Combo Strategy video of Android:Netrunner (on OCTGN)

Two videos showing the strategy of the new Card Game Android:Netrunner, playing digitally on OCTGN.

So my work on the ANR plugin for OCTGN is continuing at a good pace, having reached version 1.1.15.4 at the time of writing this post. As fortune would have it, the plugin has already gained in popularity at the BoardGameGeek, so much so that the first online tournament organized for ANR has managed to fill its 64 positions in less than a week! Since the 12th of September there’s been almost 700 matches concluded on OCTGN!

There are many benefits for having a digital version of the Card Game other than the obvious, and one of them I decided to explore with the help of the player and great video-maker Tragic. The idea I had was this, we were going to play a match of ANR, and both of us were going to record our side of the match, and while doing that, we were going to be providing commentary on our actions and strategy. This way we hit three birds with one stone. 1. We can show the gameplay and deep through required to play Android:Netrunner. 2. We can visually advertise the existence of the OCTGN plugin for ANR and get people to try it out. 3. We can show the proper way to use the OCTGN plugin to play ANR efficiently and fast.

So after a few unsuccessful attempts (1st time, the matchup was completely lopsided. 2nd game the recording b0rked), we managed to get it running as we wanted, and now Tragic has released the results on Youtube. And they are looking really good. Take a look at the videos below to see what a game of Android:Netrunner looks and plays like, how the OCTGN plugin for it works and how I sound like in real life ๐Ÿ™‚

1st game is the pre-built matchup as instructed by the manual of the core set. Jinteki VS Shaper. This is just the cards included in the core set for each faction + the neutral cards for that side (corp or runner). Unfortunately, this game ended up being completely lopsided against me, as I had a horrible draw, while Tragic had an almost perfect one. Still, you can see how I tried to fight the inenvitable and what kind of tactics I attempted in such a very unlucky situation.

I had no chance really.

The 2nd video went better for me, even though I didn’t have a very good hand, but I still ended up losing due to a bad call at the mid of the game. Just a completely wrong decision on my end that ended up biting me in the ass. Watch and see:

I hope you enjoyed these, do let us know what to improve about them.As this is the first attempt at this kind of video and both me and Tragic were attempting this for the first time, there may not be as much commentary as there could be, or we may have just played too fast, used shortcuts which are not obvious etc. In the future we plan to start using constructed decks, and hopefully get far more interesting matches out there.

 

Android:Netrunner on OCTGN

A short introduction to Android:Netrunner, it’s OCTGN plugin and a short step-by-step guide to get it up and running.

Android:Netrunner logo. A woman under a blue light, wielding virtual interfaces with both handsI mentioned a while ago that the first and most basic version of Android:Netrunner has been released on OCTGN, and you haven’t really heard from me since. Well the reason is that I was too busy coding improvements for it. I think it’s time to give my latest creation the usual treatment and announce it here.

So Android:Netrunner is a new reimplementation of the Classic Netrunner, but given a really good polishing in the rules and art by Fantasy Flight Games. The game has not been released yet ((Release Date is mid September 2012)) and it already seems like it’s going to be a runaway success! There an absurd amount of excitement for the new version online and the game has been sitting in the hottest games of Board Game Geek for weeks now. It’s sitting in the second rank for customizable games, even before people has a chance to really make decks with it.

The game is a unique blend of asymmetric gameplay combined with a significant element of bluff. This combination, along with the Cyberpunk setting and the (now) Noir flair of the Android universe, makes it a very interesting and exciting game to play.

At the moment of release there’s going to beย  7 factions to play with. 4 Corporations, and 3 Runners. One of the runners is even going to be an anarchist ((Supposedly. I’m not convinced FFG understand anarchism enough to do it justice. Noise, the first Anarch runner seems more bent on mindless destruction rather than anything else. Lets hope future expansions show us a better aspect of the movement.)) playing around with computer viruses. The game comes out with 113 unique cards which is light for a first expansion, but not particularly limiting. You can check out this thread for some in-depth and in-flavor analysis on the runner factions.

I’ve played about 8 games on OCTGN until now, just with the starter decks, and I’m really liking what I see. The feeling I get when I play this game is that it has more cohesion within each faction. They each have a specific style of play that they favor and their faction cards complement it. In deck construction you can use cards from other factions to complement your strength and perhaps even do something completely uncharacteristic and throw your opponent off. I think this cohesion is good because it allows some natural balance as it’s impossible to defend from all angles, so it comes down more to whoever can use their limited tools and some good bluffing to avoid exposing their weak points and hit their opponent where they can defend the least.

So, for anyone interested in trying it out, here’s some instructions on how to get it to work with OCTGN

A Game of Android:Netrunner on OCTGN in progress
The Jinteki Corporation VS a Shaper runner. The runner has just stolen an agenda and the Jinteki is punishing her by doing net damage.

Once everything is set up, you need to find someone to play with. You can go to the Host/Join tab to see if anyone has a game waiting. If nobody does, host your own and put in the title that you’re a new player. There’s a lot of people who will help you learn

Once you find someone, one of you hosts and game and the other joins. Leave the two-sided checkbox checked and make sure that whoever is going to play the Corp is set as player [A] (the host can click on the letter to switch it) and once the game is started, load your starter decks. Things should be fairly intuitive but keep in mind these basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S). This will check if your version is up to date, show you the Message of the Day, and also give you some Tips on playing the game.
  • At the start of your turn, declare it with F1.
  • At the end of your turn, declare it with F12. Make sure the game announces that your turn has ended and is not expecting you to discard down to your max hand size ๐Ÿ˜‰
  • If you’re a runner, start a run with [F5] – [F8], or by playing cards. Once your run has ended, finish it with [Esc] is unsuccessful, or with [F3] if successful.
  • Double-clicking is your friends. Almost everything you want to do, you do it by double-clicking on the card in question.

The below video will take you through a step-by-step tutorial on using OCTGN to play Android:Netrunner

There’s a lot of other tricks you can use in the engine and most of them have been put into the “Did you Know” starting tips. So pay attention and you’ll be flying through the controls in no-time. Any new innovations I add to it, are also going to appear in the changelog and future MotDs, so you’ll know when good stuff has arrived. In fact I’ve been coding like crazy for the last few weeks, much to the annoyingment of the wifey. So much so that I’m starting to feel like this.

