Category Archives: Rambles and Rants

Only the Good Die Young

Well, it’s official. Artifact is dead.

Again.

I suppose the issue with revivals is that you have to go through the grieving process a second time.

But let’s give some context. Artifact was the best little card game that no one played. It was loathed from the day it was announced. It was decried as it built up towards its release. It was vilified once it finally arrived in our hands. Then people spent its last throes celebrating and reveling over its prepared grave. It seems people got more satisfaction desecrating its corpse than they did playing it.

Oh Vanessa. I hope you make it into Dota 2 because you’re too cool to not see the light of day.

Which, I mean, I guess we like what we like.

But it was nowhere near as bad as anyone says it was. And it’s a shame for those few of us that actually liked to play it.

And can we just take a moment to appreciate its art. It’s got such pretty art.

However, it was clearly always a niche product.

I guess I’m drawn to niche card games. Perhaps its my stubborn refusal to play Magic: the Gathering. Or perhaps because the only mainstream card game is literally Magic: the Gathering. Perhaps the card game market is simply too niche on the whole to support a breath and depth of experiences and formats. Or perhaps this is further condemnation of the state of art in a late developed capitalist economy. I can only assume there are a bunch of movie fans who are, at this very moment, penning a near identical blog bemoaning the death of their favourite film to the likes of yet another superhero movie.

I don’t know, because I don’t watch movies.

Because they’re just all stupid superhero movies.

However, I can’t help but draw comparisons to Netrunner when reminiscing over what could have been with Artifact. Which, I suppose, isn’t a fair example. The death of Netrunner wasn’t hinged on its market viability. It was successful… enough. It simply wasn’t successful enough for its publisher to fight for its IP rights to continue it. And I’m not the dollars and cents person for either Fantasy Flight or Valve, so I can’t speak to the financial viability of either of these games in this day and age.

And I get that commissioning all that fancy art is cheap. Let alone all the programming and animations that went into bringing this game to life. Artifact is the sort of game that, in the past, would have quietly died behind the scenes at old Valve, never to be mentioned except in passing by former workers disgruntled that their years of hard work amounted to nothing than a few posters to hang on the walls. This time, however, we got to see the sausage being made.

It’s not pretty.

It’s heartbreaking.

I’m also saddened that the legacy Artifact will leave behind is one of smug triumph by the worst aspects of the Internet. Look, I get the disappointment. I was there for the reveal of the game at the International. I wanted to see new heroes and updates for Dota 2 just as much as everyone else. Sure, the last thing I cared about was “yet another card game” at a time when everyone and their grandmother hadn’t released all their own card games. Sure, the game started off on the wrong foot. However, the vitriol that rolled from that first moment was not reflective of the game at all.

It was motivated primarily by a bunch of people online demanding to be right over an argument that no one was having.

People were determined to hate the game on release. I can remember all the hate messages people posted about community members that got early access to the game and were sharing their enthusiasm for it. Then there was all the hate for the people that got early keys from attending promotional events before it launched. It was a cavalcade of hate directed at anyone and everyone who even brushed past the project.

It exceeded far beyond rationality. It heightened and perpetuated the worst toxicity of online culture that festers and breeds in online games. It was on the level of Diretide stupidity and kind of drives home the Hobbesian ideal that man is solitary, poor, nasty, brutish and short.

A large portion of the online community had determined, before they even played the game, that it was the worst thing ever. It seems they were determined to make it their life goal to see it fail.

And this was a story of their success, in the end.

But it’s a weird, bitter victory. Since this was a game that was ostensibly cannibalized by the very people who want it. Or would want it. It’s not like a rival fan base infiltrated the community and redirected all these irate fans to their favourite game. This was an example of a fan base determined to send a message to their preferred developer. I’m not sure what their message was. I don’t think they had any idea what it was either. It was merely a sustained display of anger to simply communicate that they were… angry, I suppose.

Now, I’ve gone over the shortcomings of the game. I don’t think it’s perfect. Far from it, I think it had some very serious flaws on release. I thought there were some fundamental design issues that would hamper it’s continued development and success if Valve decided to stick by them. So when word of the revival came out, I was curious to see what they learned.

And… I can’t say I agreed with everything they did. What was clear, however, was that Valve was determined to listen to their fans. They seemed to think that the biggest issue they had with the first release was not paying attention to every single scrap of feedback that they got.

That, however, was a mistake.

When discussing the creative process, I often quote a Valve developer. I recall reading an interview where an employee (could very well be an ex-employee at this time so I apologize for not naming them) said that your audience is very good at identifying things that don’t work. They are, however, terrible at knowing what does. You’ll see it all the time. Perhaps you’ve done it yourself. You’ve read, watched or played something and said, “This is awful! Man, if only they did X it would be perfect.”

Except, for most of us, we’re really not qualified to make that second assertion. The first is sound feedback. We are, after all, the best judges of our own feelings and motivations. We spend the most time with ourselves so we should be best at noticing when we like something or don’t. However, people are not trained in every aspect of art. I may not like a pop song but I am the last person you should ask for suggestions on how to improve a beat or melody.

All rights are reserved to Valve Corporation and the respective artists and whatnot. I can’t imagine what they’re going to do with this trove of excellent art, though. Those unfortunate artists.

And I found that with my writing. When I gave my earlier drafts to readers for feedback… I can’t deny that the suggestions for improvement weren’t the most helpful. The greatest value I got from readers was finding areas of common ground where they didn’t like something. But their suggestions on how to improve them were not going to work. I can say this with some certainty because I’d tried a few of the suggestions before and they weren’t successful. Other suggestions were simply not going to work on their own.

Now, I can’t say that Valve’s issue with its revival was that they listened too much to bad suggestions. I have no idea what went on behind closed developers doors. Following its development, I noticed them tweaking things to align with the most common complaints. However, in doing so, they ended up gaining complaints for other people who actually liked how it was originally. Plus, those changes just made more problems. The development situation spiraled into a situation where, no matter what was done, no one seemed happy.

And I was a little disappointed because I liked Artifact’s original release. Its revised version was… basically a totally new game. I was on board because it was interesting in its own right and I still believe Valve to be very skilled developers. Furthermore, at the end of the day, the idea of having a card game that could distill a game of Dota 2 into a two player, shorter experience was exactly what Kait and I were looking for.

I guess, in the end, they finally went with my suggestion of making everything free. So, in these last listless moments, Kait and I will still load it up and play with what we’ve got. They polished the revival into a state that looks nice. Certainly nice enough for us to mourn yet another “imagine what this could have been” situation.

At the very least, we’ll have an animated Netflix show by the end of this month to enjoy.

But to all those haters who loathed this game from the very beginning… well, I hope you’re satisfied with this.

Because someone should be.

Summon a New Age of Wars

I’m not sure what it is about Summoner Wars that draws me in like few other board games. I like to imagine it’s the fact that Kait actually plays it. Maybe it’s because I unironically love Runebound. There’s a certain appeal to things which invoke the childhood fantasy that I voraciously consumed in my formative years. While I certainly avoid the genre now (a peculiarity since I write in it), I quite like the card/dice game of generic fantasy tropes smashing themselves rather comically against each other even if the system isn’t the most compelling or complex.

And I know you all have missed this conversation, so I’m glad to drag it up from the dead.

At any rate, here’s some Summoner Wars news! And I’m not talking about finally writing up my reviews of the last factions I own. Kait never finished the tournament we literally started over a year ago. I hold her solely responsible. However, given our progress in it, I can give a quick rundown of our findings to date:

Abua Shi: Long time favourite. Sadly outdated and outclassed. 

Bolvi: Pet project and powerhouse if given the chance. Crazy strong with help but abysmal without.

Farrah Oathbreaker: Strong but complex. Unfortunately too wordy.

Frick: Low key very good while still feeling balanced and fun.

Jexik: Actually balanced

Mad Sirian: Fun idea with awful implementation. A victim of the early “better safe than sorry” design which he can’t shake.

Nikuya Na: Struggle bus is real. 

Queen Maldaria: How are you winning?!

Rallul: How can you lose?!

Samuel: A+ for effort but outclassed with later releases. Still too safe of design for an aggression faction.

Saturos: Bonkers.

Torgan: Dark horse but the struggle is real. Sometimes you just need to rely on Lady Luck.

Now, with the tournament incomplete there’s a fair amount of ties and a significant amount of sway from outlier data points. I won’t deep dive this. At least not now. Maybe when I’m more bored.

No, what I wanted to discuss was that the artist for Summoner Wars 2.0 has been revealed! Well, he has been revealed for many months now. But I only recently stumbled across this news. 

See!

All art obviously belongs to Martin Abel and Plaid Hat Games. I believe the company is independent now so it’s just them. And yes, this is shamelessly stolen from the Internet.

Ahem. Yes. Well. That was a choice.

Where do we begin? Well, this is my blog so let’s start with my feelings.

I hate it.

Thank you, that’s a wrap. See you next week.

No, of course I’m not going to end there. There’s actually a fair bit to unpack especially since I ragged on the original game’s horrendous art. The perceptive amongst you will notice something familiar about this new Summoner Wars. That’s right. It’s the exact same art style as Crystal Clans. 

And therein lies my issue. I believe I applauded the art direction for Crystal Clans. Wait, let me go and double check if I did…

Yes, I did. I was upfront that the style isn’t my favourite. And it’s still not. Martin Abel is a talented artist, for sure. I can’t hold a candle to his skill. However, I don’t like these cartoon proportions and bright stylizations that are typically sold as children’s animation. It lacks a certain detailing that I prefer. Also, whenever discussing art, I’m more on the realism than stylized side in terms of my tastes anyway. However, they are my tastes. What I was really happy with in regards to the art for Crystal Clans was the design of the factions broke the stereotypical fantasy mold. 

Day of the Dead necromancers that look like a fun Mexican fiesta? Yes please! Geomancy gypsies with a fondness for capoeira? Why not? It was its own thing and it was going to drum to its own damn beat. And I respected that. 

Alas… this is not Crystal Clans 2.0. 

The original Ret-Talus for comparison. He’s uh… certainly green.

Now I’ve hated the visual design for Summoner Wars for a long time. But, truthfully, I felt that within its own framework, they were improving. While there’s a certain lack of creativity when it came to factions (we are swamp orcs, we are green vs we are ice orcs, we are blue), overtime a certain style was emerging that was, by a bare minimum, tolerable.

