Patreon Newsletter - January 2016 (Patreon)
Content
Post Script
Let's kick things off with a look back at this month's episodes
Anatomy of a Side Quest: Beyond the Beef
I came up with the idea for this episode - breaking down a quest's permutations to see how it offers opportunities for role playing - while playing Fallout 4. But after a little testing and research, it became obvious - this ain't the right game for it.
Fallout 4's quests are often very linear, and the lack of skill checks and the weird new perk system give you little choice in how you tackle a mission.
Looking online, it became clear that the game I was actually looking for is Fallout: New Vegas - a game I didn't really like when it first came out. I hadn't played many WRPGs back then, and went in purely because I enjoyed Fallout 3, and found a game that went on and on and on with the talking and the chatting and the yapping. Yeesh!
But I dunno, I picked it up again (found a copy for £5 - I spend your patronage wisely!), took it for what it was - a game where shooting was always the least interesting choice - and became utterly engrossed. I'm still playing it now.
Anyway, as for making the video: no, I didn't play New Vegas five times. I researched what skills were needed for Beyond the Beef and made (and upgraded) a jack-of-all-trades character that would be able to handle all the different paths (with the judicious use of those skill-raising magazines).
Then it was a case of saving outside the Ultra Lux, doing the quest one way, reload the save, do it another, and so on.
Initially the video was going to just explain all the different choices you could make at each step like a monster flow chart but it was boring and confusing. So I decided to break it down into five quite different playthroughs. There are even more options than this, but you get the picture.
Anyway, a fun episode to make and it got a good response - including a tweet from Obsidian and the quest's designer Eric Fenstermaker. That's always a thrill.
This video hit on a bunch of things in my imaginary "mission statement" for GMT:
- To mine existing games for ideas that can be applied to new games.
- To pass on knowledge from super smart designer people.
- To reveal the hidden genius behind your favourite games.
So that was nice. Also the video was a lot of fun to make, and seemed to arrive in a time of Doom hysteria - John Romero just put out a new level (sadly haven't had time to play it yet), and Doom 4 (aka "Doom" - I thought we kicked this habit with "Alone in the Dark" and "Sonic the Hedgehog") is coming soon.
As usual, I had to make a choice of how to represent a classic game. Do I use one of the fancy widescreen versions? Do I run it at a higher resolution? Do I play with a mod like Brutal Doom? Nah - you should know me by now, I try and go for the most iconic and authentic version of the game. The one people will actually associate with Doom.
So that's why you get Doom in all its 320x200 glory, and blown up to 1080p. Pixels so big and sharp you could cut yourself on them - yummy.
Oh, and I kept it to Doom instead of bringing in Doom II, but here's a great forum post on how the enemies in the sequel demand even more advanced tactics and movement. I may have to do an addendum video at some point...
Sneak Peek
So what am I working on next? Well, nothing right now. But I have a bunch of things I'm thinking about so feel free to give thoughts and ideas for any of the below:
Darkest Dungeon is a game that models the mental health of your RPG party members. And it's a lot more nuanced than the sanity systems seen in games like Eternal Darkness and tabletop games like Call of Cthulu.
Have you every played a game that feels like you're controlling humans, instead of faultless heroes? And is it possible to turn mental health into a gameplay system without trivialising it?
In the Twilight Princess remake, you'll be able to touch a Link or Zelda amiibo to your Wii U gamepad to replenish your arrows or hearts. Putting a helpful option on a £11 figure is getting a little close to mobile-style microtransactions, if you ask me! Nintendo previously offered such assistance for free, with things like the Mario super guide.
How have other developers helped you get through the hard parts or eased frustration, without charging. (Such as: MGS V's chicken hat, rewinding time in racing games, and cheats).
I'd really like to do an "Anatomy of a Zelda Dungeon", in the same vein as the New Vegas side quest. I'm just trying to pick the right one - currently, I'm considering a couple dungeons from Skyward Sword.
What's your favourite Zelda dungeon? What separates a good Zelda dungeon from an awesome one?
One thought lingered after making the New Vegas video: talking to people was the most interesting way to finish the quest - but gameplay wise, it's more challenging and dynamic to just shoot everyone.
