ATITD: Papyrus Power

I’ve been trying to find an interesting angle in order to talk about Papyrus. Trying to describe why someone would stay in place for 1-2 hours on the same activity clicking 500 times an hour seemed extremely boring. I normally put on music or a video on the other screen to make growing papyrus more enjoyable.

Then I realized my “veteran” blinders were on. I’d mastered how to deal with Papyrus and was only looking at it from that angle.

In truth, Papyrus is a uniquely ATITD resource. Its learning curve is front-loaded. It’s a resource that can pose several challenges to newbies, with their only out social interaction with more veteran ATITD players. It gives some needed tension, suspense and excitement to new players as they work at learning and mastering the art of growing and managing it.

And even veterans have to engage in social interaction, thanks to the properties of Papyrus (henceforth shortened to “papy” in ATITD parlance), to the point that they’ve developed an unspoken culture of “expected polite behavior” around papy planting.

And yet, there’s still some unknown (or left unsaid by true pros) about papyrus, which opens up a gap for even new or intermediate players like myself to develop their own alternative growing strategies that may work better than the methods used by some older players who have never bothered to think outside of the box and continued to grow the way they are used to.

Challenge #1 – How do I get Papyrus Seeds?

Papyrus is not a naturally occurring resource. Way back at the start of every Tale, says the wiki, is the only time papy shows up ‘naturally’ along the banks of the Nile.

Personally, I suspect they are actually hand-seeded by ATITD staff, GMs or world-builders who have access to spawn the seeds, until such point where they see enough players have collected sufficient papyrus to begin the entire papy distribution cycle.

If you happened to have missed collecting enough of these “ancestor” stalks of papyrus, you would have to wait for those that did to dry the papyrus properly for seeds, grow enough papyrus to dry again properly for seeds until they had enough spare seeds to give away.

For a short time, there is a “haves” and “have nots” division, but this is quickly mitigated by the social culture that has evolved around papy. Drying papyrus properly yields plenty of extra seeds, and players will cheerfully give away small starter sets of 15-30 seeds to other players who need them to get started.

This seems to have stemmed from a sort of reciprocal altruism. As mentioned before, ATITD is a social game and over the long-term, there are plenty of opportunities to keep interacting with each other. If I help you with this, you might be more liable to feel friendly towards me and aid me in some other aspect of the game later.

And there’s the “what if I were in their shoes” scenario – every Tale, everything resets. In the next Tale, maybe you have papyrus at the start of the game and I don’t. I wouldn’t want to be stranded without seeds the entire Tale either. And the cost to me is practically zero because the seeds rain down like manna from heavens if you have sufficient papyrus and take the trouble to dry them properly.

(Once I graduated out of newbiehood and learned all about the papy cycle, I’ll confess to now being one of those ‘hardcore’ individuals who make it a point to scour the Nile at the beginning of the Telling until I have at least 20-40 Papyrus. Mostly from paranoia and control-freakiness. I don’t like the feeling of being dependent on another, and I rather start the cycle off and dispense seeds than vice versa. Others couldn’t be bothered because it’s so easy to get seeds from friends anyway.)

Challenge #2 – Drying Them Properly, What Does That Entail?

A spiritual pilgrimage up to the top of the highest mountain to cleanse yourself properly… Ok, ok, I kid. But not about the altitude.

Drying papy at sea level (or rather Nile river level where almost everybody lives) yields a grand total of zero seeds.

Choosing convenience means you trade off the ability to propagate more papy. As long as you remember to check your seed stocks, you can still get away with it now and then and only go up to that high mountain when you need more seeds. But yes, this means papyrus is one of those resources where you can screw yourself out of the ability to plant any more if you make a mistake.

And when we say high mountain, we mean HIGH mountain. This one is decent.

At least for the first few times drying papyrus, as you’re trying to maximize seed yield. The higher the better.

Common newbie mistake is to go up a small hill like this one and think it’s enough. It’s not. Our concept of altitude as shaped by other MMOs makes our judgement a little off.

Until you hike up mountains like this one in ATITD and realize just how high things can go.

The reason why we go up as high as possible, for the first few precious handfuls of papyrus, is because papy seed yield is random. On this moderately middling sandy mountain that I use on a casual basis because it’s nearest to my home compound and gives decent (but not maximized) seed yield, I got an average of 0-56 seeds per 20 Papyrus dried.

56 seeds is great, of course, but Murphy’s Law being what it is, getting 0-4 seeds on your only handful of 20 Papyrus might not be what you want to see at first. Once you get more stocks built up, then it’s easier to get more careless about things.

You also have the choice of drying papy in two things. A Drying Rack or a Flax Hammock. Drying racks are cheaper to build (18 boards), but take longer to dry papyrus (22 minutes for a max load of 20.) Flax hammocks are more expensive (8 boards, 4 rope, 2 canvas), but papy drying time is 4 minutes.

I’m a distinctly impatient sort, so I make it a point to get flax hammocks up as soon as possible to dry papy.

One of the things you’ll find that some people do is to build drying equipment on the commonly used highest points of the region, and then setting their permissions to allow anyone to use them. (The rationale: It isn’t being used 24/7 by me, why not?) A huge collection of stuff will typically accompany a good drying spot, and it’s perfectly ok to ask the region to point you to the coordinates of such spots. Some players will have such information in their /info as well.

There are also some who don’t bother with opening their permissions, or want to keep their things for themselves (rationale: it’s their materials cost after all, and they can leave their stuff in there and come back later) and seeing their equipment hogging the highest point can be mildly annoying.

On a very micro-scale, this demonstrates the conflict in ATITD, which is all about conflict between player philosophies rather than combat against NPCs. Share for the public good or keep resources for yourself?

By late into the Telling, there’s usually publicly available drying equipment up on that mountain peak. Earlier on in the Tale, bring your own materials to build some, in case you get up there and find no usable equipment. Walking to and fro would be a pain.

Challenge #3 – How Do I Grow Papyrus?

Papyrus doesn’t grow just anywhere. Officially, papy is grown along the banks of the Nile by sowing seeds along the shore about 100-150 coordinates south of where you want it to come up.

(The seeds float downstream towards the mouth of the river, which is in the northern part of the Egypt map. Yes, the ATITD map does resemble real world Egypt in broad strokes, the Red Sea and Sinai is where you’d expect it to be, etc.)

