Showing posts with label YKWFA. Show all posts
Showing posts with label YKWFA. Show all posts

Monday, June 6, 2016

I Promise I Don't Know Anyone At CD Projeckt Red

Lately I've been playing Blood and Wine for The Witcher 3, and if there is one thing that can't be stressed enough about the expansion its that its fucking breathtaking. I'm not using that word lightly. I do not fuck about when I play games, I am a hard story/hard action player. Not happy unless I'm learning something relevant or killing something interesting. On at least three occasions in as many days I have stopped dead whatever quest or personal slaughter quota I was engaged in, lined up a specific view, and just had Geralt meditate until the moment when the light would be best to really experience a particular vista. The Witcher is a pretty fucking glorious game just generally, and the whole game is beautiful, but Toussaint is heartbreakingly gorgeous. To the point that just riding along a random coast road is a moving experience worthy of comment.

With the expansion they added a goddamn plethora of tiny UI and graphical improvements, cleaned up the crafting system by adding a badly needed buy option for materials that you don't have but the smith does. Though sadly it appears they didn't carry that into the alchemist shops, which given the the fact that you can do that yourself I can sort of understand. They also added an homage to the mutagen systems in the previous games by opening up the option to modify Geralt's mutation with some skills that almost make me alright with the fact that this is the third game in a contiguous series and you start at level fucking one.

So far Blood and Wine lives up to the hype entirely as far as I'm concerned. It's funny, engaging, vast, and displays an emotional landscape that takes the already vibrant and sympathetic characters that the series does so well and elevates them about as near as you can and still have them be fictional. There are games that I've had more fun playing, there are games that have scratched similar itches better, But I think B&W takes The Witcher 3 pretty handily to the #1 spot on my favorites list. Like ever.

Monday, March 21, 2016

Decency Isn't Genetic

Brian and I don't really talk much about family on here. Sure there's the occasional dig at the filthy, manipulative cunt-basket that my wife clawed herself out of in infancy. And every once in a while I'll write an unintelligible screed about the poor fucks who don't understand about genitals. But actual discussion of family is pretty limited. Now, this is partially because, with the noted exception of my father, we've all pretty much cut ties with our families. I'm not going to talk about the reasons for that, less because it isn't any of your fucking business what kind of shitty people spawned us and more because it would be an almost tragically short post. Instead, I going to talk about the other reason we don't talk about it much. Those people aren't really family.

I'm not talking about some kind of cultish, "We're your family now; here's your 'punch'", kinda thing. I do legitimately value the concept of family, a group of people upon whom you are supposed to be able to intrinsically rely, I just feel like that structure is entirely too important to be left to the capriciousness of fate. In my experience the people who share your blood are more likely to be the people to fuck you over hardest, both because they have the access and because you're less likely to be truly prepared for it. The worst bit is that most of the time the "family" that ruins you doesn't even understand the damage they've done. Because being betrayed or used by blood isn't just your casual exploitation, its your framework for society. If you can't trust your relatives then what chance does some fucking stranger have? No, fuck that. We all need a support network and sharing a sexually viable ancestor at whatever point in history is presently convenient is an insufficient metric by which to organize.

Beyond that is the question of affection. If I'm going to trust someone enough to turn to them in my time of strife I'd really rather actually like that person. I make it a policy not to go out of my way to deal with people I don't enjoy in general, and that goes double for people I'm related to. Life is too short and too unpredictable to devote time and effort to maintaining relationships with people you don't like.

I recently had a transaction with a man I've met fewer times than I have fingers who was my mother's brother. I'm ambivalent about him, but I dislike his SO in a fashion so natural and effortless that it would literally take me more effort to not give a fuck. He was gobstruck that not only is this an acceptable standpoint to me (me! this man he'd met a few times years ago, the scandal of it), but that I didn't feel as though it should have a meaningful effect on either of our lives. We hadn't spoken to each other in years and had never shared an experience more significant than eating in the same building, if it wasn't for the fact that the alcoholic racist that raised him also raised one of the people who raised me I wouldn't even be expected to remember his name. Much less give a fuck about his wife.

We've chosen, instead of all that bullshit, to be adults and make the hard choices. To decide who to care about and to make the effort to nourish those relationships to the point where those people aren't just worthy of the trust we're putting in them, they extend the same trust in return. There might not be as many of us, but we love each other. Not because of what some relative strangers did to each other before we existed, but because we found people who we wanted to share that with.