A card from Android:Netrunner. A hacker jacked into his interface is using powerful drugs to focus and bypass corporate defenses
Coding an ANR plugin is kinda like this.

There’s already a large group of players using the Android:Netrunner OCTGN plugin daily, since unlike my other plugins, this game is hot stuff. You’ll find a lot of potential opponents to test your deck-building and bluffing mettle.

If you’ve enjoyed this plugin, feel free to give a diesel tip, to fund further caffeine-fueled development ๐Ÿ˜‰



Good Running!

Android:Netrunner plugin now available for OCTGN

You can now play the game while you’re waiting for it to be released in the stores ๐Ÿ˜‰

Yesterday night I finally managed to release the first working version of my Android:Netrunner plugin for OCTGN. The plugin came out so quickly because it’s a direct port of my Netrunner plugin, which is already at a very polished level. All I had to do this time was fork the code, carefully search and replace the various keywords and work on making the basic scripts (setup table, play card from hand, trash card, start/end turn) work with the new card properties.

I am very thankful to the people online who came forward to provide censored scans or cards and other paraphernalia, xml exports and even the image for my new table board. Thanks a lot everyone, you know who you are. I would never have done it so quickly without you.

And I’m still not done of course. I’m merely warming up in fact. There’s at least 2 more days of frantic coding ahead of me, so that I can bring the core set and the game to the same level of polish as the original netrunner. I need to put in all the scripts for the cards, tweak and bugfix the existing code (although there’s far less script crashes than I expected) and then, finally I can relax by starting to play Guild Wars 2 which will have just come up.

In fact GW2 should already be active for me, since I pre-purchased, but it’s just my luck that I’m working on the weekend. But even if I weren’t, I don’t think I would even try to play without getting ANR finished. I’m far too dedicated to it to stop now.

It’s actually weird just how much I’ve been hooked to coding for this card game. I haven’t even checked my RSS feed, of which the priority items only are already ~500. That’s going to be a PITA to get though.Worth it though.

Anyway, at the moment, anyone can download the basic first version as well as the required markers. One can also download the first set, in its censored version. You can find all the links in the forum.

Why is the first set censored you ask? Well from what people tell me, FFG, the creators of Android:Netrunner have this unwritten policy that they allow online versions of their LCGs, as long as the cards text is censored in some way for the first six months a set is out. Apparently they are likely to send you a nastygram or an outright DMCA request to your host if you don’t abide by this. I have no idea how true this is, as I’ve only heard it third hand, but there you have it.

Because of this, I’ve avoided uploading an uncensored set to my website as I’ve done with all my other CCGs, as I may wake up one morning with my site (or Google account, had I used google drive) taken down. I also didn’t upload the censored version because of the same concerns, given that this is, again all third hand knowledge.

To tell the truth, this whole policy is not only unnecesarry, but also counter-productive. From my experience, most people play card games online when there’s absolutely no other option (and maybe not even then). I’ve yet to see anyone who does it because they’re too cheap. This doubly goes for LCGs which do not have the collectible aspect and thus I can guarantee you that 95% of the people playing have bought the cards. If anything, having an online version is helpful as it increases exposure to the game, and it allows people to check it out and see if they like before they buy. It will absolutely boost sales, particularly with the price ranges of LCGs.

With Android:Netrunner, it’s makes even more sense to allow the uncensored cards at this moment. The game is not even out. Excitement is running out and letting people play a version online (which is never as fun as playing the actual game) can create more buzz and talk about your game. But because of this misguided overall policy of FFG, I’m afraid to do so, as it might lead to action against me. For doing something nice for others and FFG no less. But these are the pains of our culture of permission and intellectual lockdown. Company policies are just as often driven by their legal department, rather than what makes business sense.

But enough about that. Now is the time to grab the OCTGN plugin, a friend and give the whole thing a whirl. And remember, the version you play now is about 10 times worse than the final one I’m going to be releasing in a day or two. So even if you’re not impressed with it currently, check back again when the automations are in place and see what you think then.

Netrunner on OCTGN

Netrunner, the game of Cyberpunk asymmetrical net-warfare can be played online. And soon Android Netrunner as well.

netrunnerAh another one of these posts.

So after Dune, I got into developing a Netrunner plugin. I don’t remember exactly why, I think I noticed that the existing plugin had a few bugs and/or could use a few tweaks now and there. I edited it a bit to polish it a bit more, then I edited a bit more to take off some rough edges and…well, one thing led to another and I’ve written another 2000 lines of code >_<

It’s all good though, I was always interested in Netrunner, even though I didn’t get into it when it was active (it had already died when I started diversifying from Magic:The Gathering). With this particular plugin I went completely overboard in the scripting department, writing flexible code to automate around 70% of the various card effects in the game, so that you can just play a card and it works without you fiddling with counters and markers. This is even far beyond the Dune CCG plugin I’ve coded, but then again Netrunner’s card effects and rules are not as convoluted as Dune’s.

For those curious, there’s a lot of reasons to be interested in Netrunner. It’s one of the few (or is it the only?) asymmetrical card games out there, with the two sides of the game having completely different mechanics and strategies. One is always attacking, and one is always defending, but depending on the cards each player uses, the roles might be temporarily reversed as well. It also has bluffing build-in to its system in a way that even Doomtown cannot achieve, and that is a game based on Poker! If you like games which involve an element of bluff, Netrunner is absolutely something you should check. The setting is cyberpunk which is rare in itself, but not only that but it’s made with a degree of humor and 90s pop-culture reference that you can’t help but love. It’s especially cute to see how wrong they go the future in some issues, especially in how IT would progress. In Netrunner’s world things like newsgroups and BBS’ and jury-rigged computers are still big, which is something that gives the whole theme a nice William Gibson and 80’s IT sheen. I love it.

Finally I can’t help but mention that there’s a reboot/reimplementation of the Netrunner franchise from FFG, called Android Netrunner which is set in a different universe but retains a lot of the flavour and (hopefully) improved card game mechanics. It’s also an LCG which means it not a huge money-sink if you want to enjoy it, and it can cater to both those who like to dabble in deck-design and those who just want to pick up cards and play. Since Netrunner was one of those CCGs which kept a large cult following after more than a decade after its end, you can enjoy how many people have come out of the woodwork for the new part of the franchise. It’s going to be big!