This ties papy growth to a geographical location. If you live along the eastern side of Egypt in Sinai or along the Red Sea or in the land-locked deserts to the west, you’d have to make a special trip to the Nile in order to grow papyrus. Or trade for it with someone who lives closer by the Nile and likes growing papy (the first is easy to find, the second not so much.)

To spread out the papyrus along the shore, the common recommendation is to plant a seed every 5-10 coordinates as you run north (approaching the point where the first papy will start growing.)

10 minutes after the seed sowing, the papyrus from that seed will spring up. Since the planting is staggered, there is a slight lag time between one seed growing and the next, and depending on your camera angle, you may actually observe the papy sprouting up and covering the shoreline with yellow flowers. Personally, I find it a beautiful sight.

The Culture That Evolved Around Papyrus

What’s not so beautiful is the fact that any Tutankhamun, Darius or Hatshepsut can come by and take your papy by clicking on it. As you can imagine, the community very quickly evolved a sociological solution to this dilemma as set up by the game’s rules of papyrus. It is generally considered rude and crass to take someone else’s papyrus. It’s a big warning splashed all over the wiki that any papyrus found not at the very start of the Telling comes from some players’ seeds.

Culture-wise, many players will also announce their papyrus growing in regional chat. There are a couple reasons for this. One is to announce your intentions, so that you don’t inadvertently overlap with anyone else currently in the midst of growing.  You also get to sort of ‘book’ the area that you say you’re growing in for the duration, and it gives you backup corroboration in chat later should you catch some classless guy stealing your papy making you have to call him/her out on it over regional. The only thing is you’ll often have to put up with jokes from players who will insinuate they will steal your papy over regional. 🙂

On the other hand, some players also don’t announce their papyrus growing. Rationale: why would you want to tell people where you’re doing something and make it easy for them to know where exactly to rob you? Or just the whole non-exhibitionistic factor, why do I have to announce my movements to everybody on regional? Disadvantage: Some players may intepret the lack of announcement as an indication that the grown papy is a free for all – some people do forget or miss spots of their papyrus after growing and while some players will never touch it, others will clean it up so as not to waste it.

I’ve done it both ways. There’s no right nor wrong.

There also seems to have evolved an understanding that papyrus found in lakes and ponds away from the Nile is generally free for the taking (as long as no one has announced their growing papy currently, in which case you give them a while to see if they come by to pick it up later.) For some reason, few people ever do pick up their papy from lakes and ponds.

I believe this is because most people either don’t truly understand papy growing – and thus do not realize that some of it may filter off into lakes and ponds, or they’re just too lazy to make the walk and are content with trading off not needing to walk a distance for low papy yields. Probably the former.

The Secret Undercurrent of Individual Player Knowledge

There was a point in a past Tale where I observed the habits of certain players and realized they were growing across a ‘dead region’ (a spot which filters any seeds sown there into a lake or pond east or west of the Nile) and were only picking up papy from the shoreline. Call me evil, but I took to planting an alt in the nearby lake that was getting a good third or half of their papy yield and siphoning it all off every time they announced they were growing. 😛 Secretly. No one was ever the wiser.

I -could- have just sent the players a tell and told them why they weren’t having as great papy yields as they could be, and shown them where to look. But why should I? It’s not my fault that they were unobservant. Where is my benefit from sharing that sort of high-level game knowledge to someone who doesn’t have the skill to return valuable tips back to me?

Instead, I chose to be a little subversive, and give myself a little sneaky adrenaline thrill, by swiping the papyrus from under their noses and scanning the horizon very very carefully in case any player names showed up, in which case I’d figuratively shove all the yellow flowers behind my back, and start whistling innocently – who me? Not doing anything, just harvesting wood and herbs… No one ever did, but that’s besides the point. 🙂

And that’s the undercurrent of ATITD, the part that I think few talk about openly. Player culture and society are not cast-in-stone game design rules. It benefits most people to be seen to be following the unsaid social rules, just like in the real world. Openly deviant behavior is usually not profitable, and can be punishable by social sanction. But I do not believe I am the only person to independently figure out that there is always a certain amount of flexible give to ”rules,” especially since there are plenty more competitive and political players than I hanging about in this game.

It’s rude to build stuff near other people’s compounds, but some people do. It’s rude to hog or monopolize resources, but you bet some people do, especially in the name of competition. It’s rude to ignore queues for obelisks and what not, but some people couldn’t care less about some other people’s made up rules (which, undercurrent again, may be made expressedly for the unsaid purpose of getting themselves ahead) and do it anyway. I’ve seen political animals and drama queens take over guilds made ostensibly for the good of helping others, but secretly siphon away resources for their own personal profit.

It all happens. ATITD isn’t some communal crafting paradise, which is what newbies tend to think on viewing the game at a surface level. It is a microcosm of human society. The bad parts, as well as the good. And the other thing you’ll find out is that there aren’t good people and bad people, they’re one and the same, sometimes they’ll do self-serving things, and sometimes, they’ll do very selfless things.

For myself, I’ve always been a “Knowledge is power” type of game player. I’ve always prided myself on knowing secret knowledge others don’t. That’s my edge to get ahead. Naturally I will hold back from sharing all I know to everyone. As an intermediate sort of player, I share and trade my insights with players I see as veterans and having knowledge that can benefit me. That’s gotten me an inroad more than once into a guild in-group where more secrets are shared than in public and mutual beneficial learning can take place. At the same time, I like training promising newbies, those who are actively learning and ask questions and don’t expect to be hand fed everything.

Others find their own edges. A lot more people are more social than I. Being cheerful, friendly or funny company can get you into a guild as well. But I digress badly, let’s get back to papy.

Challenge #4 – Optimal Efficient Growth

So here’s the thing about ATITD. No one really knows for sure how the real game mechanics work unless you come up with theories and do lots of experiments to corroborate or disprove them and those that stand the test of time are generally accepted as fact and proceed to be common knowledge. (And the ‘you’ that come up with the theories are usually the math or programmer people that can think like a computer.)

Papyrus yield can go all the way up to 20 papyrus to 1  seed, according to the wiki. Reasonably good, achievable yields range from 5:1 – 12: 1. And the yields may differ according to the time of day.

But is the wiki right?

I don’t know. I have my doubts about the time of day hypothesis. But I certainly couldn’t be arsed to do multiple tests at specific times of day and calculate the averages in a spreadsheet to support or disprove that theory – so, that’s still open for anybody to work on if they so choose! Beuller?

