the treasure chests was nice, without any XP there was no incentive at all to farm on low level characters when I had perfectly good 100s around that needed gear.

The Invasion Roller Coaster

Not-so-baby-anymore Mage’s new arcane transmog for level 100!

Then the invasions were hotfixed to provide XP. Oodles and gobs of XP. Delicious XP as far as the eye could see. A single full invasion could give multiple levels worth of XP for lowbies, and even at 90+ they still gave a huge fraction of a level. During this bounty I leveled my baby mage from 61 to 100. For the last 10 levels I held onto my boxes, and when I dinged 100 I had almost a full set of ilvl 700 gear, including a fully upgraded ilvl 725 weapon and a couple of warforged 710 and 720 pieces. Truly it was a glorious time to be a baby alt.

The update this Tuesday pretty thoroughly derailed this XP train. Yes, you still got XP for invasions, but only a fraction of what they gave last week. Yes, technically there was more XP available in any given 4-hour window for one toon, because there were more invasions spawning. Unfortunately it required much more work, traveling around getting to each invasion and completing 6 instead of 2. During this time, I’d say that invasions were still worthwhile for lowbie characters, but only to do a few times to earn specific rewards you might be chasing, or fill in time between dungeon queues. There was just way more effort required to get the same amount of reward as last week. This led to even more people than usual afking to get the stage completion XP, instead of actually participating in the event.

More recently there’s been yet another adjustment to try to address the afk problem. Now XP from killing mobs in the invasions has been substantially increased. I get that this is to try to encourage people to actually participate, but it has some nasty side effects. The XP gets split depending on contribution, and depending on how many people are attacking a given mob. That means that big bosses with dozens of people hitting them still give almost no XP, and even smaller mobs that you could solo will have their XP reward halved if someone else touches them. This encourages people to hunt down smaller mobs to solo kill in hidden corners of the zone, and to get belligerent if anyone comes along to try to help. It seems like exactly the opposite of what you would like to see in terms of people working together to take on these big social events. It is also extra rough for lower level characters, since with no or only slow flight it is hard to get out of the main town and contribute in phase 3.

I’m not sure why they felt the need to keep changing things so drastically. I honestly would be fine with either of the first two XP options they tried. The first way, with no XP to speak of, at least let lowbies participate and see what all the fuss was about, while encouraging people to gear up their level 100s. The second way, which worked the most in my favor, let people get to 100 quickly and get ready for the expansion. Since it is such a limited time event I’m not sure why Blizzard sees it as so bad that people are excited about the expansion and want to have their toons at max level to be ready to see the Legion content. It seems like it would encourage expansion sales, although I guess it would probably hurt the sales of level boosts.

All of the additional changes this week have mostly served to annoy me. At this point I have no idea what to expect from invasions from day to day, and what the most useful and profitable way to participate in them will be. While I could use the ilvl 700 gear on some of my alts, I don’t need anything else for cosmetic purposes, so maybe this is just the point where I stop bothering with invasions altogether? If everybody starts feeling this way though, we’ll get to the point next week where invasions are popping up everywhere all the time, but nobody cares enough anymore to bother trying to stop the Burning Legion. That would be a bummer of a way to start off a new expansion.