Monday, March 14, 2016

The Finer Points of Pixel Husbandry

I've been playing quite a bit of Stardew Valley lately, and its probably the best money I've spent on a game in years. Normally I don't have any surplus fucks to contribute to farming sims, too often they're painfully vanilla and heavily geared towards cutesy kiddy bullshit. I get that there is a certain fuck-headed percentage of the population that feels that games should be composed of cutesy kiddy bullshit as games are for children, and I acknowledge that these brain damaged, corporate collaborator cumstains exist and are entitled to their stupid, self-oppressive opinions. I'm going to let my personal feelings concerning those fine fucking failures live firmly between the lines and instead discuss why I love Stardew Valley.

First, Stardew leads off with a direct self-reference. You start the game slogging through a life of soulless toil in a call center. Then you receive a letter from your recently dead grandfather that you are only to open in the event of an inescapable ennui, a letter that contains a glorious escape in the form of a dilapidated farm. Saying out right, "oh, you need to get away from the painful mundanity of your life, here's a little farm for you to work on to make you feel better." A tactic that beats the hell out of the sense of forced obligation in so many of the Harvest Moon games or magical shenanigans that tend to accompany the Rune Factory franchise.

Second, and this could be a little spoilery, the characters are treated like people. The Mayor of the town is casually fucking the local cow-seller, one of the sexy-options congratulates the character on their stick handling prowess in a way that comes off as a pretty aggressive masturbation joke. It even stays pretty true to life in that most of the teenage characters are massive fucking cunts.

Finally, it doesn't really give a fuck who you fuck. Stardew is one of the painfully few games with a relationship system that doesn't discriminate on orientation. Wanna bone down with Fabio the fisherman? Do it, we don't care what bits you have. Like the nerdy biracial girl? Feel free to go to town with the genitals of your choosing. I know its a small thing, but I have a nasty pet peeve about games that enforce the character's sexuality.

Stardew Valley is a simple, relaxing game that manages to be approachable without reducing its tone to that of a shrill idiot child, and that's exactly what I've been looking for lately. It feels good to play a game that delivers on its premise without being uncomfortable.

Monday, May 4, 2015

You Pass Butter

I binge watched Rick and Morty this weekend. Its goddamn amazing. I fucking love science fiction, and better yet if it doesn't fuck around on the philosophical bits. Rick and Morty comfortably rolls from questions of the futility of existence to the meaning and value of the self in an infinite multiverse, which it handles insanely fucking well.

Rick is raw pragmatism draped over an unmitigated id. He invents technology that allows him to travel between realities and he happily uses it to get space drugs. He shows an insight and forethought that is simultaneously brilliant and dismissive. Meanwhile Morty is intuitive and empathetic, if a little dumb. He acts as both a plot driver and a humanizing influence on Rick.

I know I'm being a little english lit, but this cartoon doesn't fuck around. It's worth deconstructing. That said it handles all of this shit with relentless humor and a brutal simplicity that I can't praise enough. Seriously, watch this fucking show.

Tuesday, March 3, 2015

New-Old world

Recently Eshi has been running a D&D campaign that I have been playing in. I have had mixed feelings about tabletop RPGs in the past. The play-acting is awkward, at least for me. I have problems with confidence in the first place, but needing to talk everything through in a realistic manner while pretending to be someone else feels off to me. You also need to interact with other people, and that's always awkward for me. Something that I think scares away more people is that there are often way to many established rules to make the experience an easy one to just jump into.

In the past I have tried to get into games like this, but either they fall apart quickly because people loose interest or the GM is a dick who uses the game as a power fantasy (all the players shall fall before MY MIGHT!). This time though the game has been going well. Eshi is a good GM and getting to play around more than I have in the past has made me appreciate the games mechanics more.

The biggest difference from, say, video game RPGs is that you can do anything you want. Don't like a rule because it is a little unfair to players? Change it. Want to be a class that doesn't exist?  Make it. Want to be able to solve problems in ways that aren't preprogrammed into a scenario? Do it. It is also way easier to identify with your character because you get to make decisions about how that character acts. If you didn't want to only choose dialog that was pre-written for you, you can. That level of customization is hard to get in a video game (mods in PC games get close), and makes tabletops way better in my opinion.

Don't get me wrong, I still like video games and play them often, but tabletop scratches an itch that I didn't know I had. If you are on the fence about trying tabletop RPGs, or if you want more out of a game in terms of customization or just stuff to do, get some people together and try some D&D or Whitewolf, you might have a good time.

