This is my favorite segment from the “Making of Spirited Away” special on the DVD. It turns out that crunching on an animated movie is a lot like crunching on a video game. The staff starts making dinner in rotation and one night, it’s the director’s turn…
Dwarf Fortress Video Tutorials
If you’re like me, you’re fascinated by both the concept of Dwarf Fortress and the depth of its world simulation, but you just cannot crack the shell of that abysmal interface to get at the sweet, gooey gaming goodness inside.
Well, someone going by the handle of Captain_Duck has finally decided to make some video tutorials for Dwarf Fortress, and they are actually pretty good. I would embed one but YouTube won’t let me embed a high-quality video and you need to watch these in high-quality so you can read the text. Stupid YouTube.
Will this get me into Dwarf Fortress? Maybe. I don’t really have time for it right now (major update to Planitia coming up this week) but perhaps later, now that I understand a little better what is going on…
Weird Fact of the Day
Lori Alan, who was the voice of the Boss in Metal Gear Solid 3…

…is also the voice of Diane Simmons on Family Guy…

…and the voice of Pearl on Spongebob Squarepants.

That is all.
Dungeons of the World and the Craft of War Dragons
So. Dungeons & Dragons Fourth Edition has certainly raised some ire, hasn’t it?
New roleplaying game, roleplaying not included…
World of Warcraft Refit…
D&D for Dummies
This is NOT D&D!
D&D 4th Ed. is a travesty. It’s a terrible game with terrible mechanics.
Et cetera, et cetera, et cetera.
D&D 4’s detractors tend to hammer on three points:
1. The new edition is inspired by MMORPGs, most specifically World of Warcraft.
2. The new edition doesn’t actually promote roleplaying (with some going so far as to say that it doesn’t even allow it).
3. The new edition isn’t Dungeons & Dragons.
How valid are these points?
While I haven’t had a chance to play D&D 4 yet (Hi, Tom!) I’ve read the Player’s Handbook and The Keep on the Shadowfell quite thoroughly. I’ve also listened to the complete D&D podcast where Scott Kurtz and Gabe and Tycho play D&D 4 for the first time. Gabe had never played a paper-and-pencil RPG before but is an experienced World of Warcraft player, and he was continually finding parallels between the two.
Gabe: I should have gone with “[Jim] Felmagic”.
Tycho: No, you’d get a call from Blizzard. “‘Fel‘ is our word for dark magic!”
Gabe: This reads very much like a [Final Fantasy] Tactics game.
Tycho: Doesn’t it?
Gabe: What did you give me?
Scott: I gave you a +2 against this target – so my attack gives an ally +2.
Tycho: He buffed you.
Gabe: Okay.
Gabe: I cast Arcane Missiles. I mean Magic Missile.
Tycho: Same thing.
(after several encounters in which his character is the only effectual one)
Gabe: I’m going to one-man this instance.
As an exercise, let’s compare a famous spell as it matured through the editions. Let’s use the classic first-level magic-user spell Burning Hands.
Here’s the description of Burning Hands from the first edition of the Player’s Handbook:
Burning Hands (Alteration)
Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special
Components: Verbal, Somatic
Casting Time: 1 segment
Saving Throw: NoneWhen the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3′ length in a horizontal arc of about 120″ in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.
Here’s the description of the same spell from 3.5 edition:
Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: YesA cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Sorry, but I don’t have a second-edition player’s handbook. But notice that the spell isn’t that different. The range has been increased from the first edition version and it does more damage (1d4 per caster level instead of one point per caster level) and the target now gets a saving throw. But the spell isn’t that fundamentally different.
Here’s the description from the fourth edition player’s handbook:
Burning Hands
Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
That’s a nice impenetrable description, isn’t it? It’s pretty much just a bunch of keywords. So let’s go over them.
