One A Day, Day 10: On The Edge

Part the First

Horrible day today. The behaviour of the children is getting worse and worse and I feel powerless to do anything about it. Probably because I am powerless to do anything about it. My predecessor apparently used to "bellow" at them every so often to get them to be quiet, but last time I bellowed at them (which got the point across nicely, incidentally) I ended up being the one getting told off for it. Which is pretty ridiculous, really.

I've said it before, I'll say it again. Children respond to shock tactics and humiliation. The stupid culture of reward that is instilled in modern education now does not achieve anything. When you reward children for everything, including sitting down on a chair (I'm not joking) all rewards completely lose their impact and all you're left with are punishments… which don't work because the kids don't respect adults. It's a complete no-win situation and short of a drastic shakeup of the education system, I don't see a way forward. But it's not politically correct to punish children. It's not even politically correct to shout at them any more. Teachers are impotent in the face of poor behaviour.

Take one kid in my class. I won't use his real name. Let's call him Jack. No, actually, let's call him Cock. Because he is.

Cock has a difficult home life – one of those indecipherable ones involving domestic violence and on-off relationships. As a result (apparently) he's become the person he is – rude, argumentative, confrontational, violent, cheeky and lazy. The school he's at now – where I teach him – was about his third in the space of a couple of months when he arrived.

I can't do anything with him. And when he chooses to kick off, he drags the rest of the class along with him. Because, being kids, they find it hilarious when he lies on the floor, or runs around chasing people, or starts shouting "The Pakistanis are coming!". In a school with a rather large ethnic minority population.

And there's nothing you can do about it. He's been spoken to by me and senior members of staff at the school. His parents have been spoken to. He's had letters home. He has special sessions with teaching assistants. Yet still he's an asshole. His home life is used as a constant excuse for his shitty behaviour. And while it may upset him, that's still not an excuse. There's too much hand-wringing over what are delightfully termed "challenging" children. They should suffer the consequences of poor behaviour just like everyone else. Except no-one else really suffers any consequences either.

Right. Starting to see the problem here.

Still, after handing in my written resignation I calculated today that I only have 51 days until my escape – only 35 of which are actually teaching days. Which is nice. Beginning to wish I had just given them a week's notice and buggered off.

Part the Second

So Apple finally announced the iPad, the official name of the "Apple tablet" which everyone has inexplicably known about for months. And already there are painfully unfunny jokes going around about the "iTampon". I may just be grumpy because of a shit day, but I don't find that even a little bit funny – largely because we've had things called "[something] pad" for years and no-one has ever commented. My estimation of the intelligence of the Internet has just dropped a notch, and I'm reminded of something Mark Whiting of the Squadron of Shame said on our Deus Ex podcast – "Back in '99 we all thought the Internet would turn into SkyNet. This was before we knew it would turn into 4Chan."

As for the device itself… it's a big iPhone which, at this time, I have no interest in owning. I like proper computers too much to even consider a tablet. Call me a traditionalist.

Part the Third

At the time of writing, in 12 hours' time, there will be something exciting announced on Good Old Games. They have been cock-teasing everybody for the last few days on Facebook and Twitter… tomorrow we'll get to finally find out what the big news is. I'm certainly intrigued. You should be too.

Now it's late. Time for bed for me. This entry has been fragmented, but so has my brain. I really don't want to have to go in and deal with those kids again tomorrow… but I have to just keep counting down to first freedom and then an undoubtedly awesome time at PAX East. I can't wait. For either thing.

Good night.

One A Day, Day 8: Success!

I have successfully managed to arrange my escape from my job! Went to see my boss today and, as it turns out, I was only obliged to give one week's notice to quit. As tempting as it was to say "Well, I'll bugger off next week then. Ta-ra!" I decided against it so I can actually have a bit of money on hand in order to go to PAX.

Because this exciting news means that I will definitely be going! I'm stoked. The last time I went to a big industry event was when they still did them in Europe. I attended ECTS (the European Computer Trade Show, if I remember rightly) with my bro, and that was a long time back now. I've heard my buddies in the Squadron of Shame wax lyrical about PAX in the past and have been incredibly jealous. Now I get to join in the fun. It's going to be an awesome time, and I can't wait to finally meet some of the guys I've only ever spoken to on Skype before… or in some cases (Mr Bowlissimo!) only ever typed things to.

Also, my Bayonetta article got promoted to the front page on BitMob. People dig the IF thing, so I wrote another one. I also downloaded the Inform interactive fiction toolset to have a play with. Inform is bizarre – it's a programming language that works very similarly to plain English. I'm going to knuckle down and have a good go with it this week – probably at the weekend.

So – two good things in one day. It's a nice change. It even managed to distract me from the fact that the kids in my class were being stupid noisy bastards all day and the meeting we had after school was beyond pointless. Now I have a countdown (which I haven't calculated yet) I can relax a bit more. Except for the fact I don't have a new job to go to yet. Still, I have a couple of applications in for some exciting jobs, the closing date for one of which is this Friday, so I'll have to wait and see if anything comes of that.

Then there's the possibility of doing some freelance work. This would be ideal, especially if I could combine it with some music teaching work. I like music teaching. People pay you and you work with them on an individual basis. You don't have thirty annoying children all talking to each other and not listening in front of you. Much more pleasant and less inclined to make you want to throw things.

That's that for today. I'm going to go play some Star Trek now.

One A Day, Day 7: Achievement Unlocked!

That's one week of continuous blogging. Achievement unlocked! Okay, some of the entries have been fairly pointless so far, but at least I'm writing something, and there's no better practice at writing than to actually do it.

Just been for a run – my third this week. This means I've successfully completed the first week of the course I linked to yesterday. Achievement unlocked! Here's the route I took today, in case you were curious. Going over the Itchen Bridge meant there were a lot more hills than usual, so my legs feel like they've had a decent workout today.

