When confronted with an experience in a
game that seems almost impossible to surmount, I realize that for me,
it really depends whether I'm going to enjoy the challenge or not.
I'm not too into puzzle games, because I have very limited time to
play games in the first place, so I need to feel like I'm making
progress. Challenging puzzles sometimes require many long minutes or
even a few hours to solve, and though some people feel incredible
elation at finally solving a puzzle and consider their time
well-spent, I become annoyed and irritated, feeling like I wasted my
time. Most video games and table-top RPG's like Solar Echoes are
designed to feed the player a continually developing experience—we
players love to see our character's skills and appearance develop and
feel the story progress. Yet sometimes, if we are met with a
challenge that halts this momentum, it can potentially spoil the
experience for us...
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, September 30, 2014
Monday, September 29, 2014
Notes from a Mission Controller (part 1)
I've run countless Solar Echoes games,
and each time I run another one, I notice new things. It is difficult
to predict the mileage each person will get out of different
experiences in the game. There is an aspect of these experiences that
needs to be carefully measured: difficulty. This is managed by the
MC, and there are several approaches one can take. It is easy to
strictly follow the mission as written, regardless of the
circumstances the players might have placed themselves in, but in my
opinion, it is the job of the MC to keep things challenging,
sometimes even right at the edge of seemingly impossible, but to
still make sure the players have a chance to succeed. It's much more
fun for players to feel like almost all hope is lost but then emerge
later with success—this is what makes them feel heroic. Yet one
recent scenario in Solar Echoes was received differently by two
players. The situation was that the two had taken cover inside a dark
cave because somewhere outside, hidden among the rocks, were two very
accurate and deadly snipers that had already managed to critically
injure one of the team with a single shot. There was a point where
the players felt helpless and trapped—they knew that poking their
head outside was suicide. Yet through discussion and a plan of
desperation, they managed to use a distraction, run quickly for
cover, and locate the snipers during the process as they were shot
at. The team was able to kill the sniper team, and, though the
players' characters were injured from the encounter, they survived.
The reaction to this experience from the players was very
informative: one loved it, but the other felt it was too difficult,
perhaps even unbalanced.
Friday, September 26, 2014
Battle Tactics (part 5)
Planning a strategy is crucial for
success in Solar Echoes. Unlike other RPG's, walking straight into a
battle without taking advantage of tactical opportunities can get you
and your team killed fast. Solar Echoes is designed for you to care
about your team member's injuries, and your own, because with each
injury after the first, you start to suffer penalties. These
penalties not only affect you, but the effectiveness of your entire
team as a whole. An injured teammate can give your opponents a
distinct advantage. This goes the other way, too, of course—injuring
an enemy can bring down the overall effectiveness of their team as
well. In a recent game of Solar Echoes, a group of smugglers were
trying to escape the players' characters at a Starport. One of the
characters managed to shoot one of the smugglers just before he
boarded his starship. The players' team had to board a UG starship to
chase after them, but they were more successful in the starship
battle because the smuggler that they had wounded earlier was the
smuggler team's pilot! The smuggler pilot's wound penalties affected
his piloting checks, giving the players' team the advantage.
Protecting your team members is one of the most vital strategies in
Solar Echoes—think of your team as one big character, with each
player performing different functions for the entire unit to function
effectively.
Wednesday, September 24, 2014
Battle Tactics (part 4)
Sometimes well-laid plans can go awry,
and tactics collapse into utter hilarity. During last weekend's game,
it was all I could do to keep a straight face as the players prepared
for their next mission. One of the players decided to spend his money
on tear gas grenades, reasoning with his teammate that during their
previous mission, they had only encountered one robot and many
“organics” that would have been affected by tear gas. As soon as
they began their next mission and were informed that they needed to
stop a bunch of malfunctioning, rampaging robots, the other player
smiled and looked at his friend smugly, saying sarcastically, “Tear
Gas Grenades!” Later in the same mission, a player's character was
attacked by an alien dog, which locked its jaws onto his leg before
being killed. Removing the dog from his leg would be impossible
without causing damage, and the player's character was already
critically wounded-—it would have killed him to take the dead dog
off. So, the player limped around for the next few hours with a dog
attached to his leg, even during a tense interrogation where the
target finally had the courage to ask, “What's the deal with your
dog?”