Certainly my anecdotal experience with papyrus growing has gotten ranges of 5:1 – 8:1 along the Nile, so that matches up.

And here’s another theory. My pet theory, which I haven’t bothered to prove or disprove, but I believe in general, papy yields seem to decrease the further north you go. Or at least, when I was living way down in the south of Egypt in a previous Telling, I was getting 8:1 – 10:1 yields of papyrus. In another Telling, I lived in the middle of Egypt and got 5:1 – 8:1 yields. And in this Telling, I live up near the nothern part of Egypt and got colossally bad yields of 2:1 – 3:1 papyrus, going up to 5:1 if I searched all manner of lakes and ponds.

Now this could simply be an artifact of how the regions are laid out, and people tending to plant papyrus along the Nile near to where they stay. One thing is for sure, there are good areas to plant papyrus, and areas that aren’t. And only experimentation will tell you more and help you decide where you prefer planting it.

If you’re planting along the Nile, it is generally convenient to find an area with land bridges that will help you easily cross to both sides to pick (as papy grows on both sides of the river), that gives decent yields, and has few to no ‘dead spots’ where you’ll find no papyrus growing along the shore (having drifted inland to a lake or pond.)

If you do encounter a ‘dead spot,’ consider taking the time to wander 100-300 coordinates east or west of the Nile to check ponds and lakes and see where the papyrus has gone. They tend to turn up in the same area. If it’s just one big lake or pond, consider if it’s worth the tradeoff to walk there later and go round to pick up the inland papy. If it’s a lot of small ponds that look like an archipelago or are difficult to run to, then you’ll have to decide if you want to keep growing in that place and whether you’ll put up with the running inconvenience to maximize yield, or write off those inland papy.

If you run two accounts like me, (or just have a friend, like I don’t,) it is also possible to have one character along the shores of the Nile, and another character sweeping up the inland papyrus. Or one character on either side of the Nile shore.

For three people papy growing for the really sociable, it’s easy to have one person keep planting the seeds and two people running up and down the river shore on either side to hoover up papyrus.

And here’s your secret reward for reading all the way to the end. This was something I just discovered this Tale, after deciding that I wasn’t going to put up with the crappy yields of my home region (the papyrus was going to ponds and lakes everywhere, it was insane. I could barely track down where most of them had gone.)

The method is slightly adapted from the one I learnt from a guild, “power papy” – which is to park a character in one coordinate location and have it drop papyrus every 5-10 seconds, and have other characters stay 100-150 coordinates north from the seeding spot to keep picking papy. This method negates the necessity of too much running up and down the Nile, but you need multiple characters for this.

In fact, I was trying to learn and master “power papying” with my two alts when I stumbled by accident onto something with much much better yields.

The alternate method to growing papyrus is to take advantage of the ‘dead spots.’

You know the papyrus will go to a pond or lake from that dead spot. Drop seeds on the dead spot every 10 seconds or so. Find that pond or lake. And the papyrus will have grown in a happy circular ring around it. No river bridge crossing back and forthing required.

This is probably very location dependent. My best suggestion without outright giving away the coordinates to the lake I’m using (though you could try finding it from the featured image and my happy personal prejudice that south Egypt is the place to be when growing papy) is to find a dead spot that filters it all to a very very big lake, no stray papy along the Nile, no other ponds nearby.

Using this method amuses me greatly because it’s so opposite from the commonly accepted method of growing papy. Imagine my initial horror when I used the spot and realized there was none, no, absolutely nil papy along the Nile above where I dropped seeds. “OMG, where did it all go?!” And then I found where they all went, and my jaw dropped at the resultant yield.

With two characters, one dropping seeds every 20-30 seconds (manually, because I’m too lazy to turn on a laptop and macro it, though it is a prime opportunity for macro’ing) and the other running loops around the big lake, I easily get yields of 400-500 papyrus under an hour, with efficiency yields of 14:1 – 18:1. (Yes, it is a fantastic little lake.)

And I just did a one character experiment in which I planted along the Nile for 10 minutes and ran to the lake to collect for 10 minutes and back to the spot again. Yields were 179 papy from 10 seeds, 102 papy from 7 seeds, 145 papy from 8 seeds for the three rounds which took ~25 minutes each. Phenomenal yields, I love it, I’ve never gotten anything as good using the Nile river shoreline.

Tradeoff though, you have to run to the spot. And it’s really far from my home compound. But I don’t really care. I love the yield. It upsets my psyche deeply to get miserable yields. I’ll put up with the run.

On Aquaculture

Lately, there’s been one more layer of complexity to papyrus. In Tale 4, the players voted to support a radical son of Pharoah named Sami (an event/storyline NPC played by staff) over the traditional son Wahim. In so doing, they gave up all the monuments and potential for player-created new Tests for Tale 5, but traded it for the chance to propose and create 7 new skills and technologies for that next Telling.

One of those new technologies, which made it into Tale 5 and carried over to Tale 6, was Aquaculture.

Aquaculture by Nchanter

Our grandparents pass down stories from their grandparents, and so on down the generations of a promised technology from one of the first Pharaohs that would have allowed the growth of papyrus away from the Nile. That promise was never fulfilled. We hope that our modern scientists will be able to, at long last, fulfill this promise. By researching Aquaculture the citizen of Egypt would be able to plant papyrus in buildings at home, either in tubs upgradeable through addition of materials and substances once a citizen has learned the technology from a university, or via a new building made available upon the research of Aquaculture. In exchange for not having to trek to the Nile to plant and gather papyrus, the folk of Egypt acknowledge that they may have to accept a smaller yield of papyrus from each handful of seeds.

Now it is possible to grow papyrus from papyrus tanks at home, once Aquaculture is researched and you pick it up from a university and you make said papyrus tanks which are rather costly.

These tanks aren’t mine, I just took a picture of them to illustrate. I might make my own some day, but the glass cost makes my head spin. (And I’m convinced I get more excellent yields by normal growing.)

The only thing is, the tanks produces Sterile papyrus, as opposed to the Fertile papyrus that grows along the Nile. Sterile papyrus produces no seeds whatsoever.

In other words, it’s a good option that uses up excess seeds, with the tradeoff that it takes longer to grow in the tanks and the tanks being costly in the first place, while not devaluing overmuch the original method of papyrus growing – which is faster but requires active work, and yields seeds. A sort of “Papyrus Automation.” (We will touch more on Automation in later ATITD posts as I work towards those machines.)

