Tuesday, April 30, 2013

The Ending of Bioshock Infinite Explained




In case you are too dumb to take the hint from the title:

SPOILERS!!!!

are after the jump:


Friday, September 3, 2010

Quick Response to Gevlon re: WoW's market


I'm going to leave the rest of Gevlon's post on feminism alone because it would take forever to talk about, but I do want to address one point he made that I think is patently false:

Now the game design being sexist seems a different issue but it's not. The game is exactly what its audience wants it to be. Blizzard is an ethic-less company, responding only to market factors. If the audience is a bunch of morons who jerk off watching cybering blood elf girls, then the blood elves are designed to be sexy. Anything else would be bad business.

The problem with this idea is that the demographic he's talking about is only part of the game's audience. 

There is no comprehensive research about female MMO/WoW players.  The BBC did a survey that estimates that 40% of EQ2 players are female.  Nick Yee used data from WarcraftRealms that showed only 16% females, but that's only people who gave their gender on that fansite, so it's surely an under-representation.

Even if you think the BBC's estimate is high, Blizzard's chosen imagery still turns off millions of potential players (not just females, but also males who don't like this art style).  The current state of the game is bad business.

But if they are an ethic-less company that only responds to market factors, why would they do this?  Because their art choices are driven by their own preconceived notions, not market factors.

Blizzard is a boys' club.  Guess how many female artists, out of at least 16, worked on Starcraft 2, according to the behind the scenes DVD?  One.

Blizzard's elite art team, responsible for most of their concept art?  Zero females.  In fact, it's called Sons of the Storm.

Remember that photo of the entire community relations team that came out a while ago (y'know, where Netheara became a sex object for thousands of frustrated internet teenagers by daring to allow her photo to be taken?).  There were 2 women in that crown of 2 dozen.

So a bunch of  boys make a game.  Of course the art will cater to boys, because that's what they think looks cool.  I'd also argue that a lot of socially insecure guys end up devoting their lives to video games to the point that they work at (arguably) the top developer in the world.  We could go on and on all day about why there are so few women involved, and I'm going to sidestep that issue for now.  What I will say is that it's hard to put out something females would like if you don't have a single female on the team.

They have no proof that their portrayal of gender "sells" or doesn't.  The game might sell just as well or better if they had more variety.  They aren't responding to market forces in this case.  It just doesn't occur to them how unappealing some of the art in this game is to a huge chunk of their potential audience, because to them, half-naked buxom women and burly, inadequacy-soothing men have "concentrated coolness".

If they really wanted to improve business, they would give a wider range of options.  And in a lot of ways, they have (dwarf and troll females, gnomes, goblins), but those options are poorly represented by NPCs and especially by major lore figures.  There's absolutely no need to get rid of the impossibly-burly males and buxom chain mail bikini babes that appeal to the insecure boy market.  Don't take anything away from them.  Instead, add more variety to appeal to a bigger audience and bring in even more money.  How about a dwarf female faction leader in heavy armor, built like a tank?  Or a trim and cut human dude in nothing but a chain loincloth (and a bow tie) as a faction leader (just to make it even given sylvanas's outfit, after all)?  Why are the worgen led by some old guy when they could have a young topless male werewolf with washboard abs (talk about a ready-made audience!)?

As it stands, Blizzard is failing to be an ethic-less company responding to market forces, at least when it comes to their representations of gender.

Thursday, August 19, 2010

A few posts you should read


I swore to myself I wouldn't talk about politically divisive issues on my wow blog.  When I read a gaming blog or listen to a gaming podcast, I'm there for gaming discussion, not political discussion.  I have very strong and entrenched political opinions, and I've abandoned more than one entertainment source completely because someone decided to run their mouth with a stupid political opinion.

But you know what?  I'm just going to come out and say that I support feminism, and if you don't like it then please let the door hit you repeatedly in the ass on the way out.


I bring this up because the debate sparked up in the wow blogging community again (as it does every few months) and I wanted to draw attention to some posts on the subject that I think are exceedingly worthwhile reads.  Nevermind that these other people probably have more readers than me.  :P

First, Larisa serves as an entry point into the debate with her pragmatic way of enjoying entertainment despite stereotyping.

This led me to Pewter's post about how WoW is a game made by men for a male audience (even though a ton of the audience is female).

And finally to some ladystats to know and think about from Paperclipchains.


I'm sure there's a ton of other great work out there on the subject, but these are just the things I ran across today that I wanted to draw more attention to.


P.S.  I'm pretty much on blogging hiatus indefinitely (thank you, RL).  Maybe I'll drop a small post like this from time to time.  I hope you'll keep me in your readers.  I also want to thank the wow blogging community, all my commenters, and the bloggers that made this such a welcoming, interesting, and creative place.  Especially Ixo, Larisa, and Spinks.

