Effects of Sleep Deprivation: a generic RPG supplement

Many RPGs have some basic notion of fatigue penalties, but they lack color. On the more cyberpunk end of the spectrum, you got to figure the PCs are regularly sneaking around late at night. It’s harder to stay awake for days on end in a setting without electric light, but players still do come up with those sneaky plans that involve, well, sneaking around late at night. There’s tons of amusement value being left on the table due to a lack of fleshed-out-ness.

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Core design principles

I intend Foliomatic primarily for personal web sites such as this one. It should also be useful for projects and organizations whose Web presence is mostly static content, updated from time to time. It is not going to be a general content management system, nor a framework for highly dynamic Web 2.0 content, but it will support some dynamic features, such as comments on pages.

Structure

Foliomatic is a site compiler. It reads a directory tree of source files and produces another tree of rendered, static HTML files, which you drop into your web server. Foliomatic is designed to take its input from a version control system, which handles access control and replication. It can, optionally, integrate history information from the VCS into its output.

Foliomatic is thus similar to existing systems such as Ikiwiki, Chronicle, and Jekyll. Foliomatic is more generic in some ways, and more restricted in others.

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Boxes with Rounded Corners

The CSS 3 Backgrounds and Borders module introduces the border-radius property, which allows you to make the border of any CSS box be a rounded rectangle. Mozilla’s Gecko-based browsers (such as Firefox and SeaMonkey) have implemented parts of this feature for some time, as have Webkit-based browsers (such as Safari and Chrome). Firefox 3.5 adds support for elliptical corners, and brings the Gecko implementation into line with the standard on many details.

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Cultural appropriation, privileged narratives, and hypothetical video games

Over the past few weeks there has been what I can only describe as an epic flame war on LJ and elsewhere. I am not going to link to any of it or try to summarize. Suffice to say that it started out about racism, cultural appropriation, and privilege, and that buried in the turd-flinging (which I did not read all of, by any means) there were some really good points made on those topics.

Editor’s note, August 2009: I am talking about RaceFail 2009. If you are unfamiliar with this, I recommend reading Mary Anne Mohanraj’s two guest posts on John Scalzi’s blog; these were written after it was mostly over, and are serious, constructive discussion of implicit privilege (including but not limited to racism) in fiction in general. If you want to know about the argument proper, Anne Somerville summarized it and ryda wong has a comprehensive list of links to its many pieces.

Editor’s note, November 2014: ryda wong’s journal has been taken down; if anyone knows of a mirror of the list please let me know.

This has gotten me thinking about cultural appropriation and privileged narratives in the context of video games, and especially that roguelike I’m not writing. Video games are not where one generally goes for great storytelling or cultural sensitivity, but (assuming I were writing one) why should I make that any worse than it is? And the major motivation for the hypothetical roguelike is that the storytelling in roguelikes is threadbare, so if I’m wanting to make that better, why not be really ambitious and try to fix everything at once? So let’s have another look at the plot of that game with privilege and appropriation in mind.

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On the unfriendliness of bug reporting

There’s been a long discussion on one of the Mozilla mailing lists about how we can do a better job categorizing and triaging incoming bugs. This is my contribution, which I felt deserved a somewhat broader audience.

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Character death and save points

We’re playing God of War again and have gotten Kratos killed, oh, at least fifty times now, by falling off the rafters that you have to thread your way through while avoiding the rotating knife arms. In the Challenge of Hades. If you’ve played the game I’m sure you know what I mean.Anyway, every time he dies we just restart from the convenient save point at the beginning of the room with the rafters. Often we think of save points are an entirely out-of-game-world mechanism for making death be a minor frustration (or a major one, as in this case) rather than end of story. In light of my previous rant about the inappropriateness of the send the hero off to the deathtrap of a temple strategy for saving Athens, though … what if we construe them as in-world? Every time Kratos dies, the gods restore him to life and dump him back at the most recent save point or checkpoint. (I guess they aren’t allowed to put him ahead of the trap that keeps killing him, for the same reason they can’t just teleport him to the room with the godslayer weapon…) There’s nothing overt in the game to indicate this, unlike some (e.g. Ultima, as madmanatw pointed out last time) but the save points do say Zeus offers you the opportunity to save your progress.If so, Athena’s strategy is less horrible than it seemed - Kratos will eventually, if only by sheer luck, get through the temple. Perhaps there won’t be any of the city left to save, but at least she can have her revenge on Ares. On the other hand, it’s a good thing Kratos is completely insane already, because otherwise he would be after a few dozen cycles of that treatment!