In closing, I’d just like to say, ATITD is not the sort of game that is a thrill a minute. (Realm of the Mad God is like its polar opposite. I like balance. You may have noticed.) It’s a more cerebral long term game. And yes, that means there are intervals of waiting and boredom that are best shored up with something external like music or a video on the other screen.

Once you master papyrus, all that’s left is the execution, and the execution is not exceedingly exciting, it’s just click to run around and left or right click on papyrus to pick it up. Over and over. Some people have tried writing macros for detecting the yellow of the flower and automatically clicking, but I haven’t found one that works well yet. I’d like to.

Long term games are not normally my kind of game, especially one with long periods of boredom or doing nothing or relying on set time intervals that strongly suggest I need an alarm clock to play the game properly. But I put up with ATITD’s little quirks because I was curious about all the unique mechanics, and the community and game itself has grown on me. Like a fungus.

But a tasty one.

(I guess I can cover Mushrooms in yet another post later!)

The Real Problem with the New Tomb Raider’s Trailer

There’s all manner of indignation ricocheting from about the internet about the new Tomb Raider reboot.

Depending on who you ask, this turns the strong and self-sufficient millionaire adventurer Lara Croft into a victimized young girl whom male gamers are supposed to feel ‘protective’ over, layered with audio and visual overtones of hypersexualized torture porn (tied up, impaled, almost raped…)

…while other folks are decrying the unoriginal trope of rape being the automatic heinous thing you do in female characters’ backstories to *ahem* ‘make them stronger’ for having survived it. (I’d have snuck in a TV Tropes link, but apparently they have collided with the rape content police recently.)

One person quotes another. A paraphrase here and there. Something else taken out of context. And lo and behold, the feminists are up in arms… again.

It’s kinda ironic considering that

a) The new Lara Croft is considerably less sexualized visually in her character design. She looks to have human proportions. For once. She’s not just “oh, boobies!”

b) The intent is to give Lara Croft an origin story. Show her progress from someone ordinary to the extraordinary larger-than-life game superhero we’re familiar with.

c) The real point of the attempted rape scene is to depict a decision point, a crisis moment in Lara’s life, where she actually takes a human being’s life for the first time.

To depict what might conceivably force an ordinary human being to kill another, while still yielding some measure of sympathy for the killer, because she’s the protagonist after all.

Considering how murder is frowned upon in general society, self-defence vs assaulting rapist seems an easily understandable way out. Admittedly, it’s a bit lazy storytelling, but could you do any better?

Give me an “original” scenario where one character is forced to take another person’s life – not in a soldier/sanctioned by war sense, thanks.

(The best one I can come up with so far is that she has to kill someone in order to protect another person. It’s not that big a crisis point considering gamers are used to being the hero and killing rampantly, ostensibly for the sake of protecting another.

David Cage managed it in Heavy Rain where Ethan Mars had to strongly consider the possibility of murder in order to get a clue to save his son (and there were self-defence and various kinds of excuses there too. I’m sure some -still- criticize it for being contrived.))

It all sort of reminds me of the time I spent on a school project ripping apart an episode of Xena: Warrior Princess for being sexist and demeaning to women in its costuming and tasteless ‘damsels-in-distress’ plotting. Our team was on a roll, showing how the camera angles always fall to the level of the female’s busts (ahem, chest) but rise to the male’s heads, making fun of Xena’s characteristic ‘ki-yi-yi-yi’ screaming, deriding the stereotypical fantasy tropes, etc. and our teacher smiled and nodded…

…Some time after which, I discovered that an entire Xena online subculture had actually appropriated the broad tropes and practically idolize the Xena and Gabrielle pair for being depicted as strong women independent of any man, analyze episodes for clever double entrendre ‘lesbian’ subtext, and create reams of the strongest not-completely-teenage-angsty-fantasy fanfiction to grace the interwebs.

Foot, meet mouth. Suddenly, my arguments seemed hopelessly childish and surface-oriented only. I couldn’t see past the bare midriffs to the strong character personalities portrayed beneath.

How can the same thing be two completely opposite things all at once?

From our frames of reference. Perspective. Good to change it now and then to see if there’s any truth to the other guy’s POV. There usually are a few grains.

If you’ve spent any time on this blog at all, you’ve no doubt had a taste of my philosophy, which runs towards a sort of secular Zen/Taoist ‘balance’ spectrum of greys and I’m fond of espousing the Babylon 5 Kosh saying, “Understanding is a three-edged sword.”

There’s -always- multiple sides to every issue. And I find it fun to dig them up and lay them on the table, rather than see people go back and forth at each other hugging their precious one side to their chests and not listening to each other.

In Tomb Raider’s case, I think I’ve figured it out. The real problem, if you check the E3 gameplay trailer for yourself, is in the voice acting.

Not the plot, not the trigger word of rape, not the unoriginality (so many video games are derivative anyway, didn’t we just play fantasy Vikings with Dragons just a while ago?), not whatever horrible attack on feminism is supposed to have occurred.

If all the audio is off, the action generally looks quite good. Some of the face animation is a little stiff, but well, not everyone has mo-cap faces as a budget priority. Insert your own grunts and sound effects where appropriate according to your imagination.

Turn the audio on, and oh my god, it’s like Lord of the Rings Online female bandits all over again. You know, the ones you keep fighting in Archet and Combe while trying to keep the audio as low as possible in order to avoid awkward questions from any other person in the house about why you’re watching hardcore porn. *gasp* *heeve* *grunt* *uhhhhhh* *aaaaahhh*

Try it when your main character is also female. Oh dear. Anyone like orgies?

(I hear they’ve reworked those voices now. Phew.)

/Someone/ decided to give Lara Croft a voice that is a hair too feminine for the face and body, if you ask my opinion.

And then made it much much worse by making her act like a stereotypical girl, screaming and squealing at every turn of events. I’m not saying she has to be a stoic silent male stereotype either, but does she have to be that most annoying example of femaledom – the one that screeches at everything?

This is supposed to make me, the player, feel ‘protective’ of her?

Apparently I’m not the target audience the designer is envisioning. I’d probably just want to drown her somewhere to shut her up. (That was a figure-of-speech, please don’t kill me, any feminists in the audience!)

Do you hear Skyrim’s Lydia squealing like a girl every time some rocks fall? (Especially since she normally sets off the traps in the first place…)

Zoey is just an ordinary young woman in Left 4 Dead, and sure, she’s going to scream sometimes when confronted by zombies, but it’s not every damn time nor does it sound so… exploitative.

