AggroChat #242 – Voiced vs Silent Protagonist

Featuring:  Ashgar, Belghast, Kodra, Tamrielo and Thalen

aggrochat242

This week we talk about the topic that has spent the most time so far rolling from show to show because we didn’t feel like we had enough time to properly address it.  We have a Trello board where we stub out future topics, and before Christmas Tam put the topic of Silent versus Voiced protagonists on that board… and we are finally getting around to talking about it.  Not surprisingly we spent almost the entire episode on this one topic as there is a lot of stuff to unpack here about characters and whether or not we are meant to place ourselves into them. We also talk briefly about the Warframe Nightwave alert system that just went into that game.

Topics Discussed:

  • Voiced Versus Silent Protagonist
    • Personal Preferences
    • Times when it works and Fourth Wall breaking.
    • Jarring nature of a character you don’t relate to that is supposed to represent you.
    • Classic game examples
  • Warframe
    • Nightwave Alert System

 

AggroChat #117 – Death to Garrisons

Belghast, Grace, Neph, Tam and Thalen lack topic ideas… but then record a lengthy show on WoW, FFXIV, Pokemon and other stuff.

aggrochat117_720

This week we are down both Ashgar and Kodra, and in part as a result… and part because we just adore her we talked our friend Neph into joining us.  Before we start recording a podcast we generally try and scribble down a rough list of topics to use as an outline of where to leave the conversation next.  After fifteen minutes of dead air… we finally start coming up with a few things and this weeks show is a result.  We talk about the concept of “Peak Pokemon” and the glee that the media seems to have at heralding the downfall of the game.  With Grace on my side we revisit the discussion about the Legion class changes, and our happiness to completely bury the concept of the Garrison and get out into the world and see it again.  We do a deeper dive into the deepest dungeon in Final Fantasy XIV and Tam and Neph’s experiences leveling alts this week there.  We talk a little bit about Dragon Age Inquisition, and my discovery of how Damage over Time classes work.  So for a show where we didn’t think we had much to say… we certainly said a whole lot of it.

  • Peak Pokemon
  • World of Warcraft
  • Class Changes
  • Death to Garrisons
  • Disappointment in Game
  • Final Fantasy XIV Deep Dungeon
  • Yokai Watch
  • Dragon Age Inquisition
  • DoT Classes

DAW2016: Bioware

DAW2016: Bioware

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

DAW2016: Bioware

This is going to be a difficult one to tackle, especially since I didn’t get a ton of sleep thanks to the tornado warnings.  However I am going to give it to good college try, and hope that the end result turns out at least not too shabby.  I first became aware as Bioware as a company with the release of Baldur’s Gate, or more so the existence of what I later came to know as the “Infinity Engine”.  I have been a fan of Dungeons and Dragons since I first found a players manual abandoned in a locker on the last day of school in second grade.  Finding that book spawned a lot of things, not the least of which was trying to hungrily gobble up anything TSR related.  I played the “gold box” series of games, namely because I had read the novels behind a lot of the stories.  There was just something missing with the game, and while I enjoyed them at the time they never really felt that good.  The story that was being told felt limited by the meager technology, and while I was happy enough with the end product…  that only lasted until I had played my first Final Fantasy game.  Baldur’s Gate was the title that brought me back from my console days into once again believing that the PC was a great platform for role-playing games.

Subsequent games were released…  Icewind Dale, Baldurs Gate II and even one of my all time favorites… Planescape Torment… all using this “Infinity Engine” I have to admit I got a bit of the wrong idea behind what exactly the company Bioware really was.  In my mind it seemed like Bioware was the tools company, and Interplay, Black Isle, or later the reboot Obsidian were the game creator.  It wasn’t until Neverwinter Nights was released that I really started to understand that Bioware was both the tools division and a lot of great storytelling wrapped into one package.  Neverwinter Nights was one of those revolutionary games for me personally.  While the original campaign was awesome… it was the inclusion of the aurora toolset that set my mind on fire.  At this time I was playing a lot of Everquest and Dark Age of Camelot so I tried to replicate some of my favorite features of those games using the Neverwinter engine.  I learned the C Script language and figured out how to code things like randomly generated loot from tables when you opened chests or killed mobs.  I also eventually figured out how to create a token based system along the lines of the one that allowed you to purchase armor in the Darkness Falls dungeon.  The end result was this amalgam of the EQ Plane of Hate and DAoC Darkness Falls that I called the “Plane of Spite”.  While I never did anything really interesting with it, I loved every single moment of working on it and figuring out the inner machinations of this engine.

It was not really until Knights of the Old Republic that I hopped back on the Bioware fandom, and I remember being crushingly disappointed when I learned that the title was going to be Xbox Exclusive.  Thankfully later that year it came out for the PC and I was absolutely thrilled to be dissecting that game world as well.  I loved Neverwinter Nights for its technical precision, and the Aurora and Infinity engines for giving me this awesome framework to go out and explore worlds in.  However KOTOR was the first time from Bioware that I was completely stunned by the storyline.  Last week we went into a discussion on AggroChat about the best Star Wars stories, and by the end of that show all of us pretty much came to the consensus that Knights of the Old Republic was if not the absolute best story, it was at least among them.  There are moments in this game that had shocking revelations that I have never quite recovered from.  Even though the engine is dated, and the graphics look like crap compared to what I am used to… I can still play this game happily over and over just because it was so damned well crafted.  I’ve bought it for others, and even own the mobile port of the game.  I feel like this game more than any set the tone for the modern incarnation of Bioware.