I have a meeting with my boss on Monday to discuss my leaving date! Achievement unlocked! Possibly!

Enough of that. Achievement un… Stop it. Seriously.

Today's been another quiet, dull day. Played a bit more of the Star Trek Online beta earlier and tried out a character on the Klingon side. It seems that Klingon players mainly play PvP missions – or perhaps that's just what's in the Klingon sectors. I wonder what happens if you go further afield?

On the writing front, it's been great to see members of the Squadron of Shame getting well into contributing to BitMob, one of the best community-driven games sites out there, with lots of "alumni" from the 1up blogosphere (ugh… hate that word) finding a new home there. I'll definitely be contributing more as time goes on – if nothing else, it's good practice for thinking up interesting ideas for articles which I could pitch to potential freelance clients. If you haven't checked out my articles there yet, go do so! (The Bayonetta article is by far the most popular. I'm not sure what that says to me.)

That's about all I have to say today, apart from the usual "I really don't want to go back to work on Monday". But let's try and be positive. There's still some of Sunday night left. Dinner, avoiding seeing Dancing on Ice and probably Star Trek Online await.

One A Day, Day 6: LOADING...

I'm writing this while I'm waiting for BitMob's idiosyncratic blog editing software, MyBlog, to load. The tag database on BitMob is now so big that it takes 2-3 minutes to load the editor now. It was irritating the first time it happened, but I'm sort of used to it now. You quickly get into the habit of doing something else while it loads. And talking of BitMob, if you haven't checked out my "Bayonetta as a text adventure" article over there yet, go take a look. People who have read it seem to dig it, so thank you so much to those of you who have read, commented and retweeted it. There will be more along those lines sometime soon.

Today has been a pleasurably useless day. Got up late, played a bit of Demon's Souls, including beating the second boss first time thanks to the assistance of a phantom I summoned in to assist. That is a fantastic feature – players being able to mark themselves as available for assistance, and other players being able to "borrow" them to help them through tough sections. It's a nice idea, and the fact the other player enters your world as a phantom at least goes some way to justifying the difficulty in voice chatting on the PS3. Sort of.

Then I had lunch and played a bit more of Star Trek Online. The open beta is coming to an end soon, and they've unlocked the other sectors and removed the level cap for now. The intrepid Mike Minotti took an expedition over to Deep Space Nine and immediately suffered an intense nerdgasm. I'm looking forward to seeing it for myself – going to play a little more tonight. Cryptic have done a great job of creating an MMO that's a little bit different from all the me-too WoW clones out there. Ground combat is a little more fast-paced than most MMOs, while space combat is just magnificent, particularly when you're working with other players.

Then I went for a run. For those of you who were asking about the site I mentioned a few days ago, this is it. I've done two of the first week's workouts this week, and need to fit my other one in tomorrow to keep on schedule. Should be eminently doable though. My current "pace" is to run for 60 seconds, walk for 90 seconds, then run again, then walk again, and so on. It works, and I felt like I could have kept going for a little longer than the just-under-30-minutes I did today. It's definitely better to do it like that rather than attempt to keep running, running, running and become completely demoralised when you realise you can't do it, gasping for breath after a few hundred yards. And when I say "you" I, of course, mean "I". Want to see my route? Here. Gotta love the iPhone.

So this evening will be more of the same, I imagine. Planning on hitting up Star Trek Online for a bit more space-based entertainment in a little while, though I have a rough idea for an article on BitMob to fiddle around with first.

Have a fine and pleasant evening, y'all.

The Adventures of Count Kurt von Hellstrom and Company, Part The First

[Note of explanation: I recently acquired a copy of Games Workshop's classic dungeon-crawler Warhammer Quest, which is notoriously brutal on its players – though not quite so much as their earlier title Dungeonquest. What follows is a report of our first adventure together as a party – myself as the Elf, my friend Sam as the Dwarf, my friend Tom as the Wizard and my friend Tim as the Imperial Noble.]

"You must defeat the demon in the temple before it escapes and wreaks havoc across the land!"

The situation sounded serious. Count Kurt von Hellstrom stroked his beard absently, looking at the writ which had been pushed into his hand some hours earlier. He was expecting some companions to join him, but wasn't sure what to expect. This was, after all, the first time he'd been out adventuring properly. It was time to see if those years of rapier training and pistol-shooting were good for anything.

An Elf was the first to arrive, hooded and mysterious.

"Hello," said the Elf bluntly. "You're Kurt?"

"I am, my good Sir!" said the Count with a flourish. "Count Kurt von Hellstrom, at your service!"

"Good," said the Elf, then looked around him without another word.

There was an awkward silence. The people of Marienburg went about their business as usual, and here, in this alley behind the Beer and Boar Tavern, the two strangers eyed each other up.

"Might I know your name, my good sir?" asked Kurt finally, twiddling his beard around his fingertip.

"I'd… really rather not," said the elf.

"Now come, come, sir," said Kurt with a wry smile. "One should never be embarrassed about one's heritage." He flashed a sparkling medallion around his neck. "This has been in my family for generations. It gives me strength."

The elf sighed and dropped his hood. Beneath it was a mane of long, blond hair.

"All right," he said. "But if you laugh, I promise I'll run you through."

I'd like to see you try, thought Kurt, his hand instinctively moving to his rapier and the muscles in his legs tensing, but then he realised this was probably what passed for elven humour.

"I'll be careful," he said with a grin. "Now come on man, spit it out!"

"Tinkleblossom," the elf replied, grimacing. "Tinkleblossom Feypants."

There was another awkward silence. This time, the elf was the one to break it.

"I know, right?" he said. "You can just call me 'elf' if it's easier for you to deal with."

"No, no," said Kurt. "Tinkleblossom is just fine."

Tinkleblossom muttered something under his breath and raised his hood again – a clear signal that this conversation was, for now, over.