Naturally an Android Netrunner plugin will be forthcoming and in it I plan to re-use a lot of the code I wrote for Netrunner, so there’s that ๐Ÿ˜‰

EDIT @ 02/07/2013 : I’ve moved the installation instructions on to the dedicated page for this game definition. Please follow the step-by-step installation instructions for Netrunner CCG there.

 

Once everything is set up, you need to find someone to play with. Once you do, one hosts and game and the other joins. Leave the two-sided checkbox checked and once the game is started, load your decks. Things should be fairly intuitive but keep in mind 4 basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S)
  • At the start of your turn, declare it with F1
  • At the end of your turn, declare it with F12. Make sure the game announces that your turn has ended and is not expecting you to discard down to your max hand size ๐Ÿ˜‰
  • Play cards from your hand with the “Pay and Install”ย  (double-click with the mouse) or “Play at no cost”

And some more advanced stuff starting from version 2.1.x

  • Most card will automatically trigger their abilities when played/scored/rezzed so you don’t need to do anything else. Pay attention to the notification area for messages from them.
  • Cards with abilities which increase your MU, Hand Size, etc will automatically increase it when they come into play and reduce it when they go away, as long as you don’t drag&drop them in or out of the table manually. Use the built-in commands for that. Rez, Derez, Trash etc
  • Cards with abilities you activate while they’re in play (like programs, agendas, upgrades etc) will trigger them when you double-click on them. If they have more than one ability (such as most icebreakers), the game will prompt you to select one and pay the appropriate cost.
  • Cards which reduce the cost of other card’s abilities, will also automatically work. If you have a card which has tokens which can pay the cost for activating icebreakers, they will be automatically used when you use one such ability. If you have more than one of these cards which can affect such costs they will be triggered in the order you put them on the table. If you wanted to use the tokens from another card instead, you can simply drag the token manually to the other card afterwards.
  • There are cards which will automatically do damage to your opponent and thus discard random cards from their hand. Due to the way OCTGN works, this may crash the game if you opponent was manipulating the same card. There is a warning before all such damage that will warn you to inform your opponent to be hands-off while the effect is in progress. This warning will also give your opponent the opportunity to play cards which prevent damage.
  • Yes, cards which reduce damage taken have been automated and work automatically depending on the kind of damage you take. As before, they too get triggered by the order they’ve been put on the table, so if you didn’t want to lose the counters from one particular card, just drag them in from the card you did want to use.
  • Some cards require that you select a target from the table or your hand.ย Do this before you play or activate the card. If you don’t the action will abort and the game will inform you to select your targets first. As always, keep your eye on the chatbox for such warnings.
  • Cards which have effects which trigger at start/end of turn (i.e. refilling bit markers on them) will automatically work.
  • If you don’t like some or all the automations, you can disable some or all of them. Go to the game menu, and you can disable damage automations (i.e. your opponent will have to use the damage options manually but those won’t automatically use the damage prevention cards), Turn Start/End automations and Play/Score/Rez Automations (i.e. mostly everything). If you find that you’d rather do everything manually, just disable all of them and you’ll have an experience as with most generic card game engines.

Phew, that should be the most basic things about the new automations. In general if you’re not sure if a card is automated, simply play it and see what happens. You will be surprised at how many cards just work.

You can find updates discussions about the plugin in the forum

Enjoy!

 

How Diablo 3 is worse than Diablo 2

Someone expresses my own feeling on why D3 felt so shallow eventually.

Cover art from Diablo II, a game designed by S...Like a lot of PC gamers, I was quite excited that Diablo3 was finally coming out after 11 years of development (at least according to wikipedia) and I played it quite extensively back in May, but after a month or so, maybe even less, I stopped playing and I have not even logged in since. I simply have no interest in playing anymore. The bright sheen of excitement was worn off and I can now only see the failing of the game.

I’ve spoken about this in the past, so I won’t rehash my arguments, however today I saw an article linked on reddit, which linked to the blizzard forum, which then linked to a very detailed explanation of why D2 was better, and this is not just nostalgia speaking. This really expressed my lingering feeling that D3 was just shallow in some way, soย  I thought I’d repost it here.

“D2 hardly had any depth either, it was a point and click game too after all”
“You’re just being affected by nostalgia, D3 is just as good or better”
“After you beat inferno so what if that’s it? You got your hours’ worth didn’t you, what else did you expect?”
“Diablo 3 is the best Blizzard game I’ve ever played, thank you!”

NO, just NO. Screw you guys. Below is a comprehensive list of what exactly makes D3 so bad:

————————————————————————————————————————————————

* Extremely dumbed down from D2, with insulting amounts of hand-holding present everywhere. This ranges from autostats, all skills enabled, no skill levels, freespecing, restricted skill choices without elective mode enabled, simple skill tooltips, removal of almost all combat mechanic affixes, no weapon swap, 4 socketables vs the hundreds of D2, generic/boring legendaries, etc.

* Lack of social support – poorly implemented chat channels, automatched game joining only, ghost town effect (similar to SC2’s major problem with Bnet 2.0), 4 player limit = even less socializing.

* Cheesy B-movie story-telling, cliche one-dimensional characters, corny voice-acting, non-sensical/comical actions by villains, predictable twists and plotline.

* Lack of diverse character types within and among classes – no more physical/caster/hybrid – all character types now rely on weapon damage like physical characters in D2. This destroys a huge amount of itemization/gearing choices, as there’s no longer a deviation between decentralized gear (caster) vs centralized gear (physical) vs a build that needs to balance the two (hybrid). In D3, there are no more physical barbs (frenzy/ww), caster barbs (singer), or hybrid barbs (BvC), there are only barbs that all base their gear on weapon damage (physical).

* DRM online only – no offline single player, no lan support. Laggy servers, and all the same issues of botting, duping, spamming, and trade exploits present in a game that’s over a decade old.

* Crappy UI that’s designed by a console developer – convoluted to navigate, clunky, and inefficient at utilizing screen space.

* Approx FOUR times less legendaries (uniques/runewords) in the game than D2:
* 9 chest pieces vs 37 uniques + 14 runewords
* 18 swords vs 35 uniques + 26 runewords
* 6 shields vs 22 uniques + 8 runewords
* 7 helms vs 23 uniques + 5 runewords
* 7 bows vs 19 uniques + 16 runewords
It’s actually more like 20x less if you consider that all but 1-2 legendaries per category are completely worthless – low/mid-level legendaries are unusable due to a general lack of utility mechanics present in the game, and no way to upgrade the base item to the next type (which would increase base damage or defense).

