Bel VS Mobile Gaming

The Eureka Moment

Bel VS Mobile Gaming

I just had a moment of realization while checking on the progress of Vault 816…  I am not a mobile gamer.  While I really enjoy the idea of playing Fallout Shelter, I always have the same thought I have with any mobile game.  “Man I wish I could play this on my desktop or through a web browser.”  There are games that I enjoy the idea of playing… like Fallout Shelter, Alphabear, Dragon Coins, or Final Fantasy Record Keeper.  The problem is I get frustrated by the imprecise controls.  Using your finger to move objects around the screen feels so much more cludgy than doing it with a nice tight mouse pointer. Granted if I were a smaller person I would probably not be having any of these issues.

Sausage-Like Fingers

Bel VS Mobile Gaming

I am 6’4” and have huge hands…  I can palm a basketball. Attached to these huge hands are useless sausage-like fingers that have the fine motor skills of sleepy toddler.  The more I think about it… this fact has gotten in the way of my enjoyment of almost every mobile game I have played.  At first I thought the bulk of my problems would be resolved were I simply playing on a larger device.  However as I graduated from my iPhone 3s to a Samsung Galaxy S2 to a Samsung Galaxy S5…  each time the screen size increased sizably but the difficulty never went away.  When I finally got my own iPad I still felt like throwing it across the room anytime I was asked to do anything that required a modicum of detailed movement.

I realize there is such a thing as a stylus, but then I am having to fiddle with an awkward device on top of an already awkward control scheme.  The problem is…  there really are games that I want to enjoy on mobile devices.  Fallout Shelter for example takes two things that I have loved in the past…  the Fallout Franchise, and Sim Tower like gameplay.  During my pre-college and college years I spent silly amounts of my free time playing both of these games.  I spent enough time playing Sim Tower to be able to build freaking airports at the top of my towers.  I have played each of the Fallout franchise games multiple times, and even though I rarely play the original…  I feel like I could pretty safely pick it right back up and meld into the nostalgia nicely.  So I am the core demographic of this game…  except for the whole control scheme problem.

I honestly have no clue why I felt like I needed to write this post, other than having my own little Eureka moment.  For the longest time I thought my dislike of mobile gaming was more about the game experiences that you have on a mobile device.  Now I realize that is wrong… there are plenty of “gamerly” experiences available.  My problem is that I struggle to get any sense of control while playing a mobile game.  Finger based movement against a slick screen always feels chaotic to me.  It reminds me of how frustrated I get when trying to use a trackball.  I guess I am just accustomed to the mouse, keyboard and controller…  and when it finally comes down to relying on my own digits to make things work…  I find the experience frustrating.  I am wondering if anyone else out there with sausage-like fingers suffers from this same issue?  We should totally form a support group or something.

Learning Japanese: Vocabulary

I’ve hit the point in my Japanese studies where what I really need to do is build a ton of vocabulary. I have a reasonable grounding of basic grammar and sentence structure, and I need more vocabulary so I can start learning quirks and learning how to put pieces together.

Learning Japanese: Vocabulary

It’s made more difficult by the lack of good resources. Straight translation isn’t necessarily the best, because there are shades of meaning in word use that I don’t yet know. In English, “friend”, “companion”, “partner”, and “teammate” can be used in very similar ways, sometimes interchangeably, but they’re different enough that you can’t just pick one and use it universally. Introducing your lover as a “friend” is a quick route to hurt feelings, and referring to a friend as your “partner” makes a few suggestions that you might not intend.

It’s a severe pitfall when learning a new language, and it’s one of those things that draws a stark line between the fluent and the learner. I’m probably getting a bit ahead of myself by thinking about this sort of thing this early on, but I can’t help but want to know the proper, appropriate way of saying what I want to say, and understanding both how and why it differs from a literal translation. Growing up, I always chuckled a bit at classmates who would scoff at learning multiple words with similar meanings– they would wonder why there needed to be two or three or four words that “meant the same thing”, and I’d wonder what the differences were, and why there were multiple words that meant the same thing.

Learning Japanese: Vocabulary

As a result, I’m very sensitive to the idea that, in Japanese, a single kanji can have multiple meanings, and that clever wordplay and eloquence revolves around using the right word in the right place, seemingly moreso than English. It makes me want to have the same breadth of vocabulary I have in English so that I can be more precise in my speech. I know I want to eventually be an eloquent speaker, and I know I need to have a broader understanding of the language to know what eloquence even means in a language that isn’t English.