[EDIT: Ok, so now we hit a completely different headache: the minotaur boss. All the walkthroughs seem to assume that the O-button minigame is trivial; we are finding it impossible (well, we got it once but only by chance). I don’t have any idea how to integrate that into this theory.]

[SON OF EDIT: Pam, having gotten sick of it, informs me that she knows how to do the minigame now, but that you have to do it just exactly right or you fail. We do not approve.]

Save the world? Sure, but let’s collect every bit of treasure first.

queenpam and I have been playing some old (or not-so-old) PS2 games: we’re totally done with Kingdom Hearts 2, are going back through Ratchet and Clank to pick up all the skill points (optional mini-challenges), we’re about half done with Shadow of the Colossus, and God of War is currently on hold because we got fed up with the underwater stay-ahead-of-the-thing-that-smashes-you-into-the-wall task, after being smashed into the wall … I’m going to say at least two dozen times. So I am in a mood to blather about game design.

These games all feel very different, but fundamentally they’re the same kind of game: single PC (possibly with one or two helpers) goes through 3D world in over-the-shoulder-vision, fights monsters using a variety of hand-to-hand and ranged weapons, solves lethal puzzles, eventually confronts Big Bad, saves world. (Or maybe just Athens. Or his dead girlfriend.) And they all have the same odd relation to time: time only advances when player actions trigger plot events. This is most blatant in Kingdom Hearts. You fight the Nobodies all the way to the top of their castle and drive their leader to retreat into the giant floating candy heart. Mickey Mouse¹ tells you that you must follow immediately, and defeat him once and for all. But there is a save point. Like all save points, it allows you to warp back to the over-map, which means you (the player) can spend as long as you like polishing off all the optional challenges, collecting every single treasure chest, and leveling up the PC until the final battle is a cakewalk. In terms of gameplay hours, I think we spent almost as long doing optional challenges as we did playing the main game, and we weren’t done! We gave up on some of the ridiculously hard or irritating ones.

This doesn’t especially bother me in Kingdom Hearts, because, after all, most of zones in the game are the settings of various Disney movies. You’re not playing this game for the internal self-consistency. Also, I haven’t ever played a Final Fantasy game from beginning to end, but I have the impression that this is part of the furniture of that series. It would bother me more in Ratchet and Clank, which is trying for internal self-consistency (if not for plausibility), but it’s also rather less blatant there: you have the option of delaying the final confrontation as long as you like, even though the Big Bad is going to destroy your planet Real Soon Now (and you may need to, in order to earn enough bolts to pay for the uberweapon without which defeating the Big Bad is ridiculously hard) but the Big Bad is the sort of lunatic who would postpone the completion of his project just to laugh at you for showing up just barely too late. (Also, you can go back and do the optional challenges after you defeat him.)

It really, really bugs me in God of War, even though they may not be doing the postpone the final confrontation indefinitely blatant version (we haven’t got there yet) — the PC has to go off to some desert and find a weapon that can kill a god, so he can defeat Ares, who is laying waste to Athens. Right then. With an army of monsters. Retrieving the weapon takes something like a week of in-game time. I don’t see how there can possibly be any of Athens left by the time the PC gets back! … Really, though, my objection here is not to the timescale, but to the whole plan of saving Athens by sending a hero off to the desert to retrieve a god-slaying weapon from such a deathtrap of a temple that Indiana Jones himself would quail. We got him smashed into the wall at least two dozen times. That’s twenty-four universes in which he never came back. Never mind all the other traps, many of which killed him at least once. And did I mention the monsters? If I were Athena I would go kill Ares myself, and worry about how to patch things up with Zeus later. (Or maybe I should just kill him too! He ate my mother because he was afraid their child, me, would kill him! This is Ancient Greece! You know that means I’ve got to do it one of these days!)

