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Legends of Infernia Playable Demo

Hello all you happy people! Josh Stoodley here with a pleasant surprise, I hope.

As I detailed in my last post, I’ve had to move development of Legends of Infernia from RPGMaker MV on the Switch to RPGMaker MZ on the PC. As fate would have it, this week has been a great one to work on the game.

So here it is! The first playable demo for Legends of Infernia. It is very incomplete. I haven’t even finished the first town, it’s literally the first minute or so of gameplay. Next release will have an intro cutscene, Ian’s skills, an affection system, a cooking system, so on and so forth.

Still, I’m proud of what I have done so far and I want to show it to you. Have fun!

https://www.patreon.com/posts/legends-of-demo-96486935

Machine Guns Are Lesbian Coded

Hello all you happy people, and happy new year! My new year was happily busy, with a great many dogs and a great deal of drawing practice done. Alas, not as much writing, but still I am greatly pleased with how the last two weeks or so have turned out. I got a geometry kit and some stencils for Christmas and my drawing has improved dramatically. I’ll show off some samples later this week.

Speaking of writing, the rough draft for No Blood for Business is done. Now comes the fun part: editing and rewriting! And by fun, I mean tear my eyes out tedious. Ah well. There’s nothing to be done. I should have the first of the second draft preview chapters up for you by the end of this week/early next week. I’m also working hard on Legends of Infernia and I’m hoping to have a demo up soon-ish. My plans for Tales of Infernia have been complicated somewhat by the fact that I can’t sell the game on the Switch and have no desire to become a PC developer. That has accelerated my desire to learn how to code and use a real game engine (i.e. Game Maker) but of course that leads us to two problems: one, I don’t know how to code and two, I still don’t know how to draw.

I am getting better at both. But I’m a long way away from being proficient enough in either skill to make my own game.

Today, however, I want to talk about a different kind of coding. One that drives me up the wall because of how reliant it is on stereotypes and lazy ass thinking. If you’ve been on Tumblr any time in the last decade or so, you’re familiar with what I’m talking about. The idea that, if a character fits a random assortment of stereotypes associated with their gender/sexuality/ethnicity whatever while not conforming to another random assortment of stereotypes, then they are sub-textually ‘coded’ to be… whatever the poster wants them to be. It’s lazy, stereotypical thinking and we’re going to attack it today using the cast from Baldur’s Gate 3, along some other objectively wrong takes on gender in the game.

Before we jump under the cut, remember that you can support me on Patreon or buy me a hot chocolate.

Read more: Machine Guns Are Lesbian Coded

Gender Is Artificial, Dumbass.

Let’s start off right here: gender is an artificial construct created both by society and yourself. It changes greatly from society to society, person to person, and even year to year. You cannot code someone as ‘effeminate’ or ‘masculine’ or even as ‘queer’ or ‘straight’ because those are not objective values! Not all gay men are flamboyant, while a lot of straight men are. Similarly, a lot of straight men are fashion conscious whereas its not hard to find gay slobs. In fact, I live with one. Granted, she’s my sister, but she’s also living proof that gender essentialism is tre bullshit. She’s a bigger slob than me!

The same goes for ethnicity. Are we really going to say that just because someone, an alien or a monster, knows martial arts they’re Asian-coded? If you can’t see how racist that is, well I can’t help you and neither can anybody else.

So where does this bullshit come from? Well, originally it came from the idea of ‘queer-coding’ wherein authors would subtextually code a character as queer by relying heavily on anti-queer stereotypes and then letting the readers fill in the blanks for themselves. Joel Cairo from The Maltese Falcon is a famous example. This is a real thing that authors did and even in the hands of better intentioned authors (Chris Claremont), it’s still bullshit. Queer-coding relies heavily, heavily on stereotypes (usually negative ones) for its subtext. And then readers applying their own internalized negative stereotypes to the characters and insisting their reading is the only valid one.

It’s the same with ethnicity. Which is why you get people claiming that Redwall villains are based on black and brown people despite, you know, being based on Nazis, Golden Age pirates (famously European villains).

So how does this related to Baldur’s Gate 3? Let’s start with this utter nonsense of a tweet:

Or this one:

Jesus Christ Professor, did you even play the game?

