Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Thursday, August 3, 2017

The Value of Difficulty: Why Games Are Better When They Make You Mad

It’s a common theme nowadays to hear that games aren’t what they used to be, that they’re just so much easier now. There’s no more exploring the fantasy worlds of Golden Sun with only a tenuous understanding of dungeoncrawling and no internet to consult at every obstacle, or the reflex-based gauntlet that was Turbo Tunnel in Battletoads, or rationing your finite number of lives as you leapt over Goombas, Piranha Plants, and bottomless pits alike. There are autosaves, easy modes, checkpoints, and in general no real sense of loss when you lose. Take the latest Zelda game, Breath of the Wild, for example, as there are no true penalties for dying. You get your equipment back and simply reappear right outside the area you died, or even a few moments before you died in the middle of the fight, and you simply try again.


And to be honest, that makes for a much more relaxing experience. No longer does a misstep at the final stage of a boss make me redo the final dungeon and the likely multi-stage boss fight in its entirety, only to start failing at different spots as I become frustrated and attempt to rush through it. Because, if anything, that’s just too much of a time investment for me to afford anymore. And not just me, but most people that identify as gamers, as the most popular demographic is 18-34 year olds that buy their own consoles and, presumably, have their own lives and responsibilities outside of work, like friends, family, or children, and can’t afford to spend hours upon hours reloading saves to catch a legendary Pokémon or trying to find the glowing weak points on a giant boss. Games that are too frustrating or too punishing could tend to scare this demographic away, an experience I’ve had playing the Dark Souls series.
I am indeed a scrub, in that sense, as despite multiple attempts and entirely new saves I would always end up getting stuck in Undead Burg at one point or another, mildly frustrated and unmotivated at my inability to progress and, not finding any real way to do so, I quit. The nagging voices in my head that kept mentioning other things I should really do temporarily abated, as the time I spent messing around stabbing the same skeletons over and over again was time I could’ve spent taking care of things around the house, reading a book I’d meant to finish a while ago, or spending time with my family and loved ones. Any number of things needed done, really, and all I was doing was mindlessly banging my head against the wall?
I’d never come back to Dark Souls, since when it comes down to it, I’m just not that good at reflex-based games, but what I would eventually find was a game called Darkest Dungeon. It bears a few similarities to Dark Souls, mainly a dark-fantasy theme, but its lore is actually much more similar to that of Bloodborne, a game very similar to Dark Souls made by the same studio. They both draw heavily from H.P. Lovecraft, with evidence of tendrils, tentacles, and otherworldly cosmic horrors in full display, but in Darkest Dungeon you take a party of four heroes (random names being applied to classes like the Jester, the Crusader, and the Graverobber) to delve into... well, dungeons. And just like Dark Souls and Bloodborne, it’s also extremely difficult.
Image result for darkest dungeon warning screen
(source)

In fact, it’s so difficult that the game comes with the above warning, letting prospective players know that it’s not for the faint of heart. They actually even had to add an “easy” mode (Radiant, keeping the darkness theme going) that, while still difficult, reduces the amount of time players need to put into the game. But still, expect your heroes to die.

But before I go further, the world of Darkest Dungeon is this: you operate as the Heir, who is Heir to a parcel of land somewhere in Europe (possibly France?) in a roughly medieval timeframe, left to you by the Ancestor—who, in meddling with eldritch power, met a grisly end and corrupted the entire region of the Hamlet. You take over rule of the Hamlet and begin assembling and training teams of heroes, guiding them as they venture into crypts and evil woods alike, growing in strength and experience, and, eventually, perishing. Because some will die, and in my experience, it’ll be those you liked the best or needed the most.

Currently, in-game, I have an overabundance of fighters but too few healers or supporters, meaning that I have to sit on my legendary explorers as I again go through low-level dungeons to raise up healers and jesters. Because the damage in Darkest Dungeon isn’t just physical, it’s mental: heroes suffer stress damage from critical hits, certain attacks, and other debilitating events (the coral is abrasive and unsettling). In low-level dungeons, this is negligible, but in higher-level dungeons it quickly cause heroes to break. And when they break, it’s not pretty; first, they experience a mental breakdown, abusing teammates, refusing healing, and throwing themselves in front of the enemy, and if their stress continues to mount they have a heart attack, leaving them on Death’s Door.

Image result for darkest dungeon warning screen
An example of when a hero reaches one-hundred stress. (source)


And what’s more, stress damage doesn’t heal in between excursions. It will reset to 100 (200 being when a heart attack occurs), but the abusive tendencies and stress stay until you’ve paid someone to take care of them for a week, whether that be in a brothel or a confessional booth. This costs gold, but most importantly, prevents you from relying on the same few heroes, requiring a greater time investment to train multiple teams, each with their own goals and balance.