Encounter means that the power can only be used once per a combat encounter. Arcane is the power type of the spell, so it can only be used by characters with access to arcane power. Fire is the type of damage it does and Implement means that if you have a wand, staff or orb that improves your rolls you can use it on this spell (for instance, Gabe could use his +2 Wand of Accuracy in conjunction with this spell). Standard Action means that you must have a standard action available to use it (every player gets a standard action, a minor action and a move action in a single turn). Close means that the area affected must be right next to the character. Blast 5 means that the area affected is a square five tiles on a side. The wizard then makes an Intelligence attack on all characters (friend or foe, PC or NPC) in the square, which is compared against the target character’s Reflex. Any affected character takes 2d6 + the wizard’s intelligence modifier in fire damage.
Notice how incredibly defined that description is. Notice also that it refers to tiles on a grid. D&D 4 completely integrates miniatures into the base game – it’s no longer possible to play without miniatures.
So the detractors’ first point is confirmed in my mind. The goals of the designers of D&D 4 were to make the game both easier and faster to play and they achieved that goal by studying how computer role-playing games had done just that. (I’ve no doubt that this will make Bioware‘s job easier when they make Neverwinter Nights 3.)
But does conceding point one prove points two and three? Is it such a bad thing that D&D 4 has stolen mechanics from computer RPGs? After all, computer RPGs have been stealing from D&D for thirty-five years – and I don’t mean “taking it as inspiration”. I mean directly ripping it the eff off. Practically every designer of classic RPGs says that they started by trying to program the Dungeons & Dragons experience into a computer and the entire industry progressed from there. What’s wrong with D&D finally taking some of those improvements back for itself?
I think the explicit definition of each power is what prompts comments like the “no roleplaying required” one I quoted above. Such definitions take away options from both the player and the GM.
But again, is that such a bad thing? Notice that the “sets flammable stuff on fire” part of the description for Burning Hands is gone. Why? Well, what GM hasn’t had a conversation like this?
Player: Okay, I cast Burning Hands on the enemy wizard.
DM: Okay, he takes three points of damage.
Player: And he’s on fire now, right?
DM: What? No.
Player: What?! He’s wearing cloth armor, right? He can’t wear anything else!
DM: Yeah, he’s wearing cloth armor.
Player: Well then I set him on fire! The spell description explicitly states that…
Et cetera. Another trick I’ve seen players use is to try to use Burning Hands to ignite any lanterns or flasks of oil an enemy character was carrying. The previous rule editions don’t say anything about this, which means it’s up to the GM. The only problem is, what does the GM do? Let the spell become horribly overpowered or piss off a player? This way no one gets pissed – but if the GM wants to allow the player to use the spell in a non-standard way, he still can. I can imagine a situation where a player needs to burn a rope and says he wants to use Burning Hands to do it, and the GM allows the player to do it if he can beat a target number on his attack roll and also gives up his use of Burning Hands in his next encounter. That’s the kind of flexibility that comes from both the players and the GM having the necessary imagination – and in the end, that’s the real component of roleplaying. With enough imagination and goodwill around the table, you could roleplay just with Toon’s fifty-percent rule (though I doubt my own roleplaying skills are good enough for that).
So while point one is valid, I think point two is very weak.
Which brings us to point three. Is this game Dungeons & Dragons? You’ll be casting Magic Missile on kobolds and using Great Cleave on umber hulks…is that enough? Wizards knows that the game is vulnerable on this front, which is why the first adventure they’ve released for it pays direct homage to the classic D&D adventure The Keep on the Borderlands. They also released a fourth edition version of the Forgotten Realms very quickly and are working to get Eberron upgraded, though that won’t be out until 2009.
But of course point three is all perception. Some people will say yes and some no. My opinion is that Dungeons & Dragons Fourth Edition is definitely Dungeons & Dragons. My only wish is that they hadn’t dropped the name “Advanced Dungeons & Dragons” with the third edition…I think it would be much clearer (and inspire less ire) if 3.5 were still Advanced Dungeons & Dragons and this new edition were the new “basic” Dungeons & Dragons. As for the haters…well, I’m reminded of one day back in the early nineties when I was in an arcade watching this guy play the Dungeons & Dragons arcade game. He cast Magic Missile but died before it hit its target. He sniffed, “I thought Magic Missile never missed and instantly hit.” At which point I knew I was in the presence of snotty geek greatness.