Battle Tactics (part 3)
Great planning and foresight can go a
long way in Solar Echoes. One of our players had served in the Navy,
and his careful planning and excellent tactics resulted in zero
injuries to his team and a complete capture of all the enemies. This
player utilized almost every resource available to him, and one of
his most effective tactics was positioning his team's squad car near
the garage of the warehouse, aiming the car's rotary canon at the
door. When one of the criminals attempted to speed away in his car,
the rotary canon made short work of the vehicle and the criminal was
brought to a screeching halt. Just this last weekend, another team of
players had the idea to sprinkle magnetic caltrops around the waiting
skimcar of their target. They first studied the four cars in the
parking lot and noticed that one was facing out, positioned so that
it would be ready to drive away quickly. They reasoned that this must
be their target, and judged correctly, because when some of the
criminals managed to get past the players' characters and jump into
their skimcar, the magnetic caltrops the team had sprinkled around it
were suddenly sucked into the anti-grav system when the car was
started. Though the team jumped into their own car to pursue the
criminals, it was a very short chase—after only two rounds, the
anti-grav system malfunctioned and the skimcar crashed into the
ground. The criminals were quickly captured.
Tuesday, September 23, 2014
Battle Tactics (part 2)
Sometimes players make tactical errors,
or the situation unfolds unexpectedly and they have to improvise.
Just last week in the warehouse scenario, a team of players realized
that their Archaeloid character—who was attempting to crawl through
an air duct--wasn't stealthy enough. The enemies heard him and were
suspicious, but just as his location was about to be filled with
bullets, another team member burst in the side door, pretending to be
a confused drunk. It was just enough distraction for the Archaeloid
to get out of the ductwork and drop down to attack. I've seen another
scenario where a player decided to send his female Reln (an alien
race that excels at word-play) right into the warehouse to the
criminals to flirt and distract them while a second team member moved
into flanking position. In yet another situation, the team was
supposed to apprehend a gang leader but he managed to get into his
car and began to race away. Before he could pull away, though, one
quick-thinking player threw a smoke grenade through the window of the
car. Even though the gang leader managed to race away, it wasn't long
before his car filled with smoke and he crashed, enabling the
players' characters to catch up to him and apprehend him.
Monday, September 22, 2014
Battle Tactics (part 1)
I've seen quite a variety of strategies
in Solar Echoes games, and the different tactics that were used to
carry out these strategies ranged from impressive to comical. I
usually refrain from detailing these approaches until after people
have experienced a scenario themselves and come up with their own
ideas, since it's easy to borrow from others. However, much like in
football, military strategies are often reviewed to develop them even
further. Consider this scenario, taken from a Solar Echoes mission:
your team needs to get inside a warehouse occupied by enemies and
there are several options. There is a closed garage, a door on the
side of the warehouse, and an opening into an air duct system on the
roof. With just these three options, I've seen people open the garage
door and start attacking right away, but I've also seen people use
stealth to slip inside the warehouse, unseen, through the side door.
Sometimes, brave players will even send their character into the air
duct system, though this is one of the riskiest approaches if they
are heard moving around. One team of teenage players decided to drive
their car through the garage door, breaking through with guns
blazing. Another time, a team decided to use a fork lift they found
nearby, hoist up a shipping container, and ram it into the garage
while storming in through the side door during the distraction. I can
honestly say, the same scenario has never played out the same way,
not even once in the countless times I've run the demo!
