War Thunder is a lobby-based air and ground-based vehicular combat free-to-play MMO that I wish I could love it – the game is great and, most of the time, it is quite fun. However, it has one of the longest grinds I have experienced in a game recently, perhaps short of Eve’s real-time skill training, which makes upgrading or getting a different vehicle (air or ground) take too much time.
I got around watching Hacksaw Ridge. I don’t think that I can do justice to the contents of the film without feeling as if I’m being nitpicky. Otherwise, I have spent most of my play time with Dirt: Rally and Call of Duty: Modern Warfare.
To be quite honest, I am also seeking a new game to actually sit down and play – something that I can pick up and not worry about much else since I don’t really have the mind for anything else. I do have an anime to watch, and a few subjects I want to talk about that I need to do some thinking on, so that’s that.
In Monday’s Waypoint Radio, they continued the discuss of what Stellaris does right and wrong when it comes to bringing to life the events that occur throughout a regular game. And, truth be told, I have bounced many times from other Paradox Grand Strategy Games (GSG) such as Europa Universalis, or Crusader Kings, having had the most luck and enjoyment out of Victoria II.
For as much as most of Paradox’s GSG games have history to support the events within, and help contextualize what the simulation comes up with, they always failed to get my imagination going and immerse myself within them. Victoria 2, despite being the most enjoyable for me, also failed in this, feeling much more like I was playing Democracy 3 in another era. And, Stellaris hadn’t escaped that fate.
Part of that, and they touch on this in the podcast, is that there is very little that the game does to direct your attention to these events and contextualize them within themselves. For example, when a population in a far away system of your empire deviates from the official ones, there is nothing that ties that deviation to the rest of the simulation. Mechanically, it was a matter of the random number generator (RNG) rolling a number that meant the population would have a different ethic. However, and whether it happens as such or not in the simulation notwithstanding, when it comes to the player, there is no “Oh, yeah, these planet has been training a lot of troops and they have been fighting, thus they’ve become more militaristic” or perhaps pacifists, as they mourn the losses of their friends and family. There is no “oh, we have been attacked a lot by other empires, so we just don’t like others anymore”. When it comes to the game, there is nothing to tie those mechanical elements to an overall narrative of the history of your empire and the stories of the people that inhabit it.
For as much as Paradox’s GSG games pride themselves in the stories they can produce, and Crusader Kings 2 subreddit is (sometimes) proof of that, their presentation is terrible for the most part. It has improved, and it is remarkable how far they have come – even within Stellaris itself -, but it takes a conscious effort from the player to be able to weave these stories together and produce something worth remembering.
Or, as put in the podcast, somebody who is a Game Master or is otherwise good at improvising from prompts will have a much easier time in doing so. There are still limitations – federations are frustratingly simplistic and barely allow for interactions between its members -, but given the right mindset, there is quite a bit within Stellaris to enjoy.
Once that realization set within me, I understood why I have been enjoying myself more with my recent run of Stellaris (currently threatened by the Unbidden). Not only am I roleplaying as an organization from my world building project, I am also much more comfortable exercising the necessary mental muscles in order to engage with it, and that’s a great feeling to finally be invested in it beyond just wanting to win. Hopefully, Stellaris will continue to improve and communicate some of these little details much better.
After replacing my video card with one that doesn’t crash regularly, I remembered that one of the things that I wanted to try in Elite Dangerous was space exploration. Traveling to distant stars and finding interesting systems to explore, seeing perhaps what has not been seen before. So, I set out to just jump away from the arm of the galaxy that I was in.
I had a bit of a false start after I accidentally overheated myself, which meant my first trip was short-lived. However, I set out again, better prepared and… I’m happy with what I’ve found.
Your dead classmate left behind a series of tapes, recorded shortly before she killed herself. One day, they arrive at your doorstep, unmarked and unannounced. Meanwhile, your high-school is going through the process of dealing with her suicide. Posters litter raising awareness about suicide, asking people to reach out, and there is a small memorial set up in the name of her.
13 Reasons Why deals with suicide, abuse (physical, emotional and sexual) along with the pain resulting from those. Spoilers ahead. Continue reading