At that point, there was a raucous shout from around the corner and the sound of clattering metal.

"Ach!" cried a gruff voice. "Ye'd think ye'd never seen a chap who wanted tae defend his family honour before! Well sod ye, buddy!"

Tinkleblossom and Kurt both peered around the corner curiously, only to see a short, stout figure staggering up the alleyway towards them.

"Ach. Just on time. Ye'd be th' adventurin' types, aye?"

"Yes," said Kurt. "I am Kurt von Hellstrom. This is… an elf. Who might you be?"

"Jizzmatron Drizzlecock at yer service, laddie." He belched thunderously, then hiccuped, sneezed and wiped the snot which had escaped from his nose on the back of his hand. It was lost somewhere in his beard. Kurt grimaced. Tinkleblossom just shrugged and made a noise that sounded distinctly like "Meh."

"Well, pleased to meet you," said Kurt, regaining his composure quickly. "I believe we're expecting one more."

A booming voice echoed around the alleyway and smoke appeared as if from nowhere.

"That would be me!" thundered the voice, though there was apparently no-one else in the alley save the strange, wispy smoke. Suddenly, in a flash of light, another figure appeared and the smoke was gone.

"I'm Marlon," said a somewhat less thunderous voice which came from an old-looking man with a lengthy white beard. "Scholar of magic. I believe you were looking for someone with my talents."

"Aye," said Kurt, smiling. "That I was. Now that we're all here, I believe you should all take a look at this." He brandished the writ.

"Ach," grunted Jizzmatron. "Readin's fer sissies. Just give us th' short version, laddie."

"Oh," said Kurt, then shrugged. "All right then. Demon. Sealed in dragon statue. Deep in a dungeon. Protective magics weakening. Destroy it or die."

"Aye! Now that sounds like some fun!" cried Jizzmatron.

Tinkleblossom glowered at the writ for a moment before handing it back to Kurt.

"We should get moving," Kurt said. "It's quite a trek."

Four weeks passed as the adventurers picked their way to the abandoned Dwarven temple. It was an uneventful journey – led there by a local who knew the land well, the journey passed without incident. It was when the party descended the steps into the darkness that things began to get a little less straightforward.

"This is as far as I go. Oh, and you'll need these," said their guide, tossing a bundle of four dully-glowing swords to the floor. "They should make short shrift of that demon. Apparently. I don't know. Good luck."

The guide tossed his torch onto the cold flagstones at the bottom of the stairs and left the bewildered-looking party to their fate.

"So, err," began Jizzmatron. "What now?"

"We explore, of course!" cried Kurt. "Riches await!" He pulled out a lantern from his pack and lit it.

"You've got the light," said Tinkleblossom. "That means you get to go up front."

"I wouldn't have it any other way!" said Kurt, spinning around to face the corridor into the blackness with an overdramatic flourish. He was about to step forward, when Marlon spoke up.

"Wait," he said. "I feel the winds of magic. I should draw upon their power in case we need some… firepower."

Marlon closed his eyes and grimaced. Jizzmatron stifled a snigger and whispered "He looks like 'e's shittin' 'imself!" to Tinkleblossom. The elf ignored him.

As suddenly as he had closed them, Marlon opened his eyes again and looked at Kurt. He looked a little concerned.

"Um," he said. "I have a bad feeling."

"What do you mean, a bad fe-"

At that moment, a stone block started sliding across the archway at the bottom of the stairs. Tinkleblossom and Kurt both lunged for it to try and brace it with something, but it was too late. Now they were trapped.

"Oh well," said Kurt, unconcerned. "I'm sure there'll be another way out."

"Ye don't know Dwarven construction, clearly, lad," muttered Jizzmatron, but it was true – there wasn't much option for the adventurers but to go onward.

"Let's investigate this room a little," said Kurt, holding up the lantern. "It's… oh my."

As the adventurers' eyes slowly became accustomed to the gloom, they saw by the dim light of the lantern that the walls of this first chamber were lined with chests, suits of armour and piles of gems.

"We've hit gold!" yelled Jizzmatron. "Treasure!"

"Be careful," said Tinkleblossom quietly. "It could be a-"

Sure enough, it was. Just as the dwarf was about to reach for the nearest pile of gold, there was a scuttling sound and suddenly a huge number of giant spiders dropped from the ceiling. The adventurers gave a shout as one, but they were too late to react and were soon engulfed in sticky webbing. Tinkleblossom, Marlon and Kurt managed to break free but Jizzmatron remained stuck. The others drew their swords and made short work of the spiders just as the dwarf managed to extricate himself from the sticky threads that bound him.

"Ach," he spat. "Ye could have saved me one."

"I'm sure there'll be more," muttered Tinkleblossom, wiping spider ichor from his blade and replacing it in his scabbard. "For now, we should search this room and see if there is anything useful."

Ten minutes later, the adventurers stood up, covered with dust and a few last sticky bits of webbing.

"This ain't no soddin' treasure!" bellowed Jizzmatron. "It's all fake!"

"What did you expect?" said Kurt. "Would you store your riches just inside the entrance?"

"Well, lad, ye coulda said somethin' sooner if ye thought that!"

Kurt twiddled his beard a moment, then looked at the dwarf with a smile.

"Well," he said, "There might have been something!"

Tinkleblossom sighed.

"Let's move on," said Kurt, brushing himself off and gesturing to the archway which was now visible.

The adventurers made their way onward into the darkness, slowly and carefully. Just as they were about to step through the archway, though, there was a gibbering sound and some knee-high green things skittered out of the inky blackness.

"Snotlings!" yelled Tinkleblossom, drawing his sword again. "This should be easy."

Sure enough, the adventurers made short work of the greenskins thanks to some fancy swordplay from Kurt and some lightning magic from Marlon.