Clumsy characterization is the issue in the trailer. I dunno if it’ll be any better in the longer format game, but her voice is off, and doesn’t gel with the animations. If you want her screaming because she’s wounded, then her avatar has to look like she’s wounded and stagger properly, and the voice has to come with appropriate timing – not just play on as a softcore porn soundtrack with random exhalations just because.

It’s an audio uncanny valley. It doesn’t convey the intent of the storytelling and just makes it comical at best, and disrespectful to the character if you view Lara Croft as serious business.

A little bit of silence would go a long way.

RotMG: Oops #4 – And Some Days Life Just Hates You

More farming. My archer is about 5 potions away from maxing defence, I think, and speed is about 9 potions away. Getting a bit excited about the prospect of finally maxing one stat, ever.

Wizard #4 was leading a bit of a charmed life.

Last night, out of curiosity since I’ve never actually tried to actively observe the effects of mild alcohol inebriation on reaction times, I realized Realm of the Mad God is so twitch-based, it might just work.

(Obviously, if you’re hopelessly pissed beyond the ability to type coherently, the effects of being drunk while playing any game is ridiculously plain to see. But I’m talking about super-mild amounts of alcohol in the system. Scientifically, experiments have shown there still is an effect, even if the person is not aware of it and still thinks they are perfectly fine.)

Had the teeniest tiniest shot of absinthe mixed with Coca Cola (I’m weird, I know, I’ve developed a taste for absinthe cocktails since visiting this local hole in the wall). It’s a nothing kind of drink. There’s a faint low level of happy buzz and that’s about it.

Feeling perfectly okay, I proceeded to play RotMG. I know you’re expecting carnage, since this is a Yet Another Stupid Death post, but actually, no.

Being perfectly aware that my reaction times might conceivably be a bit dimmed, I played very carefully and kept reminding myself about the Nexus button. What I did notice were two things.

One, my reaction times did appear to be slightly impacted. And two, my focus got more…how to describe it… narrow visioned.

I kept walking into god bullets. At a much higher frequency than usual. Somehow, while I was perfectly aware that these bullets were coming, my focus on them was causing me to walk my character into them, rather than avoid them. Judgement of split second timings were a little off. I doubt it’ll be noticeable at all in a hotkey skill MMO, but RotMG is arcade twitchy and provides much faster frequent feedback.

And I was concentrating so hard on looking at the character and making sure he was safe, I barely looked at the radar map. Somehow my peripheral vision wasn’t functioning at the same level, situational awareness was not there, and there were quite a few scary moments of “Where did that God come from? Eep, I’m not looking at the radar map like usual!”

I’m not sure if this was a self-fulfilling prophecy kind of thing where my expectations were affecting my actions, or if there really is an effect. Not at all scientific, but it was kinda fun to attempt and observe. I hear platformers are another good place to do fun tests on this, since jumps require split second timing too.

After realizing I was taking more damage in the last half hour than in the rest of the character’s lifetime, I decided to stop before something permanent happened. (See, my judgement wasn’t -that- impaired!) Quit the game, surfed the ‘net, went to bed.

The next day, stone cold sober, I tried it again. Sure enough, I was dodging god bullets barely even thinking about it. Nary a single scratch. My fingers were turning the screen, dodging and shooting and correcting for overshoots completely subconsciously. Dropped into flow state without having to think very hard.

Quite convincing an experience, when all is said and done. Makes you appreciate why even a single drink and trying to drive is not ever a good idea. Doubtless I will be repeating the experiment some time in the future, for the heck of it. Not with anything valuable, though. 🙂

Continuing on while absolutely not under the effects of any alcohol whatsoever, I kept farming.

A Destruction Sphere spell ability item dropped for the lucky wizard (the irony of jumping from a starter item to Tier 4 was not lost on me). Then another, which I was going to keep for the inevitable next wizard in the vault.

And then out of absolutely nowhere, a Leviathan (that most dangerous of shotgun Gods) jumped me from behind.

Dead from the shotgun without the chance to complete the thought “What the f-”

No one ever said life was fair. This was just one of -those- deaths. Completely unavoidable.

He’d already got away from umpteen other bad situations because there was time enough to Nexus away. This one was just a surprise. Of the not-so-nice kind.

My wizards’ lifespans seem to be based on a score average (in terms of Total Fame Earned) rather than on time. Perhaps there’s just a certain number of gods I can kill in the throwaway gear and base stats I’m using before the inevitable accident kills me.

Alas, poor number #4, he only lived a day. But he lived it well.

LOTRO: Weatherstock 2012 (and Analysis)

On Serendipity

I’ve always wanted to attend Weatherstock. The very concept and idea of the event is fantastic, a player-created player-run concert for players in a fairly modern triple A sort of MMO (which is usually the antithesis of player-created content), let alone the sheer scale of it – hundreds of attendees gathered in one place (again in typical MMOs, that’s usually unplayable lag city the moment 100-200 players converge together.)

Just as often, every year, I completely forget the date because I’m not a dedicated LOTRO player in tune with the pulse of the community.

(One of the things I’m most disappointed about in my LOTRO experience is the misfortune of accidentally choosing a server that didn’t evolve a strong community name for itself like Landroval, Brandywine, etc. It’s just a run of the mill kind of server, not crowded, not extremely notable, and didn’t help to keep me attracted to the game. Since that learning experience, in any other game I make a beeline to the most crowded servers there are, I’ll put up with lags and queues to see crowds and life in a server.)

I wish I could say that this year was different and this year I marked the calendar and set the alarm clock and what not.

Well, no, I didn’t. I happened to be awake at 1am on the transition between Saturday and Sunday night, and idly clicking on posts in my RSS reader looking for a good read when a PC Gamer post popped up out of the blue – Listen to beautiful player-made music at LOTRO’s Weatherstock music event today.

Cue double take. WTF, Weatherstock is TODAY? Like, RIGHT NOW?

Shit shit shit. And my LOTRO client is about 9 months out of date, I last logged in some time in October 2011.

On the bright side, it’s a 3+ hour event, if I started now, I -might- conceivably manage to get in before it ends. Up went the client, with me rolling my eyes at the usual glacial pace but egging on the program regardless, and I opened up the livestream hosted by MMO Reporter in the meantime to get a sneak peek.