What gameplay mechanics exist for games that don't involve combat? There are puzzles and traversal - but have you played a game where talking to someone was as tense as being in a firefight with them (I have - but I'll save that for the video!)?
That'll do for now. I shouldn't give away all my ideas! Suffice to say, I've got plenty on my mind, now I just have to decide which episode to focus on.
Mark's Month
January, for me, was a month mostly comprised of Fallout New Vegas, Doom, and trips back and forth to the Apple Store. But I have been cooling off these last few days with The Witness.
I adore this game. As someone who loves puzzle games, prefers organic tutorials, and likes going at my own pace, The Witness really appeals to me. It's also astonishingly pretty, and has a lot of enigmatic stuff that I'm keen to uncover.
I played a little Assassin's Creed Syndicate but, aside from the fab portrayal of Victorian London, it hasn't grabbed me. Plenty to look forward to in February, though: XCOM 2, Firewatch, Project X Zone 2, Fire Emblem Fates, Far Cry Primal, and more. I'm going to be busy...
Also this month I went to the Pocket Gamer Connects expo in London. I met a bunch of GMT viewers, which was fun and super weird. And once again got a chance to play a bunch of upcoming games and give feedback direct to developers in our Big Indie Pitch event.
Reading List
Each month I'll share some videos and articles I've enjoyed. This time...
Awesome Games Done Quick (AGDQ) happened this month. I didn't get a chance to see many runs, but I did watch this utterly bonkers showcase of Stepmania. It looks super human. Here's what the speed runner's buddy said:
It's worth mentioning that these are not memorised. At high levels of play, what you do is build up muscle memory of every basic kind of pattern of notes and you stare at the screen and when you see that pattern you just reflexively hit it when it reaches the top. There's no conscious thought whatsoever.
Also in the world of speed runners, this guy gets interrupted by his buddy while attempting to break the world record speed run for Luigi's Mansion and handles the situation like a pro.
On the opposite end of the speed run spectrum, this demonstration of how a guy can finish a Super Mario 64 level with a "half A press" is the most bonkers thing I've seen in a long time. A tantalising quote:
You're probably wondering what I'm gonna need all this speed for. After all, I do build up speed for 12 hours. But to answer that, we need to talk about parallel universes.
Wut.
In the news, pirates reckon that advances in DRM tech will soon spell an end to video game piracy. That's great, but it's worth remembering that pirates do an incredible (if coincidental) service for game preservation. Long after a game has been forgotten by its publisher, it will still be on the Pirate Bay.
Also, Google built an AI that can play Go and defeat human champions of the game. It does this by learning the best moves from human experts, and then playing thousands of matches against its neural networks to learn the best strategies.
Go is a game of profound complexity. There are 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 possible positions—that’s more than the number of atoms in the universe.
The robot apocalypse just got one step closer.
Also of note: the IGF finalists were announced. If you're interested in the future of games you should endeavour to play the games on the Seumas McNally Grand Prize list, at least. I've tried (and enjoyed) them all except Keep Talking & Nobody Explodes - need to find a willing partner for that one!
In the world of games criticism. Chris Franklin at Errant Signal has a moving and personal reaction to The Beginner's Guide, as he sees a aspects of himself and his past YouTube work in (the fictional) Davey Wreden's breakdown.
Either I'm seeking validation for telling you all what I think about this game, or I'm boiling a human being down to one of his projects? ... Jesus, is this what I've been doing for the last four years? ... I think I'm gonna have to figure out what I'm doing with this show.
Elsewhere, Into the Black is an ode to the simple joy of exploration (and how that can be spoilt by trinkets and achievements).
These guys did the maths to figure out if Skyward Sword's motion controls are broken. And did you know that Bungie's mostly-forgotten beat 'em up Oni has a fervent mod scene? Oh, and this breakdown of how the soundscape works in GTA is interesting.
In the world of film analysis, I liked this analysis of Prisoners, this breakdown of all the homages to cinema in Pixar films, and this essay on composition. As for music, the BBC put out a track-by-track breakdown of David Bowie's Heroes. If you like this sort of thing, make sure you listen to the podcast Song Exploder.
See you next month!