You are responsible for all that you do, all that you don't do, and the consequences thereof.

Wednesday, November 12, 2014

Most People Are Depressed For a Very Good Reason

http://www.violentacres.com/archives/169/most-people-are-depressed-for-a-very-good-reason/

Thursday, November 06, 2014

The Role Of Men In The Fight Against Sexism

http://thefbomb.org/2012/07/the-role-of-men-in-the-fight-against-sexism/

Monday, October 20, 2014

Not Simply Double Standards

I've read complaints that when men are abused by women, it's not treated as seriously as when women are abused by men. They complain about double standards. That doesn't really explain what's going on.

When a woman is in trouble, the socially accepted solution is for a man to help/save her. When a man is in trouble the socially accepted solution, is for him to solve the problem himself. This is why people will react so very differently depending on who does the oppressing, and whom is being oppressed.

People will laugh when a man is abused, not because they think it's okay to abuse the guy, but because they think it's absurd for him to not fight back. They will try to goad him into standing up for himself, condemn him for his weakness, and demand that he solve his own problems.

People don't laugh when a woman is abused, because what happens is exactly what they expect to happen. They expect women to just take the abuse and not fight back. They expect men to abuse. It's not funny, because everything is exactly how they believe things are supposed to be.

It's not that men and women are held to different standards, it's that there's one standard being applied to everything: Men are in charge. It's not Feminism refusing to help the men. It's the Patriarchy refusing to.

Saturday, October 18, 2014

Sunday, September 14, 2014

Dungeons and Dragons: Players vs Dungeon Masters

http://community.wizards.com/comment/51039976#comment-51039976

An insightful post about the nature of running a D&D game, and how player and game master desires can conflict.

Friday, September 12, 2014

Ship Happens - AMV

https://www.youtube.com/watch?v=8Tc7MH5ZXbg

Was browsing AMVs, this one made me laugh.
If you don't know what Shipping is in this context, check out TV tropes: http://tvtropes.org/pmwiki/pmwiki.php/Main/Shipping

Monday, August 18, 2014

Neverwinter (the MMO)

I tried playing Neverwinter. It made me laugh, and also confused me. What I found so funny, was how the game tried so hard to look and feel like an action game, yet underneath the surface it was clearly using standard MMO mechanics. What I found confusing, was that the animations seemed much worse than I'd expected. Champions Online has better animations. Both games were made by the same company: Cryptic. Aside from the animation issues (mainly the run/walk animations and the tails... and the fact that archers don't shoot like that...) Neverwinter was very pretty.

Sadly, I'm not a big fan of standard MMO gameplay, so I didn't play Neverwinter very long. It felt very much like a standard MMO, with some heavy instancing, and tons of polish. It also, really, did not feel like DnD. It felt like a standard MMO paying lip service to DnD ideas.

P.S. Not being able to move and attack at the same time was frustrating. Not being able to fire my cone attack unless an enemy was under the targeting cursor was even more annoying. I have to stop attacking if I want to dodge anything... I liked TSW better.

Saturday, August 16, 2014

Defiance (the game, not the behavior)

Started playing some of the game Defiance. I'm not really sure what to think. Many of the game mechanics and design I'd wanted to see done in an MMO are there, yet the overall quality of the game is somewhat lacking. It's like there's a lot of good ideas executed poorly.

The core element that really sets Defiance apart, and makes it special, is the way everything is built with open missions, which anyone can show up and help with. If someone else is already doing a mission I've been sent to do, I can join them, and we'll both get credit when it's done. I've never had to wait for a boss to respawn because someone else beat me to it.

The core problem with the open mission structure, is how easily it leads to certain missions being swarmed by players in such numbers that the missions become trivial. Other missions are simply ignored, and I end up having to avoid them because I can't handle them solo. Thankfully, most of the plot missions I did were both soloable, and often one or two other players would help out.

Personally, I'd like to see MMOs take advantage of the ability to give each player different mission requests to try and spread players out more. Would probably require a kind of AI director (*cough-L4D-cough*).

P.S. while I have enjoyed the shotguns that shoot grenades, I don't really understand why they are in the game, when there are also grenade launchers. Wouldn't it make more sense to just have a larger variety of grenade launchers instead?

P.P.S. I'm running out of articles to link. I guess I'll have to write more stuff myself. Unfortunately, all I really have to write about, is video games. My life isn't very exciting, and I don't do anything of importance.

Monday, July 28, 2014

Divinity: Original Sin

I recently played Divinity: Original Sin. It proved to be a better game than I had expected.

One of the simple mechanics introduced in the game very early on, is something I've realized is missing in most games. I can spill oil on the ground, then light it on fire. The green ooze/poison stuff is explosive if burned. If I hit an enemy that is on fire with poison, it will explode causing extra fire damage. A spell available in the first town, that can be cast (theoretically) by someone at level 1, makes it rain. The rain makes characters wet. Wet characters are harder to burn. These are all really simple concepts that make a much richer game mechanically.

Objects can be moved around. I beat a boss by abusing this. Arranging the vases in the room, messed with the Boss' AI so that instead of starting the fight by blasting me with a big spell, they ran around all the vases and swung a sword. Another time I managed to place a bunch of oil barrels around a room, before starting the fight by attacking them with fire. The fight was basically over as soon as it began.

The game certainly isn't perfect (it seems to reward save-scumming rather heavily) yet it seems very much like a big forward leap for it's genre. It isn't simply more of the old stuff, like so many other indie RPGs have been. Divinity: Original Sin has raised the bar, providing new mechanics and ideas for everyone to (hopefully) raid and pillage for their new games.

Friday, July 25, 2014

My problem with Hearthstone

If I try to just enjoy playing ranked, I end up running into a wall I can't pass, because I don't have enough good cards. To get better cards I need gold. To get gold at a reasonable rate, I need quests. To do quests I must log in and play a short while on whatever hero it tells me to play every day or two. So, either I get annoyed by the task I'm given, or I get annoyed when the task ends. Either way, I lose interest after a short while and stop playing.

It's frustrating to not be able to make progress when I just do what I want, and frustrating to not be able to do what I want when I try to make progress.