On Anti-Serendipity aka Murphy’s Law

Unfortunately in retrospect, I seem to have gotten hit by an infamous ‘black screen’ screenshot bug. Updating a client in a hurry does that kind of Murphy’s Law thing on you, no prior time to have found and fixed the issue, and I just assumed screenshots would work normally. You know what they say about assumptions.

Only after the event and wanting to write this post now, do I find that I have 56 jpegs of completely black screens which are worthless in terms of recording the memories. So I’m afraid I’m going to have to shamelessly rip off two promotional posters from other websites as my only visual accompaniment (presumably additional promotion is fair use), and that you’ll have to deal with my descriptions and check elsewhere on the web for videos and pictures – of which I am sure there will be plenty soon enough.

First Impressions

Awesome. Spectacular. Both the visual and audio spectacle, that is.

Not as laggy as I feared, all things considered. The livestream hitched occasionally and there was one unfortunate client crash but most of the music could be heard and listened to. And when I finally made it into the game with the client, it was even better as I had control of my own camera and could position myself somewhere within auditory range. Less hitching on my own client.

Graphics were set to very low in tune with the advice, and I actually managed to get up to high graphics on my six year old DX9 desktop. Very high graphics crashed me out. Not that you or me would be able to appreciate the lag risk I took, since all my screenshots turned out black anyway! *wry grin* Stupid bug. Maybe next year.

On the Event Organization

You know, the work put in by the Lonely Mountain Band in organizing this event blew me away. Intensive amounts of effort went into this and making it run so smoothly.

My visitor to Landroval was an ancient low-level hobbit made gods-know-when in the mists of time. I read as level 7, though I’m sure if I hit something that got me xp, I’d probably shoot to lvl 12 at least from the level revamps. I was in a blinding hurry with no access to the Riding skill as a free player (I think) even though I opened a five year giftbox and found an event mount of some kind in there.

So I hoofed it barefoot from Michel Delving to Bree by swift travel and then ran like hell down the safe roads, calculating in my head the chances of strategically staying the hell away from the aggro radius of any scary Lone Lands mobs while dashing to Weathertop.

(One thing my City of Heroes experience taught me, after the gauntlet of the old Hollows hazard zone and Steel Canyon south to north, I don’t shy away from running abysmally low levels through crazy scary red and purple con mobs.)

Except I didn’t have to.

I hit the Forsaken Inn, grabbed the stable waypoint and locked in my milestone (no way I was runnning back from Bree if I died) and was set to go all gung-ho hobbit when a LMB member just automatically beckoned me to follow and smoothly cleared the way of any nasty wargs and crebain and critters and escorted me right up to the peak.

That was the role of the LMB Security Team, who also stood by at the top of the circle and cleaned out the perimeter of any respawning mobs that might disrupt the event. Impressive. Especially when you consider that a lot of these guys were miles away from the actual concert and thus not able to hear anything on their own characters. Maybe they used a stream, ventrilo or maybe an alt account to still be in touch, but selfless and generous all the same, in my opinion.

There were also other teams working their arses off as covered by Keli in this blog post – Freakout Zone for tech support and lag ridden players to recover, Vending to distribute hope tokens and pipeweed and ale, and Stage Crew that manage the bands, stage effects and all the background preparation work for an event of this magnitude – and it’s a lot considering that people have to create new characters on this server, get leveled up and trained in musical instruments, get costumes and what not.

(Imagine, just a bit of foresight by the devs in ease of server transfers or a not-completely-segregated-and-isolated server system and a lot of this work needn’t be done by players that have to push up against the restrictions of the game’s design. Fortunately, roleplayers and their immersion-seeking ilk are infinitely resourceful in dealing with the hand they are given, which is often, not much.)

Big credit and props and kudos to the Lonely Mountain Band for all that event organization. I am seriously hard put to envision many other guilds in other games doing similar things on this scale – I’m sure there are megaguilds out there that could, but few would, if you get my meaning. To run a social altruistic style mega-event that isn’t as handily supported by game design, versus a big mob kill or a pvp gankfest that are more in tune with the mechanics of a game.

(LOTRO does innovate some on this social front with the whole music system, the costumes and the emotes and pipeweed, etc. As I mentioned in an earlier post, we do have to credit the devs for the music system in the first place which allowed such a wonderful emergent property of a Weatherstock concert to evolve. Everquest is probably the other MMO to watch and see if the SOEmote idea goes anywhere.)

On the Bands

I am a new-made fan. I’m seriously going to have to go through all their Youtube videos at some point because there was some really exceptionally sounding stuff I heard up there.

Music is subjective, and while I admit to having a preference for the immersive type of songs which are either entirely composed and set in Tolkien’s world (as opposed to famous real-world songs replicated and played) or a recognizable real-world tune which set to Tolkien-related lyrics, one of the things I noticed and was most taken with was the differences in sound that the music system was capable of producing.

One memorable piece was entirely made out of drumming. Drumming! Who would think you can replicate the rhythms of percussion groups like Stomp in a frickin’ MMO?

Another thing I was taken with was the amount of care taken with the costuming and racial detail. There were white robed elves, an all-dwarf band in blue, hobbits representing, as well as bands of all races unified by clothing design. I have to say my favorite most memorable costume of the night was the dwarf in the Don’t Tempt Me Frodo band in a crazy horned hat all-red get up of some kind, almost ‘metal’ in style. (Not that I could see much with graphics on very low, and not that you can see ANYTHING considering I have black screenshots. *grumbles*)

I’m going to have to watch all the video recordings of their pre-concerts someday soon. Weatherstock for me is just a way to get a sampling of what these bands can do. There simply isn’t sufficient time for a longer format – it was scheduled for 3 hours and it was about 5+ hours by the time we were done.

No wait, my timing calculations are off, it was 1am where I learned about Weatherstock, 3.30am before I finally made it into the game, and it closed about 8.30am-9.00am (in my local time. Americans can just transpose by 12 hours for “normal people” EST times.)

That’s easily eight hours of concert, and god knows how many hours of prepreparation.

On the Audience

Now I understand the appeal of all the LOTRO costuming and outfitting fashion blogs around the place, such as LOTRO Fashion and Landroval Style.

The costume options have come a LONG long way from the much maligned pathetic mismatched color armor and silly hats that were endemic to LOTRO’s launch. I felt quite ashamed to still be in that sort of cheapo brown yellow green red purple clown outfit on my lowbie character when there were scads of people all around me in much more faithful and setting-appropriate, beautifully color-coordinated clothing designs.