Friday, September 19, 2014
Will humans be different by 2050? (part 5)
Military applications in the future may
also see a change in humanity. As robot soldiers become an
increasingly viable option, human soldiers may need to integrate
their bodies with technology to both keep up with robots and to
coordinate with them. Smartphones and tablet computers may be fully
integrated into the body, with subcutaneous phones and ocular
overlays. Targeting, nightvision, visual analysis, and other options
may become available to a soldier in the future. Quicker reflexes,
faster running speed, and possibly even greater strength and jumping
distances could all be the results of implanted technology. Direct
interface and coordination with remote, flying drones through thought
alone could produce enormous differences with future military
tactics. In Solar Echoes, players have the option to spend money on
upgrading their characters with “cyberware” that affords the very
same options. However, there are limits to the amount of cyberware a
person can have installed without adverse effects. The question is,
how much is too much, and when are we no longer human?
Thursday, September 18, 2014
Will humans be different by 2050? (part 4)
Technology is advancing so quickly and
being embraced so immediately that we humans are generally rather
unaware of how it is changing us. Technological integration with our
physical bodies is predicted to become a standard form of
self-advancement in the future. The competition for work with robots
and AI may result in humans choosing to have implants surgically
grafted into our brains for increased mental processing power. We may
even seek other biological upgrades so that we can better compete
with robots, such as bionic implants in our hands or legs that enable
us to perform as quickly as a robot. Ocular implants may not only be chosen
to improve eyesight, but may also project menus and videos into our
vision, and allow us to take pictures or record videos just by
looking. This technology already exists with “Google Glass,” and
though it is undergoing a challenge with social acceptance, we may
see this same technology re-emerge in other ways. If technological
implants enable us to do our jobs better and to compete with the
growing robot work-force, human cyborgs may not be as uncommon in the
future as we might think right now. Becoming a cyborg may even be a
necessity to survive the demands of future society, and we may see
that the biggest earners in the future are those that have decided to
invest in “upgrading” their bodies.
Wednesday, September 17, 2014
Will humans be different by 2050? (part 3)
Humans may spend far less time in
contact with each other in the future, if current trends continue.
There is some speculation that we may live out much of our lives in
virtual reality environments. Already, people are working from home
more and more--telecommuting has already allowed for an incredibly
wide range of jobs to be conducted remotely. When was the last time
you had a lengthy conversation over the phone? We are already
preferring quick texts to email, email to voicemail, and voicemal to
actual conversation. As we continue to separate ourselves from other
humans, we may turn to other sources for interaction. Virtual reality
environments may afford us leisurely “getaways” and pseudo-social
interaction with artificially intelligent people. The Japanese are
already developing programs for the VR headset—the Oculus
Rift--that involve an animated woman who wants to talk with you while
your head rests on her lap. The movie “Her” suggests that a man
can form an emotional bond with an AI program. We are becoming
increasingly disconnected from reality and genuine human interaction
and experience!
Tuesday, September 16, 2014
Will humans be different by 2050? (part 2)
Changes in society may affect us
physiologically. Researchers are already suggesting that humans will
demonstrate delayed sexual maturation as a result of societal
changes. As technology continues to improve and robots begin to
replace menial tasks, we will have more free time. Robots will
dominate unskilled jobs, making it more difficult to find work
without an education, thus necessitating a delay in having children.
Brain size is expected to increase as well, and as a result, we will
need more energy and time, resulting in less reproduction. Medical
technology may allow for changes to the “biological clock,” and
possibly an elimination of it altogether. It may be entirely feasible
for couples over 60 to have children in the future, and we may also
have longer lives, living until 120 by the year 2050.