Beyond stress, there are also other random encounters—the Collector (the King in Yellow), the Shambler (not truly random), and hosts of random enemies that can easily spell doom for the unprepared. I get attached to characters I play in games like these, and at first intended to never let one of my characters die—something I was cured of after multiple party wipes were there were no survivors. Tabraham, Reynauld, you are not forgotten.

But I forgive the game for this, because honestly, games are best when they’re difficult. It’s not that relaxing games like Breath of the Wild don’t have a place, because sometimes you just want to be immersed and explore, something I also genuinely like about Minecraft. But those games rarely leave lasting impressions on me, while games like Darkest Dungeon or Dark Souls bring out your mettle—how much time are you willing to invest to beat this challenge? Are you reflexes and strategy up to the test to actually beat it, especially without help? What will you find out about yourself in trying to overcome this arbitrary challenge?

Given that Dark Souls and Darkest Dungeon are immensely popular, of course, I know that there are a good deal of people that agree with me—have you had a frustratingly enjoyable experience like me?

Friday, June 2, 2017

A Beginner's Guide to D&D


Dungeons and Dragons--and by extension, Pathfinder--has been making a comeback over the last few years, with more people taking the opportunity to try their hand at it. The game was incredibly popular during the late '70s, '80s, and early '90s, fading more into the background by the early 2000s. For a while, although people knew about it, D&D was more of a niche activity than something large groups of people were actively playing.

However, in more recent years, people have been talking about it more, and the number of people playing is once again expanding. Even people who wouldn’t consider themselves geeks have been experimenting with it, as the game offers a unique experience that board games cannot. Although it may be limited to my small-town point of view, more women, at least in rural areas like my own, are getting into it too, joining groups that were once dominated mainly by men.

There are many reasons these tabletop RPGs can be appealing. They are far more interactive than a video game, they allow you to be more creative, and they can provide a strong social element. These games are also a lot of fun, especially if you land with a group you can jive with well.

If you are a beginner, there are a few things to consider that can help cultivate a greater experience transitioning into tabletop gaming.


Invest in your own set of dice. Usually, people will be able to loan you dice, but finding a set of dice you love and can take with you to each of your games can help you feel more connected to your own character. Much like your character, your dice become uniquely yours. Most comic book or gaming stores will carry at least a few collections, but there are also hundreds of places to get incredibly unique dice sets online. Amazon carries a vast variety of options for decent prices, or you can check out some dice-specific websites to order customized sets.

Find out what kind of DM/GM you have. The Dungeon Master/Game Master does not have to follow a specific rule book on how they lead the campaign. Some DMs/GMs prefer to have players roll for practically every action/interaction they wish to complete. Others like to allow more role-playing into the game, leaving rolling for specific actions or communications.

For example, if a DM wants you to roll for everything, that means rolling for how long it takes you to get from point A to B and whether you successfully pull up your pants, walk in a straight line, draw your weapon, carry a normal conversation, etc. A DM who limits what you roll for usually isn’t so concerned about getting you to drop a D20 on determining if your character can put one foot in front of the other. In these cases, rolling will come into play for battles and feats like successfully crossing a tightrope or distracting the potions master with your wood while your cohorts steal his wares.

As a beginner, knowing which category your DM falls into is important because it can be a factor in how you assign your character stats. If you have to roll more often for basic functions, you may want to put higher stats in a trait that will help with those rather than stacking up traits for specific functions only.

Familiarize yourself with the edition’s races/classes. Depending on what edition you are playing, or whether you are playing Pathfinder instead of D&D, both the classes and the races available can vary. Every class has access to different traits, bonuses, and feats, as does every race. Some classes do not work very well with some races, while other races can sometimes receive bonuses for being combined with certain classes.

Character creating often goes far more in-depth than it would in your typical video game because there is no existing outline for your character. Everything from race and gender to appearance, history, lifestyle, etc. is essentially in your hands. Your DM may provide specific requests for you to keep your character within certain parameters, but essentially, you’re in control. Familiarizing yourself with the available classes and races can give you a better idea of the direction you would like to go.

Fortunately, there are plenty of guides online, as well as PDFs available for most editions, so you have the ability to do your research without having to locate hard copies of the books. There are also many handy websites that can walk you through the benefits of each of the different classes and races, as well as provide you with different ideas on how you can play them.


Get creative with your character. Before you even receive your character sheet and start rolling for your stats, start thinking about who your character is. If you want to be a love-sick hobbit obsessed with tall elves who casts spells using a purple, sparkly wand--go for it. Maybe you want to be a half-elf who tries to steal from everyone you encounter. Or a dwarf who tries to sweet-talk your way out of everything. Don’t be afraid to get creative and have fun with it.

You can choose to play it safe and stick with the kind of character you are most familiar with from video games, or go wild and be adventurous right off the bat. Whatever makes you feel most comfortable and excited, go for it.

