Saturday, September 04, 2010

My son turned one and other things I did in August 2010: What I'm Playing/What I'm Paying

August was the month that my son turned one year old. It amazes me how fast time flies with children. It feels like only yesterday when I was welcoming "the dude" (as we call him) into the world. He can walk (run), talk (ask repeatedly for mom), and sleep (for short periods).

It's been a long first year to be honest. Our son has only slept through the night a handful of the time. He fought acid reflux, viral infections, and ear infections for the entirety of his first year. His birthday present was a trip into surgery for tubes in his ears (which helped finally get rid of months-long ear infections). It is kind of amazing to think my wife and I have gone almost an entire year without more than a few hours of sleep per night.

So, as I look at my /Played time for August, it echos my entire year: I play the same number of hours per month as I used to play in a single weekend (day even). However, he is a cool kid; pictures to prove it:




I have embedded the new What I'm Playing/What I'm Paying spreadsheet for June below. The overall spreadsheet (includes previous months) can be found here.




Game of the Month

NONE. I chased my son around all month instead :)


/Played

Bioshock

I finally got around to beating Bioshock. The setting is absolutely stunning with an amazing story. I am unsure why I didn't get into it the first go around. I elected to save all of the little girls, so was greeted with the "happy ending". I hit up youtube for the "not-happy ending" and was like "meh". When Bioshock 2 goes on sale for under $10, I am all over it.

Battlefield: Bad Company 2

It's Battlefield and a great game. I put a good amount of time this month into unlocking all the weapons. Now I am working towards getting Bronze Stars (25 kills) with each weapon. Also, working on my spreadsheet each month, I realize I need to play this game A LOT more to justify its initial cost.

Left 4 Dead 2

The parrot on my shoulder says: "...working on my spreadsheet each month, I realize I need to play this game A LOT more to justify its initial cost." I love the Bridge finale for "The Parish" campaign. It's everything I want in the zombie apocalypse.

Freedom Force

For $1.87 I didn't expect much from the game. After about an hour of play though, I'm bored with ot. I thought it would move faster (being a Super Hero game and all), but I'm finding it to have a glacial pace and it feels constrained. I will give it a better shot at some point. Any tips?


/Paid

Total spent this Month: $0.00
My Value Rating: n/a

I made no gaming purchases in August.

Thursday, September 02, 2010

Oh, Fuck You Mythic and those dirty Skaven too

Warhammer Online is getting a three-stage "RvR" pack as outlined in this letter on the main site.  Skaven, realm rank increases, and magic, fucking magic (ok maybe no more magic is being added, but it sounded good).

My initial reaction: cool. 

My reaction after reading the entire letter and thinking on it a while: fuck Mythic.

The first issue I want to bring up:
WAR is not going Free 2 Play: We’re not considering this option right now.
Just by the mere fact that they mention this (first thing they mention interestingly enough) I am convinced they've recieved a ton of feedback requesting a Free 2 Play model for WAR.  That they are NOT considering at this point is indicative to me that WAR is doomed within the dark dungeons of EA.  There is plenty of evidence out there showing that Free 2 Play models can be successful after subscriptions failed the first go around.

So instead of a F2P model, WAR is going to split it's RvR pack into three seperate purchases.  Splendid!
Additionally, we will continue to offer that buffet of services by offering the entire RVR pack purchasable in three segments.
Next, we have some talk about the lessons they learned from Dark Ages of Camelot:
We are increasing the RR Cap to 100: This goes hand in hand with a rework of the Renown Ability system. Our goal is to make the Renown Ability system less restrictive, more customizable and closer, in spirit, to the RA system from Dark Age of Camelot. In the past ten years, we’ve learned a lot of lessons from DAoC, and we’re taking our inspiration from this. At the same time, we’ll be easing some of the grind from 1-80. RR 100 will be a challenge, but we will take responsibility for making sure that the power gap between lower RR’s and the higher RR players isn’t an insurmountable obstacle to overcome.
Read that again:
In the past ten years, we’ve learned a lot of lessons from DAoC,
No, I don't think you are understanding what they are saying:
In the past ten years, we’ve learned a lot of lessons from DAoC,
FUCK. YOU. MYTHIC. What honestly did you learn from DAoC? That waiting until years after to release to fix fundamental problems is a disastrous idea? Honestly, had Mythic learned anything from DAoC, WAR would not have suffered the embarrassment that it did at launch. Sorry Mythic, you ignored what was learned from the development and lifetime of DAoC and its too fucking late to go back and try to fool us into thinking you did.

I'm done. Finished.
Bye.

Tuesday, August 31, 2010

Why I bought The Way of Kings by @BrandonSandrson

I don't get excited about many new book releases.  I'm too backed up on books I've never read to care.  However, Brandon Sanderson's up front and always on promotion for his writing (from finishing The Wheel of Time to Mistborn), has made me a fan.  With his new novel, The Way of Kings, releasing today, I wanted to share a blurb from a post on Tor.com about why this book is worth buying:
The Way of Kings (Stormlight Archive, The)Well, finally—after two decades of writing—Tor has given me the chance to share The Way of Kings with you. They’ve taken a risk on this book. At every juncture, they agreed to do as I asked, often choosing the more expensive option as it was a better artistic decision. Michael Whelan on the cover. 400K words in length. Almost thirty full page interior illustrations. High-end printing processes in order to make the interior art look crisp and beautiful. A piece of in-world writing on the back cover, rather than a long list of marketing blurbs. Interludes inside the book that added to the length, and printing costs, but which fleshed out the world and the story in ways I’d always dreamed of doing
If that doesn't make sense, let me use a gaming analogy.  This is essentially an indie developer going to EA and telling them that they will release his indie game the way he wants it released.  It's not saying that Brandon was rude or out of place making these demands of Tor (his publisher), but made the case that this will make the experience better.  Tor believed him and made at least one customer happy by doing so.

I am excited to get my copy.  Get yours via Amazon or your favorite local book retailer.

Saturday, August 14, 2010

Fixed: Bioshock error "This game is currently unavailable" w/ Steam on Alienware m11x

I love my new Alienware m11x laptop, but I was about to lose my cool this morning because I could not get Bioshock to run via Steam.  I was getting the dreaded "This game is currently unavailable" error message when launching the game.

Steam support has a great guide for this problem.  Unfortunately, the step I needed to take was towards the bottom and it took me a long time to get to it.  I first did the Windows 7 troubleshooting, then driver updates (which are not easy on the m11x thanks to Dell's m11x vs. m11xR2 branding), and then I ran every option on the list; except for one that I didn't think was needed: Verifying Game Cache Files (GCF)

It took a few minutes to verify Bioshock's files and in the end it found 5 missing files.  A few seconds later Steam downloaded the missing files and Bioshock now works.  So, lesson learned. Do the simple steps first and then worry about going ape shit with deleting/reinstalling/etc.

Monday, August 09, 2010

MMO Developers: Read this, learn from it

Gamasutra has an article posted wherein CCP outlines their design philosophy behind EVE Online's single-server design. It's an amazing read and no blurb I can quote from it does it justice.  But I'll throw a teaser out to get you to click on over:
The real solution to this problem is to embrace the notion that in an MMO, just like in any other social network, players are the content. Once that is accepted as a fundamental design guideline, it becomes easier to navigate the challenges involved in creating and maintaining a single shard architecture and actually gives the advantage to that design model.