* 4 gems vs 7 gems + 8 unique jewels + 33 runes + a NEAR LIMITLESS variety of magic/rare jewels.

* Legendaries are generic, boring, and don’t have the flavor that D2 uniques/runewords did. Legendaries hardly seem to have themes or any effort done to them anymore, and most are just cookie-cutter molds that have been pasted onto every Legendary item type. Randomization of 1-3 entire affixes also makes the item much less iconic or powerful than before.

* Lack of combat mechanic affixes compared to D2:
% CTC Skill on Striking
% CTC Skill on Struck
% CTC Skill on Attack
% CTC Skill on Death
% CTC Skill on Level Up
% CTC Skill on Striking
% CTC Skill when you kill an enemy
Aura on Equipped
+Skill (off-class)
+Skill (class)
Charged Skill
Fires Explosive Arrows or Bolts
Fires Magic Arrows or Bolts
Knockback
Slain Monsters Rest in Peace
% Crushing Blow
% Open Wounds
% Hit Causes Monsters to Flee
Freezes Target
Cold Damage (Slows Target)
% Slows Target
Cannot Be Frozen
Drain Life
Hit Blinds Target
% Reanimate as (Monster Type)
Displays Full Set Aura
Natalya’s Permanent Fade State
Trang Oul’s Permanent Vampire State

vs D3:
% Fear
% Stun
% Slow
% Immobilize
% Chill
% Freeze
% Knockback
% Blind

And stun, slow, immobilize, chill, and freeze all pretty much do the same thing…

* The removal of attack rating (accuracy), faster hit recover, and faster block rate equates to a severe loss of having to balance such stats on gear, and represents yet another dumbing down of the decisions you make in the game.

* Much weaker bonuses on items in general aside from pure stats – less attack speed, less damage reduction, less run/walk speed = items feeling much less powerful than before and gear choices becoming much less meaningful or strategic. Set items also have extremely weak, almost laughable bonuses.

* Inferno mode is broken. It’s not more difficult, it’s just cheap. 1/2-shots everywhere, melee is severely handicapped. A number of retarded monster affixes that should never have been put in. Most builds except for a select few aren’t even viable. There’s no semblance of strategy, just having the best gear possible and dumb luck in not hitting the wrong champions. Since when did Diablo change from a game where you mow down monsters and feel like a god, to one where you repeatedly get cheap-shotted over and over again in a boring grind?

* Quests feel a lot more forced and non-optional than in D2.

* RMAH diminishes the sense of achievement of finding items. Spending hours finding a great item just doesn’t feel as rewarding when you know you can find something similar at the RMAH for a couple of cents. Although buying items with money was prevalent in D2, at least it was hidden away and not endorsed for all players to see and use.

* Farming has shifted from item finding to gold finding – mainly due to the rarity of legendaries, the low cost of legendaries, as well as gold being a readily attainable universal currency. However, gold finding is considerably less fun than item finding. To give a comparison: D2 was like playing the slot machine, each pull of the lever and you had a chance at something amazing. D3 is like going to work everyday, earning a paycheck, then buying what you want with the money.

* Outdoors feel a lot more linear, which is amplified by their completely static nature – there’s less vast open areas with less monsters at a time compared to D2 = less opportunities to kill hoards of enemies at once. The cow level – which was one of the most iconic vast open areas with hundreds of monsters, has been reduced to ponyville – a cramped twisty area with few monsters.

* No ethereal or superior items, no ability to create items with such properties or transmute it onto items you own, no gambling, no charms, no way to reroll item affixes. Mystic used to be able to do this, then got scrapped. All this just represents more dumbing down of features.

* A late game character doesn’t feel sufficiently stronger than an early game character. In D2, you felt weak in the early stages of the game, and like a complete badass in the later stages. Yet in D3, every spell is over-the-top and makes you feel powerful even 5 minutes into the game. Increased attack/cast speed are at much lower values than from D2 and inferno difficulty actually makes you feel a lot weaker than you did in the mid game.

* Lack of character uniqueness/identity/ownership – all builds are freely changeable, many builds in the late game are similar or identical – no character permanence + lack of customizability = lack of character attachment.

* Lack of in-depth customization – skills only have 1 level each so it’s impossible to specialize in certain skills to the extent you could before. You can’t specialize in builds that aren’t predetermined for you through the passive trait system. Because there are no points to allocate, there’s no more tinkering with unique builds, thinking about your build, or calculating your allocation of skill points/synergies. Although stats played a lesser extent (due to most people putting enough str to wear gear, and rest into vit), removing stats still removed some unique build options such as pure dex amazons, pure energy sorcs, pure str barbs, half/half varieties of the aforementioned, and max block vs 50% block vs passive block depending on dex allocations.

* Lack of good PvP support – not even in the game yet, but when it does eventually arrive, it will suck. There’s no 1v1s, no 2v2s, no in-game pk/pvp, no true team on team matches – only continuous-respawning deathmatch style matches on a timer. Furthermore, players are automatched by skill, so even players that are doing well will never truly feel like they are as there’s nothing to show for it without a rating system. RMAH also pretty much equates to buying power.

* No immersion or horror atmosphere – minimap with blinking dots and arrows, text messages and numbers popping up on screen for each attack or effect, annoying and repetitive character dialog every step of the way. Horror atmosphere is almost non-existent. Sure there’s “gore”, but the abundance of a bright colors, the cartoony almost surreal nature of the game, and the well-lit dungeons make it impossible for the game to scare you.

* Low replayability – no point in making more than 1 character for each class. All unique builds can be tried out in the timespan of a few minutes, instead of a few weeks. Unique builds aren’t practical in Inferno. Not enough depth in customization. Not enough depth in itemization. Bad pvp = low incentive to find loot. Bland loot = low incentive to find loot. Gold farming = low incentive to find loot. Low social support = less fun while playing. After beating inferno, is there even a point in continuing to play a game that’s no longer fun?