Wednesday, July 28, 2010

Starcraft 2 Single-Player Impressions


Short version: Blizzard continues to release games when they are ready. 

Long version: OK, I'm not the most impartial reviewer here.  I was predisposed to absolutely love this game after how much fun I had with both the single- and multi-player parts of the original Starcraft, as well as every installment of the Warcraft RTS games.  And guess what?  I absolutely love it.  I love it so much that I wish I could italicize that last sentence twice.

More after the jump.

Monday, July 26, 2010

Death Knights in Cataclysm: what will change?


Well, we've finally gotten the big talent tree revamp we've all been waiting for.  It's obvious that the Death Knight trees are far from finished, but we are starting to see themes forming, and getting some idea of what will change.  A lot remains to be implemented and seen, so it's hard to judge these too deeply.

Overall:
  • New rune cooldown system: this one was announced a while ago.  Simply put, runes of each color refresh one at a time.  You essentially get half as many runes during ongoing fighting, but if you are inactive for a bit you can start out with all 6.  Each of the 3 colors is basically its own energy bar.  The damage and runic power generation of the abilities and talents has been doubled across the board to compensate.  In theory, you should have more free GCDs since waiting a second to use a rune won't lead to a large dps loss down the road as future recharges are delayed.
  • Runic Empowerment: Until recently this was a first-tire frost talent, but is now baseline for all DKs.  When you use a runic power ability like Frost Strike or Death Coil, you have a 45% chance of refreshing a random rune. That's a lot of free runes.  This adds an element of randomness to all rotations.  I'm worried that it will undercut the new rune cooldown system because you'll feel pressured to always have at least one full rune of each color on cooldown in case this procs.
  • Each spec gets its version of death runes right off the bat, as well as a key ability (heart strike, frost strike, perma-ghoul).
  • Anti-magic shell no longer generates runic power off of damage by default.  This does remove a measure of skill from the class (timing AMS to optimize free RP), but hopefully new abilities will make up for it.

Blood:

  • Now a pure tanking tree, and the only tanking option.  Our own Prot tree!
  • Blood presence is now the tanking presence, having the same effect as the current frost presence
  • We just pile on the cooldowns: IBF, AMS, Vampiric Blood, Bone Shield, Rune Tap, and Will of the Necropolis all in one tree!  Also, WoN now procs a free Rune Tap heal and refreshes the ability's cooldown, adding an active element to save yourself when low on health.  We clearly have more cooldowns than other classes, and it will be very interesting to see how hard this is to balance.
  • Block equivalent: in Wrath, Death Knights have been at a disadvantage for smaller-scale fights because of a lack of a block-style mechanic (druids can proc a mini-shield on crits).  There was mention of a block equivalent a while back, where we would have a chance to auto-heal for a percentage of the damage we take.  That appears to have been scrapped, as it does not appear in the current talent trees.  I still hope it makes a comeback.
  • Innate crit immunity: say goodbye to defense rating, the most annoying stat ever in the game!  It was confusing and served as an unecessarily stark barrier-to-entry, and required too much outside research to even begin to understand.  Good riddance.  Now we get PvE crit immunity from Blood talents, just like other tank specs.  Hurrah!
  • Attack Power Debuff: just like with Block, DKs were the only tanking class with no attack power debuff they could apply to enemies (Demoralizing Shout, etc.).  That's finally changing, as talents in the new blood tree give Blood Boil the ability to apply that debuff, making it into a damaging Demo Shout.  Another great call by Blizzard, it's a necessary tanking tool that we went without for too long.
  • Dancing Rune Weapon: now you can parry for two!  In a great leap in the realm of MAKING SENSE, having a second weapon flying around in front of you gives you a sizeble bonus to your chance to parry.  But wait . . . is that another tanking cooldown?  OK, guys, this is getting a bit ridiculous.  6 cooldowns?  That's a lot of runes and runic power being devoted to survivability (even though IBF can be talented to be free!).  Hopefully that won't cripple our threat.
  • Sub-specs can only go 10 points into another tree at most.  This leaves you with very few attractive talents currently within reach for tanking.  You're basically picking between a reduced DnD cooldown and a fear immunity. 

 Frost:
  • With blood presence taking over tanking duties, frost presence now boosts damage and runic power generation (sorry, no more self-healing)
  • Pillar of HOLY SHIT (aka Pillar of Frost): I'll just link the tooltip for you:"Calls upon the power of Frost to increase the Death Knight's Strength by 20%.  Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks.  Lasts 20 sec."   Notice anything . . . missing?  Like, say a cooldown?!?  It used to be at 1 minute, maybe wowhead isn't displaying it.  33% uptime is still pretty good - but where will we get the spare frost rune?
  • You can now choose between a dual-wield talent and a 2-hander talent.  This is quite a relief, as I'd love to have a 2-hander spec without a pet.
  • Frost DKs now get the 4% increased damage debuff for raids that was previously limited to combat rogues and arms warriors.
  • On a Pale Horse was moved to early Frost.  I find myself constantly wishing I could fit this mount-speed talent into my builds on live.  I hope Blizzard follows through on the promise to leave you  points for optional talents so I can pick this up.
  • The top tiers of unholy have little worth subspeccing into, so you'll end up putting the majority of your extra points in blood in the current build.  