However, taking the Crystal Clan design and just painting over the old Summoner Wars factions is literally grabbing the worst of both worlds. Now we have these exaggerated, simplified characters composing exaggerated, simplified armies. Boring undead necromancers look like squeaky dog chew toys. Generic white angels and blonde clerics look like the Saturday morning children’s tie-in for a 2001 Bratz Dolls collection. 

Maybe I’ll be surprised that there’s been a huge rework to go along with the visual overhaul to the game but since the artist has already shown us Ret-Talus of the Fallen Kingdom and Sera Eldwin of the Vanguard, I suspect that won’t be the case. 

Even worse, both Crystal Clans and Summoner Wars are fantasy IPs. By using the same artist and art style you make the products visually indistinguishable. Maybe that’s not a problem. Maybe Plaid Hat wants to be known as the child pastel board game company. I don’t know. I don’t sit in on their creative meetings. 

Or, perhaps, the artist had a bulk sale on commissions and with Crystal Clans tanking they had all these leftover designs that had to be used for something. 

And I want to reiterate – the original Summoner Wars art was bad. I am not hating on this new direction simply because it is a new direction. I know that drastic changes, especially to nostalgic pieces, can often face a lot of undue criticism by people who simply want to reignite the experiences of their old favourites. I think I would have not liked it if Crystal Clans never existed and this was the first time I saw it. But I wouldn’t hate it. And I’d most certainly be thankful it wasn’t anime. 

Which, I guess I am thankful it’s not anime.

Given that the characters seem to all share the names of their original releases, I’m guessing this is going to be a hard reboot of the game? Like, everything we’ve seen we’ll be getting again?

I will say this. Plaid Hat must know that going for such a highly stylized design is going to provoke a strong reaction from interested players – whether that be adoration or derision. I can appreciate them being bold. I just don’t like how recycled it feels. I want Summoner Wars to have a more distinct identity whereas this is too muddying around with that other game. 

Will I buy Summoner Wars 2.0? We’ll see. I won’t let the art hold me back, that’s for certain. I didn’t with its first release. So that won’t be the line in the sand for the second. However, after my experience with Crystal Clans, I’ll certainly be more hesitant about a purchase. If it keeps the spirit of its gameplay which I enjoyed from the original, I’ll certainly push past its new coat of paint. 

I’ve done so before, I can do so again.

But I won’t be happy about it.

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The Fun Stops Here

So today, let’s do something we haven’t done for awhile. I’m in the mood for a good bit of ranting and it’s probably tied to the fact that my lower back is so tied up in knots it could probably hoist and hold a galleon’s main sail.

Furthermore, I was seeing some discussion and I wanted to address some of the criticism being offered. But first, some context!

I was speaking with Derek, oh, years ago now and he was commenting on how poorly our modern education system was doing in actual education. In particular, our schools do a good job of informing us of culture but it leaves us poorly adept for processing said culture. Now, Kait is a teacher, so I have some basis for understanding how our education is laid out. And, at least for our neck of the woods, there’s been a recognition of this very shortcoming.

For our interests today, my annoyance arises when people want to give feedback on the entertainment they consume today.

Now, I’m not fully throwing every individual out there as being uneducated. I’m not even going to lay all of this at the feet of the education system. There is indubitably a finite amount of time in which to teach a whole slew of skills and knowledge to a general populace. Expecting analytical dissection of media from your average person is like expecting me to walk away from a workshop class with any understanding of how a car works. I put key in whole and thing moves. We’re all going to have our blind spots. It’s just an unfortunate fact of life.

Thus, I’m not expecting this rant to suddenly elucidate a whole new generation of bright and critical minds. No, my whole goal for this post is to accomplish just one thing:

I don’t want to hear people talk about Negative Play Experiences ever again.

I hate this term. I hate it with a passion. I hated the time before this term’s existence when people groped around for some manner to convey this insipid idea. I’ve seen it referenced as anti-fun (probably from some physics enthusiast dweeb), use pattern mis-match or any number of other vague, jingoistic terms that are never well defined and used as though everyone understands what on earth you’re discussing.

Accessed from https://www.wga.hu/art/v/vernet/horace/artist.jpg
Vernet, Horace. The Artist’s Studio. 1820.

And thus, I’d love to give you a definition of Negative Play Experience. But I’ve never found one. I mean, sure, I’ve read people answer that it’s “anything a game does that bores or frustrates one or more players.”

That’s it. That’s pretty much all the definition you’ll get. Except you’ll have lots of people swoop into a conversation and emphatically state “This game did poorly because it’s full of Negative Play Experiences!” And they almost never get challenged because it’s the sort of criticism that appears to carry meaningful messaging.

I shouldn’t have to point how Negative Play Experiences should be laughed at. But let’s breakdown why treating “anything that bores and frustrates you” isn’t a valid criticism. First, boredom and frustration are two different emotions and conflating the two of them together diminishes the issues behind either. Second, boredom and frustration aren’t cardinal sins in entertainment. This might come across as controversial but stay with me.

Let’s address boredom. Sure, it is pretty antithetical to the whole purpose of entertainment. I would readily agree that if entertainment is boring you then it’s probably not the entertainment for you. The caveat, however, is that just because you find something boring doesn’t necessarily make it bad.

We all come to our experiences, not as blank slates as those Tabula Rasa philosophers once naively believed. We carry with us a mountain of baggage formed from the experiences and education we’ve received to that point. Someone born and raised in the nicest Swiss chalet is going to certainly have different interests than myself. What I find interesting, they’ll probably find boring. This is why entertainment is focused on markets. In fact, a common criticism for a lot of popular media is when it gets too broad in its appeal and loses its interest for everyone. It is not just better to be liked by some and hated by others but I’d argue that’s ideal. The last thing you ever want to make as a creator is something that no one hates. In all likelihood, all you’ve managed to do is make something so bland and banal that it simply elicits no emotion from your audience.

And that is bad.

So I may have no interest in handegg or race cars, and such things may bore me, but others find it exciting. Saying that you find something is boring is actually fine. Perhaps it is ideal. It’s no reflection on the quality of that object, however. It’s merely a reflection of you with that object. By acknowledging boredom you’re just summing up in fewer words that a product or piece of entertainment isn’t for you.

As a point of criticism, however, a creator can’t really take anything from that. So if you’re expecting a creator to take you complaint that “you’re bored,” don’t really expect to be rocking anyone’s world here.

There are, of course, places where boredom can be appropriate feedback. Off the top of my head, if you’re already an established audience then you can comment on changes by the creator that effect your engagement with the product. “I really enjoyed putting digital hats on my soldiers but I find painting nails on their digital pets that you only see on loading screens as a boring replacement” is fine feedback. But even with this example, we’ve already progressed well past decrying nail painting as a “Negative Play Experience” and provided something actually damn useful.

As for frustration, I’m really surprised to see it listed as a problem.

Well, I’m not masochistic enough to be baffled that people hate frustration. I know I don’t like being frustrated.

However, I’m surprised to see people who make a hobby of gaming to be so against frustration. I can’t think of any game that hasn’t frustrated me. In fact, part of the point of games is to create frustration. That’s where the whole sense of challenge arises. If you aren’t overcoming anything then you’re not really gaming. You may be having an experience but I’d be hard pressed to consider it a game. And all of my most rewarding experiences with the hobby has been overcoming great adversity.

Some of the most celebrated video games are also ones with great reputations for causing frustration. Dark Souls made an entire franchise on frustrating the player. And of course there is the whole “bullet hell” genre. And this isn’t even touching multiplayer games where, by necessity, competition between other people is going to cause frustration. And I don’t have any experience with them but the “simulation” games seem to have game play solely around being frustrating to handle.

Of course, there is some frustration that may not be ideal. For example, if say the keybinding for actions are poorly spaced on the keyboard and you’re constantly reaching across fingers to try and do anything, constantly hitting the wrong button and accidentally killing yourself, I can see that being unnecessary frustration. Some things aren’t meant to frustrate and if they do, then of course that is valid criticism to provide. But that’s just the ticket, explain why said thing is frustrating to you.

If your problem is that “I don’t like X because I lose to it.” Well, that could very well be on you, cupcake. On the other hand, if you’re providing feedback like “I take this path in the game and it takes twice as long to achieve half the success as my opponent doing this path which is a fraction of the challenge even though the game encourages this action,” that is likely a good frustration to report.

That really is the nature of proper criticism, however. Blandly stating “this thing is bad and the creators are idiots for doing it” is not proper criticism. It’s noise. And I’m a strong proponent of the vast, vast, vast majority of feedback that creators get is useless noise. My stance is, listen to what your audience is telling you but never do what they say. The audience is often decent at pointing at something which is not working. They’re horrible at explaining why or offering successful fixes. Partly, they lack the full picture of design. Which isn’t that surprising if you consider their background. Most consumers are only familiar with consumption. They can tell if it upsets their stomach but they have no idea what is going on in their digestion.

So if all of them are saying that your creation isn’t working, they’re probably right. But most of the time they can’t pinpoint what’s wrong. So don’t listen to their fixes. Hell, a lot of the time the misdiagnose the issue in the first place.

So if you want to help creators, if you want to reduce your own noise output, just think of criticism sort of like a doctor’s visit. You know your body the best. You know when something isn’t working as it should. But you don’t know all the diseases and ailments that it could possibly be. So explain all the symptoms and how they deviate from the normal.

But by goodness, don’t come in with your diagnosis.

And please don’t call the next mechanic you lose to in a game a “Negative Play Experience.”

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Apollo’s Fickleness

You know what we haven’t had in a good, long while? A proper rant. So never fear, intrepid reader, I have come to complain about something which has almost no bearing upon your life and, likewise, will not leave you the better for reading. We are to embark upon sweet Apollo’s curses which seem to serve as nothing more than petty time wasters.

Or something. The Ancient Greek Pantheon moves in mysterious ways. But mostly it’s just a lot of gods turning into animals in order to tempt humans into inter-species intercourse.

As a speculative fiction writer, I often spend my thoughts on the future and potential directions it may take. I wonder of the impact of certain new trends or technologies and the complex relationship humans have with the world. On the inverse side, I am also interested in retroactive perceptions and how we got to this very moment in society, how things may have advanced differently and whether past trends could have led to alternative outcomes. There are a lot of ‘what if’ scenarios and deep consideration of one idea or philosophy and the cascading effect it may have on everything else.