Monday, January 19, 2015

There and Back... Again!

So apparently fans have gotten together and reduced Peter Jackson's epic, cinematic disappointment; the Hobbit fucking trilogy, into a single four hour piece. I am delighted by this for a number of reasons.

First, now I get to watch the hobbit. I love Jackson's directorial style. I love what he did with the environments and how he treated the world at large. However, I am always dragged out of immersion by two things: the various omissions and additions, and the fact that the films were blatantly padded out into as many films as they thought they could get away with (a topic Brian has poked before). I don't know the fans that did the recut, but I'm far more willing to sit through almost anything they did rather than two hours of fucking Legolas and Kili trying to decide whether or not to double team Sawyer's girlfriend from Lost.

Second, I am always excited by fans insinuating themselves into the process. It might be after the fact but these are people who took them time to break down a meh series of movies and try to fit them back together (theoretically) into the beloved story that spawned them. And now they have an opportunity to expose that to the public and make a statement. That's awesome.

 The final reason I will freely admit is geek-spite at Peter Jackson. The Lord of the Rings films redacted Tom Bombadil. I fucking loved Tom Bombadil. Motherfucker is straight up immune to the One Ring, he deserves at least a passing reference.

Thursday, January 1, 2015

YKWFA: The Passage of Time

So apparently today is the first day of 2015. I will admit, 2014 kinda got away from me, what with all the rage and depression and all the goddamn bees. Just... so many bees.

Anyway, there are a few things (other than listening to unpopular music and slowly turning into the horrible old man that is my birthright) that pleased me about this last year. First, after much rigamarole and absurd bullshit, my home state decided to make marijuana at least theoretically available for recreational use. Now don't get me wrong, the way they went about it was childish and insulting and ineffectual to a spectacular degree, but it happened. So now a lot of people who want to utilize their minds for something more pleasurable than trying to contribute to the inevitable heat death of the universe with their hate (like me) have a non-lobotomy option.

Also, both Dawn of the Planet of the Apes and Zero Theorem were things. Since Andy Serkis is some kind of hero sent from the future to make the present not suck so bad and Terry Gilliam is a Companion of the One True God Returned, these are both things that deserve positive consideration. Christoph Waltz, Nick Offerman, and Alan Tudyk also exist and this is a wonderful thing. Actually, cinema wasn't particularly hopeless in general this year. For the most part. Some stuff was pretty fucking good.

The last thing that really made this last year was the fact that I have a wife. Now I've had a wife for a while now, but having her around goes leagues towards to making life bearable. I'm sure that sounds cheesy and pandering, but if you have an SO and you don't feel that way about them you probably shouldn't be doing that. Having a significant other I mean.

There was a great deal of fuck-that last year, lets all try and get past that this year and actually be people with each other. Good luck out there.

Monday, December 15, 2014

Dragons are Great and All, But Dungeons?

I've talked a bit about pen and paper gaming in previous posts, how ridiculously awesome it is, how disappointed I tend to be with newer systems. I think its about time to actually discuss how I run a game.

I've been told I'm a strange creature as far as GM's go; I'll let my players do damn near anything that doesn't kill immersion or outright violate the laws of common sense, I tend to build my worlds from whole cloth instead of utilizing existing settings, and I don't give my players a storyline. That last one seems to be the most unusual from what I've heard. I run my games open world, there are things happening, monsters to slay, maidens to rescue, machinations of the foulest sorts guiding forces of various descriptions, but I leave it largely to my players to explore the world I've created. Its not that I don't want to tell a story, its that there is more to a world, and therefore a game, than any one series of loosely connected quest lines. I run my games open because that's how the world is, your growth is determined by your conviction, your path is shaped by your interests. Sure, another story about a sinister lich/cleric/warlord/ruler trying to conquer/destroy/enslave the world can be a lot of fun, but there's more going on than that. What happens if you misjudge where your party is at mentally? What happens if the story you set up doesn't have the punch you thought it would?

By setting up a world, with individual characters, with factions interacting and forces influencing events on various scales, some of which directly effect the party, some of which will have effects later, some who'll never directly influence the party at all, I can create a world where something will always be happening. I can run a game that isn't done until we want to be done. And by letting players flex their creative muscles and bend rules that don't make sense or justify actions that fall beyond the normal scope of the game, they can shape the world in new and interesting ways, creating their own story lines and dealing with unforeseen consequences.