I ultimately for one reason or another skilled Mass Effect at launch, and instead picked up the Bioware banner once again with the release of Dragon Age: Origins.  During this period of time I was raiding in World of Warcraft rabidly… but there were a few weeks where I completely dropped off the face of the planet, and it was thanks to this game.  I was just completely enthralled with the world and the setting, and the concept of the dark spawn and deep roads.  I am a Dwarf at heart, so I loved every single moment of Orzammar.  My first play through was as a Dwarven Noble, and I have to say after all of the subsequent play sessions that is still the one I cherish the most.  Much the same as KOTOR, it was ultimately the characters that set this game apart from the others I had played.  They felt so fleshed out and three dimensional, and I actually cared about interacting with them.  I am a huge proponent of smashing things with a big weapon, and games that allow me to slaughter by the hundreds… but it is significantly harder to find a game that makes me feel.  Dragon Age made me feel so much, and during this time I had a really interesting encounter.  One of my guildies invited me to tank for some friends of his, and when I popped onto voice chat we had some of the usual getting to know a new person discussion.  I mentioned that I had been playing a ton of Dragon Age… and it was at this point that they started grilling me about this character or that, or what decision I made where.  It turns out that I was ultimately raiding that night with a bunch of the writers, and you could almost hear them beaming as they proudly chimed in that they wrote this or that as I gushed about various details.

With the release of Mass Effect 2, I later went back and became an addict of that series as well.  I still wish that someone would make that into a Walking Dead style serialized television show, because the story that is being told is among the best science fiction tales ever.  It just seems a crime that the only folks that will ever see the story, are the ones who have played through the game.  Then you of course have the release of Star Wars the Old Republic, that my friends and I tore through rabidly when it launched.  I burnt myself out on that game but recently a bunch of us ended up going back and remembering just how damned well written all of the story arcs really are.  At some point soon I want to go back and finish where I left off which is the start of the Revan content, and try out the new experience fallen empire content that I have heard so much about.  For sake of time though I am going to wrap things up, because otherwise I could probably carry on for a dozen more paragraphs talking about all of the things from Bioware games that I love.  It is a great studio, and while I was scared that EA would destroy its spirit… I have been pleasantly surprised that the core values of the company and the creative might seem to keep trucking along happily.  I look forward to more adventures be it with Andromedia or the next great IP that we have yet to experience.

Deep Roads

It’s Over

Deep Roads

At this point I don’t know for certain if my character is weeping tears of frustration or joy.  Which ever the case I am just really happy that as of today and by the time I get home from work… the Love is in the Air event will be finished.  I felt so damned conflicted this year when it came to this event, largely because I don’t even know why I was participating.  I really really do not enjoy World of Warcraft holiday events, because they somehow manage to make something that should feel fun an exciting… into an obligation.  Then on top of that… I don’t even like the Love Rocket mount.  However because it is the rarest mount in the game, and I do not already have one… I feel somehow obligated to try for it every year.  I wish I could understand why I do it… and to the extent of pushing aside other games that I would enjoy more just so I can haplessly farm for a chase mount.  Sure it only takes a few minutes to do an attempt at the mount… but I felt obligated to run six different level 100 characters through it. Which by the time you check your garrison and shipyard on each, and queue for a dungeon…  you are talking about roughly an hour of your night gone…  chasing a mount I didn’t even really care that much about.

We talked at length about this phenomena over the weekend on the podcast, and largely why this works… and why it also frustrates us.  Tam suggested that it was because it feels like the game is not respecting our time…  and that is absolutely part of it.  I think for me personally a good deal of my frustration is that this madness is actually working.  This game knows my triggers so well, and it feels as though I have no control in the process.  There is a certain measure of excitement in the chase, and were this something I could normally farm on my own… it would fall into the same category as my attempts to get rare mounts from raid bosses.  However the fact that it is only available for a limited time…  triggers the “fear of missing out” that if we don’t become mindless drones we might miss that one opportunity to get something cool.  Even when in this case the something cool is not something we actually wanted in the first place.  It is just frustrating to see a company working so effectively against my nature and getting me to follow along in their scheme each year in trying for “the thing”.  Now granted I know without a doubt that come Halloween I will once again be chasing like mad in trying to get the Headless Horseman mount.  At least I can rest comfortable in the knowledge that it “could be worse”.  I mean it could be something as heinous as the Rift cash box chase mounts Deep Roads

Dwarf in the Deep Roads

Deep Roads

I don’t have a whole lot to say here, because I didn’t get terribly far into it…  however I did manage to start a quest chain leading me into the Deep Roads.  The Deep Roads are my happy place in the Dragon Age universe because if it were really possible…. I would absolutely live completely underground.  If you venture into any of my Minecraft settlements, you will see a pretty simple structure above ground… that leads to a massive snaking catacombs underneath.  I just feel safe underground, and I have loved being down in every cave I have been able to.  I still think having a structure that was mostly buried in a mountain would be my ultimate situation.  I wonder if some of my reaction of safety to being underground… comes from the fact that I live in a state where the wind comes sweeping down the plains…. and takes out an entire city every now and then.  In any case… we also got into a lengthy discussion about the Deep Roads on the podcast…. and I was shocked to find out that pretty much everyone other than me… unanimously hated them.  They just seem like a badass concept… here are these roads and warrens deep underground that you have to fight the Dark Spawn which natively live down there.  That pretty much sounds amazing…  constantly having a fresh flow of Dark Spawn to fight.  Then again…. I might not be normal when it comes to combat in video games.  The Deep Roads are like the most metal part of Dragon Age, and I am hoping together to get time to venture forth again down there.