"Now," said Marlon, "May we please move on?"

The adventurers stepped forward. Beyond the archway, the corridor they were in continued into darkness.

"What's that sound?" asked Kurt, holding up the lantern. "Uhoh."

There were tiny holes lining the walls of the corridor, and a soft swishing sound was slowly getting louder, until sand started seeping out and over the floor. It kept coming until it covered the floor. The section of corridor was completely covered with undulating sand. Jizzmatron slipped over and landed flat on his face just as a low gurgle announced the arrival of more guards – this time, orcs. The battle was made much more difficult by the undulating, shifting sands of the floor, with Jizzmatron and Tinkleblossom spending much of the fight face-down on the floor cursing and, on one occasion, at the bottom of a spike-filled pit which had managed to conceal itself beneath the sands.

The orcs were soon joined by some goblin spearmen – practically as soon as the first wave was dispatched, Marlon gave another "Uhoh" and the creatures leapt out from whatever shadows they were hiding in. Eventually, the party picked their way carefully away from the shifting sands, with Tinkleblossom dragging himself along the floor to get the last few feet, the number of times he had fallen over not doing wonders for his temper.

The corridor continued further and curved around to the left. With a roar, yet another band of orcs burst out of the shadows and attacked the party, this time accompanied by a small group of archers. One of them knocked Kurt to the floor, causing the rest of the party some concern, but Kurt managed to knock back a swig of a strange blue potion he'd found on the body of one of the goblins before he passed out. He immediately started to feel better – even more so once Marlon muttered an incantation and a strange green light enveloped him, knitting his wounds together and rejuvenating him.

"Aha!" cried Kurt. "A second wind! Take this!"

Kurt leapt to his feet, jumped back, drew his dueling pistol and fired a shot at a nearby orc, hitting it square between the eyes. Spurred on by the rejuvenation of their companion, the others made short work of the remaining greenskins and looked around the room.

"Do ye smell something?" asked Jizzmatron. "And it ain't me farts. Not this time."

"Mm," said Tinkleblossom. "Sulphur. Certainly smells like them."

"Was that a joke from ye, elf? Ah didnae expect that outta you."

"I'm full of surprises," muttered the elf. "This way."

Tinkleblossom led the party through another archway where the corridor split in half.

"Which way?" said Kurt. Jizzmatron sniffed the air, and pointed to the left branch of the passageway.

Sure enough, the corridor opened out into a huge chamber filled with a dull red light that was coming from a huge crack in the floor. At the far end of the chamber was an enormous statue of a dragon. It wasn't moving, but it almost seemed to be watching the warriors as they peered into the room.

Then, there was a roar, and a wall burst open. A huge brown shape charged into the room accompanied by a horde of greenskins.

"Minotaur!" yelled Jizzmatron. "Get back!"

The party steeled itself for what was likely to be a tough battle. Jizzmatron flung himself into the fray with aplomb, taking down orc after orc with his great axe. Tinkleblossom stood back and fired arrows into the fray accurately and carefully, eventually felling the minotaur with a lucky shot between the eyes. Marlon muttered incantations and lightning flashed through the air, striking orcs down left, right and centre.

Eventually, the bodies piled up and the warriors were victorious. But there was one thing left to do – and it was on the other side of a rickety-looking rope bridge.

Jizzmatron bravely volunteered to go first and stepped carefully onto the bridge. It wobbled under the weight of him and his equipment, but it held firm and he made it across, only to be face-to-face with the dragon statue. He drew the faintly-glowing sword that the guide had left the party with at the entrance of the dungeon and squared up to the statue.

"Make that hit count!" cried Kurt. "People are depending on-"

Jizzmatron didn't need telling twice. He swung the sword in a wide arc at the statue's head. The sword shattered, but not before the blade had struck true. There was a loud rumble and the whole room shook, but then the statue broke into pieces. Flames blew across the room, lighting a tapestry on fire and allowing the heroes an escape route. They ran through the dark tunnels as the rumbling grew louder and louder and escaped just as the "back entrance" to the dungeon collapsed behind them.

But now where were they? The landscape was unfamiliar. Kurt pulled out a pocket compass and pointed.

"That way," he said. "If my calculations are correct, that way should get us back to civilisation."

"Ach, let's hope they are," said Jizzmatron.

A week later, the adventurers were lost. Eventually, they came to a small village that wasn't on their map and stopped for the night, deciding to continue on their way in the morning.

It wasn't an easy journey. Marlon got struck by lightning on top of a mountain, meaning he spent the remainder of the journey naked, which certainly got him some funny looks from passing travellers. Tinkleblossom got swept off a cliff by a tornado and broke both his legs, but survived. Jizzmatron broke his ankle. And they got lost not once, but twice more.

Eventually, they made it back to a populous-looking town, with a wandering minstrel that they'd picked up along the way in tow. The guards were unimpressed with the minstrel's performance at the gates, but they allowed the ragtag band of adventurers in to the town. Before they sorted out accommodations, they decided to fix the various problems that they had encountered on the journey, fixing Tinkleblossom's broken legs, Jizzmatron's broken ankle and Marlon's singed robes. This ate into a considerable portion of the profits from their adventure, but by the time all was as it should be, the adventurers realised that they had enough to pay for some training.

Marlon, Jizzmatron and Kurt locked themselves away in the training camp for a week while Tinkleblossom went into the wilderness to be amongst nature for a while. Not one of them could possibly imagine where their adventures would take them next…

[So there you have it. A lengthy description of our first game of Warhammer Quest. All of the above events were randomly generated – as if that wasn't already obvious! But the real strength of the game is that it keeps up its "theme" and "feeling" throughout. Two of the three people I was playing with aren't big roleplayers, but the disaster-after-disaster thing that went on in the dungeon and on the subsequent journey home made it feel like the whole expedition had a real "story", however nonsensical.]