I love to run a living world because it forces me to be creative and active on a much higher level and it lets my players decide not only what stories they want to tell, but how far they want to pursue them. It's hard, admittedly; you either have to be able to work with a shit-ton of world level events simultaneously or improvise at blinding speed, but its incredibly rewarding if you can pull it off.

Monday, November 3, 2014

Kinda Whenevs

A bit ago I mentioned that we where looking for a new place to live. I'm happy to report that that seems to have gone through, in a rather more pleasant circumstance than the one I described previously. That said, we're busy as fuck getting things ready and moving and such, so updates will be sporadic for a couple weeks. We'll get back up and running as soon as possible once we're settled.

Monday, October 20, 2014

YKWFA: The Least Violent Way to a Man's Heart.

Not long enough ago and not far enough away my wife and I lived with her mother. Now I love my wife spectacularly. Seriously, its crazy. But she and I agree that her mother is a vile, shit-souled, solipsistic, thunder-cunt. I know, I know, this is supposed to be about something fucking awesome, not the subhuman bilge waste that spawned my lovely wife; but it follows, I promise. When she wasn't manipulating my wife or insulting me she was a terrible food snob, not in that she was overly fussy about what she ate (though she did insist that her cats ate organic gourmet lobster cat food), but in that she was bad at being a food snob. So bad in fact that it inspired me.

I once heard this woman utter the phrase "Oh, I don't really care, food is really just fuel." on the 45 minute drive to the organic farmer she bought milk and eggs from. That stopped me pretty much dead. Her hypocrisy boggled my mind, but more than that I was inspired by how wrong she was. I'm a tubby fucker, so I've always had a complex relationship to food (that link rambles a bit and is a bit nsfw but I love Ed Byrne and he makes my point well... eventually). She pushed me over the edge. After that point I loved food, no question, no hesitation. Food is fucking awesome. See, I told you we'd get there.

First, let me say, "food is fuel" is an accurate statement; "food is just fuel" is super fucking not. Food is a massively complex amalgamation of social/cultural/ethnic/religious standards and compromises layered over geological/climatic/biological limitations wrapped in what is both one of the most complex, and the most accessible, sciences and sprinkled liberally with the ecstatic neuro-biological phenomenon of flavor.

Anthropologically, food is almost frighteningly important. The production of food stuffs, the security of food resources, the social systems that arise surrounding going from seed to stomach are all fascinating, interdependent structures that are incredibly enlightening. Not to mention the wondrous cultural gestalt that happens when people from different food-cultures share food with each other. Food can tell us about people, describe ancient environments and technologies, and lubricate peace between cultures. It also has an anthropological "dark side". If you don't believe me go to Philadelphia and mention cheesesteak, hell just saying the word "baklava" in certain company can start fights.

Beyond anthropology there are advanced and novel chemical processes involved in cooking at every juncture. The process of turning light and dirt into energy and passing that energy up the food chain, the way different additions and catalysts (some in terribly minute quantities) can change the flavor, content and structure of a dish, down to the way the body processes different nutrients in different preparations.  Have no desire to hunt links for every other word in this post, though I could, so here's a starter link, study up. Also, food is mighty tasty.

I could go on about this for days, the science and culture of food is one of the most beautiful, nuanced aspects of day to day life. Whether or not people think about it, what and how we eat plays a massive role in our lives top to bottom. If you take anything away from this post, let it be this; my mother-in-law is a cunt, and food is fucking amazing.

Thursday, September 25, 2014

YKWFA 2: Player Characters

Alright, I need to go full on squeeing geek for a minute here. This post has been building for a while and I've had a strong need to write about something that doesn't inspire me to try and hate the world to death, so bear with me. Our topic today is my absolute favorite sort of meta-reference: the PCing of a world. Let me explain.

PCing is a narrative device derived from meta-reference wherein the presence of a player character in the world irrevocably changes the structure of the world, typically by fucking over someone in the game who ought to be important. Sometimes this takes the form of ill explained gaps in a game's mechanics that end up illuminating possibly unintentional subplots. Sometimes its the result of active interplay in the story environment. We'll work through some examples and then discuss the value PCing has as a narrative device. (HUGE SPOILER WARNING OF DEATH)

One of the most explored instances of PCing in a game is the roles of "Ash" and "Gary" in the first generation Pokemon games. By all rights the rival character Gary should be a nearly uncontested champion. He's related to the greatest Pokemon researcher in the world, so he's had, or at least had access to, extensive exposure not only to Pokemon in general but to unique qualitative and quantitative information in the field. He's driven and highly talented. Gary as a character has skill, talent, motivation and resources in spades. In fact he accomplishes nearly everything the player does before the player even has the option. He's also over shadowed in every possible way by the PC.