It doesn’t come up at all in Shadow of the Colossus, but only because that game’s more linear than any of the above. You can’t even kill the colossi out of order. (There must be something preventing your dead girlfriend from rotting away all this time, but I’m prepared to assume the disembodied voice who’s promised to resurrect her if you just do this small favor for it first [Wikipedia tells me its name is Dormin] can do that.)

… I had a point somewhere in here. Maybe it’s that this is another way it’s hard to make a game also be a convincing secondary world. My suspension of disbelief is impaired because these games have done enough that my brain is filling in things that should happen and being tripped up when they don’t. But if you made those things happen, the game would actually be a worse game! You don’t want to force the player to do the final battle before they’re good and ready. Also, I probably wouldn’t have noticed so much if the optional side quests had all been interesting rather than tedious; and if there are simple adjustments one could make to the plot to alleviate these problems (like, Ares’ army is going to be in Athens in a week, and Athena wants you standing at the gates with the godslayer weapon when they get there) one should make those adjustments.

¹ Yes, that Mickey Mouse. The same one who’s in Steamboat Willie.

Vague musings on skills and levels

I really like Leonard’s suggestion of consistently applying the notion that one gets better at what one practices. I am wondering whether it is practical to do away with character attributes as well as levels, and rely exclusively on skills, or perhaps I should call them aptitudes. There is an enormous list of these, and they are all organized in some sort of cluster network by how closely related they are. If you spend all day swinging a long sword, you get better at that; but you also gain a few points in closely related skills, like bastard sword and saber. You lose a few points in other skills like rapier and dagger; the notion is that you’ve got entirely the wrong habits for those weapons. The higher your actual practiced skill is in something, the less it’s affected by practicing other skills, even if they interfere. And, as queenpam points out while reading this over my shoulder, unpracticed skills decay.

Is this good enough to cover all the times when the computer’s got to pick a random number, is the question.

Miscellaneous roguelike ideas

Basic flavor elements:

  • magic is wild; somewhat unpredictable, from the heart as well as the head
  • The High Elves were Not Nice. I’m thinking more like Pratchett’s depiction than e.g. Michael Moorcock’s. Also, they’re all dead.
  • from Earthdawn: putting back together a very broken world
  • keep the horror subtle, though (rugose, squamous ascii art! ha.)
  • references to high fantasy kept small - mob monsters ok, plot monsters not
  • take plot monsters from where? perhaps mythology?
  • references to real world should not be exclusively European
  • e.g. Chinese dragons, not European (also, dragons are much too badass to fight)
  • steampunk technology is fun and could add interest
  • high technology doesn’t fit, though

Fun stuff:

  • Ursula Vernon wombats and weird fruit
  • Secrets of the Gnomes gnomes
  • Nomadic carpet makers? Flying!
  • Non-Euclidean overworld map
  • …gets more Euclidean as the plot advances?
  • Jelaza Kazone-type sapient trees
  • At least one type of magic done with bells.

Plot and setting for a hypothetical roguelike

As mentioned in the first of these posts, one of the biggest things I’d like to experiment with in a new roguelike is the setting and plot. In particular I don’t want the plot to be a big MacGuffin hunt. Responding to that, Leonard correctly pointed out that Nethack is a MacGuffin hunt because it has no plot, and outlined some possibilities for doing something about that. In this post I’m going to outline the sort of plot I have in mind and how it might mesh with Leonard’s suggestions.

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