Heartwarming Tale of the Day

Hello! Regular posting will shortly resume. Those of you who know me well will know that I've been in the process of finding a new job and preparing for that. That starts on the 2nd of November, excitingly.

I also have tons of things to talk about that have gone on recently, what with some decent new games and all manner of other things, but now's not the time for it. For now, I just wanted to share a heartwarming story posted on a World of Warcraft forum I frequent that shows that, mercifully, not everyone in the world is a complete douchebag.

Ok so heres the story… I come from an RP realm (let the flames begin) joining a guild that centres itself around RP doesn't care if you have epics, doesn't care what level you are. Just so long if you abide by the server rules, and enjoy storytelling etc, that sorta thing, you are welcomed with open arms. (that doesnt mean we all wear robes and try to do impressions of Gandalf)

On Moonglade our guild is somewhat respected for its RP, and being a guild officer, i have to deal with a lot of requests from people to join.

A few months ago i was in STV using the neutral action house, and i recieved a whisper from someone "please cn you help me with some quests" usually i'd just tell people i'm busy, or ignore them, but he actually made the effort to spell the word "please" instead of "plz" or the ever confusing "pl0x"

So off i went, with a lvl 34 Human Warrior, and helped this fella out with a few of his red quests.. We chatted a little whilst we played, and it came to my attention that this wasn't a very old player, as he kept on having to go "becuase dad neds 2 chek the emall" he also clearly had no idea how to play, kept on pointing at random objects and saying "coooooooooool!!", and by the state of his outfit, it looked like he hit mach 2 and collided with a Dorthy Perkins store.

Anyhoo.. After a few quests, i really had to go, he was a very polite kid unlike most that play, and actually said "thank you very much" instead of "thx" but then he started asking if he could join my guild.. Now i don't wanna sound big headed, but that sort of player isn't suited for an RP guild.. Atleast not the one i'm in.. Its like a fury spec warrior wearing all green items, asking to be main tank in an MC run.. Its just a big no no.

So not to hurt his feelings, i just told him we were full at the moment, he didn't mind, and bounced off into the sunset, again thanking me.

Over the course of the next few weeks, i would recieve messages from him, just random stuff of his progress, the occasional "ding! lvl 50 :D" he wasn't one of these annoying people that you help once, and then they seem to think you're some sort of xp vendor for the remainder of there leveling process.

A few days ago i was in SW checking the AH, and some people were flaming some poor guy in the trade channel about selling an item for a high price… Afteri while i realised it was this kid that i helped out so long ago.. I didn't want to get involved and just let the flaming die down, but these idiots on the AH were just being really nasty to the poor kid, sure i know they probably didn't know his age, but still, you should be aware of that when playing games like this.

Anyway, a few hours later, i get a message from this kid "i got kicked from my guild :(" i tried to cheer him up, but it wasn't happening.. And to be honest i couldnt be arsed trying, and i was tired and logged off.

So yesterday i log on, and say my usual hellos to everyone, and go to the mailbox.. When i get there, i see this kid sitting next to the mailbox, no guild tag, people bouncing around him having fun.. And theres him, all alone, no-one paying attention to a "noob".. Now i know human race facial expressions never change, but as far as avatars go, this one looked really depressed.

So i message him asking if hes cool, and he tells me hes thinking about quitting, becuase he gets bullied alot at school, and his ex guild mates all said really horrible things to him, and that he knew some of the kids in reality, becuase they go to his school, and are beggining to bully him in school about how he plays WoW etc. We all remember how it was.. I remember i used to get bullied in school for not having any toys, or having an old version of a toy.. Imagine it now, you get bullied about it at home AND school too.

Now this kid had got himself to lvl 62 under his own steam, where as the kids that were giving him a hard time, were all about level 20 and spent the majority of there time in Goldshire asking people to raid Crossroads.

So what did i do? I took the kid shopping is what i did… Bought him his epic (ground) mount, a load of nice armour off AH, which i made sure was well colour co-ordinated AND gave him very nice stats for his level. Bought him 2 very nice rare axes (fotgotten the name) and got a guild mate to put +15 agility on each one.

I also bought him a host of accessories, fun stuff, like a mana wyrm, somedeviate delights, an Orb of deception.. yunno.. all the "coooooool" stuff.

Then i invited him to an outing to Goldshire with 6 other guild friends, to casually walk past these bullies who kicked him from the guild. I then RPed the role that he was a great warrior, and saved me from some horrific fight etc etc blah blah.. The bullies then started to flame him in general chat about "noob" things hes done, so i told them hes one of the best PVPers i have ever met, and he won his epic mount from a bet, by defeating the most powerful PVP player on our realm (whoever that is…. sorry! hehe).

After a while, these kids started to change there attitude, and actually began to beg for him to rejoin there guild.. But i told him not to.. Instead, i helped him make his own guild, i bought his tabard, helped him with his spelling etc. And also helped him recruit enough members to get his charter registered.

Fast forward to today, and i get a mail from this kid.. Except its not the kid, its his Dad, thanking me.. He said i quote

"Dear Falcore

I want to thank you for helping my son in this game, he's been so excited for days about the new things you bought him, hes also been having a tough time in school latley, and we agreed we would get him this game as an escape, although latley its turned into nothing more than another source of bullying and abuse.

Thanks to you the little chaps smiling again.

Once again, lots of thanks!"

Now all of this cost me a total of 1600g-ish. Money that i was saving for my epic flying mount… But i tell ya, putting a smile on a bullied kids face like that is worth more than every epic in the game.

Moral of the story? Helping makes you feel happy, flaming just makes you an *!*@*#%.

Changing Course

Hello everyone and thanks for stopping by, as always!