I know I’m not alone in these musings for I have read discussions of other people debating these topics. Invariably, one is drawn to the concept of cultural relativism wherein a person’s beliefs and attitudes should be accounted for within the environment they inhabited. This isn’t a rant against cultural relativism, however. It is, instead, a rant against the hilariously misappropriation of cultural relativistic thought in one very specific application.

I’m going to discuss how incredibly asinine it is to argue that eating meat is somehow a great moral failing that will be harshly judged by future societies.

So if you’re an ethical vegan, I’m sorry I’m going to offend you right now. Take that apology for what it’s worth. I appreciate your dedication to your own moral code but your visions of the future are, simply put, absurd.

I do appreciate the attempt at self-reflection. It’s a mental exercise that I feel is sorely underused by many people. To try and picture what a future will look like then apply those later value judgements back on yourself can be a worthy thought experiment for identifying potential behaviours or feelings that are problematic now and can be thusly addressed. For example, I think it’s fair to say that transgender issues will be far better received in the future than they are now while they break into the general public consciousness. As such, I think it’s equally fair to say that future generations will look back and be baffled why we struggled with acceptance towards this issue much like we look back and are aghast how prior generations viewed race relationships.

Accessed from https://upload.wikimedia.org/wikipedia/commons/c/c2/Kratzenstein_orpheus.jpg

Orpheus and Eurydice by Christian Gottlieb Kratzenstein (1806).

I also think our relationship between capital and labour will shift as economic theories and practices adjust for new technologies and modes of life. In a similar vein, I’m certain teens will read textbooks and be confused about our consumerist culture just as we are equally baffled the mercantilism and the need to hoard silver and gold.

I don’t, however, think future peoples are going to wonder how it was that we ever dared put the flesh of other living creatures in our mouths. Largely because I don’t believe that future societies are going to be stupid. Or, at the very least, they won’t be that stupid.

I feel this idea that meat eating will someday be vilified arises from a person’s own personal feelings clouding their ability to forecast the feelings of others. I know I’m constantly surprised people don’t think like me but that spurs me to try and understand why perspectives and feelings differ not double down that my vision is right and everyone else will eventually reach its inevitable conclusion.

Now, I recognize this rant is levied against an obvious minority opinion but maybe it can provide insight into why other views may not be adopted by future societies as well. But there’s a clear difference between something like Transgender Rights and veganism. The largest being the one is based solely on communal acceptance and the second requires a large change of society’s functioning with regards to technological development.

No vegan thinks that humans are naturally herbivores. To be educated enough to balance your diet solely based on macro and micro-nutrients derived from plant matter necessitates a great amount of dietary restraint plus a heavy investment in time and commitment. You won’t survive simply chowing down on nothing but carrots and lettuce. Furthermore, the variety of plant matter is clearly not naturally found in one location and if you know all the minute plants that carry the necessary iron and protein (or heavens if you’re taking obvious supplements) then you know our bodies simply are not adapted to a plant-based diet.

Can it be done? Of course. Do I think it’ll be done more prominently in the future on a large, industrial scale? Actually, to a degree, I do. I think there is a valid argument towards the lower environmental impact of a plant based diet compared to one heavily based around meat. But such a widespread transition isn’t going to be based on the complete lack of understanding of why meat eating existed prior. I also think that the only way to get wide scale adaptation of this kind of diet will require laboratory produced protein replacements.

In this way, we don’t have the technology to change people’s diets to a healthier alternative on such a massive scale yet. When it happens it’ll be like the implementation of the car in society. I’m sure it’ll have a large impact on the agricultural industry and climate. It might even change society so it’s entirely unrecognisable to us now. But it won’t render those who live in it the inability to understand that, prior to the widespread infrastructure for lab grown meat, people had to make do without such benefits.

Ask someone now how life might have looked like without a car and they’ll probably accurately predict that people moved around a whole lot less than we do now. They might not be able to imagine living without such convenience but it’s not like they can’t imagine a society existing without it.

This is contrasted with, say, slavery. For a lot of us, the absolute cruelty and inhumanity of enslaving people is so foreign that even conceiving of it is impossible. Movies recounting the barbarism and brutality of the slave trade sounds unbelievable. We may have the documents and artists may attempt to recapture the conditions but even with the evidence and visual aids, it’s still inconceivable to think that one in five of the people brought onto slave ships ended up dead and pitched overboard.

I can understand conflating meat eating to something like slavery if you object on the former due to moral grounds. They seem like similar issues derived simply from the inhuman philosophies of the people who perform them. But whereas humans have evolved to eat meat, humans didn’t evolve to enslave each other. One action is pretty instinctive to the point where blame would not be levied against a vegan if, say, she were stranded in the wilderness and had catch small game or steal eggs to keep herself alive. Humans may have developed conscience enough to consider the moral impacts of their diet but it doesn’t change the fact that it requires going against the requirements of their body.

This isn’t to say just because we’re adapted to it we should do it. As I’ve said, there’s good reasons for a wide scale adoption of vegan diets. But if such a change comes, it will be with an understanding of why such changes hadn’t been implemented before. Wherein the justifications for the cruelty to one another based solely on differences that do neither harm to others or society are less empathetic. In this way, the discrimination of our fellows stands apart. Just as we struggle to accept LGBT individuals into society now due systemic harmful ideology, so too will future generations be baffled by cruel punishment to other sentient entities with, perhaps, the development of true artificial intelligence.

Ultimately, while our empathy stretches far, the struggle to get it to encompass all of humanity makes it extremely unlikely for people to fail to understand why it didn’t at one time extend to fish.

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A Tale of Two Mods

It’s the middle of the summer and outside of complaining about the weather, I have little to share. Unless people would be interested in my vacation to Algonquin. Here it is:

It was buggy.

So instead, I’m going to share my thoughts on how I’ve been spending my free time over the last several months. This site has certainly documented much of my video game enthusiasm – perhaps even documenting too much enthusiasm in the process. However, one thing I really enjoy about this little hobby – and experiencing it on the personal computer no less – is the breadth of experiences you can enjoy. While console gaming which requires the use of a television and a dedicated machine is more popular, the ever present computer has a long history of wildly different opportunities. You can have varied products like exacting flight simulators find success alongside two dimensional whimsical farming games about falling in love with your sheep. Or you can play Dota and give up on just about anything else.

Another oft-spoken perk of the computer is the open access. This applies to both developers (as visual novels are finding their first success there and will likely spread onward) and those that would love to know what developers do. PC games have a lovely history of modification which has led to the creation of wholly new genres of games in the process. Even games that weren’t designed to be modded by their playing community can be wholly changed with enough ingenuity and dogged persistence.

Xcom (the reboot) is a lovely example. It was initially developed by Firaxis for both console and PC use. Many would complain that its design was hamstrung by this split focus. I would, certainly, because anyone trying to navigate some of those pre-fabricated maps with a mouse will instantly see how poorly optimised it was for none joystick manipulation. Its code was pretty locked but somehow a small, dedicated team was capable of releasing the Long War modification that drastically turned a lot of the reboot’s systems on its head.

Accessed from http://media.moddb.com/images/articles/1/146/145811/400px-Enderal_Logo_DE_01.jpg

Enderal: The Shards of Order belongs to SureAI and its associated artists and whatnot. The rest belongs to Bethesda I think? Not sure how mods work with regards to copyright.

Then, of course, there are the massive overhauls on games that are designed to be tweaked and changed by the gaming community. Bethesda may release questionable quality games in the first-person/role-playing domain but their support of fan made changes is to be lauded. It was the one thing I could never understand as Bethesda’s reputation was built and they received commercial success: the joy and enthusiasm for console gamers to have Bethesda port their work to their systems even if they owned a personal computer. For sure I can understand the (misguided) desire to experience what others were enjoying but for me Bethesda’s worlds have always been wonderful little sandboxes awaiting you and your own tools to come and make of them what you will. Some of my best hours have been in heavily modded Bethesda worlds and it’s the sole reason I keep close attention on their newest releases even if they go ahead and shove a dialogue wheel and voiced protagonist in my Fallout franchise.

Thus, I was really excited for the announcement of two fairly long awaited community mods and the time to poke around in them. Over the last six months I have put quite a few hours into Skyrim’s Enderal and Xcom 2’s Long War 2. What makes these two mods special, outside of being complete reworks of two games I love, is that they’re both sequels to community beloved releases that I never played. Enderal is the follow-up to the Oblivion overhaul Nehrim: At Fate’s Edge by SureAI. Derek played it and the mod itself was so well received that several enthusiast publications had it nominated for best role-playing game in the year of its release. I never got to try it since I was busy doing… something. And I rather regretted never getting around to it.

Enderal: Shards of Order is quite obviously a direct sequel as it makes several references to what I assume happens in Nehrim. My first impression of the mod was largely impressed with how incredibly easy it was to install. Not only did it come with its own executable but it had its own mod launcher which I immediately used to apply some of my favourite quality of life mods. Course, this turned into a typical Bethesda modding experience very quickly: spend two days trying to get it to work then not touch it for a week due to life, work and just needing a break from getting all the fiddly bits to cooperate. However, if you’re just hoping to hop into Enderal without any third party (fourth party?) additions, then what SureAI releases is a god send. The executable also packages up your old Skyrim folder so that, when you’re finished with Enderal, you can uninstall it and enjoy all your other mods you have for the main game.

And if Enderal is anywhere close to Nehrim, I can see how the other game got so much praise. There’s a great attention to detail and clearly a lot of work put into the mod. It’s a pretty near revision of the entire scope of Skyrim. The map, characters, races, magic, levelling system, crafting systems, narrative, menus, armour and combat are all pretty much new. If you’ve plunked five hundred or so hours in the original game, it’s really refreshing to jump into something entirely new. You’re basically getting a new game without having to buy one!

And there’s a lot that Enderal does that’s really good. The story is the biggest improvement and definitely why you’d download the massive conversion. Bethesda’s stories are… workable at best. But Enderal is heavily informed by its narrative. It’s a reminder of the old top-down role-playing games of the late nineties and early two thousands like Baldur’s Gate. In it, you play a character touched by… fate I guess and this gives you access to magic and memories that aren’t your own. Thus, you level through unlocking abilities corresponding to different archetypes. Course, these are your stock warrior, thief and mage but you’re free to pick and choose to discover cute combinations of abilities. Me being me, I was leaning heavily on the mage tree but was starting to make a stealthy mage build that leaned on turning invisible and killing things before they found me. If an enemy didn’t die to my initial backstab, I fell back on otherworldly summons and ghostly bows while keeping away from any retaliation.

