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Weekly Twitter Updates

January 4th, 2009
  • waiting inline @ the bank with way too many coins to deposit #
  • must clean the redbird’s windows more often - currently freaked out by lvl of visibilty #
  • In layman’s terms… “Speedy thing goes in, speedy thing comes out” #
  • How do people play STALKER:Shadow of Chernobyle without being violently ill from motion sickness? #
  • Year 2009, Day 2: Still not king. #
  • @lordriffington That comment has appeared WAY too earlier in the century for comfort. in reply to lordriffington #
  • Year 2009. Day 3. Stupid Orcs. RED WIRE GOES IN RED SOCKET! #
  • @NathanaelB 10 minutes to escape a carpark labyrinth? Where’s your video game training? in reply to NathanaelB #
  • @lordriffington Context makes for a better feeling - can this instinct be translated into parkour training perhaps? in reply to lordriffington #
  • Bioshock tries to be morally repugnant yet it fails to deliver a moralitymessage by adhering so stricly to FPS genre. #
  • After 200 kills in game, killing yet another NPC (even in cutscene mode) isn’t exactly some OMG shock moral moment. #
  • Wow. First time I’ve booted Filezilla without needing to download an upgrade… #
  • @stilgherrian Probably a commercial arrangement. Doesn’t 9’s parent company have shares in beer distribution? in reply to stilgherrian #
  • @Ragnell It’s not fatal y’know. Some people have come back from it before they spontaneously generate My Little Ponies and CareBearstares in reply to Ragnell #
  • Hmmm 26% fragmentation on the work computer. Oh well, probably should test fire ze missles elsewhere for a while… #
  • @Ragnell It’s Ragnell the Foul, not RainbowBrite Ragnell. Something will bring the very fires of Mordor back to blacken your heart in reply to Ragnell #

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Left 4 Dead Humour

January 4th, 2009

Take 1 Left 4 Dead Achievement Generator.

Add 1 L4D player with a free night. Mix.

The result? A packet load of Left 4 Dead jokes.

L4D Fake Achievements this way...

L4D Fake Achievements this way...

Not that I spend too much time in the game itself these days…

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Bioshock Big Daddy
Image by Akiraman via Flickr

Bioshock has been a considerable disappointment from a story telling perspective.  As a FPS with an innovative mix of weapons, enemies and problem solving strategies, Bioshock delivers a satisfactory experience up there with Half Life 2, but well below the personal benchmark of Half Life 1.  Storylines are woven into the game with the character picking up fragments of the world around them from the audio tapes left scattered throughout the levels.  Of course, this also leads to really stupid moments of finding some innermost secret ravings of a lead NPC in the middle of what would have been a crowded shopping mall food court.  Plus, most of the tapes can be ignored for the straight first person killing spree that Bioshock provides with decadent glee.

The problem for Bioshock is the Ludonarrative Dissonance. (Hattip to @lordriffington for the link). Iroquois Pliskin onVersus CluClu Land outlines the idea as a more sophisticated version of “story-game conflict”. Failed forced congnitive dissonance would be my take on the matter.  Basically, the story line tries to tell you that an event, incident or other McGuffin Device Is Important(TM) yet the gameplay does not remotely support the story’s assertion.  In Bioshock, the big reveal in the cutscene sequence is that you’ve been mind controlled into following instructions from your mysterious benefactor voice-over.  Oh no! I’ve been forced to adhere to a structured narrative from an unseen… wait a second, that’s the premise of FPS storyline gaming.  Follow prompts, cues and storyline or fail to progress to the next level.  Okay. Message bounced right off the surface.

Then we get the whole sequence of Andrew Ryan’s “Are you a man or a slave?” rant at your character.  Slave. This is the FPS genre with no sandbox capacity to take alternate paths. If the game says “Go to the butchers and buy meat” you’re going to get meat from a butcher even if there are cows, abbatoires and a supermarket chain between you and the destination.  IF this was some commentary on the storyline mode, then it missed the mark.

Finally, there’s the ’shock’ part where you’re instructed by Ryan to kill him (Would you be so kind as to rub in the slave motif really really hard this time? I missed the reference in the first 20 attempts).  Except… well, by the time you’ve reached Andrew Ryan’s fortress of cutscene solitdue, you’re a polished, professional and frankly stylish mass murdering machine. Everything that has moved in the game is your target, and 95% of the moving NPCs are kill/be killed coded to hunt you down.  Excepting a few stray Big Daddies that have be liberated from their slavish defence of the Little Sisters, everything else that sees you tries to kill you, or you kill to harvest for parts, ammo or objectives.