But I’ll leave the last word to Scott Kurtz:
Scott: I guess the guys I play with at home are idiots. I am having such a good time.
The End of Ensemble
Ensemble Studios is one of the few companies that if they called me up, I’d go work for them sight unseen, just based on the games they’ve made so far.
And they aren’t closing because they aren’t successful. The Age series of real-time strategy games has sold over twenty million copies so far. They are currently working on Halo Wars and it looks like it’ll be a damn fine RTS.
They’re closing because they inhabit a space Microsoft doesn’t care about any more: the PC. Even though Halo Wars will ship on the 360, Microsoft doesn’t consider Ensemble a console developer, like Lionhead or Rare. Another problems is that Ensemble is huge now – over three hundred employees. Microsoft just doesn’t want to pay upkeep on such a large PC studio no matter how many copies future Ensemble games sell; it’s just not part of Microsoft’s strategy.
The result is that Tony Goodman, who was one of the founders of Ensemble, has already founded a new company and sent out invites to some of the current Ensemble employees to join it as soon as Halo Wars ships. We don’t know the new company’s name yet; right now it’s just being called “Newco”. Other people not invited to join Newco may be able to get jobs at other studios in the Microsoft Games family, but I’m sure there will be some people to whom neither are these offers are extended and, well, it sucks to be them.
Now, Newco’s first game will almost certainly be for the PC, and it’ll almost certainly be published by Microsoft. But Microsoft won’t be paying the light bill or the gravity bill at Newco and thus will be insulated from its possible failure. But this is the type of thing you do to a studio that has lost you money, not made you money. Unless there’s something in Ensemble’s financials that I don’t know about, it seems that Microsoft is throwing away money just so they can “consolidate their business plan”. I can’t help but wonder if they would do the same thing if the company involved were Blizzard.
Well, rest in peace, Ensemble. Once I purchase Halo Wars I’ll have bought every single game you ever produced.
Badonkadonk.
I must travel to Sweden and drink of the water there, because there is obviously something in it. After finishing up HouseGlobe the OxEye guys had a couple days left, so they whipped out a demake of Fallout called Fillauth.

Here’s a video of their map editor in action:
At this point, I’m betting on demonic powers. It’s demonic powers, right guys? Come on, spill it, your secret is safe with me.
On a similar topic, I’d like to thank Jeb from the OxEye Games Forums for taking the time to answer some of my multiplayer programming questions.
And, you know, now that I think about it, it might be a good idea to link to all the submissions for the Demake Competition, since I’ve talked so much about it. Jeez, you’d think I didn’t know how to run a website.
Atanua Goes Pro
Jari Komppa has a new version of his excellent logic simulator Atanua out.
Plus, if you want to purchase a copy for commercial purposes, you may now do so!
You Should Call Me Mario
Because I just got one-upped. I thought writing a game in one page of source was good, but the last time I tried to write an RPG in one page of source, I concluded that it probably wasn’t possible.
But now the Temple of the Roguelike is having an ongoing competition for people to write Roguelikes in one kilobyte of source; that’s less than one-fourth the size of a one-page game. Most of the entries so far have been pretty simplistic, but now a true challenger has emerged, called A Journey to Hell.