As such, I don’t really know how well the warrior and most the thief reworks function but it was certainly a different experience than playing a mage in Skyrim where I could summon demons to do most the fighting for me while I stood back and tossed the odd fireball or stabbing for a short paralysis enchantment with my craft dagger. Enderal definitely had a different vision for its world and how magic and all the underlying systems wove into it. Your progression isn’t tied to your levels and fantastical elements were, on the whole, largely subdued. You aren’t crafting demon armour and becoming godly powerful after about eight hours into the game.

Accessed from https://staticdelivery.nexusmods.com/mods/110/images/78683-0-1473655637.jpg

The art is just beautiful in the game.

Course, a large part of that is changing how the player levels their character. Enderal relies on classic methods of character progression. You earn experience through the completion of quests and after a certain threshold is reached, you’ll receive your next level which grants new perks and an increase to your health, stamina or magic. Skyrim, on the other hand, levels your skills through use. Which leads to the obvious abuse of people doing mindless actions over and over again to pump their abilities as quickly as possible instead of staggering it throughout the entire journey.

And this bleeds into my issues with Enderal. Don’t get me wrong, I love it and think its marvellous. But it’s just not Skyrim. And there’s just something about being in a world created from Skyrim assets with a camera mode suited for Skyrim gameplay and exploration but being stuck in a different kind of game’s mechanical system.

I will readily agree that Bethesda’s games have significant design issues. But part of those arise from its design philosophy. I don’t feel that Bethesda is striving to make good role-playing games. Which is good because they typically don’t. Instead, they create these weird simulation/rpg hybrid experiences. The fun of Oblivion and Skyrim isn’t going through a high fantasy story of good and evil that concludes with the slaying of a god (though that’s ostensibly what Bethesda creates). No, the enjoyment comes from the hunting of an elk across a blistering cold field, felling and skinning it then returning to the nearby village to sell the furs to afford a warm room at the end of the night. It’s learning of some forgotten ruin by a tavern patron and poking through spider filled tunnels for long lost treasures that you immediately sell to afford a modest house in the trade district.

It’s all about the stories you make within the game world with Bethesda’s “crafted” experiences serving simply as window dressing or framing to contextualize the personal journey you take. Which is why I’m so adamant about modding my Bethesda experience to get exactly what I want from the game.

And the whole time I’m playing through Enderal, with its carefully crafted quests and interwoven story, I keep thinking “This isn’t what I want.” At least, it’s not what I want in the format that I’m being presented. There’s this weird disconnect where the systems are at odd with the core presentation. I kept searching Enderal for side villages and little personal stories to craft for myself. But they don’t exist. Sure, there are hidden collectables that reward going off the beaten path but I was more apt to stumble into mobs of enemies well beyond my current capabilities (necessitating that I toss my poor spirit pooch at them as a I sprint madly past) or I came across areas strictly sealed off because I hadn’t progressed through the game far enough to unlock them.

I kept having the fantasy world simulation broken by the necessity for telling me the fantasy story.

Had Enderal been presented in any other fashion – say even in a third person, top-down perspective – I’d be entirely behind it. But more than anything, I kept thinking how it wasn’t Skyrim. It wasn’t allowing me to play some dastardly thief merchant who stole from the one town that had slighted him in order to peddle the villagers belongings a few holdings over leaving them with nothing. There’s simply no room for that in Enderal. It addresses all the complaints people level against Skyrim but in doing so it completely guts the spirit of Skyrim.

It is an entirely different experience.

So I was torn and it’s part of the reason that I’ve abandoned it. It’s good. It’s really good. And I did enjoy the characters and the narrative that they offered. But instead of it making me think “Yes! This is what Bethesda should have done all along!” it made me appreciate more what Bethesda had accomplished. I came to like the flawed systems of Skyrim more while playing Enderal. I liked knowing that areas wouldn’t become too easy to the point of trivialised simply because I hadn’t explored them early enough in my wandering before I progressed past the point of their design. I liked that there was a better contextualisation of levelling up in Skyrim due to practicing and perfecting a skill rather than just magically knowing how to wear heavy armour better because I delivered a letter to a grieving mother detailing the final moments of her missing son.

And as I was playing through Enderal and getting a better grasp of its system, I kept thinking of different character builds I’d like to try that I know I never will. Because anytime I think of restarting the game I remember the lengthy intro sequence and I realize I’d have to go through all those early game zones that are unchanging and with no opportunity to strike out in a new direction. It would be the exact same experience except I could kill the enemies in a slightly different manner.

For the gameplay systems of Enderal to really work, I feel you have to use the traditional presentation systems that it mimics. You need a simple perspective that allows greater content creation and deemphasizes the personal element because those old systems are so impersonal.

Now, I’ll probably try and get through Enderal because its quests and world are so well crafted that I genuinely want to see how a lot of it concludes. I just need to divorce myself from its presentation and remind myself that, while it walks and talks like Skyrim, it is anything but Skyrim.

I’m not sure things will fare as well for Long War 2.

Accessed from http://www.pavonisinteractive.com/360pxPavonisLogoCirclefinalBold.png

Pavonis Interactive likewise own their stuff and Firaxis the rest.

I am definitely one of those players that cranks the difficulty up on most games then downloads mods to make things ever harder. Long War for Xcom: Enemy Unknown was so well received that I was excited to hear the same people (Pavonis Interactive) were going to do a second for Xcom 2. The only reason that I didn’t play Long War was that I was so incredibly tired of playing the same maps over again in the original reboot. Even after the handful of additional maps added in the expansion couldn’t entice me back for yet another run through the same damn bar or train station. Since Xcom 2 had procedural generated levels (sort of), this wasn’t going to be an issue.

And for awhile I really digged the changes that Pavonis introduced. I found their classes quite interesting and was amazed at how much changing up the core classes really freshens up gameplay. Not only that, but all of the Long War 2 classes had three options of perks to choose whenever a soldier levelled so there were even more combinations to consider. I liked their idea of liberating regions and infiltration as it really emphasized the guerrilla warfare theme that was hardly utilized in the original’s release.

It was difficult too. I had to turn down the difficulty for the mod, though I refused to budge off Veteran (even while it was kicking my ass as I learned the systems). It was fun, refreshing and exciting. I was entirely behind the release and could really see why I had such widespread appeal.

And then I cross the twenty hour benchmark and realized that I had made so little progress.

Long War 2 really demonstrates the adage “There is beauty in simplicity.” To be fair, my forthcoming complaint is readily warned in the mod’s name. It truly is a long war. It’s far longer than I can possibly devote to it. I don’t have endless hours in the day and sometimes I may only have an hour or two a night to play. It’s thus incredibly frustrating to get so little progress done in that time. Even more frustrating that there are many missions in Long War 2 that will take over three or four hours to complete on their own!

In order to diminish the “issue” of the godlike alpha squad in Xcom – a group of four soldiers so powerful that they complete all battles for you in the end game – Long War introduced many changes that would ensure you had a high rotating roster in your barracks. Now, I know I read that part of my difficulty was that I also included several map pack mods that increased variability and Long War 2 was most certainly not designed to accommodate them. But when you have a squad of ten soldiers routinely facing off against maps of 50 or more aliens, the game stops being fun and strategic and turns into a massive grind.

Some people may like that. I do not. And it’s not like Xcom is a short game either. When I dropped Long War 2 and went back to grind some achievements, it still took up to two weeks in order to finish a single campaign on normal. I don’t know if I could do a Long War 2 campaign to completion (at least a completion that wasn’t a loss) in six months – of my actual, real life.

Accessed from http://www.pavonisinteractive.com/LongWar2b.jpg

Goodness did Pavonis return the terror of Chryssalids though.

That’s a level of commitment I’m simply unprepared for at this stage in my life. Which is unfortunate since some of their improvements like the adjustment to enemy AI are truly wonderful.

There were other complaints I had for the mod but they pale in comparison. Now, I recognize I was playing Long War 2 during one of its earlier iterations. I’m passingly aware that they have released a new version – ostensibly to remove the fact that a two party infiltration team was pretty much the best way to approach most missions – but am unlikely to return. From my understanding, the massive time commitment is an intended portion of Long War 2. And Firaxis have announced an expansion for Xcom 2 that appears to have some of the better ideas from the mod team incorporated into it.

Which isn’t to say that I wouldn’t want Long War 2 to exist. In fact, I think their mod makes Xcom 2 better. Partly, it allows me to appreciate what the original developers did but overall it creates a more impressive form of communication between creators and fans. It allows a sharing of ideas that really can’t happen in any other way. The original works inspire a new generation which can then turn around and influence those that came before them. It’s rather remarkable and probably one of the best things to come from this type of open system.

So while Enderal and Long War 2 aren’t really for me, I’m happy that I had them.

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The Most Dangerous Game

We’re going to do something a little differently today. Normally I shy away from talking politics on the blog. People (presumably) come here for entertainment so I try and keep things focused more on that than the nitty, gritty world out there.

But things change and sometimes you just have to type some words about it.

2016 was a year of many things. We saw some rather… unexpected outcomes across the world. Some were jubilant. Others were anxious. At the very least, a number of people and countries were hurtling towards uncertainty. Because at least that would be a fun change from what we normally have.

Up here in chilly Canada, we’d been warming up to our newly elected Prime Minister. Justin Trudeau has been, essentially, everything that Stephen Harper was not. He was young. He didn’t have hair plucked from a Lego man. He led the red party and not the blue. Even more amusing, and after a number of teeth grinding years beneath Harper’s Conservatives, he was the spawn of the more polarizing politician Pierre Trudeau. I wasn’t around for Papa Trudeau’s tenure but I have family who were and, suffice to say, they weren’t big fans.

But Justin was saying all the right things and playing all the right notes so that people were generally willing to overlook this admittedly irrelevant quality. There’s no point in tarring the son for the actions of the father, as they say. I think they say that. I also wasn’t around for the age of tarring people.

I’ll go out and say it though, while many in Canada and the rest of the world were swooned by Justin’s flowing locks, I was hesitant. While I considered him a step up from the prior administration, his handling of Bill C-51 was, at best, amateur. I don’t expect many people to be aware of this bill, least of all most Canadians, but it was our northern version of the far more discussed Patriot Act that implemented a number of concerning powers to overstep citizen’s privacy in the name of federal security. Bustling little Trudeau vowed to address the more sticky parts of the bill should he be elected (holding the bill hostage, I suppose) while the rest of the minority parties outright argued against its disingenuous and dangerous precedence.