Adding things like weaknesses also helps to present a well-rounded character. It can be anything from a serious weakness (like asthma) to an allergic reaction to the colour pink, an obsession with eating unicorn poop, a drug problem, an Achilles’ heel--anything. Give your character quirks, personality, and then get in their heads so you feel comfortable role-playing them.

Don’t be afraid to ask questions. If you aren’t sure how something works, you don’t understand how to do your character sheet, or you’re genuinely confused about something, ask the DM or a seasoned player. Most people are genuinely willing to help newbies get a better understanding of the game. When there are a few new players in your group, it may be beneficial to see if the DM is willing to run a small side campaign with all the newbies. This can help give you the opportunity to become more comfortable with how the game plays. Either way, the more you ask and learn, the easier it will be to fully engage yourself in your campaigns.

Try not to take the game too seriously. Once you start playing, personalities can clash, people can be jerks. Remember, everyone is trying to get into character, and some will purposely create characters who are slightly less than likeable. Try not to take their actions personally--it’s a game and everyone is there to have fun. If one player has their character coming after your own, keep it in character. Maybe they designed their character to dislike your race or certain traits you show.

When something happens to your character that you don’t like or a game doesn’t go the way you thought it should, remember it’s not the end of the world. Turn it around into a way to enjoy it.

If there is a genuine issue, talk to the DM or other players about it directly.

Have fun. Essentially, these games are really just about having a good time and escaping from reality for a while. They’re an opportunity to experience a different kind of adventure, exercise your imagination, and spend an evening challenging yourself creatively.

Work to create the kind of gaming atmosphere you want to enjoy yourself in. This could mean taking over a table at a local gaming shop or library with a group of people, pigging out on junk food, and ignoring the world.

It could also mean hosting the games at someone’s house and having a potluck dinner once every few weeks so that everyone can enjoy the game over some great home-cooked food. Whatever type of experience it is you are looking for, look for a group of players who want the same thing. You may even surprise yourself by making a few new good friends through it.

Have you been thinking of playing, or are preparing to play, D&D or Pathfinder for the first time? If so, what questions do you have as a beginner?

Friday, December 2, 2016

Why Representation Matters: Sentimentality Inspired by Advertising

Today I'd like to talk about something some of you are probably tired of hearing about: representation. You're reading this on a website dedicated to women in fandom. Therefore, you're probably aware that we're still fighting for good and equal representation in media (and, as I demonstrate next, in advertising). I am a white woman who fits under the heteronormative umbrella that wears oversized glasses, and my asymmetrical haircut and affection for odd knickknacks and clothing probably puts me underneath some sort of banner. I'm aware that I'm perpetuating my own perspective at this point, but I do not feel qualified to speak for anyone else's experience.


I am not a fan of the material consumerism that plagues our society. Yes, I like buying new things but not on Black Friday... some part of it just feels wrong. But this year one of the myriads of Black Friday ads got me excited. Most surprisingly, it was an ad from Walmart. The brief scene that made me jump up and down excitedly wasn't a kitchen gadget or a celebrity appearance. It was a pre-teen girl that was darn stoked to be carrying a PS4 bundled with Uncharted 4 out of the store with her mother. My own mother thought that my reaction was a bit extreme for a 24-year-old but smiled nonetheless. Little instances like that of stereotype-free representation matter in advertising. Here's a short video to explain why we have this problem in the first place:


Nerd culture has been traditionally guy territory. Admittedly, in many ways, things have gotten a lot better since the dawn of the internet. But there is one seemingly gendered final frontier: gaming.

I have a HUGE confession to make. There's a stereotype that girls only like games or get into gaming because they want to attract male attention. Well, I was first interested because of a boy; I fell into the rabbit hole headfirst. In this case, instead of a wonderland with talking animals, I got really excited about having magic powers and fighting monsters. This lead to eventual enchantment with fighting zombies among other things. It isn't that I find the stereotype completely inaccurate, but the idea that the interest in itself is inauthentic is what stings a little. Honestly, why does it really matter? You probably can't count on both hands and feet the number of things a friend or a romantic interest has introduced you to that has stuck around far longer than they did.

I first started liking Converse because somebody in a band wore them. (Shout out to most members of Good Charlotte!) Does that mean I have any less right to wear a pair of canvas and rubber shoes? Absolutely not! If someone called me out on it, any reasonable person would laugh. So why is it okay to dissect a woman or girl's interest in gaming?


I don't know the answer to that question. To me, it's similar to asking why a guy can't be interested in sewing, knitting, baking, or generally anything considered handicraft. One thing I've learned in my time working with the public is that people (even as preschoolers) are very different, and that is how they're made. Who are we to do anything but encourage each other to find things that make us happy? That is why the little girl in the Black Friday ad gave me the warm fuzzies: another young girl may feel a little less alone. Just as much as a young guy may feel encouraged by someone like them in a makeup ad.

Make a difference. Choose kindness over criticism.
How will you make change within this narrative?