That sort of dedication to detail completely added to the immersive aspect. Tolkien’s world has power, and there is a good subset of the LOTRO community dedicated to maintaining the lore of the setting. Utterly fantastic.

Just as a random memorable example, there were two hobbit ladies in a beautiful flower headdress get up of some kind (I’m sorry, I’m not a fashion and dress kind of person, that’s about the limit of my descriptive power without illustrative pictures where clothing is concerned) who danced together in a folksy circle in front of the bands. Wonderful accompaniment and not at all obstructive, since hobbits are so short and they’re such a part of Tolkien’s world.

Also somewhat amusing were two chickens that managed to make the run to Weathertop. These were player-controlled chickens (you can play a chicken in LOTRO Session Play, that I can recall) and while I was somewhat torn between trying to determine if they were out to grief and seek attention as they sometimes jumped recklessly in and out in front of the bands, I have to admit that when a chicken started dancing and tapping and drumming its feet in time with the music, it made an entertaining picture.

I suppose the point of holding such an event in the first place is that the audience also has a part to play in contributing to the concert. Naturally you get the more expressive folk, who dance, cheer, clap, bounce a bit and holler, as well as the quieter folk who stand wordlessly in the back rows or sit and lie back to enjoy the performance and serve as wall decoration and scenery. Both are just as important in their own way. And naturally, you will have a balance of folk who heed the rules by the letter, the spirit of the law, or not at all.

On Griefers

Which segues me right onto our next topic. I am going to detail and describe some of the incidents which happened, though I won’t give the griefers any credit by referring to them by name. This is not to feed or reward trolls in any way, merely that I find some of the sociological interplay fascinating and am fond of musing on such topics to figure out if there is any sort of game design that can influence or tweak player behavior one way or another, or if there’s anything players can do to regulate their own and other peoples’ behavior in a game or virtual world as opposed to real life.

I’ll say one thing right off. I’m actually optimistic about human nature as demonstrated by the Weatherstock 2012 subset. There were only 2-3 people who appeared to have a motive for sabotaging the event, and 3-4 relatively minor incidents, in a crowd of 500 people who were there to play and listen to music. That’s barely 1%.

Considering the potentially possible alternatives like a big group crashing a funeral gathering, or an organized mass griefing by the Goons (google them if yer curious, I’m not linking to those), the internet fuckwad radar didn’t ping much at all.

Griefer #1 – Livestream camera blocking

Some guy ran into the view of the MMOreporter’s camera angle. And stayed there. Not out of ignorance as people were advised to sit down, but willfully, because need attention, dammit. Did some emotes. Didn’t think it entirely through because it was a pretty booty, rather than an butt-ugly one, but the motive was there. Disrupt the view of the playing bands. Didn’t affect folks there who could adjust their own camera angles, but affected those who were watching from the MMOreporter’s viewpoint.

Disappeared within 5 minutes. I presume some behind-the-scenes work by the LMB Stage Crew contacting the GMs. Either that or got bored, but probably the former. Obvious harassment of a single player is obvious. Terms of reference breaking? GM smackdown, done.

Griefer #2 – Forced emotes

Some guy triggered some item that made everyone in the vicinity bow. Or some other emote along those lines. Except there were about 300 players in the vicinity, which means massive text spam that scrolls past the point of even knowing what the forced emote was, all the audience forced to stand up, the musicians may have been affected by the forced emote too, massive stuttering framerate lag and an interrupted song as the audio grinds to a halt.


You know what? This one I blame on the devs. Enabling through game design. Bad devs! Whatever were you thinking when you create items in your game that can force other nearby players to do something they don’t want to do?

This is old history since MUD days and A Rape in Cyberspace. Learn from the past, fer heavens’ sake. Voodoo dolls and causing players to lose control of their characters to another player has never been a good idea. At its best, it is a mild amusing prank between people who were friends to begin with. At its worst, well, see the link. Stupid idea is stupid.

I am seriously hard put to think of any redeeming qualities to something that cedes player control to another. Perhaps if you interrelate this vulnerability with a lot of other benefits to some kind of partnership, then -maybe- you can develop the deeper aspects of trust and a relationship forming. Even then, it is best for both parties to consent.

(There’s an MMO, Perfect World maybe?, that lets guy characters carry around girl characters. Except both players have to agree, I believe. A Tale in the Desert has a big trust/vulnerability interplay in the Test of the Marriage, but both players have to participate in the act of marrying each other. Embers of Caerus want to implement permadeath pvp duelling, but hey, both parties have to agree to it.)

I guess it makes for a good story and drama if there is nonconsent by one party. See one-sided ganks in Eve Online and Darkfall and their ilk. Some people like that sort of tension and adrenaline rush and storytelling. That’s seriously the best silver lining I can think of. I’m all out of ideas now.

I don’t know how it stopped, but it did. Presumably more behind-the-scenes warnings given. Presumably if you spam a forced emote one too many times, it counts as harassment and the GMs can act on it then.

Griefer #3 and #4 – Letter-of-the-law chat trolls

These two guys were sharp. The first two broke the standard MMO terms of reference, rules, code of conduct type of deal, and opened themselves up to GM action.

These two guys pounced on the fact that ‘technically,’ very technically so, the musicians were actually spamming Regional chat with their singing.

This was a workaround because the reach of the ‘say’ channel cannot touch everyone in Weathertop, and presumably creating a private global channel and getting all 500 interested people to join would be an exercise in technical cat-herding frustration as opposed to just asking a couple of musicians to use Regional. (And you gotta admit, MMO roleplayers have a bit of an exhibitionistic streak, the very point of acting-in-character is that you gotta show it off to someone. Hopefully for their appreciation.)

So they first officially registered their protest on Regional (disrupting the singing) to the musicians, officially requested them to stop and use say only (most of these musicians have already scripted their songs for both say and regional according to event guidelines), officially registered disappointment that the musicians were ignoring them and continuing to spam (which technically, is rules-breaking, even if you have majority support), and officially made reports about spamming against the musicians. All very officiously obnoxious, of course. Obvious troll is obvious.

Pretty devious too. You see, despite the 10-20 odd people who got baited by the trolls and leapt blindly to the musicians’ defence, spamming regional further in a disruptive debate, a majority does not necessarily make right. Imagine the carnage if an organized group like the Goons formed a majority to harass a singular player or two. “We want to do it! There are a lot of us! We all agree!” cannot be a valid defence when a GM is called up to protect the interests of the poor victim who just wants to do his own thing playing the game.