Here’s the complete source code (compiled on Linux using GCC and curses):
#include <curses.h>
#define W(c)while(c)
#define F(v,h)for(v=0;v<h;v++)
#define D(i)F(y,S)F(x,T){i;}
#define G d[x][y]
#define M d[x+f][y+g]
#define Z(n)n<0?-1:(n>0?1:0)
#define r rand()
int x,y,S=24,T=60,c,d[90][90],L=1,b,k[]=L"$`*$.@?$?>",f,g,z,h,i,l=9,p=20,e=46,
v,u=96;m(f,g){G-64?M-64||(l-=G-u)>0||(M=e):(M^62||L++&&(L^7?N():(G=e)),M^u||(p
+=L,M=e),M^42||(l=p,M=e),M^36||(v+=x%9*L+L,M=e),M^63||(M=r%6?k[r&1]:97+L),M>u&
&--M);M-e?M-35||(g&&m(f,0),f&&m(0,g)):(M=G|256,G=e);}E(t){W(d[x=r%T][y=r%S]-e)
;G=t;}N(){D(G=35)x=y=9;F(b,S){f=r%58+1;g=r%22+1;W(f^x||g^y){G=e,r&1?(x+=Z(f-x)
):(y+=Z(g-y));}}F(b,10)E(k[b]);F(b,L*2)E(98+r%L);}main(){srand(initscr());
raw();start_color();F(c,8)init_pair(c,c,0);N();W(c-81){D(G-64||(f=x,g=y))
clear();D(b=1;W(G^k[b]&&b<7)b++;h=x;i=y;c=0;W(c++<u)(d[f+(z=(h-f)*c*.01)][g+(z
=(i-g)*c*.01)]-35)||(b=0);b&&mvaddch(y,x,G|COLOR_PAIR(b)))mvprintw(S,0,"HP:%d/
%d L:%d $%d %s",l,p,L,v,L^7?"":"WIN");c=getch();D(G>u&&G<123&&m(Z(f-x),Z(g-y))
)D(c<49||c>57||G-64||m((c-1)%3-1,1-(c-49)/3))D(G&=255)}endwin();}
Here’s a screenshot.

In this screenshot, the purple ‘@’ is the player (of course). The yellow ‘$’ represents money on the ground. The blue-green ‘?’ represents a chest. The white ‘b’ is a monster; the letter of the monster represents how hard it is to kill, from a (weakest) to z (flee in terror). The red quote mark represents a soul left behind by a monster I just killed; picking this up raises my maximum hit points.
Here’s what that 1K of source gets you:
* Guaranteed traversable levels
* Line-of-sight on the player
* Colored graphics
* Combat with monsters
* Ability to pick up gold and souls (dropped by defeated monsters; powers player up)
* Chests (which can contain gold, a monster or a soul)
* Ability to go down the stairs (generates a new level with tougher monsters)
* Win condition (beat the seventh level to win the game)
Of course his platform gives him a couple of advantages. My library to write colored graphics to the screen and poll the keyboard and mouse under Windows takes up almost 1K of code by itself; the curses library is much more space efficient. Also, GCC supports “default int” on both functions and parameters, meaning that Jakub can declare a function as “m(f,g)” and GCC will assume that ‘m’ is a function that takes two integer parameters, f and g, and returns an int itself. Visual C++ 2005 will not allow such shenanigans (though 2003 was not as strict).
Still, it’s an incredible amount of stuff for less code than it takes to initialize DirectX. I can only imagine what the author, Jakub Wasilewski, could do with the unending expanse a full page of source would provide him.
Spore
So the eternal war between “casual” and “hardcore” rages on, with Spore as its current battleground. Actually, I should amend that statement: the hardcore continues its war against the casuals, while most of the casuals don’t even know the hardcore exists.
I was really surprised at the low scores I was seeing for Spore before release. They made me kind of nervous…had Will finally dropped the ball?
But of course I did not allow them to deter me from purchasing the game myself (Galactic Edition, of course).
In the end, reviewers are hardcore. Most of the reviewers who played the game dinged it for its ease and lack of depth. I guess they were expecting the Tribe stage to be as deep as Rise of Nations and the World stage to be as deep as Civ IV and the Space stage to be as deep as Galactic Civilizations II. The problem is that Will wants people to be able to progress through each stage to the next one without too much trouble. He doesn’t want people to get to a stage and realize that they either just don’t like it or can’t do it. Because he knows that’s a shelf-level event. Thus each stage (up to Space) is designed to be an interesting experience, but not a particularly challenging game. This is very, very “casual” thinking.