Unholy:
  • The biggest change to unholy is the loss of Bone Shield.  Most players underestimate this talent's current impact in raids.  Taking 20% less damage at all times is huge.  It prevents some insta-gibs (hello Mauradin cleaving me as I run past him on heroic gunship), reduces healer panic from big aoes, and makes you all-around the most survivable dps in any raid.  Get lucky enough to be the first Mark on heroic Saurfang and laugh all the way to your purples.  This would be even more important in the new Cataclsym healing environment, so it was placed 11 points into the blood tree to prevent non-tanks from getting it.
  • The damage buff Hysteria was removed from Blood and replaced with a similar cooldown called Unholy Frenzy in the blood tree.  Sudden Doom also got moved from blood to give unholy free death coil procs.
  • Ghoul Frenzy keeps getting buffed in the beta builds.  It's more afforable with the new talent philosophy, but it remains to be seen if 1 unholy rune will ever be worth it, especially now that:
  • Scourge Strike costs 1 unholy rune, instead of 1 frost + 1 unholy.  Obliterate and Death Strike, the other FU abilities, remain unchanged.  Blizzard will presumably be introducing some use for the extra frost runes, as they can't possibly expect us to just cast extra Icy Touches, especially given the ludicrously long disease durations we get from epidemic.
  • The likely solution to the frost rune problem is the new Festering Strike, which further extends disease durations and is the first 1 Blood + 1 Frost ability.  I don't see the other trees getting use out of this when they could cast Obliterate or Heart Strike.

Problems:
These builds are clearly still early and in flux.  Some of the priority things for Blizz to work on:
  • Top-tier talents are lackluster in Frost and Unholy, especially for sub-speccing.  At least Improved Icy Touch, Icy Reach, and Vicious Strikes should be both reworked and shuffled.
  • Ghoul Frenzy should either have its rune cost removed, or be reworked to be a desirable cooldown.  Maybe reduce it's duration to 30 seconds, double it's damage effect, and give it a 2 minute cooldown.
  • Frost needs its "required" dps talents to be reduced in number.  Dual-wielders can only afford 1 optional utility point, while 2-hander-wielders can technically afford 4, but are forced to put two of those into Icy Reach and the other 2 into tier 2.  The whole tree really needs rearrange-in'.
  • Can you tone down the cooldowns in Blood just a little bit?  And are you sure threat won't be an issue with all those resources going to staying alive?
  • Festering Strike will have to be implemented very carefully.  Not only will it have to do more damage than an Icy Touch + Scourge Strike (remember, unholy gets Reaping automatically, so blood runes become death runes after being used for blood strikes), but it will also need a way to deal with the fact that you aren't going to be using the blood rune for a blood strike, and thus won't be getting a death rune later.  In the same patch, Festering Strike was added to Reaping, meaning that the Unholy rotation currently looks like SS > SS > FS > FS > SSx6 or something (I'm not really accounting for the new rune recharge mechanics there because I haven't tried them).
Any further evaluation will have to wait until I can actually get into beta and find out the real consequences of the new talents, the new rune cooldown system, and haste's effect on rune refresh speeds.

Starcraft 2 releasing


Yeah, I haven't been around in a while.  Got real life stuff, blah blah blah.  I'm not gone, and I'll be back, just need a blogging break.

Despite that, it's hard to contain my excitement today.  Starcraft 2 is finally releasing, after more than a decade of waiting.  It was far and away my favorite PC game until WoW came out, and my favorite non-Nintendo video game until the HD era as well.  It introduced me to the RTS genre, which is a perfect fit for my tastes but I had never seen before.  I love Sci-fi and I found the campaign mode revelatory because of how it merged storytelling with the gameplay.  SC so perfectly crystallized what makes a game great for me - and specifically to my personality - that it will always hold a place in my personal pantheon of great video games.  I bonded with lifelong friends over it, even.

So I'm quite relieved that Real ID isn't overstepping and I can play, with a clear conscience, this game I've been waiting for.  My amazon preorder has already shipped, and I'm spending today drooling in jealousy at the countries that, due to the vagaries of time zones, exist in the future and can already play.

My life for Aiur!

Tuesday, July 13, 2010

Facepalm


OK, at this point, you just have to laugh.