————————————————————————————————————————————————

Face it, this game is dying. People are leaving in droves after running through the game and reaching max level. This game is just too dumbed down and too badly designed to have enough replayability to support it for the years to come in the same way D2 did. This isn’t an action “RPG”, this is an action beat-em-up – this is Gauntlet Legends online. And don’t you dare think that any of these issues are because “an ARPG can’t do well in modern times”. It can. And it’s a darn shame that it very well could have, had Blizzard not hired that clown of a director Jay Wilson who ran the series into the ground. I’m done with D3, and my respect for Blizzard has suffered a large blow. Somewhere along the way, Blizzard simply lost respect for their customers, and it’s just not right.

 

+5 Defense against Steam Sales.

The latest Nerf Now sums up my reaction to the latest steam sales. It’s been, 4 days now and I’ve only bought 4 games and 2 DLC with I think a total sum of 25 Eur. There’s definitelly a lot of stuff I’m willing to buy but given the ridiculous backlog I’ve got already, I can’t justify to myself buying games at more than 10 Eur that I’m unlikely to play in the next year anyway. In that case, why not just wait until next year anyway and buy themthen when their prices are going to be sub-10?

A Kickstarter that I can support, and so should you.

I’ve made it no secret that I do not approve of the way most game developers are using kickstarter, that is, as a way to double-dip on their fans. I’ve also always said that something that is publicly funded, should be publicly owned as well, by which I mean that the end result should belong in the public commons, which at the moment means Open Source and Creative Commons for code and art respectively.

So to my grand delight I had the chance to put my money where my mouth is by supporting Haunts: The Manse Macabre. They are not only going to release the source as open source (under the BSD license) but also all the assets as creative commons.ย  This is great news, both for the culture, which will be able to reuse and improve on that base, but also for the game itself which will open itself to be extended by the public.

The game has already been funded, and now there’s a few days left to put some money towards adding more content, which makes sense to support given that we get to use it in the game as well as to make it part of the commons.

So what are you waiting for. This is the kind of game that needs all the support it can get. I do hope to see this become the norm in the future as well as the benefits to me us a supporter increase exponentially the more such games are made and passed to the commons, given how easier it will become to see more games built upon those foundations.

Cthulhu didn't save the world

Just finished the third installment of the Rain-slick Precipice of Darkness and it was good. Even though I’m not particularly impressed in the faux 16 bit graphics, the mechanics were solid and the game was enjoying to play. With that experience in mind, I tried playing Cthulhu saves the world, which comes from the same developers and I got disappointed. The game is missing all the improvements that made the RSPoD game enjoyable and just turned into an annoying grind. I tried playing in hard to have a challenge (because in RSPoD normal was too easy for me) and quickly found out that hard in this game doesn’t mean more challenging encounters, it merely means one needs to grind more to proceed. I just spent 1 hour sitting in one spot in the map and doing random encounters until I realized that the game is just not interesting enough to worth doing that. The battle is not even as interesting as RSPoD. Half the time I didn’t know why I lost, and that, combined with the fact that you can actually lose the game and thus from minutes up to hours of play as well (if you forgot to save and didn’t have “continues”.)ย  Combine that with the fact that mana points carry over from one battle to the next and first town was so designed that I needed to travel one minute to refill my MP, and it was just an exercise in frustration.

Perhaps the game would be not so annoying had I not played in hard, but if your only difference between the modes is how much grind you need to do, then that’s bad design right there. I hope they reuse the engine of RSPoD to more games because the ones they had before just don’t grab me in the slightest. Not in gameplay, nor graphics not even story.

Meh.

A discussion about sexism in Guild Wars 2

Is Guild Wars 2 objectifying women, or are they doing things right?

Even though really excited about Guild Wars 2 coming out in the near future, I can’t really be silent about the failing it still has on issues of gender and race. So when someone posted an article on reddit pointing out (among others) that, you know, the presentation of women in GW2 leaves something to be desired, I was expecting the usual redditor scumfuckery galore.

Among the usual fanboi/geek sexist responses of “Who cares/I think it’s fine/More Bewbs/Sex Sells” poop however, I did manage to have a more thoughtful discussion with a person I’m familiar with on the issue of sexism in the game. I thought I’d repost the argument here and hear what y’all think of this.

Quotes in yellow are mine (Indented quotes were new comments that were replying to a specific point, I’ve put them like that to avoid re-quoting the same things all the time)

Can we stop equating revealing clothing with slutty? Thanks.

I wouldn’t call it “slutty”, because I hate the word for its woman-hating vagueness, but I would claim that some of the sample armor for women is meant to be titillating. The female mesmer is a striking example. OTOH GW2 fortunately did not make this a rule, so we fortunately have some awesomeness like the female engineer armor.

The problem is not so much that the armor is titillating as such, but rather that this is only the case for female armor.

I don’t think the solution is so much straight equality (because that may not please many people) but to try to please both male and female audiences, and offer both audiences the ability to choose whether they wish to be dressed in revealing or less revealing clothing. The trouble comes when game designers force that choice on either side.

Come on now, those people don’t deserve to be pleased. I really don’t care if bigots are left unsatisfied :-/

Yes, the choice is to allow both sides to be dressed as they want. But that should be done with an eye for equality, not with an eye for pleasing the male gaze.

I think you’re misinterpreting what I mean–take for example TERA. TERA “solves” this problem by objectifying both male and female characters to a staggering degree. This only “solves” the problem by allowing female characters to still be objectified while technically being equal and politically correct.

No. Not even close. While there is some equal opportunity objectification in Tera. It is not even close to an equal scenario. Women are ridiculously objectified in Tera, even for the very low standards of geek culture.

http://gomakemeasandwich.wordpress.com/2011/06/14/tera-followup-no-male-castanics-are-not-as-bad-lots-of-pictures/

But having both be covered up all the time would just be conservative and would be equally objectifying, and it’s not what female players want either. I want my character to show some skin, as do many female players I know–when male players jump out and say, “stop showing so much skin”, they speak for female players and as usual miss the point. Male players need to STOP speaking for female players.

This is not what people are asking. And no, it’s not just male players that are asking for this. In fact most women I know ask for equal representation (not* conservative attires). I’m glad you like to show skin, but understand that not everyone does and that forcing that as the default, for women only, is extremely problematic.

The real solution I think is in trying to please both male and female players, rather than pleasing one or the other. Is it really a big deal if the game starts me out in a skirt when I’m a spellcasting human? No, because I think it would be equally annoying to ME, a female player, if the game started me out in a turtleneck and a Corduroy ankle-length dress with stockings etc etc.