In the beginning of the game Gary's beloved grandfather Prof. Oak doesn't even remember his name (a good example of a mechanical weakness leading to accidental story depth) and he's largely disregarded in favor of his "childhood friend" that no one seems to know anything about. Over the course of the rest of the game Gary develops an almost compulsive need to beat the PC that results in progressively greater failures at the player's hands despite being relatively successful in all other areas. The PC is even the direct cause of the only possible instances of a Pokemon dieing in a battle (though that is debated weirdly fiercely). When Gary does finally become League Champion the PC comes along, beats his ass yet again, and shames him once again before his grandfather. The PC spends the entire game robbing Gary of his every accomplishment and depriving him of the love of his only relative. My favorite part about this is that its not because the PC is an asshole, its because they can't help it. The presence of a PC in the world ensures that the world bends in their favor. Let's see if I can't clarify with a couple more examples.

Fallout 3 starts out in a Vault, which are constantly demonstrated to be long term social experiments, and follows the development of the player in the Vault environment. Butch is one of the children the player grows up with and his story is what we're interested in for this idea; because Butch is the hero of Vault 101. Or at least he would be if it weren't for the PC.

Your first shown encounter with Butch is at the PC's 9th birthday party, where it quickly becomes clear that Butch is a dickhead. In contrast, everyone else at the party, with the exception of the Overseer, thinks very highly of the player. We learn at this point that Butch's mother is a non-functioning alcoholic, providing one explanation for his aggression. At one point during the player's escape from the Vault one of the Overseer's journal entries becomes available in which he is learned to have been utilizing Butch as a means of social control within the Vault. Given the closed system of the Vault and the low population the Overseer is almost certainly grooming the boy for a position of authority not to mention almost certainly vetting him as the likely husband to his daughter Amata, the only female child in the Vault. So lets build the story, it might be a little weird if you haven't played the game, but I have. Lots. So take my word for it.

Butch, seeking support outside his worthless mother, tries to find solace from the other adults in the Vault, who are all preoccupied with the Outsider child (player). Finding no comfort in any of the adults he develops a hefty resentment for the PC as he projects his inability to earn affection onto the player, he instead establishes a "gang" out of the other male children in the Vault. His gang has trouble understanding his aggression toward the PC, but his clear pain on the subject and threats of violence erode their empathy for the player, after all they must have done something for Butch to hate them so much. Being the clear Alpha male of the Vault's children he reaches out to Amata, once again the only female kid, whose father is the only person to value him over the PC. Amata doesn't share that perspective, making Butch feel even further alienated and cementing his rage.

Now here's the thing. The Vaults are all experiments, and Vault 101's purpose is never actively expressed. We know that the culture of 101 is geared to establish the Overseer as a sort of demigod, carrying on the practices that stave off the certain death of the Wasteland. Its not hard to imagine that Butch was meant to take on a leadership role in the Vault. He's charismatic (though his charisma becomes tainted by his aggression), he's strong, and he is highly capable of establishing and maintaining connections with the Vaultdwellers. The mere presence of the PC denies him even the opportunity to explore anything other than his own resentment.

Perhaps the most prominent example of PCing occurs in the Fallout: New Vegas DLC Lonesome Road. In it the player is contacted by a fellow Courier called Ulysses who bears a hell of a grudge. Over the course of the story Ulysses describes both his and the player's actions as Couriers before the events of the game and why Ulysses holds such hate for the player. It turns out that before the events of the game the player essentially tore the country in half. Basically on a whim. Ulysses became obsessed with this act, with what it means to be a Courier. What he finds, what he describes, is a PC. An active, self-actualized being in a world where they are surrounded by people completely at their mercy. The events he describes are the results of PCs in a world without PCs. What Ulysses describes, in both his previous actions and the actions of the player, are what it looks like to the outside world when a PC is active. This is, to me the best description of what a PC is in a game world.

In most games the player is largely lead about by the story, but from a narrative perspective they are all but gods. Their actions fundamentally alter the structure of the world. They are free to act in ways that other actors in the world are not, and the consequences of their actions reverberate through everything. That is why this device is so beautiful to me. By its nature it half-steps the player out of the game and gives context to their actions. It takes relatively simple choices and gives us a chance to consider their consequences, adding depth and engaging us in ways the game otherwise couldn't.