In an effort to write more on this site, I've decided to change tack a little from past entries. This blog started as a purely personal blog and gradually morphed into mostly games-related stuff. And fair enough, it's a principal hobby of mine. But I have all these unused categories going free at the top of the page so I thought I'd branch out and try to write a bit more on some other topics to give all of you lovely readers the opportunity to get to know me a bit better in some other areas. Plus, you never know, I might even pick up some more readers along the way – this was clearly demonstrated a while back when I reviewed Haunted Stereo live at the Hobbit (cue Pingback on myself… 'cause no-one else ever links to me :)) and I met a whole bunch of fine new folks as a result.

So from this week forwards, this blog will be… a blog, as opposed to a games blog. You'll still find games writing here, of course, but there are plenty of other things I'd like to talk about. My last few video games articles have also been posted over on Bitmob, so do go check me out (and comment!) over there if you like what you see. You'll also see a couple of my articles on Good Old Games, which should be your first destination for picking up… well, good old games. Check out my articles on Rise of the Triad and Simon the Sorcerer.

Right. On to other matters.

My Dan and Charlie project that I discussed in my last post has been proceeding nicely. It's been fun to "roleplay" these two characters and imagine the situations they have been getting into and how they interact. In practice, it has also been an interesting experiment in separating out various facets of my own personality into two separate people. Those who know me well will have already spotted this, but I also think it's a potentially interesting way of telling a story from different perspectives. My research on the subject is admittedly limited, but does anyone know if anything similar has been done before, outside of ARGs such as Perplex City? (Perplex City is, I confess, where I got the idea from in the first place, although those characters' stories were rather less mundane) I'd be intrigued to see how other people have approached it.

That's it for now. Like I say, this change in approach is largely an excuse to get me writing more on a broader variety of different topics, so assuming I have a bit of self-discipline about this I'm sure I can find something interesting to say on a semi-regular basis. I hope I don't disappoint. 🙂

Dear Esther

I remember first hearing about Dear Esther a while back, during one of those interminable "games as art" discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and gameplay together, but Dear Esther set out to be something altogether different. Designer Dan Pinchbeck describes it as a "multimodal, environmental storytelling experiment" which "presents a sparse environment with no embedded agents, relying purely on the player's engagement with and interpretation of a narrative delivered through semi-randomised audio fragments". (source)

That's a very dry description of what this mod is doing, but it's an accurate one.

Dear Esther places the unnamed player on a seemingly-deserted island, starting on a jetty facing an abandoned house. The beautifully-delivered narration begins immediately, reading from a letter to the titular Esther and gradually developing as the player passes around the island.

The interesting thing about the story is that there are several threads running at once, and the randomised delivery of the audio cues throughout means that after a while, they all begin to blur together until it's not clear where one story ends and the other begins. Pinchbeck notes that "two plots develop simultaneously: the avatar's visit to the island following the historical record of a 17th century cartographer, and repressed memories of a car accident". The way these plots intertwine and seem to share themes and ideas in common, as well as wildly disparate elements too, mean that, in Pinchbeck's words, "a closed reading, or understanding, of the events is impossible to ever reach."

In this sense, Dear Esther is a dream come true for people who enjoy finding their own interpretations of games. The mod reminded me a lot of Flower, if not in execution then certainly in atmosphere. Flower makes very little of its story (if indeed there is one) explicit and is very open to wildly different interpretations. One could take it literally or metaphorically – and it is the same with Dear Esther. The game raises unspoken questions about whether or not the island you are walking around is actually real, who the mysterious characters the narrator refers to really are and, of course, who Esther actually is.

Pinchbeck himself was surprised at the positive response to his deliberately open narrative, noting that "the notion of an unfolding mystery that is never solved actually appeals to [players]" and that "the atmosphere and drive to find out more about the story is enough of a pull to get them all the way through the experience".

It's true. Dear Esther presents an intriguing mystery that makes it clear from the outset that there are no specific answers, yet there is a clear "goal" for the player to attain. This was achieved through use of the environment combined with the spoken narrative. Although the environment of the game is very "open-plan", being based on an island, at no point did it become difficult to determine where to go next, as there was always something that "looked interesting" over the next ridge. As the narrative progresses, a huge aerial in the middle of the island becomes visible with a large flashing red light, and the fact that this is almost constantly visible gives the player some indication of 1) where they are going and 2) how much longer they have to go.

Music is also used very effectively throughout. Haunting piano and string themes drift eerily over the speakers as the narrator slowly speaks his lines. As the story builds to something of a climax towards its "conclusion" (for want of a better word) the music becomes thicker, more intense, and with more mysterious, unidentifiable noises creeping into it. It gives a sense of progression in a game which leaves more questions unanswered than answered at the end.

There's certainly no denying that Dear Esther, like Flower, is an experience that will make you feel something. That "something" will be different to different people, as Pinchbeck notes that:

"…we have been surprised how many players report being scared. Several others describe the experience as eerie, moving and very sad. These last two are emotions that normally fall beyond the affective range of games, especially first-person games."

Lewis Denby, writing on Rock, Paper, Shotgun, had plenty to say on this subject, and it's well worth reading his excellent article. One particularly interesting point he had to mention was:

"I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff."

Dear Esther, he says, is noteworthy for taking players into uncomfortable emotional territory and refusing to give in throughout. The whole experience is infused with a kind of melancholy throughout, and the final moments of the story as it comes to a close without any real "resolution" are heartbreaking.

All this in a barren, empty landscape with no human interaction, no speech besides that of the anonymous narrator, no guns, no white-haired pretty boys, no anime cutscenes – and yet somehow, deprived of all that exterior fluff, Dear Esther manages to present an intriguing story which has compelled more than a few people to play it through several times and develop their own interpretations further – and all this using an engine which is renowned for its fast-action run-and-gun FPS gameplay. It just goes to show what a little bit of creativity can achieve.

Dear Esther can be downloaded here.

Pinchbeck's notes on the mod can be read here.