Monday, September 15, 2014
Will humans be different by 2050? (part 1)
Where are we heading, and what will
humans be like in 2050? One change that is already taking place is
when we choose to have children. Today, the average age a British
woman has her first child is late in her 29th year. In the
United States, compare the change from 1970, where one percent of
first children were born to women over the age of 35, but by 2012,
that rose to 15 percent! It is becoming increasingly common to put
off child-rearing until later years, as both men and women are
focusing on finishing advanced college degrees and getting settled in
a job. This is also reflected by the median age of first marriage,
where the average age of males marrying in 1950 was 22.8, and the
average age for women during that time was 20.3. By 2010, that had
changed to 28.2 for men and 26.1 for women. As countries become
increasingly advanced socioeconomically, people are choosing to focus
on extending their child-free years for leisure time or career
development. Studies have also found that trends in business are
showing decreasing job security and increasing demands upon workers
to work during unsociable hours. With educational “inflation,”
more and more degrees and certifications are being required of
people, resulting in extended years in school and larger loans to pay
off.
Friday, September 12, 2014
Artificial Intelligence already creeping into our society (part 5)
It may seem that I am simply focusing
on examples of computer errors in all this, and not actual AI. Yet
Artificial Intelligence is a conglomeration of complex algorithms
that allow a computer to make conclusions based on data sampled
through various means. What we might call a computer error is really
a matter of perspective—to us, it is an error because it violated
our intent for the computer. But in the cases mentioned this week,
the computer arrived at that “error” through a logical
application of its programming. The AI on the International Space
Station had a task to complete—the launching of satellites on a
specific schedule—but when the AI realized it could not maintain
its objective if it was delayed any further, it simply resumed its
task, regardless of the fact that it had been told to stop. The
peak-rewards situation was a mere application of programming to a
situation: it was hot, everyone was using their AC, and the computers
decided to shut down the AC of everyone on “peak rewards” because
too much electricity was being used. I've even heard a story of a
hospital situation where orders for medicine suddenly stopped being
printed out, and pharmacists did not realize that the queue was
building internally in the computer system. Patients no doubt
suffered for the delay in their medication, but because of a computer
program re-routing the notifications to a computer instead of a the
usual printers, the pharmacists were delayed as they tried to figure
out what was going on. Why are we even considering developing AI for
any system that could profoundly affect our lives? Smart phones,
smart homes, and Google's smart car...does AI make you feel safe?
Thursday, September 11, 2014
Artificial Intelligence already creeping into our society (part 4)
Even in our everyday lives, we
encounter small forms of AI. If you've used a word processor on your
computer, or have been typing a text on your smartphone, you've
probably encountered what I call “predictive technology.” The
program tries to assume what you are trying to type and
auto-completes it for you. We all have funny stories about how our
intended message has been mangled, and unless you've figured out how
to turn off the auto-complete process on your computer or phone, you
are probably very annoyed and frustrated at having a computer
finishing your sentences for you. Voice-recognition technology is
another example of how far computer recognition of human intent still
has to go. Perhaps you have tried Siri on iphones, the Kinect on
Microsoft's Xbox, or Sony's PS4 voice-recognition “feature”--all
of these fail far more often than they succeed. Computers are far
from understanding what we really want, yet we are placing them in
some very important positions in our lives.
Wednesday, September 10, 2014
Artificial Intelligence already creeping into our society (part 3)
On May 6, 2010, the stock market
plunged 4%, and then in mere minutes, sharply fell another 6%, before
mysteriously rebounding almost as quickly. A reactive, computer
execution system had caused roughly $2 billion worth of shares to be
sold in just seven minutes in reaction to someone's trade, and the
ensuing panic exposed the fragility of our stock market. After
review, the The U.S. Securities and Exchange Commission (SEC) and the
Commodity Futures Trading Commission (CFTC) determined that a
computer algorithm was to blame for the incident, and measures have
been put in place to prevent computers from causing such sudden,
volatile swings in the market. Today, markets depend on the volume
generated by high-speed traders and their computers, but the
computers don't have a sense of when to intervene during a
crisis—they are entirely oblivious to the catastrophic effects that
may be caused by certain actions. While it is obvious that computers
are an integral part of the stock market, have we allowed them too
much of a role in our fragile economy? What kind of oversight is
there? What are the failsafes? In the end, the computers were only
following their programming, regardless of the possible outcome. As
computers have been integrated into vital components of our
civilization's infrastructure, it is chilling to consider how
far-reaching a computer error can be upon our way of life.