Well, news flash, here we are two years later and there’s still no peep from wittle Justin and his lovable band of diverse misfits over addressing the tightening of state power over citizens’ lives. A broken campaign promise? From a politician? Why I never.

I suppose it could be still in the works and Justin just hasn’t gotten around to it. He has been pretty busy with his townhall meetings across the country, don’t you know.

But I get it. Politicians lie. They just want your vote and they just want power. We can’t really trust them after all. But be sure to show up to the ballot box to make the one you’ve arbitrarily chosen like your sports team so that those even worse lying other guys don’t get to take the government and invariably implement what they promise to do on the campaign trail.

Because, as it turns out – and quite contrary to Liberal apologists – most politicians actually make honest efforts to implement their platforms. A Rutgers study in America by Gerald Pomper found that between 1944 and 1976, winning candidate’s implemented two-thirds of their platform. What doesn’t pass is usually due to obstruction by other representatives and not due to the candidate blithely pitching their words away before the eyes of a cynical public. Hell, even President Obama managed to address seventy percent of his 2008 and 2012 campaign promises and he faced six years of hard Republican obstructionism in congress (which accounts for twenty-two percent of his broken promises).

This scepticism of campaign policy is not only unfounded but can be rather dangerous when people elect politicians on the basis that they don’t believe said politician will deliver on their words but pursue some fantasy platform held only in that voter’s own mind.

Thus, we shouldn’t shrug our shoulders in acceptance when a politician does brazenly, boldly and bald-facedly break a key plank in the platform.

Hello, Justin. Please tell me again how 2015 would be the last election in Canada under the First Past the Post system.

You see, the Liberal Party of Canada spent quite a bit of air time telling us  how they were going to push through electoral reform if they were to gain power. I mean, they kind of had to since both the NDP and Green party were banging that drum pretty hard and let’s be honest – the Liberals are not ever going to win an election unless they can somehow convince NDP and Green voters to begrudgingly give up parties they actually support to hold their nose for the Liberals at the ballot box.

You see, it wasn’t that Justin Trudeau walked on stage in glitter and beneath spotlights wooing the Canadian public. He won the election because, quite frankly, there was a massive grassroots effort to replace Stephen Harper with someone – anyone – and people would work together to see that goal realized. I think the Liberals walked away from their majority win (on 38% of the vote) with this delusion that they had somehow converted the majority (well, barely a third of voters) to their side.

Thus, nearly out the gate, the Liberal government has been trying to kill electoral reform. I’m not going to repeat the sad display they’ve put on over this. I will repeat the highlights, however:

Accessed from https://commons.wikimedia.org/wiki/File:Sir_Robert_Peel,_2nd_Bt_by_Henry_William_Pickersgill.jpg. It is available, by Wikicommons statement to be in the public domain.

I’d rather not post a picture of your smarmy face, Justin. Here, let’s put up Sir Robert Peel. You know, the man that let the Irish starve to death so the government could cynically steal their land instead.

“We don’t have a mandate despite you voting for us being a good enough mandate to enact all our other policies. So we’ll put together a consultation committee to see what people want.”

“Oh shit, why do you want Proportional Representation? Wait, this is a recurring conclusion founded by all parties, too? It’s only our party representation that’s now arguing we should take some time after the next election to implement it instead of putting it forward now? You know what, we just simply haven’t heard from enough people.”

“Why do people keep bringing up our own committee’s recommendation for electoral reform. Look at this equation they used to measure the accuracy of election results to the vote totals. That’s math! Math is too hard!”

“Look, we’ll put out the world’s most misleading and disingenuous survey to get people to finally admit that they secretly want Ranked Ballot and not Proportional Representation.”

“Oh shit, that didn’t work. Fuck it. You’re not getting reform.”

Kristy Kirkup at the Huffington Post wrote a great summary for this about face from our inglorious leader on why he was turning his back on his promise. Now was not the time for such reform. He feels its not within Canadian’s self interest to have reform. He fears “extremist” voices getting seats in the government and propped up Kelly Leitch as his boogeyman.

Well, surprise Trudeau, but Kelly Leitch could very well be the leader of the Conservative Party of Canada. What are you going to do then? Ban her from running? Or is it that you’d actually rather run the chance of dangerous “anti-Canadian values” individuals getting top billing of your closest rival in the hopes of tarring them in future elections to keep your power?

And tell me, how is playing chicken with hateful, anti-Canadian rhetoric and beliefs in the best interest of Canadians?

If Trudeau legitimately wanted to safeguard Canadian values then it would be to open up proportional representation. Please, let Kelly Leitch run her own party. If she doesn’t represent the majority of Canadians she’ll get a meagre portion of the votes and end up with… what? Two or three seats? On the other hand, if she does represent Canadian values, then she’ll have to convince nearly 50% of Canadians that we’re all xenophobic assholes willing to throw our history, heritage and values in the garbage to bang some misleading drum about Islamophobia… errr, sorry, Barbaric Cultural Practices (TM).

But what you’re doing now is safeguarding nothing. You’re casting the dice, hopeful that Canadians will take her hateful words at face value and run back to the ballots to put you in place to keep her at bay from riding a minority of votes to a majority seats in the government. You’re basically asking us to support you, a self admitted liar and turncoat, to not believe your words but to believe your enemies. Because their words are scarier.

And you’re just a weasel trying to maintain control.

As it stands now, I’m looking at two big parties and neither represent Canadian values. And, news flash, but we don’t live in a two party system no matter how much you’d like that. There remains alternatives for me to choose. And those alternatives have historically siphoned off your votes leaving you in a helpless position to do nothing but watch as “anti-Canadian” advocates dismantle the country you profess to love. And it’s not like you even promised to enact Proportional Representation. You promised to end our broken First Past the Post where just about any other option would be better. Thus, I can only conclude that you’re keeping our broken electoral system (as described by you) simply because you think you can profit off it.

It’s a gamble and the most cynical one at that. And should the Conservatives not elect the boogeyman you’re hoping they will, I’ll shed zero tears if this blows up in your face.

Because it should. You’re not a normal politician, Justin. At least an honest one would have actually kept their word.

Style and Substance

Alright, so Overwatch is releasing tonight and there’s excitement in the air. Blizzard has been rolling out its marketing machine in celebration and we’ve been treated to several comics and video shorts in order to flesh out the game a bit more before the mayhem of players flood the servers.

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Sounds a bit familiar right?

Here’s some background. I’m a Team Fortress 2 player. I didn’t jump on board when the game was released but I was certainly playing it when you had to purchase the Orange Box in order to get it. Lovely game that I’ve sunk way to many hours to post here. Was it perfect? Of course not. But over nine years it was interesting to see the evolution of design and for Valve to hone in on the content they wanted to release. There were many bumps and, personally, I don’t hate the cosmetic and shift to free to play like a lot of other stodgy old guards.

I’m more annoyed by the drop/craft mechanic for items and I still hate item set bonuses though it looks like Valve has pretty much patched those out now. There’s still some balance issues but at this point, I feel they’re inherent in the game’s design. It’s one reason why I’m way too ready for a Team Fortress 3 if Valve ever decides to get around to making it.

But I don’t want to discuss game mechanics and I especially don’t want to compare game mechanics with Overwatch. I don’t have enough time in the second game to have really great arguments yet and if you want to see my initial impressions from the open beta, I wrote a rambling blog post the other week.

No, instead I want to discuss something that is far easier to compare between the two games and that’s its marketing.

Team Fortress 2 belongs to Valve. It's old as dirt and can be got on Steam.

Team Fortress 2 belongs to Valve. It’s old as dirt and can be got on Steam.

Mostly, I want to rant against Blizzard’s bizarre direction for their supplementary material.

First, let me just get this out of the way. The videos are pretty. They look like a Pixar animated short and capture that cartoon aesthetic perfectly. The animations are top notch and it is brimming with detail and liveliness. But this Pixar element also seems to be it’s biggest problem.

Namely, I don’t know who on earth Blizzard is marketing to with these videos. I’m not sure they do. When I say the shorts look like Pixar mini-movies, this extends well beyond its appearance. For instance, there’s a surprising number of children in these things with two of them – the latest Hero video being a prime example – that the shorts focus on. The action within them is comically juvenile as well. Here we see people shot with rockets, sniper rifles, automatic pistols and sawed off shotguns with nary a scratch. More often, individuals are just punched or kicked – superhero fashion – with there being nary any damage done to them as though everyone in the Overwatch world is made of rubber.

Contrast this with Team Fortress 2’s videos. Meet the Pyro is a fantastic comparison, not least because it walks this very tight line between comedy and carnage. It simultaneously leans on its cartoon style to excuse the excessive amount of violence within it while also managing to turn that very element into one of horror. TF2 doesn’t ever present itself with any resemblance of realism. The dismembered heads of a soldier’s enemies are line up on a fence while he lectures them is a rather grotesque concept but because it’s visuals are so unrealistic it’s easy to disassociate from any real sort of inhumane behaviour. The Pyro walks away from a street filled with the charred and chopped up corpses of his enemies whistling a little tune and it works within the style and world that Valve have crafted.

bx32wbpuape1okkdjusoSoldier 76 doesn’t. It’s hard not to see the parallel’s between Blizzard’s shorts and Valve’s Meet video series. And it’s equally hard to not see the finesse that one executes them and the bubbling issues of the other. We don’t know anything about Soldier 76 at the end of it. That’s because the emphasis is entirely on the little girl who is neither a character within the game or even what Blizzard is attempting to market. In Hero, the cartoon style is used to create a juvenile world attempting desperately to overcome it’s unrealism to mimic reality as close as possible. A robot is being beaten by a group of thugs, the framing clearly meant to communicate how great an injustice this random act of cruelty is. The aforementioned movements and animation are all trying to make it seem like these are real, sympathetic characters. Because so much effort is breathed into making these characters seem real it makes the moments like when Soldier 76 is beating a thug’s head in with a burning pinata even more jarring. Despite the thug seemingly being unharmed by the assault, it comes across far more distressing than the Pyro driving a fire axe into the face of the Heavy.

It’s weird. It makes the audience feel weird. There’s this directional conflict between playful violence and serious real world consequences. Soldier 76 beats the shit out of a group of thugs who all seem to be “Batman puts people to sleep” sort of unconscious mixed with moments where he’ll blow a gunman up with rocket fire or others who fall from rooftops seemingly dead.