Player Character WLTM companion w/personality, GSOH

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“Soldiers!” she cries, as we hear the indecipherable radio chatter behind the door to the cellar we are hiding in, then that terrible bleeping that means they’re going to blow the door and come flooding in like they have done so many times before. I push the clip into my machine gun firmly and she does the same. My trigger finger itches.

The door explodes inwards, and a soldier strides in purposefully, his gun ready to fire. Fortunately, we are ready for him, hiding behind a crate. We leap up and unload a hail of bullets into his head and he slumps to the floor, blood splattering the wall behind him.

“Come on,” she says, heading for the door. I follow. Outside there is more radio chatter and more gunfire. There’s lots of them. I worry that we might not make it out of this one alive, despite her remarkable resilience to being shot in the face and my relative fragility. And I’m the one in the Hazard Suit.

“Gordon, look out!” she cries as a grenade flies in through the door. Quick as a flash, I pull out the Zero-Point Energy Field Manipulator, grab the live grenade and fling it back out of the door. It explodes as it lands, sending soldiers flying every way. I look over to her for approval. “Nice shot,” she says with a smile. Then she turns back to the window to clean up the survivors. I do the same.

After the battle, we manage to deactivate the force field that was holding our car captive, allowing us to get on our way. We sprint back to the waiting vehicle, a battered old wreck that will hopefully get us where we want to be. I hop into the car, and she jumps in through the front and lands in her seat. I look over at her before I start the engine, and she smiles and winks at me, a small gesture that means a lot.

Right at that moment, I fell in love with Alyx Vance.

Companions in videogames are nothing new. The earliest RPGs saw the player tooling around town/fantasyland/space with a party of fellow adventurers in tow, but it’s not been until relatively recently that we’ve had a true feeling of “camaraderie” between a game’s protagonist and their companion(s). When it’s done right, though, it adds a huge amount to a game, and even makes the presence of a silent protagonist less jarring.

Take Alyx above, for example, in a scene from Half-Life 2 Episode 2. (Apologies if that constitutes a “spoiler”, by the way.) Her distinctly “human” responses to situations that she and Gordon find themselves in allow the player to engage on a personal level with what is going on without Gordon himself having to say anything. Half-Life is sometimes criticised for its lack of characterisation of Freeman, but it’s safe to say that as Half-Life 2 has developed through the original game and its two Episodes so far, Alyx has very much become a “protagonist by proxy”, coming out with the quips and one-liners that you might hear a typical character in a third-person action game come out with. The fact that she’s not the player character, though, allows her to be used as a sort of “reward mechanic”. Achieve something good and Alyx will praise you, which always feels nice, even if you know it’s scripted in many cases.

Squad-based shooters would be a fine genre to use this kind of approach in, since by their very nature you have constant companionship of at least one other character. So why are these characters so often generic and uninteresting, little more than “Yes sir, open and clear” when there is such scope for characterisation and storytelling?

The best use of a squad in a game to me is in Star Wars: Republic Commando. From the outset of this game, your character and his three squadmates are set up to be unique characters with their own attitudes – peculiar, given that they’re supposed to be clones, but you can suspend your disbelief for that one, I guess. Throughout the game, there is constant radio chatter between the squad members, a good mix of simple “Yes sirs” and commentary on their surroundings. Proof positive that it can be done.

Beyond Good and Evil is another great example. Throughout the game, protagonist Jade is constantly accompanied by at least one companion character, sometimes more than one. As she proceeds through the areas of the game and comes across obstacles, the banter between Jade and this companion again helps the player to feel more like they are part of a “living world” rather than a lifeless avatar simply solving puzzles and fighting monsters. Sometimes, though, this banter is not simply there to provide a hint on how to solve a puzzle – it’s just there as a means to develop the characters. Jade herself is perhaps underdeveloped throughout the course of the game, though the reactions of her companions more than make up for this.

This approach was taken to another level in Uncharted, where both protagonist Nathan Drake and his companions throughout his adventure are well-defined characters with personalities of their own – and, notably, great voice acting. Uncharted is often quoted as an example of what happens when you let your voice actors have more than one take at each line – you get very naturalistic conversations between them that sound like scenes from a decent film rather than a bad late-night porno.

Uncharted takes the approach of Nate and his companion offering “commentary” on what is happening, much as characters in a movie would do. As Nate and Sully run through the jungle at the outset of the game, for example, they are discussing what they think they might find and how they think things will proceed. This adds interest and also adds to the movie-like ambience – when was the last movie you saw that consisted of the protagonist just running and jumping without saying anything for ten, fifteen minutes at a time?

This even continues throughout battle scenes. Get into a shootout and your companion will contribute to the battle rather than being a useless meatshield who causes a “Game Over” if they happen to catch a bullet in the neck. As the battle goes on, Nate and his companion will shout things to one another, and you’ll hear their reactions to things happening. If a grenade lands near Nate or his companion, they’ll react, not only with a hasty “Oh, shit!” but also with some beautifully naturalistic animations – cowering away from the blast, rolling away, scrambling to escape.

This sort of thing is something that we will hopefully see a lot more of in games to come – and I don’t mean in the sense of your squad saying “Eat shit and die!” every time you shoot a bug in the head, I mean in the sense of feeling like you’re “there” with someone else, someone who you’d fight for, someone who you’d die for, someone for whom you wish there was a “hug” button on the keyboard.

Perhaps we're not up to the level of a fully artificially-intelligent companion character who can accurately respond to absolutely anything we'd care to do, but we're certainly getting there. Characters are getting more "human" (or perhaps it would be better to say "more natural") in their responses, and this, in turn, helps to create a greater and greater feeling of immersion in the game's world.