To get there, though, I need vocabulary, and I have to learn it somehow. Rote memorization isn’t getting me very far– I’m good at it when it comes to abstractions like the hiragana and katakana, but when it comes to attaching concepts to words I’m a lot weaker. I’ve considered starting to memorize kanji, using the same techniques that I used for hiragana and katakana, but it hasn’t been very successful thus far because I’m not always sure what words to start with and how to use them. I have, for example, picked up 私 (watashi, “I/me”) because it’s extremely useful and relatively straightforward, but I’m continually forgetting 音 (sound, noise, note) because I’m not really sure how to use it properly.

Learning Japanese: Vocabulary

I find myself wishing I could take the opportunity to immerse myself completely in the language and just be lost for a while until I make the connections I need. This would be a uniquely awful experience for me, because communication is so important to me, but it would accelerate my learning a lot, and I’d learn how to use the language properly. I’m not sure there are good opportunities for me to do this, though.

In the meantime, I’m memorizing how to count various things. It’s a process.

Needing Purpose

Of Bad Ass Mounts

Needing Purpose

This morning I suffered some pretty major technical difficulties on the blog.  Several months back I had a nasty DDoS attack against my blog from as far as I can tell some nasty video game extremists.  It happened the day after I made a post, so I have always linked the two.  As a result my ISP threw in a few rules to block access to the guts of my wordpress installation from anyone but me.  This morning apparently in the middle of writing a post my IP address changed on me, and I immediately lost access to do any of the things that wordpress does through Ajax…  which is apparently nearly everything.  My good friend Hiawani however once again is to the rescue and he got me fixed in a matter of moments.  I love this man so much, and in truth he is the only reason why I have stayed with my web host for as long as I have.  In the coming weeks I need to actually get off my ass and allow them to migrate me to a different server.  I mostly wanted to get through August before that happened, because I did not want any potential interruptions during Blaugust.

What you are seeing above however is a bad ass mount I just got in Rift.  It is slowly creeping up on Extra Life time, and yesterday I finally went through the paces and created the AggroChat team.  Last year we had tag teamed this even through the Alliance of Awesome group, and it was fun… but this year we kinda wanted to do it as AggroChat since we are a fairly large ensemble cast.  If we managed to pull in all of the folks who have appeared on the show with any sense of regularity we should be able to get more than enough people to cover all the slots.  All of this was pushed into motion however when Liore posted a link saying she was giving away the 4th Anniversary Arclight mount that she got from Pax.  She was going to give the mount to the next donation she got on her own Extra Life page.  Now while I am doing my own thing, I try and help others out as well, and over an hour had passed since she had posted the link so I figured I was out of luck.  Turns out that nope… apparently folks were either feeling stingy yesterday afternoon or I am just lucky because I now have a really amazing mount in Rift.  I buzzed around on it for a good hour last night not doing a damned thing other than riding…  it is pretty amazing.  Absolutely my favorite of the various Arclight rider designs.

Back to Eorzea

Needing Purpose

 

The last couple of weeks I have been on a fairly extended vacation as I took a break from Final Fantasy XIV and played lots of other games.  Normally I would have been back on Monday but due to Pax that raid didn’t actually happen.  Similarly we were down a significant number of people for last nights raid, but instead we opted to help a guild member through Alexander.  She had managed to do the first turn only, and we helped her get through the last three.  I know at the very least she got a ring from it, but I am hoping she managed to gather up some various bits as well.  While waiting around on the raid however I spent time hanging out with guildie Tatafelo Rurufelo, who was doing his best warrior of light dark knight bad ass pose.  My biggest problem right now is I am just feeling absolutely no drive to accomplish something.  I should be out grinding Esoterics, but I am happy enough with my gear levels…  and that is frustrating.  I should be striving to get better, but instead I would rather just pop into another game like Diablo and grind there.