Alive2-600x400Alive – perhaps Blizzard best short so far – struggles with this issue as well. That video is following Widowmaker – an assassin for hire contracted to kill a religious robot – who has seemingly no excuse for being so gentle with her foes. Whenever it shows Widowmaker combating the hired security, she’s politely knocking them out but at the height of the video’s climax she takes a shot at the protagonist’s heart which – when the character zips out of the way – turns out to have been a headshot against her mark. The video offers no explanation for this sort of extreme behaviour and, once again, grounding the video in real life like moments as a religious rally for a robot-human civil rights activist makes the juxtaposition between the two tones stand out even more.

Basically, the content of the videos appears as though Blizzard is targeting children. But the framing of the videos is entirely adult.

And I can’t tell if Blizzard is attempting to avoid some sort of controversy over their videos or if they simply can’t decide on a direction for them.

I mean, it can easily be argued that Team Fortress 2 desensitizes its players to extreme violence. Rockets will explode characters into blood giblets that bounce across the ground. In Meet the Sniper, we see the titular character headshot his mark and for the bullet to pass through and strike the bottle of a Demoman behind him wherein glass fragments shatter into his one good eye. The Demoman then stumbles around bleeding profusely and blindly firing off his grenades until he falls into some canisters and dies in an explosion.

It’s hyper violence but it’s meaningless because the characters themselves are so exaggerated. This isn’t just in their form – which features over sized hands, diminutive legs, broad torsos and they like to create vivid and distinct silhouettes between the characters – but also in their behaviour and personality. These characters couldn’t possibly exist within any world striving for an ounce of realism. They entirely consistent within the Team Fortress world but that world is so far removed that the violence is hardly analogous to anything anyone would ever experience in reality.

Overwatch, however, sanitizes its violence. Kills – if they even seemingly occur amongst the hail of bullets, machine gun fire, rockets and grenades – always happen off screen. If something were to actually be violent and in your face it has consistently happened to robots which, conveniently, don’t emote in any real fashion and certainly can not bleed, bruise or otherwise communicate any real pain. When violence is enacted on a human, they always appear to survive through some magical superheroic constitution. Necks or limbs aren’t broken from falls from tremendous heights. Characters are shot at but never actually hit. Explosions make targets simply vanish.

overwatch5The worst a character can seemingly accrue is getting several cuts in their jacket and a light dusting of carbon. It is, once again, the way one would treat violence in a mindless children’s show.

However, this is a game which players are tasked with actually eliminating their rivals via the same bullets, rockets, swords and whatnot. I can understand not taking Team Fortress’ cartoon approach where, even if someone has a hole blown through them the most you might see is some undetailed bone shape and an over-exaggerated emote of pain. But despite TF2’s desensitization there’s no question or ambiguity that these individuals are dead.

It feels more honest than Overwatch’s “everyone pretend to fall asleep.” More importantly, TF2 demonstrates that you can have a lighthearted and fun tone without resorting to juvenile cheats that talk down to its audience. Honestly, if Overwatch keeps shooting for these emotional vignettes, they have to start including some actual stakes to the characters. Have your characters bleed. You don’t need the over-the-top cartoon gore like TF2 and, honestly, that wouldn’t work in the first place.

MeetPyroBut having Yakuza run around with arms flailing like a Sunday morning cartoon comic panel then thirty seconds later attempt some grave conversation about sacrifice, honour and familial obligation just comes across as incredibly tone deaf. It speaks more to a creative team afraid to commit to a direction and instead flops between the two. If you want realism then make the consequences of your violence real. If you want cartoony consequences then make your stories cartoonish narratives like the Sniper trying to explain the difference between assassin and crazed gunman to his parents over a pay phone.

It just goes to show that even if you’ve got a good style it doesn’t immediately equate to having good substance. You need to pair the two and ensure your style, tone, atmosphere and character are in line.

Happy Overwatch launch!

Cheers, love! First impression’s here!

So, apparently there’s this thing called Overwatch. You may have heard of it. Maybe you haven’t. Either way, there was a beta recently and I got in on it. So did a bunch of my friends. They all loved it. Now I’m left with a question of whether I should buy in on it or not.

Thus, I get to make a blog post as I talk my way through it!

Let’s start at the beginning. What is Overwatch?

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Well, it’s a team based, class based, competitive online first person shooter. That’s a lot of tags. Shortening it down, it’s essentially Team Fortress 3 made by Blizzard instead of Valve.

It’s hard to shake the comparisons between Overwatch and Team Fortress. Both games are colourful shooters. Both games require players to compete in teams to claim objectives on the map. Both games allow you to choose which character you’re going to play with each character possessing different weapons that make them suitable for different roles in your strategies. You have snipers who sit on the back lines eliminating key targets. You have front line soldiers that engage the enemy head on with their overwhelming firepower and health. You have medics that keep your team mates healthy and contesting objectives.

But even with the similarities go beyond the game play and into the design itself. Valve spent a lot of time creating unique characters with grand personalities and visual designs that made them easy to stand out amongst a crowd. These characters have unique dialogue for greeting each other or slaying certain opponents. They’re fun and well-developed which is certainly beyond the faceless soldiers of games like Halo or Battlefield.

Course, what really makes this a spiritual successor is that Blizzard essentially lifts Team Fortress elements wholesale into their version. Take Mercy, the Overwatch support. Though she’s rocking a strange sort of futuristic angel aesthetic, her weapon is a staff that projects a beam to her allies to heal them. The Medic from TF2 has the Medigun that projects a beam to his allies to heal them.

Where the two games diverge is that TF2 is a bit closer to a classic shooter. Each class has three weapon slots: a primary gun, a secondary and a melee weapon. In Overwatch, every character has a melee attack but they all do the same damage and most Overwatch characters don’t have a secondary weapon. Overwatch also pulls a bit from Dota-like/MOBA design in that every character has two abilities and an ultimate.

The ultimate, however, works essentially like the TF2 ubercharge on the medic. Each class charges their ultimate, typically by dealing damage (though supports like Mercy can charge on healing – much like the Medic) before the ultimate can be deployed. The other abilities work on a cooldown system with a number of them being mobility related.

That’s the gist of the game and, as you can see, there’s a reason I call it “Team Fortress 2 with more bullshit.” But let’s quantify that last bit of my impression.

Team Fortress 2 only has nine classes – three in the assault, defence and support category. Overwatch has 21 as of this article split over four categories of attack, defence, tank and support. How Overwatch reached its large number, however, was by basically splitting the TF2 classes into multiple separate heroes.

This leads to one annoyance of mine with Overwatch. The heroes are more limited than TF2 classes because they’re stripped of options.

overwatchThe easiest comparison is to compare Overwatch’s Pharah with TF2’s Soldier. They both serve the same function of being a frontline fighter for the team equipped with a rocket launcher and possessing superior mobility compared to the other classes. The Soldier, however, is a fairly skill intensive class who utilizes his rocket launcher to perform a manoeuvre called the “rocket jump.” This is accomplished by shooting your feet with your rocket launcher while you are jumping in the air to provide yourself with a significant vertical and speed boost at the cost of taking splash damage from the explosion of your rocket.

In comparison, Pharah has an ability called Jump Jet that propels Pharah into the air before going on an eight second cooldown.

On one hand, I recognize that the rocket jump is both unintuitive and difficult to perform for new players. I’m not even certain it was part of the original TF2 design so much as it was discovered by players and then incorporated by Valve. There are jump maps for practising and honing the rocket jump ability and the mobility around the map that a very skilled Soldier has is unparalleled.

For Pharah, it’s mostly a liability. She has far less mobility from her jump jet and it provides very little horizontal coverage not to mention you don’t have any sideways control. You can use her concussive blast to give you a bit of a faster push but that’s it. I may be bad at rocket jumping but I can get around faster than this. Even worse, it makes Pharah really easy to hit and track in the air. Which is awful in a game that possesses a sniper that can shoot her out of the sky like a clay pigeon. To add insult to injury, Pharah’s rocket launcher doesn’t even have the knockback that the Soldier’s rocket launcher has so it’s near impossible to rocket juggle your opponent.

To add insult to injury, Pharah doesn’t have any secondary weapons to swap to. She just has her rocket launcher. As a Soldier, it’s very common to swap to your shotgun especially when dealing with multiple enemy engagements or if you’re facing a Heavy. Pharah simply has to reload and hope she doesn’t get blown up like a chicken. And this isn’t even covering the issue that there is far more health floating around in Overwatch than in TF2 on heroes and Pharah’s rockets have much smaller splash radius.

This is a long-winded way of saying that Pharah is kind of bad in Overwatch. But it also addresses one of the issues I have with Overwatch. The way the game is designed is for a rock-paper-scissors between heroes. Pharah is countered by Widowmaker. Widowmaker is countered by Winston. Winston is countered by Reaper. Reaper is countered by McCree. McCree is countered by… well…

The idea is that you need to swap your hero to match what your opponents are running. There’s this element in TF2 in that if you’re facing Engineers, you grab a Demoman. But that sort of hard countering was more a criticism against the game than not. Competitive play revolved around really only Scouts, Medics, Demomen and Soldiers (with the odd Sniper). People wanted the other classes made useful but it’s just the nature of design that those four rose to the top.

Outside of competitive play, you could certainly get really good with Spy, Pyro, Engineer and Heavy. Their weapons just simply didn’t have the flexibility and power of the others. Partly because of the role they filled but that didn’t stop Valve from trying to release a bunch of different weapons in an attempt to elevate those classes. It’s the reason I’m excited for an actual TF3 because I’m curious to see how Valve would design a game from the ground up knowing what they know now about balance.

But, Overwatch is made by Blizzard and we’re already seeing some of the mistakes that Valve made. While we have this rock-paper-scissor design which encourages a rotating class swap during a match, the reality is that some heroes simply end up being better than the others and those are the ones you see on teams again and again. Widowmaker, Lucio, Winston and McCree have taken over the early strategies. You can see this in public play as well. Widowmaker is such a powerful class that she shows up in nearly every match. McCree is perhaps the best solo character with a stun and incredible burst damage.