It’s reasonable for a game to make that choice with your very first outfit. They can’t please everyone with the first armor, that’s why they give you different choices as you go. But I myself found it easy to very early on acquire clothing that covered up and looked far more realistic than the starting armor.

This is a false dilemma. The option is not only between the tu-tu and the Corduroy. Female characters might start just fine with a normal attire for an adventuring woman, much like the men are! If you want to dress up like you’re going to beach party later on, you should have the option, but making that the default for women only, is sexist, plain and simple.

I don’t see why realism for women needs to be done as an extra step, rather than, I dunno, the default as it is for males. Yes you can’t please everyone and as I said, in such cases it’s the bigots that should be left unsatisfied.

1. I’m not disagreeing that women are ridiculously objectified in TERA–but TERA was known for having skimpy outfits for both men and women. While they’re not 100% equal (is anything?), it still shows that blindly calling for equality in clothing isn’t the answer.

2. I think you misunderstand. Just because I want the option to have revealing clothing doesn’t mean I want to force my preference on anyone else. You don’t want more revealing clothing forced on players, other players don’t want less revealing clothing forced on them. Neither option is inherently more or less objectifying, it’s the act of forcing that choice throughout the gameplay that objectifies women and denies female players the ability to feel comfortable and represent themselves how THEY, not the male audiences, want to be represented. That’s what I want. Forcing conservative options is just as bad as forcing revealing options. There’s an inherent problem here, an inherent patriarchal bias it betrays, to find it more objectionable to have revealing armor forced on players than non-revealing.

3. (Continuing from above) Yes, as you say, it’s not a choice between lingerie and the turtleneck. But “normal attire” still forces a choice on someone. Starting gear simply can’t please everyone, and frankly I think when the argument comes down to “okay, the game in general offers enough variety to please most of the spectrum, but for the first few levels you have to wear something you don’t like!”, then that argument has frankly lost sight of the point. The game offers plenty of choice once the player spends some money or does some quests. It did not take me long at all to switch from a miniskirt to a more realistic adventure gear. And keeping that in mind, I just don’t see where anyone is coming from when they make a big fuss over what’s maybe an hour of wearing something they don’t like. The game designers spent a lot of time offering choices that range from realistic cover-alls to lingerie-esque clothing. They simply cannot please everyone with the default outfit, someone is going to have a choice forced on them straight out of character creation. The fact that the game offers easily-obtainable, multiple options that can please most people, and that the game allows the player to transmute their armor to look how they want with the stats they want, just makes me scratch my head at people’s reactions.

Plenty of choice is offered for both male and female gamers, at all armor tiers, and all armor types (medium, light, heavy). You can change your armor appearance. It is really not an issue that some people don’t like what they wear for the first hour of the game, imo.

1. This is not “blindly calling for equality in clothing”. I don’t see how having a little bit of skimpy clothing for males somehow makes up for the extreme sexism and objectification in TERA. I don’t see anything you said there actual proves that “asking for equality isn’t an answer”.

“Neither option is inherently more or less objectifying, it’s the act of forcing that choice throughout the gameplay that objectifies women and denies female players the ability to feel comfortable and represent themselves how THEY, not the male audiences, want to be represented. “

No seriously, having tittilating clothing be the default only on women players, or having less options for sensible clothing than males is absolutely more objectifying to females.

You keep insisting that the options for clothing that they gave (or forced at the character examples, and starting clothes, and majority of available outfits) are just to provide an option for women to dress their toons like that, and I don’t know if you’re deliberately ignoring the fact that this was done primarily by male designers for the benefit of a male audience. I’m glad you feel this is empowering, but most feminists I know disagree and this is the primary reason many women avoid male-dominated geek culture.

Forcing conservative options is just as bad as forcing revealing options. There’s an inherent problem here, an inherent patriarchal bias it betrays, to find it more objectionable to have revealing armor forced on players than non-revealing.

You keep mentioning that as if it’s an argument someone is actually making. It’s really annoying. Stop attacking that strawman.

But “normal attire” still forces a choice on someone.

Any attire “forces” itself on someone. What you’re trying to justify is that having a disparity in the starting or default attire for men and women, which conveniently is far more titillating/objectifying for women, is just the same as having the same kind of attire for both and letting both choose to be more or less titillating later on by themselves. This makes no sense!

One option provides equality and treats both genders as equals, while the other treats one gender as being there by default for the enjoyment of a straight male demographic. These options are not equal. The fact that women can later choose more sensible choices (less options of course than males have) does not change how they’re treated by default or how the game expects and/or forces them to dress and behave. As a sexual visual gratification for the male gaze.

You’re going to force a starting attire on male and female toons no matter what you do. All I and other feminists are asking is that the initial choice be equal and not reinforce cultural norms of female objectification that continue marginalizing women and driving them out of this hobby. Specifically I wouldn’t have a problem with, say, the female mesmer, if the male was dressed similarly. Btw, I don’t see you defending this option for all those males that want to start by default titillating to others. I wonder why.

 

My apologies, this one is going to be a bit of a ramble. But I feel this ramble is long overdue, because I think the majority of people are dead wrong when it comes to what exactly is wrong with the game industry’s portrayal of women, and how to fix it.

I don’t know if you’re deliberately ignoring the fact that this was done primarily by male designers for the benefit of a male audience.

This is incorrect, much of Guild Wars 2’s armor was designed by women.

I’m glad you feel this is empowering, but most feminists I know disagree and this is the primary reason many women avoid male-dominated geek culture.

db, I think we owe each other a little better than to downgrade each other’s opinions just because we or people we know disagree. I can say exactly the same thing, but in reverse. But my point is: what I find empowering is having a choice, not having someone else demand that there be less of what I am perfectly happy with because they, a male, find it sexist. That’s all. If your feminist friends feel insulted and denied power just by the fact that sexy clothes exist in games, then quite frankly, they are being threatened by empowered women just as much as empowered men.

Maybe it’s because I actually work in the epicenter of geek culture, but I can’t help but feel like you are letting the vocal majority drown out the content, silent minority.