And then, as if to clear up any doubt as to what kind of game Spore is, Will gave an interview to MTV’s Multiplayer Blog, where he said, “We were very focused, if anything, on making a game for more casual players. ‘Spore’ has more depth than, let’s say, ‘The Sims’ did. But we looked at the Metacritic scores for ‘Sims 2’, which was around 90, and something like ‘Half-Life’, which was 97, and we decided — quite a while back — that we would rather have the Metacritic and sales of ‘Sims 2’ than the Metacritic and sales of ‘Half-Life.'”
A lot of people have taken this as a ding against Valve, but it’s not really. Half-Life 2 was a very successful game. Very successful. And it sold about one-tenth as many copies as The Sims 2 and its expansion packs.
Wright has figured out that he can both make great games and make a metric asston of money simply by appealing to a wider audience. This was obvious with The Sims, but was far less so during the development of Spore. The high-pitched whine you are hearing is the “hardcore” faction realizing that a game they assumed would be “for them” isn’t.
Will Wright has created the ultimate casual game.
That costs $50 and requires a pretty hot computer to play.
It’s this schizophrenia that is driving everybody crazy.
(So how do I like it? Well, being firmly mid-core, I am thoroughly enjoying it. I’m currently at the Tribal stage. I can’t wait to get to World stage and see how Will has simplified Civilization. Of course, the game still has plenty of time to kick me in the Mean Bean Machine, but I kind of doubt that it will.)
DeceasedCrab vs GarlandTheGreat
Okay, today I’m going to talk about my two favorite YouTube channels.
First, there’s DeceasedCrab. DC does “Let’s Plays“. The definition of an LP is sort of nebulous; an LP isn’t a speedrun; it’s more of an attempt by a player to present a game in its entirety. For that reason, it doesn’t make much sense to do LPs of games that are popular and easily available, unless you want to go the MST3K route on them.
While DC did not invent the LP, his excellent LP of La-Mulana catapulted him into the spotlight. Since then he has wisely stuck to playing rare, out-of-print, offbeat and indie games.
DC talks while he plays, and he’s basically either commenting on what is happening or free-associating. His fans (including me) love him because he’s constantly dropping anime, manga or gaming references into his LPs. He’s also got a habit of breaking out into song; indeed, more than once his viewers have sent him songs to sing on the air.
DC also has a fantastic ethic about his videos. He rarely swears (indeed, he accidentally dropped the F-bomb in his second video of La-Mulana and then instantly chastised himself) and he posts a video practically every day.
Every time I go to DC’s channel I know I’m going to be treated to something funny and unique.
My other favorite YouTube channel belongs to GarlandTheGreat. Garland is pretty much the exact opposite of DC. He doesn’t do voiceovers. Most of the games he makes videos for are common, popular games. But Garland’s videos are amazing.
He’s done complete 100% runs of Crash Bandicoot 1, 2 and 3 and a Metal Gear Solid run on Extreme difficulty where he takes no damage (until he encounters some absolutely unavoidable hits at the very end).
But his real love is in destroying Square RPGs.
Remember the Midgar Serpent in Final Fantasy VII, which was deliberately made so powerful your party couldn’t beat it, forcing you to tame a chocobo to get past it? Here’s a video of him defeating it with just Tifa at level 5.
He has completed a run through Final Fantasy X where he was not allowed to use the Sphere Grid, not allowed to customize his weapons, not allowed to summon Aeons, and not allowed to use Overdrives. Indeed, that wasn’t challenging enough for him, because he’s now begun another playthrough where he is also not allowed to use items or Riku’s “Trio of 9999” mix.
The thing that really makes his videos is his patience. He routinely talks about taking hundreds of tries to get a video right. In the intro for his Metal Gear Solid videos he mentions that he has played Metal Gear Solid all the way through 62 times.
He is currently working on his two magnum opii: a tool-assisted 100% speedrun of Final Fantasy VII…and a non-tool-assisted 100% speedrun of Final Fantasy VII.
Whenever I go to Garland’s channel I know I’m going to see something amazing done to a video game I thought I knew everything about.
April 2025 S M T W T F S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30