My concern is that the design space of Overwatch is going to exacerbate this inequality. Because heroes are restricted to a single weapon and their abilities have such narrow application, if they don’t have answers to the popular hero choices then they’ll simply not be played. McCree’s kit is so good in a general sense that his only real counter is to not engage him. But that basically leaves Widowmaker as the best way to fight him, assuming maps allow sightlines that put him in the open. But there’s not a lot of ways to really counter him and you can’t really change his abilities because he was designed to keep other heroes from having no answers and running out of control (Genji and Tracer).

If there isn’t a good answer to McCree then either he’ll be seen everywhere and a vast swathe of heroes will basically shrink from play. Or, he’ll be weakened and the prior heroes that were running out of control will squeeze out the others. Or they have to design yet another hero to counter McCree and hope that hero doesn’t spiral out of control.

game_overwatch_bg.0nVQq.0.0I also think that there’s far too much emphasis placed on accessibility. I don’t say this as some elitist “git good” competitive player. I mean that there’s a number of heroes designed to be played by basically someone who has never picked up a game in their life and still be effective even against the high skill heroes. How this achieved, however, is by making the new player friendly heroes with a really low barrier of entry but a really high performance. It’s the Engineer problem if the Engineer were actually made even stronger than he is in TF2. Bastion and Winston are the two heroes that stand out. Bastion has some of the highest damage output without any real effort. You put yourself in sentry mode and mow down enemies with just the click of a button. Winston doesn’t even need to aim, possessing a lightning gun that hits everything on your screen assuming you’re close enough.

Bastion is essentially playing the Engineer’s sentry gun. His immobility provides a weakness but, just like the sentry, he can ruin beginners who aren’t coordinated. And the best counters to Bastion require more skill to execute than the Bastion play meaning that new players are going to have to face the inevitable “get good” comments before they can get past the issue with Bastion.

Winston, currently, is just really good which is why he shows up in competitive so frequently. His leap and gun will do about half the health of most heroes that aren’t tanks in a few seconds. Two Winstons will kill them outright if coordinated. There hasn’t been a good counter to this yet. There could very well not be a good counter to it.

In TF2 the beginner classes were Pyro and Engineer and, as I mentioned, while they had a low barrier of entry they also had a low skill ceiling so the better you got, the less you saw of them.

My other big concern is that a lot of the Overwatch maps are awful. TF2 had awful maps at the start (Hello 2Fort) but I’m sad that Overwatch didn’t learn any of the good map design lessons that Valve did by studying the later releases. Overwatch also doesn’t have dedicated servers so there’s currently no way to avoid the worst maps and you simply have to play through them when they come up in rotation. And I don’t know anyone that likes Hanamura.

So this has been 2,000 words of griping. What’s the issue? Clearly it’s bad.

Well, the game is fun. There are some heroes that are quite entertaining, even if I have far more complaints that I can’t put into a short blog entry. And all my complaints come back to a single point – this isn’t TF3. Overwatch makes me want to play a game that doesn’t exist. So I’m left with an unfixable issue. Do I pass on this because it’s not perfect enough? Or do I explore it more because at least it’s willing to start exploring the concept of a sequel. Or do I just stick with TF2?

I mean, I still like TF2. But it’s core issues are still present on top of the fact the game is nine years old. It’s a little bloated and at this point it’s a bunch of bandaid solutions piled on top of each other. I think a TF3 would be fantastic but there’s no sign in sight that Valve has any intention of doing it.

So… yeah. I don’t know. Overwatch is fun. Flawed but fun and I don’t know what to do.

Narrative, Video Games and You

Accessed from http://www.wired.com/images_blogs/photos/uncategorized/2008/11/25/fallout3_dogmeat.jpg

Fallout 3 belongs to Bethesda Studios, Zenimax and whoever.

“Let’s go, pal.”

These immortal words set the world on fire. At least, they did in my small corner of the intertubes that deals with video games as fans the country over rejoiced at the announcement of the long awaited Fallout 4.

You see, over the last week the video game industry has been holding their annual trade fair show: the Electronic Entertainment Expo (better known as E3). This is little more than console developers and big publishing studios’ chance to put out a metric tonne of advertising and build hype for upcoming titles meant to push units and sales. It’s big. It’s glamourous and it’s entirely not for me.

You see, I’m a PC gamer which means I primarily enjoy my little hobby on my personal computer instead of utilizing one of the many handheld and dedicated machines built to solely play these morsels of amusement. I am primarily stuck to this “one console” lifestyle due to an element of cost. It’s not financially feasible for me to purchase every single platform which can run these video games and so I stick with the one that has the broadest options and the lowest cost. The fact that I need to have a computer anyway makes this a no brainer in terms of decision making.

As a PC gamer, however, E3 has spent most of its years quite joyfully ignoring me.

I don’t begrudge them by any means. The show is what it’s meant to be: a massive marketing ploy funded by the big companies willing to throw enough money at it. I pay a little attention to the trade fair for the select few games that would be ported to the PC a year later.

Well, this year things were different! This year they had a PC conference! And then they went and promptly showed multi-platform games that are primarily console focused and will be ported to PC later. Needless to say, I didn’t watch.

I did hear that Bethesda finally announced Fallout 4 and I did watch the trailer.

And now, here we are.

For the world’s quickest summary on the Fallout franchise and why I’m discussing it now: Fallout was originally a isometric role-playing game produced by Interplay and developed by Black Isle Studios back in the days when Interplay existed and Black Isle Studios was still around. The franchise was inspired by Wasteland which, in turn, was inspired by Mad Max in dropping the player into a world ravaged by a massive nuclear apocalypse. The primary difference between Fallout and Wasteland is the visual aesthetic. Wasteland projected a world that was created when the bombs landed during the grim and gritty 1980s. Fallout envisioned a world lost in the far more incongruous 1950s.

Needless to say, I’ve enjoyed Fallout more than Wasteland because of the anachronistic element that, for the most part, was better executed in the original Fallout and Fallout 2. However, Interplay died as video game companies are wont to do and the IP sort of floated in limbo for many years until Bethesda snatched it up.

Bethesda then released a rather successful third person shooter/action role-playing game Fallout 3 that, outside of sharing the visual elements, setting and lore had really nothing else in common with its prior games. It was… ok. I enjoyed it when it first released but it’s certainly not aged well. It’s a mixed bag made all the worse by the fact that Obsidian Entertainment got to do a spin-off of sorts in Fallout: New Vegas.

Accessed from http://games.kitguru.net/wp-content/uploads/2012/06/dialogue_wheel.jpg

Mass Effect and its wonderful wheel belongs to BioWare and EA and whatnot.

This ended up being everything that Fallout 3 was not. I loved it and you can read my reviews on its DLC somewhere in these archives.

That’s a long story short. So what does this have to do with the opening quote?

Well, Bethesda’s reveal trailer for their next instalment ends with the protagonist uttering those lines to his faithful canine companion.

And that has me in a furor.

I do not like voice acting. It has been an ever expanding and ever popular development in video games. People praise it for increasing their immersion with the medium. Companies spend big bucks hiring named actors to read a handful of lines so they can advertise that Sean Bean or Patrick Stewart or whoever is in their latest release. The player then gets to listen to upwards of twenty to forty hours of Nolan North voicing the main character and then a handful of three or four people voicing every single other person that you meet. Which wouldn’t be a problem if you only ever meet three or four other people but by the time you’ve come across your third city populated with the uncannily same voiced citizens you either wonder if the world has developed instantaneous transportation or why mimicry seems to be the past-time of choice for its minor characters.

I understand the love for voice acting. It lets people forget for a moment that they’re playing a video game and buy into the illusion that they’re playing a really lengthy movie. The problem is that video games aren’t movies and shouldn’t ever have made that their goal.

Now, I’m not going to try and argue that voice acting can’t bring value to the medium. One of my most cherished games is Baldur’s Gate and it has voice acting. It has some of the best and I can’t help but still recall some of the more powerful speeches given by its primary antagonist and just how spot on the actor delivered them. But for every Baldur’s Gate, there’s a dozen Deus Ex games where it’s distracting, aggravating and possibly controversial.

And much like everything else, the real use of voice acting needs to be focused on playing to the medium’s strength rather than trying to co-adopt techniques from elsewhere wholesale without any concern for its impact on the product. This brings me to the reason why I loathe seeing voice acting. In role-playing games–a genre that’s already well beyond a movie’s experience as those that are twenty hours in length are generally considered “too short”–the addition of full voice acting for every character heavily detracts from the main draw of the game. For every line that needs to be voiced, there is way more than a dozen of lines that have to be cut due to file size and cost of production reasons. Voice acting really bloats the memory usage of a game and pushes against the technological limits that our current computers can maintain. It also puts monetary strain on developer’s budgets that now have to pay actors for every line delivered. So, to increase the ever popular “immersion” of a play, the developer must sacrifice options and length.

If I’m ever given a choice between depth of experience or “ermersion,” well I think my choice would be rather clear.

The irony, of course, is that people always bemoan how the modern role-playing games are often filled with cliches and shallow plots. Well, part of the reason for this is your demands to have everything voice necessitates that your options are extremely reduced down to an inconsequential option between three “attitudes” that all say the same but let you say it nicely, neutrally, or dickishly.

However, even if we were somehow able to handwave away the practicality of voicing every piece of dialogue and somehow made it a non-issue (whether through the magic of technology or accepting that unvoiced is superior) it, ultimately, wouldn’t address why video game stories can’t compete with novels.

The real reason plots are paper thin and contradictory while characters are shallow and stereotypical is because there is no environment in the video game industry for producing great stories. Unlike a novel where the focus is placed primarily on character interactions, motivations and world pressures, the onus first and foremost for games is being games. Thus, the majority of the development is placed on rendering and bringing to life all the game systems, physics, lightning and technical doodads that bring a digital environment to life. We’re looking at an industry that has teams of hundreds of people working to create a project. How many of those are going to be writers? Probably less than 1%.

Accessed from http://i.ytimg.com/vi/He09JaBVZdE/maxresdefault.jpg

Deus Ex belongs to Eidos though it’s best Chinese voice acting is still in Ion Storm’s hands.

And if we chose to solely focus on role-playing games, the genre that arguably has the most people working as writers in it, things become even more bleak. While we will have more people working together to give words to voices scattered all across the wasteland, the sheer organizational and manpower requirements necessary to fill them all with good voices is practically impossible. The reason that novels work is because there are few “cooks in the kitchen” so to speak. You can keep consistent voice and tone when you have one or two people overseeing it. When you need three writers just to fill one city and start including the writers that are tasked with creating the companion characters, major quests, major locations, minor locations, minor quests, primary villains and whatnot… well the number of competing voices starts to create a traffic jam of different hands in the pot.