You’re saying that women have less sensible options than men, but that’s only true by a small margin–the armor itself is by and large equal. Women actually wear armor that covers their bodies and can be called armor–while leather and clothing ‘armor’ are in a large number of the cases, equal between the genders, unless you’re a real stickler: here are some great examples:

1ย 2ย 34ย 5ย 6

The differences we are talking about are just not that big. The majority of armor in Guild Wars 2 is like that–reasonable, not lingerie, and only venturing into lingerie-for-women territory when you get to scholar armors. And even then, it’s not the vast majority of armors. The ONLY real big difference is in starting human caster armor. The starting heavy and medium armors for women are not remotely objectionable.

I’m sorry, but calling this lingerie while armor like thisย  gets the same amount of outrage is not helping the problem. (Not that I think you actually did call it lingerie–don’t think you do–but someone along the line did and jesus christ this has become a long, convoluted thread! Why do we always do this to ourselves, db? lol!)

How exactly are we to expect that game designers will bother to provide more varied options for men AND women when the most progressive AAA MMO title out there gets just as much flak as TERA? Really, why should they bother when they are still getting raged at just as much? ArenaNet is leaps and bounds ahead of their competition and they deserve some credit for providing a lot of variety.

The only point at which they don’t provide you with variety is the very, very beginning of your character’s life. And it is only for one small portion of the characters (female, human, caster) to whom they don’t provide reasonable, non-sexy clothing. All of the other female races and classes start out perfectly fine. It is honestly a very silly thing to get up in arms about.

I’m not saying that revealing armor SHOULD be forced on players to start off. Of course the developers should strive to start off all characters in neutral, reasonable armor that will offend as few people as possible. But when the developers have made a very big effort to provide so many non-revealing or equal clothing options, it’s such a very small point to get angry over. And frankly I can’t take it seriously.

Here’s my problem–revealing =/= objectification. People love to jump on the women’s studies and feminism bandwagon without really thinking this over. Female clothing designers produce revealing clothing because it’ is sexy, and many of us like how it looks. The female designers of the armor for ArenaNet were not thinking,

Being sexy is not an objectification thing. Women want to feel sexy, many of us want our characters to look sexy. Because WE want it, not because it was forced on us. Sexy clothing is not inherently or by default an act of sexism–and suggesting it is not a method of objectification. When Guild Wars 2 starts me off with TERA armor, then I’ll see your point. Starting characters off in lingerie is certainly objectifying. But a skirt? Really?

Wanting skin to be shown is not just for men!

What you’re trying to justify is that having a disparity in the starting or default attire for men and women, which conveniently is far more titillating/objectifying for women, is just the same as having the same kind of attire for both and letting both choose to be more or less titillating later on by themselves. This makes no sense!

I’m not trying to be argumentative but I think the sentence got lost grammatically somewhere along the way. I am seriously confused :S

P.S. I’m not defending that option for males because I don’t SEE any men actually wanting to wear revealing armor. Most men don’t, while many women do want to play characters who wear revealing armor.

 

Unfortunately you still continue missing my point and attacking strawmen. ):

  • I am not saying that GW2 is as bad as TERA, hell I think GW2 has made very good progress in this issue but it still has a long way to go. There is nothing wrong about pointing out the failings of GW2, even if they’re not as ridiculous as TERA. I, and the OP, are not angry at GW2 and its developers. Hell, I’m still planning to play the fuck out of it. Not every criticism comes from anger for crying out loud and there’s nothing wrong with making criticism about improving the game in gender equality.

This is why I don’t understand why you keep bringing TERA up. I did not say that TERA is better, or even as bad. TERA is attorocious and the rampart sexism is the primary reason I never even bothered to look at the game. GW2 is much better, but it’s not perfect, and while you may be able to ignore some things, me and others can’t, and I’ve already lost people who I’d like to play with, such as my wife, who took one look at trailer I showed them, saw the Barbarian Bimbo, rolled their eyes and dismissed it…

  • I am not saying that there should be less revealing armor in the game. I am not trying to take away your options to dress sexy, or revealing or whatnot. I want equality!

You insist on acting as if the choice to dress some female characters more revealing, and make them universally more appealing (without option to avoid this, such as in the face) is like a standalone example of catering to players like you. As if we do not currently live in a patriarchical society with rampart objectification of the female body. As if the geek culture is not unbelievable sexist and catering to the male gaze at every chance it gets. As if we’re living in an age of egalitarianism and I’m being a prude. This is frustrating to hear coming from someone who knows better!

The game is not trying to be empowering to you. The game is reinforcing the common tropes of female objectification rampart within normal, and especially geek culture! It’s fine and all that you find ways to be empowered by this expression of patriarchy, but don’t dismiss the criticism of those who aren’t. I’m not asking you to lose your options to express yourself, but myself and many other women I know of, feel it’s degrading that the default or only type of female adventurer of some class is protrayed in a style that is impractical, whimsical and caring more about appearance than function. The reason why male characters are not shown this way, is not because males don’t cater for it, it’s because it’s not a cultural expectation that a male would act this way and thus if they did make a male mesmer look like the female mesmer, there was going to be an outrage from all the males who were offended. It’s only ok to offend people as long as they not straight white cis males…

  • I am not saying that all revealing/sexy clothing is objectifying. I don’t understand why you keep insisting on this. I am saying that a disparity in clothing and appearance for males and females, that is in line with the greater patriarchal culture we live in, shows that the game attempted to please the male gaze, and not to provide for players like you. I am pointing out that you are not the target of those decisions except incidentally. And I am saying that you should not be happy with the general state of affairs merely because you are catered to, even when significant number of other women feel excluded because of how male-oriented games such as GW2 are. (And again, yes GW2 is more friendly to women. But it’s not there yet)
  • I am not making a big deal out of this. I am making a big deal out of how much this very small criticism is blown out of proportion by people who think GW2 can do no wrong, because it’s taken some steps in the right direction. It’s OK to say that things can be improved. We’re NOT saying it’s as bad as TERA whenever we ask for more inclusivity for women (and LGBTs, and PoCs, and and and).

 

Bah, I think I’m losing track of who said what. I’ll just say this: I disagree that ArenaNet is the group of sexist hounds you seem to think they are. The game doesn’t need to empower me or anyone else, it doesn’t need to try. I and other women shouldn’t be looking to commercial developers to empower us in the first place.