In the same way, the GM must fairly defend the right of the troll to (as he so claims) continue slaying his wargs and goblins in the Lone Lands in peace and quiet, unharrassed by the irritating spam of some guy throwing strings of text into the Regional chat channel at a very fast pace. Let’s face it, on any other day, if some random guy decided he wanted to start singing something ridiculously immersion-breaking like Lady Gaga into Regional, you’d want the GMs to react to it.

That’s what GMs have to do. No one said it was easy. You have to balance and mediate and try to adjudicate between two parties, one usually highly aggrieved and one with the sole dedicated purpose of said other-person-aggrievation as a minigame.

GMs hired by a commercial MMO company are subject to the vagaries of a bureaucracy, of a hierarchy, of petitions to their superiors, of differing ranks of power as opposed to the ancient MUD days or small indie MMOs where essentially, dev immortals are god and tyrant, dictator, benevolent or otherwise, where what they say, freaking goes and they have the power to enforce it.

And I presume you have to follow the letter of the code of conduct as a GM, even if you try to heed the spirit of things. I think it was fairly cleverly handled all told.

A GM gave a warning on two channels, then left the players to sit around and debate on a Looking for Fellowship channel as the trolls got distracted by the flames and attention of people who intentionally or otherwise took the bait and diverted them from Regional to the LFF channel. Players who wanted peace and quiet could just dump the trolls on ignore. (I very quickly just clicked on their names and hit ‘report as harassment’ for good measure too as I ignored them and proceeded to enjoy the rest of the concert.)

I’m going to presume that behind-the-scenes again, the event organizers would be talking to the GM to handle matters. Weatherstock is a big event with community and dev support, and attracts positive press and attention, so it’s not as if there wouldn’t be extenuating circumstances by the time the incident reports wound its way up to the food chain and back down again.

And there were only about 10-20 minutes left of the event, so you know, if folks (meaning GMs and organizers) were both clever and diplomatic, it would be quite a simple matter to sit there in conversation with a GM and pretty much stall and delay the issue, while officially ‘mediating and arbitrating’ and ‘reaching consensus in discussion’ until it became a nonissue.

On Player Power and Other Social Solutions

We’ve been at this from a very standard MMO angle, GMs as arbitrators, because the incident happened in one, and that’s how it’s set up. It makes me wonder if other MMOs would have ways of dealing with such situations. I may have to leave off hypothetical cross-comparisons and analysis for another post, because the word count of this one is starting to alarm even me.

Lastly But Not the Least

Two more things. Along the spectrum of full fledged griefing and trolling down to the more harmless player participation in an event level, we have fireworks. People are requested not to fire them off as they cause visual lag, and the basic goal is preserving the sound quality of the performance, after all. And there was specific stage crew who were presumably tasked to create the special effects and probably used fireworks to do so.

What makes me curious is, how many of the fireworks that were fired off, unplanned, and fired by players who weren’t part of the planning committee, so to speak? Do we consider that griefing? It’s not as annoying as it’s more immersive, but you know, these things are a spectrum of grey. Same with those two chickens. Or how about the tall guy who is always forever blocking your view and refuses to budge at concerts? We had quite a few of those players. It’s not just black-and-white all the time.

And finally, I want to call out the professionalism shown by the band that won the Free People’s Choice, Mornië Alantië.

Silence is always less noticeable than bluster – and we had some bands that did bluster, comes with the territory I expect, some personalities are made that way and they’re charming when they do. 🙂 But I noticed, and I want to point out my appreciation of it.

If memory serves, the forced emote griefing incident occurred right in the midst of their very first song. Quite disrupted the audio and not a few folks in the audience wanted them to begin the set again. Out of fairness and respect to the other teams and the time limit given for each performance (or due to technical issues, I don’t know how their scripts were set up, but the resulting impression was positive), Mornië Alantië ignored the griefing incident with silent professionalism, adapting with the flow, and played right on, segueing to their second song then the next.

Essentially, the show must go on. Choosing to ignore the equivalent of hecklers in a digital realm, they let the power of their music speak for them. And it was great indeed.

And at the last, when they participated in the Battle of the Bands (and the chat troll police were out in full swing,) I noticed that their lead singer had swiftly removed all Regional singing, only doing so in Say. Couldn’t have been easy to alter his script midway through the concert, but he did without making any kind of fuss about it. And in the end, they just played on.

Fine examples of true musicianship.

(Disclaimer: I do not mean to denigrate any of the other bands by pointing one out, because I am sure there were other bands who did similar things which I missed. From my perspective, this is simply how I interpreted this one band’s actions. There were so many good bands.  My one regret in the Battle of the Bands was that I had to choose to go to one when there was plenty of great music echoing from all direction of the stones of Amon Sul.

I have so much catching up to do on Youtube. And next year, I’ll try to actually mark the date! And get screenshots. Functional ones. Sheesh.)

RotMG: Oops #3 – Death by Greed and Confusion


Lasted all of two days. And it was going -so- well.

Fame was accruing and I was getting a decent amount of attack and speed and defence potions to drop. I was getting quite comfy with switching between a +7 dexterity ring for additional pew pew and a +7 vitality ring to regen hp back quickly.

Then I got greedy and joined in on a group that was busting up the Mysterious Crystal. You know the one that contains a Mysterious Prisoner that I got a crystal wand from some time ago?

Big group, priests that were healing, what could go wrong?

1) Catch a few too many bullets and get quite badly wounded.

2) Panic and run while confused.

As in literally, debuffed with the Confusion effect.

For all the time I spend confused by cylones, I have not actively striven to remember the proper keys to press when confused to move appropriately – the switched keys remain constant, and I really should go learn it and ingrain it in my muscle memory some day.

So instead in a panic, I spam my normal keys and I somehow manage to run AWAY from the group (ie. away from any potential heals) and THROUGH at least two of those stupid guardian mobs that the boss spawns – which are these horse-like dark steeds.

Watching my health bar plummet in a panic while forgetting to Nexus out because the mind, still tuned towards and focused on greed, says, “Keep firing at the Crystal Prisoner, you might get another loop drop if you maintain the damage!”

Stupid, stupid. I will never learn.

From a distance, it’s amusingly ironic that these games’ permadeaths are predicated on the inevitability of human error. Split seconds of brainfreeze where you just don’t do what is sensibly logical.


Hello, Farming Wizard #4.