Rise of the Bizarre

I'd love to have sat in on the design meeting for Apogee Software's 1995 FPS Rise of the Triad, now available on Good Old Games. In my mind's eye, it runs something like this:

"So, gentlemen. That Wolfenstein thing did rather well. Let's do a sequel."

"Yes! I love Wolfenstein. Who wants a beer?"

(Beer is chugged. Conversation resumes.)

"Right. So how are we going to make this better?"

"Okay. Here's the deal. Umm… Hitler was actually being controlled by… like… um… some big corporations."

"Great. Sounds good. How many?"

"Um. Three. Three's always a good number. Wolfenstein had three episodes. Plus another three."

"Right! We could call them the Triad."

"I think that's been done."

"Doesn't matter. Okay, so Hitler was being controlled by the Triad."

"Yes. I need another beer. It helps me think."

(More beer is chugged. Conversation resumes.)

"Okay. So, game-wise, what are we going to add?"

"Rocket launchers."

"More gore. More gore!"

"Dual-wield pistols!"

"Traps! Spiky things! Flame traps!"

"All good suggestions, but… let's think outside the box a little."

"Boss?"

"Yes?"

"Don't use management-speak. It makes you sound like a douche."

"Sorry. Where were we? Come on. Think bigger."

(Silence ensues.)

"Nothing? Really? Okay, maybe this will help." (Produces a bottle of absinthe.)

(Absinthe is chugged, with much teeth-sucking and head-shaking.)

"Right! That should get those creative juices flowing. Okay, let's try again!"

"Ooo! Ooo! We need jumping."

"Yes, but not normal jumping, no. We need springboards."

"Yes! And floating platforms to jump onto. Otherwise there's no point."

"Right. And we can call them Gravitational Anomaly Discs."

"GADs?"

"Yes. And the elevator ones can be called EGADs."

"Egads! What a fabulous idea."

"I see you're getting it. Let's have another drink."

(Another shot of absinthe is consumed.)

"Jesus. Maybe… maybe you… maybe we should have a… y'know… God mode."

"Ishn't that, ishn't that… jusht… y'know… an invinsh… invinsh… invuln… can't die mode?"

"No no nononono, I mean an actual… actual God mode. Where you become God."

"Oooo! I likesh it. You could get really big."

"Yesh. And kill… peoplesh by pointing at 'em. You'sh an angry God."

(Hysterical laughter.)

"Oooo! And how about… y'know… as a joke… we also put in a… a… Dog mode!"

"What, where you turn into a dog?"

"Yesh. You get *hic* really shmall and bite peoplesh nutsh."

(Thunderous belch.)

"Ugh. *hic* This is… 'scuse me… *hic* shounding great. You know what? Shall we just ditch the World War II thing?"

"Yeah. Too much research."

"Let's have shome mad monksh inshtead."

"Monksh with ROBOTSH."

(Fade to black as hysterical laughter continues.)

The alarming thing about Rise of the Triad is that all of the above features were actually included in a game that was originally intended to be a sequel to Wolfenstein 3D. Now, Wolfenstein didn't take itself too seriously anyway, what with all the zombies, and a very fat Hitler in a mechanized suit wielding two chainguns, but presumably at some point it became apparent to Apogee's Developers of Incredible Power, the team behind Rise of the Triad, that a World War II setting wasn't going to cut it. Instead, the game features a very strange setting, with players battling everything from soldiers dressed in what look like World War I uniforms to robots to monks, armed with a selection of weapons ranging from the straightforward (pistol) to messy (bazooka) to bizarre (drunk missile) to outright insane (Excalibat, which is exactly what you think it is). Add in the God/Dog modes, the ability to fly with Mercury mode, the headache-inducing Shrooms mode and you have a game which is clearly designed for fun foremost with the story being cast aside in tatters.

It's all the better for it. The sheer speed and insanity of Rise of the Triad is one of the game's best features. The relatively simplistic, boxy level design design based on an evolution of the Wolfenstein 3D engine means that it's easy to race through relatively mindlessly, or those who prefer a more methodical approach can attempt to solve some of the quasi-platforming environmental puzzles in order to unlock the game's secrets.

It's evidence of a simpler time, when games either weren't capable of telling a decent story, or it was seen as a secondary thing to do. Half-Life this ain't. Rather, Rise of the Triad represents a time when gameplay was at the forefront, and shareware games were on the cutting-edge of technology. These days, shareware titles are less prominent in their importance for many people, but in the mid-90s when Wolfenstein and Rise of the Triad appeared, shareware developers like ID/iD/id/whatever and Apogee were very much leaders of the pack, pushing the capabilities of the PC to the limit. This was also a time when "shareware episode" meant "complete game in and of itself" – both Wolfenstein and Rise of the Triad's free shareware episodes featured ten full levels, which were complete experiences in their own right. Rise of the Triad actually went one step further by making its shareware episode a completely different set of levels to those in the full, paid version, meaning those trying out the game and then going on to buy it didn't have to run through the same levels again. There were no 30-day time limits or crippling of features – if all you wanted to play was those ten levels, so be it. If, however, you wanted more levels and more features (in the case of these games, more enemies, more playable characters and more multiplayer modes) then you shelled out the money to support the game.

Apogee, of course, later became 3D Realms, which begat Duke Nukem 3D and Max Payne. Rise of the Triad does show that it's worth delving back into a company's history as you can often found some hidden gems amongst them, however bizarre they may be. There's one thing you can't deny about Rise of the Triad, and that is that it's immensely creative within the limitations of the time, the genre and the medium. Releasing titles as shareware often freed up developers to do what they really wanted to do – and if that was to have the player assault an island full of soldiers, monks and robots while armed with a magic baseball bat and having the occasional ability to turn into a dog, that was up to them. Occasionally these days with indie titles we see glimpses of the same creativity. It's important to keep that dream alive, otherwise we end up with a hundred and one identikit brown shooters.

Rise of the Triad 2009 on XBLA anyone?