I feel like 3.1 is going to jump start my enjoyment of the game, because I am so tired of Neverreap.  My biggest concern is that the next set only includes two dungeons… so will we be right back into the situation of always getting one of those two dungeons?  My hope is that they make expert roulette be a combination of the first two plus the new two… giving us a pool of four dungeons.  One of the biggest selling factors to me to date has been that we got three new dungeons each patch cycle.  Them trimming it back to two per patch cycle kinda concerns me a little.  Are we just going to see less content as a whole throughout Heavensward?  Is this evidence that they are starting to work on a new expansion to follow Heavensward?   Listening to Soken this weekend at Pax, it seems like “Hellsward” as they call it took a lot out of the team, so it might simply be that they need a smaller patch to recuperate from the grind that was getting Heavensward out the door.  I guess only time will tell if we see a similarly small patch come 3.2.  For the time being… I just need to find a new goal in game.

Delivering Story in Multiplayer

I’m pretty excited about Divinity: Original Sin 2, and booted up the first one with Kodra this past evening to mess around a bit. It reminded me a lot of playing the game before, with Ashgar, and some of the difficulties we ran into.

Delivering Story in Multiplayer

The biggest issue is that there is a LOT of story in Divinity: Original Sin. It’s delivered in classic RPG style, through NPC dialogue, which means things tend to either go over the head of the player not actively engaged or forward motion is slowed to a crawl as everyone makes sure everyone else is finished reading.

The first D:OS feels like a big, expansive place with a lot of stuff to do, and there really is. After a short tutorial area, you’re dropped into a fairly big town with 50+ NPCs, many of which will have quests for you, and all of which have something to say. You can stumble across what’s probably the main plotline of the game in what seems like an accident, and you can do everything from robbing the town blind to picking a fight with the city guard and losing horribly. It’s an incredible amount of freedom, but it slows down the pace of the start of the game immensely. It’s entirely possible to spend 2-3 hours or more in the town faffing about before actually going to DO much of anything, and you can go from levels 1 to 3 fairly easily.

Delivering Story in Multiplayer

It’s possible, of course, to leave the town after a relative minimum of NPC conversation, but it’s still a pretty big time investment where you’re still kind of figuring out the game before you get back into out-and-out adventuring. There’s some really cool potential stuff here, where I can go off and do some shopping while my partner picks up quests, and then he can brief me on what we’re doing. It means there’s stuff for a “face” character to do and be effective without forcing everyone else in the party to simply watch.

That having been said, though, you do all of this in the city before you actually get to go out and test the waters as far as combat, adventuring, etc go. I like the heavy roleplay-y nature of the game, but it loses something in the pacing, and there’s not a lot of good messaging to get you to go out of the town and do more than just talk to NPCs.

On the other hand, the game has a lot of rich storytelling going on and an absolutely mindblowing amount of content, even in just the first town. There are a ton of interweaving questlines and some genuinely interesting NPCs (including a whole bunch of animals that have stuff to say and quests to give to you if you’ve taken a particular perk, but just moo or meow at you otherwise). Were I playing the game singleplayer, I’d spend a bunch of time talking to every NPC and getting all of the story and just absorbing it all at my own pace.

Delivering Story in Multiplayer

In multiplayer, however, there’s a sense of urgency that seems to crop up. There’s a sense that we want to be together, fighting enemies and moving forward in some dungeon or other area, and that anything getting in the way of that is boring. Talking to NPCs is necessary, but there’s a pressure to rush and get to the more interactive parts, and you lose out on a lot of story in so doing. It’s very similar to the MMO problem, where players just click through text as fast as possible, and have to make a conscious effort to stop and take in the story. As soon as there are other players involved, it becomes all go go go fight fight fight all the time and the story gets pushed to the wayside.

As someone who really loves story in games, but also loves co-op, this bugs me. There are very few story-driven multiplayer games out there, and even the really outstanding ones (Borderlands) tend to be extremely light on story interactivity. Divinity: Original Sin has a lot of story and a whole lot of interactivity within that story, but presented as a multiplayer experience there’s a feeling that you need to rush through it, or a real risk of getting bored waiting around for the rest of the party.

Delivering Story in Multiplayer

I’m very interested in the sequel, especially because I feel like the expanded party size from 2 to 4 will allow much more focused builds and some really interesting character options, but I’m also worried that that’ll dilute the storytelling even more. I suspect the solution is on the player side– talk a lot, over voicechat, about everything that’s going on. Retell parts of the story to your friends while you play and keep people from getting bored. It also means people are constantly checking up on each other, rather than going off and doing their own thing while playing “together”.

It’s still not the most elegant solution to the problem, and it’s a non-trivial game design problem to solve. It’s something I’ve been mulling over for a while and haven’t found a nice way to fix.