What’s one NPC in a cut scene versus the relentless slaughter to get here?

This is where Bioshock fails to deliver an emotional connection.  You kill everything you see, so naturally, when you see Andrew “McGuffin” Ryan, you kill him.  Shrug, accept the XP, solve the quest, and move to the next part of the game.  It’s not like you have a choice.

Which, if that was the message of the game, was a poorly chosen message.

In fairness to the Bioshock game, there were two moments of genuine connection with the NPCs.  First was when one of the NPC Big Daddies was badly wounded as collateral damage in a battle with another bunch of NPCs. This thing was moaning in pain, covered in burn marks, and whilst I knew at the cognitive gamer level I could walk away, I didn’t want to leave the wounded beast suffering, and elected (at great ammo/health cost) to put it down rather than leave it whimpering in pain in the corner. It’s the first time I’ve apologised to an NPC character for what I’ve done in game.  Same sense of frustration and “I don’t want to do this” came about when I realised that I had a grand total of no other option but killing a living Big Daddy Elite for a single part I needed to complete a quest.  Most frustrating was the knowledge that there had been five corpses and one living Big Daddyin the level, and the game was forcing me into a showdown that should not have been necessary.  But, it was, and it was scripted as such, and whilst I resented having to kill this particular Big Daddy for a component part, I’d been so well conditioned to wiping them out as part of the story, it was a fairly painless and quick approach (for the NPC).

For the record, I elected to rescue rather than harvest the Little Sisters. No real reason, except that I figured the alliance with the Little Ones wouldn’t go astray and HEY STORYLINE it turned out to be useful.

I think that Bioshock needed to bring a level of free choice to the game with the NPCs. There had to be a choice to make, and a consequence for the choices - if you had the option to work with an NPC to build a bomb as problem solving exercise where you could elect to trust the NPC (and be betrayed now and then) or betray the NPC for good reward, then the choice you didn’t face with Andrew Ryan would take on some meaning.  Otherwise, since the zero minute of the game, you were killing your way through NPC after NPC as you did everything on your own to follow the prescripted path set down by some higher power of coders and scripters.  What free will lesson could exist in that environment?

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Weekly Twitter Updates

December 28th, 2008

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Weekly Twitter Updates

December 21st, 2008
  • *growls at Delicious* Do NOT change my keyboard commands without permission. That’s a fast track to removal #
  • The European Journal of Marketing needs to be renamed the European Journal of Australians Publishing in Marketing (again) #
  • EMJ Vol 42 No. 3/4, 2008 - 12 articles, four by australian academic teams - same issue that published a paper “Received June 2005″ #
  • @lordriffington An unprepared horse’s head in the bed? in reply to lordriffington #
  • I know my sins are quite an impressive checklist of what not to do, but what did I do to deserve wrangling an EndNote infected PhD thesis? #
  • @barrysaunders I’ll settle for “Filmed under emotionally controlled conditions” as a running disclaimer at the base of the entire film in reply to barrysaunders #
  • Darkness, storms, swirling clouds and a sense of chaos in the air. I don’t think I could honestly be happier #
  • @mdreid Thanks for that - it’s in the list of stuff to include on the SIM3.0 textbook in reply to mdreid #
  • @Nedra One part DIY, one part local conditions I suspect *grins* I was rather stressed about the changes to the future of academia in .au in reply to Nedra #
  • @lordriffington I’ll see peace back on this earth if I have to murder everyone last one of these zombies in reply to lordriffington #
  • Does anyone else judge systems/software/equipment by whether they were designed with wookies in mind? #
  • Well whadda know? I really do know the structure of the Masters of marketing inside out and back to front. I so need to stop running it now #
  • i haz a brisbane #
  • oh hai brisbane! You brought me a pony err a storm! Yeah stormponies! #
  • i haz a qldrail train. I missed them when in cbr #
  • @ bne powerhouse with @jennifergearing to see nouvelle vague. Support act on now #
  • support act is caffiene free diet missy higgins. Wtf gorilla songs? #
  • am finding last number of set to sound much more my taste. #
  • nouvelle vogue on. Master and servant! It’s an ocelot like life #
  • is she stoned or just french? (they,re not mutually exclusive).0oh guns of brixton #
  • you can get away with a lot by being petite and french about it #
  • just can’t get un oeuf! #
  • ice ice baby. #

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