So, yeah, I’m disappointed to see Bethesda opt to create their new game with a voiced protagonist because it places an emphasis on writing that they never were capable of achieving in the first place. Having actors try in vain to bring non-nonsensical writing to life simply makes the experience awkward. On the other hand, Bethesda doesn’t really have the ability to make a strong story experience without voice acting either so it’s really a moot issue in the end.

So what’s the solution? Ultimately, I don’t know. I know I’ve been scaling back my expectations and I’m no longer looking for improvement in narrative and writing within video games. I think that expectation was wrong in the first place. I’ve ranted before about how the nature of television creates poor story structure and it’s unfortunate that video games share a similar fate. This isn’t to say some of it can’t be interesting, however. I still enjoy Obsidian’s work and there are a handful of talented writers in the industry. The simple fact is, however, when someone says they want a game with a “good story” and I hear a person reply back with “well, read a book” I don’t think I’m going to argue that response.

Our expectations for what makes a good story simply cannot be met in a digital space. However, I do think there is room to grow. The one element that video games beat out all other mediums is in that dreaded “immersion” factor. Nothing else lets you get in there, get your hands dirty and shift the pieces around quite like video games do. So, perhaps in the future there will be a way to really deliver some truly reactive and compelling writing. Until then, however, I think we’re going to have to simply smile and enjoy the few nuggets that appear and get repeated over and over again.

Because war, war never changes.

Lawful or Evil Stupid?

The Nature of Man:

Are you Lawful Stupid or Stupid Evil?

I’ve complained about the Dungeons and Dragons alignment system in the past. It is a mechanic which I abhor and one that I’ve spent arguing with Derek over for far too many hours. For those unaware, part of your character creation in D&D involves choosing your hero’s nature. This has been conveniently distilled into the cross section of two diametrically opposed axises: Law vs Chaos and Good vs Evil. Figuring where your character stands in relation to these extremes is meant to create a simple two point summary which summarizes the individuals moral and personal beliefs and attitudes. Thus, we have the classic combinations taking on certain mythological archetypes. Lawful Good individuals value order and charity and are typified by the knight in shining armour motif of the selfless crusader out championing the virtues of his lord and god while raining down benevolence and charity to the unkempt, destitute peasants ravaged by dragons, goblins and an curiously high tax rate for medieval societies. The Chaotic Evil individual, by comparison, is that wicked warlock who spends his evenings in fogged choked graveyards practicing debased necromancy so as to raise an army of filthy and plague bearing undead to march upon the same destitute peasants in the hope of getting his own share of their exorbitant property costs.

It’s all very clean. It’s all very orderly. And it’s all so very useless.

As I mentioned, I hate the alignment system. I hate everything it tries to represent. I hate everything for which it stands. Above all else, I hate how it operates as a classic trap, luring unsuspecting new players and dungeon masters into shallow, derivative cliches that halts the game as everyone bickers over the finer details of law and chaos.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/alenza/satire.html

Satire on Romantic Suicide by Leonardo Alenza Y Nieto (1807-1845).

You see, the prime flaw of the alignment system is positing that there exists within the D&D framework a standard, objective truth concerning Good and Evil. Certain behaviour is, as alignment is so classically defined, intrinsically right or wrong. Sure, defenders will wring their hands and assuage that these are merely guidelines used to better categorize and assist in forming a character’s decision making. And they’ll maintain this stance as the party casts Detect Evil and sees the party’s rogue light up like a Christmas tree in Times Square. Alignment is a mechanical tool within the D&D universe itself. It is not a moral or philosophical debate–it exists as a real, tangible thing which is affected by both magic and gods in ways wholly beyond our understanding. Thus, as a true core element of a being’s identity, there must be actions and behaviour which is intrinsically connected to this alignment. If a paladin can detect evil then evil must exist to detect. You can’t have a fiend who gives to the poor and helps the needy for that would be indistinguishable from the paladin himself.

This seems obvious enough. Surely the only difficulty with the system would be hammering out the finer details of what constitutes evil and what does not.

And that statement alone should make obvious how futile an endeavour that would be. We can not agree on what is moral in our own society even without throwing in magic and fantasy into the mix. Take, for instance, the simplest example of murder. Surely murder is an evil action. And yet, every single D&D campaign is rife with heroes going through wholesale slaughter of goblins, gnolls, orcs, kobolds and whatever. “Ah,” says the alignment purist, “but these creatures are inherently evil thus their destruction is a good action!”

So murder in-of-itself isn’t bad but who you murder is. And yet, any campaign worth its salt will have helpful orcs, drow who have turned from their oppressive society or kobolds more interested in friendly exchange than kidnapping babies and worshiping dragons. Would it be just, moral or good to slay Drizzt on sight? He is a subtype of elf who were chased underground for their worship of the malevolent deity Lloth who delights in slaughter and torture. Of course not, for Drizzt has cast aside his society and its bloodlust-filled ways and walks a more charitable path. Well, what of Deekin the merchant? Should I stumble across him on the streets of Neverwinter would I be within my right to run him through with my sword and steal all of his merchandise? No? Because he is simply not situated in a dungeon awaiting eager adventurers to kick down his door and cut of his head on their way to the fabled dragon horde?

The alignment system is quick to tell us that animals lack the necessary intelligence for placement on the alignment system. They are what has become the Unaligned. They have not the self-awareness to judge their actions in a greater moral scope and players don’t have a free pass to slay every cow which they encounter on their way to the city. And yet, possessing the intelligence required to hold an alignment also gives the being the capacity to change their ways. Would not then the good path be to try and rehabilitate these societies instead of murdering them? And yet, paladins have been the quintessential figurehead for Lawful Good and their sole duty is to act as the judging blade to slice down all those that disagree with them. “But they wouldn’t” isn’t a valid excuse as examples demonstrate that they would.

It’s a simplistic black and white system trying to describe a game that encourages, promotes and pushes its players to explore shades of grey. I think anyone that has played the game can see the fruits of this broken system as well. Poll a player base and I’ll be surprised if you don’t find a great proportion who have had their share of moments of their DMs telling them “You can’t do that. It’s against your alignment.” Most experienced players would scoff at such actions but how quick are people to jump to calling for paladins to lose their abilities for betraying the sacred mantra of the ever undefined Lawful Good code? Or how frequent are there denunciations of DMs not dropping player alignment when they stray into territory someone else deems unworthy of their moniker? Should players be held at the whimsy of the DM’s personal moral code and definition of what a real Neutral Good alignment means? Why must these conversations come up for a system that was always only meant to assist beginning players with stepping out of their own skin and inhabiting the mind of someone else? It’s a tool for policing and it is far too rare that one is rewarded for their alignment compared to the numerous punishments for betraying it.

Well, I was thinking of this dilemma in the shower, as one is wont to think of random things while under running water. Personally, I think the biggest problem is that baggage which the system carries. Good and Evil are more than just words. They’re personal ideals that change from person to person and situation to situation. To try and create some absolute yard stick used for measuring them is an impossible task. Law and Chaos aren’t any better and lead to their own set of troubles. I mean, we’ve all know that one Chaotic Neutral character.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/amerling/franz_1.html

Emperor Franz I of Austria in his Coronation Robes by Friedrich von Amerling (1832).

Really, I think if we were to break down a sort of guidepost for character behaviour, it would have to be one that is less restrictive. An alignment should be just that: a guidebook and not a rigid code. It should give a suggestion to a character’s natural response but not dictate their reactions to every situation. Good and Evil is too encompassing. It’s too mutually exclusive. I think it is prone to cognitive dissonance. My character is good thus he can not do evil. But unlike in the real-world where we reshape our belief to compensate for the dissonance, in D&D we can bar an action from being performed to preserve our belief. However, part of the complexity of real people is being faced with the consequences of actions which we didn’t have the full benefit of considering or weighing against our morals. The system should be amiable to these issues, not ready to punish them.

Thus, I think renaming the axises would go a long way to fixing the alignment system. Instead of Good and Evil, we need something that is less oppressive. Altruism vs Selfishness are two concepts that encapsulate the original premise but have a lot more wiggle room. For example, if I were a Good character, I would be more inclined to assist the oppressed out of the goodness of my heart. However, to maintain my purity, I’d extend this charity to near all circumstances even if it were against the desires of my party. Hell, if we were about to be rewarded by an evil character, a good one would have a moral opposition to receiving anything from them. However, an altruistic person could be more negotiable. Now they aren’t constrained by the full encompassing weight of Goodness. They could be open to accepting payment from an able body especially if the party promised that some of their gains were donated to the needy. Now we needn’t completely turn down the quest given by the bandit chief because the paladin can’t abide aiding such criminal scum. We could accept his ill-gotten coin and altruistically turn around and give it to the church to feed the poor and hungry. The paladin is appeased, the party is appeased and the game can continue without coming to a screeching halt as an ultimatum is drawn in the sand.

Likewise, Law and Chaos could be commissioned into Conformity and Individualism. I especially like this pairing because both carry as many positives as negatives in their connotation. More than that, however, we get away from the cartoony depictions of the extremes of the spectrum. The Lawful Good was just as insipid and disruptive as the Chaotic Evil. Every child would need a hug from the LG just as every puppy would need be kicked by the CE. But a conformist doesn’t necessarily need such extreme reaction. Describing your character as a Conforming Altruist communicates readily far more what Lawful Good was meant to without needing to quibble whether the paladin needs to uphold all laws or when does he earn the right to judge whether a law has betrayed the idealisms of Goodness too much. Furthermore, our Selfish Individualist needn’t be as moustache twirling as they are now in D&D. They can be. Our Warlock can still sit in his graveyard unconcerned with his societies ethics over honouring the dead and raise his little skeleton army to steal in his name all he wants. But you can have rulers who are also Selfish Individualists, running their kingdoms without a care for the well-being of their nobles or peasants but without need to sacrifice every virginal daughter to a devil in order to fulfill the requirements of his alignment.

More than anything, these titles leave a lot of room for differences amongst the alignments themselves. They don’t immediately conjure any stereotypes or stock tropes. A Selfish Conformist does not have the baggage which a Lawful Evil name would suggest. It allows both heroes and villains to occupy the same alignment space without any question. And, more than anything, it means that people can drop the constraints of the alignments and focus on the core aspect in the first place: playing their character.