Tuesday, September 9, 2014
Artificial Intelligence already creeping into our society (part 2)
Just how much do we want AI handling systems we rely on in our daily
lives? “Smart houses” are supposedly the wave of the future,
where AI controls ambient temperature, the scheduled activation and
deactivation of devices such as the coffee maker or the laundry
machine, and it even regulates the usage of power within the house.
Some states have energy usage programs, where electricity is cycled
automatically off during certain peak periods to prevent high rates.
But what happens when these systems malfunction? Several years ago in
Maryland and D.C. on an unusually hot day, air conditioning units
hooked up to the peak-rewards program all cut out. Residents were
unable to control their own AC, and despite calls to the electric
company in the affected counties, the system could not be bypassed.
People were without AC for several days, and many of them had to stay
in hotels to survive the outdoor heat. While this situation doesn't
seem directly related to AI, it is a prime example of a computerized
system overriding human input. Do we really want to yield control to
these systems? I'm sticking with manual control of my AC, even if it
costs me more in the long run!
Monday, September 8, 2014
Artificial Intelligence already creeping into our society (part 1)
There was recently an
unexpected event caused by the Artificial Intelligence on the International Space Station.
Two satellites were launched without human permission—the AI had
been programmed to launch the cubesat satellites on a regular
schedule, but apparently this schedule was delayed by the humans
aboard the ISS for various reasons. The AI got “tired of waiting”
and decided to launch the satellites anyway to try to maintain its
schedule. This incident may seem small, but the ramifications are
enormous. When we have an AI system plugged in to something as
delicate as a Space Station making decisions that could potentially
endanger humans, we have a very big problem. For instance, what if
there was a structural situation on the space station that warranted
the interruption in the satellite launch schedule, and the AI ignored
human input to halt the schedule? In that situation, launching a
satellite could have torn the structure apart, created a hull breach,
and doomed the humans aboard to the vacuum of space.
Friday, September 5, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 5)
You can see how many of the choices made in character design are inter-related. Sometimes, you may have your heart set on a particular weapon, and you'll end up designing your entire character around that. Other times, you may find that your weapon choices are made to supplement the style of your character. Talents can also be equally defining for your character, and in the case of my Archaeloid, one of my talent choices was made to exemplify his personality. My Archaeloid is a very devoted, loyal protector, and regards his team as his own family. He can now literally take a bullet for someone with the Sacrificial Shield talent, which enables him to quickly shift 5 feet and step between a nearby ally and an oncoming ranged attack. It may not seem like the talent of choice for most people, because my Archaeloid suffers the damage if the attack hits him, but I just had to take it—it's what he would do!
Thursday, September 4, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 4)
However, I didn't stop there with my
Archaeloid. I really wanted to ensure that he was difficult to
escape, so I looked at a few other weapon choices. The primitive bola
seemed an excellent choice—this throwing weapon consists of weights
on the ends of interconnected cords, which can entangle a target and
prevent them from running. Another weapon I selected was the whip. It
doesn't have the range of the Glob Pistol or the bola, but I could
use it to entangle or trip any opponent within two squares. Tripping
them put them in the prone position, which causes them to suffer a -1
penalty against melee attacks and requires them to expend their
movement just to stand up again. All of this is music to the ears of
a dedicated melee fighter. I had decided to make my Archaeloid a
martial artist, so I purchased a pair of spiked gloves and spiked
boots (which both give me armor-piercing for unarmed attacks) and I
selected the Thrust Kick talent so he could seriously kick
some...yeah. But, I also know that being a one-trick pony can really
backfire in Solar Echoes, so I played it safe and bought a couple
long-range weapons: a Phoenix Blaster which fires energy rays, and a
handy revolver, which would not only work well with my Quick Draw
talent, but also added a little flavor for my Archaeloid—he seems
to prefer low-tech fighting methods. Plus, I had fun imagining him
walking around with a 10-gallon hat and a southern accent. Howdy,
y'all!