I completely disagree with your assessment of the development team for Guild Wars 2 as working solely for the male gaze. As I said, there’s a great deal of women on the team–the design of female Charr (and the story behind their design) says a lot about the development team. As I said, I think our disagreement at its core comes down to just the starting equipment for one small segment of the possible characters in the game, and I just don’t think that’s evidence of rampant sexism when the rest of the game provides so much more in both the starting and later levels.

 

I disagree that ArenaNet is the group of sexist hounds you seem to think they are.

I don’t think that exactly. Most males and females are raised sexist (Patriarchal expectations etc etc) and it takes significant work to overcome. I’m sexist on some issues as well (and I’m working on it). “Sexism” is not an ultimate denouncement. It just means that we, as humans, need to work on our shit. As I said before, I think ArenaNet is doing a lot of good things in that regard, but they still need work.

The game doesn’t need to empower me or anyone else, it doesn’t need to try. I and other women shouldn’t be looking to commercial developers to empower us in the first place.

I never said that either. I and I believe the OP, is not asking for direct empowerment (altough tools to allow women to achieve it wouldn’t be bad either), but merely to not be objectified/marginalized.

I completely disagree with your assessment of the development team for Guild Wars 2 as working solely for the male gaze. As I said, there’s a great deal of women on the team–the design of female Charr (and the story behind their design) says a lot about the development team.

While the female Charr are awesome, this does not change the fact about how Humanoid women are protrayed. Women can be just as bad at reinforcing sexism btw. The fact there are women designers who might have designed the human women is not proof that they can’t be sexist.

As I said, I think our disagreement at its core comes down to just the starting equipment for one small segment of the possible characters in the game,

Not exactly. I have issues with

  • The lack of options for creating humanoid females that do not look like Bimbos or Dolls.
  • The disparity between clothing between males and females. Occasionally the female clothes are designed to appease the male gaze, rather than be functional for their role (i.e. armor with midriff/cleavage showing etc), while the same is not true for the male version.
  • The general protrayal of women NPCs in the world, such as the aforementioned Barbarian Bimbo in the Norn storyline.
  • The disparity in number between Female and Male NPCs and their roles in the world.
  • The almost complete absence of People of Colour NPCs.

While ArenaNet has done a lot of things right (I totally dig a lot of badass female clothing options, and the fact that not every outfit shows “tits & ass” and the female Charr are great) they can still do better. They’re still sexist, but they’re merely less sexist than most.

Diablo 3 is just too short (and other annoyances)

While it’s an enjoyable game, Diablo 3 just disappoints on too many issues.

So obviously I’ve been playing D3 in the last week and while the game is quite enjoyable (albeit far too easy on Normal mode) I find that it is unexpectedly short. The game follows the same pattern as Diablo 2, of having 4 acts, of which the 4th one is very small comparatively. Each act takes around 3-4 gametime hours to complete, if one is not completely rushing. But the whole game can be completed in 5 hours if one just rushes the main questline. People had reached level 60 on the first day, which means 3 complete playthroughs within 24 hours, probably less.

What I can’t understand is why the game is so short! The freaking thing has been in development for as long as any MMORPG, perhaps even longer, and yet we get an amount of content that is normal, if not short for any AAA game coming out. Why didn’t we get a huge campaign to play through I do not understand. MMOs typically have 5 year development cycles and then come out with content that is vastly larger than what D3 delivered. Just look at the size of the world that World of Warcraft has when it launched, or the size of the world that Guild Wars 2 will have.Did Blizzard get rid of their design and graphics department once they’d crafted those 4 acts? It’s a bit disappointing to tell the truth.

Other than that, while I’m having a lot of fun, the shine ofย  a new blizzard game does quickly start to rub off and I start to notice the defects below. Except the disappointingly short length of the game, I am not sure I like the way that things were overly simplified. A few things that bothered me:

  • Why are there so few socketing items? There’s only 4 types of gems available, that are all very very similar and downright bland. One gem for each base statistic, and they don’t really have a lot of variation for where you slot them. I really miss having a special ability for slotting them on shields or off-hand items.
  • The way the base skills work is just boring and does not promote any diversity in characters. Basically, for each class you get one primary skill that has the same effects as the other primary skills for the other class. They add both damage resistance (in some form) and damage increase. Because your base skill increases the two things one most needs in the game, there is absolutely no reason to increase your other skills except vitality. This is just brain-dead. There’s practically no decision-making required whatsoever as all you need to do is look for the items with the most primary or vitality stat, depending on if you want more damage or survivability.
    I remember in Diablo2, I was playing a wizard that used to go into melee range and use close range powerful magic. Maybe not the best build but it was fun. To do it, I had to increase my strength a lot, in order to be able to equip heavier armor, which was cool as I ended up as a mage in plate armor. But there’s no such experimentation here. Whatever build I go for, the same choices are always the best: Primary stat + Vitality. Meh.
  • The Auction House seems to cheapen the whole experience. When we first started playing, we had a lot of fun and excitement for finding good drops, even if not good ones for our class, since our team mates could use them. But then one of us started using the Auction House to pimp themselves out. It started with them buying some high quality gems to put in their weapons but soon enough it was better items. Given that you can buy on the Auction House far better items than you can craft or find (within reason), most of the time, there was very little reason to even check if what you found was better than what you bought on the AH. 99% of the time, it isn’t. That, coupled with the fact that 90% of the magic item drops you get are complete junk that you just sell, even rare items, and there is very little excitement about finding anything. It becomes a mindless item harvest to sell for gold to buy what you need on the Auction House.
  • The weapons you use are almost always just cosmetic. There is no functional difference between any weapon type. Swords do not differ from Axes do not differ from Polearms, except for attack speed and using 1 or 2 hands. There’s no cool weapon specialization as there was in Diablo 2, where one could become an expert on a particular weapon type and get some cool abilities out of it. Other than some small decision on what kind of skills to use depending on your weapon’s attack speed, you can interchange weapons with impunity. That’s possibly a conscious decision, but it’s boring.
    Why don’t hammers work better to bypass armor? Why don’t swords and daggers work better against unarmed enemies? Why don’t polearms have a longer reach? Everything is the same.
    Add to that, that the spell casters of the game can equip any item but never use it. I equiped a honking two-handed sword on my Witch Doctor that I never swung even once. I had fun with my two handed-carrying wizard in Diablo2, because I would smack people with it, but now it’s just used to calculate the damage of your spells? I’m left unimpressed.

What do y’all dislike about D3?