Wednesday, September 3, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 3)
For the combat-focused Archaeloid, I
chose the “Deadly Focus” talent, which allows him to gain a bonus
to attack and damage if he hasn't moved that round. This makes him a
particularly scary melee fighter, and the only defense is keeping a
distance from him. Archaeloids run a little slower than some of the
other races, so I decided to compensate with my weapon choices—I
wanted to make it easier for him to close and get into melee range.
So, I chose the Omul Glob Pistol, which glues an opponent in place
for 2 rounds. This would allow my Archaeloid to catch up to those
fast runners, and hopefully give him a chance to use Deadly Focus the
next round to really put the hurt on. Another concern, though, was
that I might miss with the Glob Pistol, because Archaeloids start
with a 3 Reflex (4 is the best you can get.) Since I hadn't put my 1
extra point into Reflexes to bring it up to a 4, I needed to give my
Archaeloid a better chance at hitting with a firearms attack. So, I
chose the Quick Draw talent, which gives me a +1 bonus to a ranged
attack that round. Now, I could draw my Glob Pistol quickly, fire it
with a bonus and have a good chance of hitting, which would glue my
opponent in place and allow me to move right next to him to start my
melee assault. I feel sorry for anyone that is glued in place long
enough for my Archaeloid to use his Deadly Focus talent! Ouch!
Tuesday, September 2, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 2)
A lot of the decisions I made for one
of my characters, an Archaeloid, was based on my friend's character,
an Omul. With only 7 skill points to invest in 7 different skills, we
wanted to make sure that most skills were covered between us. Solar
Echoes is a team-based game, so much so that you'll want to plan your
character out with other players. If, for example, both my friend and
I chose to play melee-focused attackers, we might both have neglected
to select any Persuasion, Cybertech (hacking), or Biotech (medical)
skills. Then, if we ran into a situation where we needed to get
information out of someone, neither of us would be very good at
wordplay, neither of us would be able to hack into a computer
database, and both of us would be in big trouble if we were wounded.
So, once I knew that my friend's character had invested skills in
Persuasion, Stealth, Disguise, Discern Motive, Awareness, Firearms,
and Language, I knew what we were lacking. We needed a melee fighter,
someone who was athletic, tough, and was great with all forms of
weaponry. My Archaeloid focused on these skills, but we still needed
a hacker, engineer, medic, and someone who was skilled at driving and
piloting starships. We agreed to add one more to our team—an
Erwani, and he covered those skills. The talent choices I made next
reflected the roles that I had chosen for my characters...
Monday, September 1, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 1)
This weekend I designed two characters
for Solar Echoes to play with a friend of mine. I've talked about
considering skills and attributes in the past, but selecting talents
and equipment will probably take up the bulk of your time with
character design, simply because there are so many choices! For
example, there are over 270 Talents to choose from, though not all
270 are available at level 1. In the Player's Guide, you can see this
in the helpful quick reference table for talents, where it indicates
the requirements (if there are any) for each talent and the earliest
possible level the talent is available. Choosing equipment for your
character feels just like you're going shopping--that is, if the
store is a military stockpile of high-tech weapons, armor, and other
special-forces-worthy equipment. There is a lot to choose from, with
86 weapons total (that's
significant, almost 3 times as many as other sci-fi games!) You can
choose from a variety of guns (pistols, submachine guns, longarms,
assault, and heavy firearms), over a dozen grenade types, lots of
“simple weapons” (katana, whips, crossbows, etc.), and some very
unique cyber-weapons (essentially short-range remote controlled
robotic drones.) There are lots of armor types, some of them only
usable by certain races, and if you really want to “build” your
character, you can install cyberware and become a powerful cyborg--if
you can afford it. With only 5000 credits for starting money, you'll
need to be judicious with your choices and make certain that your
character's equipment covers a range of situations.
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