Listen, I have a great deal of respect for Professor Devereaux. His blog, A Collection of Unmitigated Pedantry is a great source of historical research for those of us who are broke and can’t afford actual history books. But he’s living in a dream world if he thinks this is an accurate analysis of Baldur’s Gate 3‘s characters.

Of The Six Origin Companions, It’s The Males Who Are The Most Emotionally Closed Off

Granted, this was more true in Early Access when you had to work to get Gale’s request for magical artifacts or Astarion’s vampire reveal. Same with learning that Wyll was a Fiend Warlock. In release, the game straight up tells you that Wyll’s a Warlock after you recruit Karlach. The men have suffered greatly in release (after much bitching from their largely female fanbase during EA, I must point out) and that’s a shame.

But they’re still more emotionally driven and complex than the women are.

Let’s start with Gale, shall we. Gale hides his problems well with cheer, arrogance and confidence, but your first camp scene with shows just how thin that veneer is. Gale is afraid: afraid of becoming a mind flayer, afraid of the harm he’ll do when he eventually explodes, afraid of devils and demons and all the rest. Gale is also resigned: he knows he screwed up and will eventually have to die for his mistakes unless he can find a cure. Thirdly, Gale is emotionally manipulative. This shows up the best in his reveal scene, but also in the the Weave scene where he teaches you magic. He’s full of resentment, guilt, shame, but also good cheer and is quite brave, likes to help people and is the most supportive of all the companions. But in order to see all of that, you have to put in considerable effort to see all of his scenes.

Wyll is similar. Almost all of his scenes are full of regret and complicated feelings towards Mizora, his father and his Pact. He’s also the most emotionally driven of the companions: his personal arc is all about reconciling with his father.

Astarion is all about his hatred of Cazador and the joy in his newfound freedom, making almost as emotionally driven as Wyll. He’s also one of the more manipulative companions: his intro scene with the boar has him literally tricking you so he can attack you from behind. That first bite scene? Yeah, he’s playing the puppy dog to get some food. And man is it a pain in the ass to get straight answers from him. Easier than in EA, sure. At least he kind of talks about Cazador before the end of Act 1 now.

Compare with the female characters. Karlach is by far and away the most emotionally open of the companions: either she likes you or she doesn’t. And if she doesn’t, she hits you with that big axe of hers. She reminds a lot of JLU’s Hawkgirl, only less angry. She’s also one of the most goal driven characters: her entire arc is about finding some way out hell permanently, consequences be damned. She doesn’t show the slightest bit of regret or sadness or anything about the idea of dying as long as it means she stays out of hell. Karlach is a great character (though her personal quest is a bit lacking in the end) but she’s not a particularly complex one.

What about Lae’zel? Lae’zel is hilarious to me because everybody wants to give her traits that just aren’t there. Lae’zel is an arrogant bully with a bad case of main character syndrome (in fact, I think she was intended to be the main character at one point in development. That’s just a feeling though, so take it with a table full of salt). She gets better, sort of, over the course of the game but Lae’zel doesn’t get the slightest hint of emotional conflict until the end of Act 1, some twenty hours into the game. And she is extremely direct with you, emotionally. Lae’zel is the easiest to sleep with, the most… outspoken (read: critical) about your decisions, the most aggressive, etc. Granted her emotions tend to be simple, either hate or lust. But again, she’s extremely straightforward about it.

That leaves us with Shadowheart. And, to be fair, Shadowheart loves playing coy and is the most haughty (as opposed to outright arrogant and aggressive) and standoff-ish of the female origin companions. But that’s one of the three, which still means that the female companions are more open and straightforward emotionally than the guys are. And Shadowheart doesn’t get any emotional conflict until the end of Act 2. Prior to this, she is extremely goal oriented (return to Baldur’s Gate, deliver artifact) in her personal quest.

The guys, by contrast, are emotionally conflicted right from the beginning.

Why Didn’t You Talk About Minthara/Halsin/Jaheira/Minsc?

Because they’re optional companions you have to go out of your way to get, so most people won’t interact with them. Minthara, in particular, is such a pain in the ass to recruit that I never have in my seven hundred hours of playing.

Besides, they don’t change the dynamic that much. Halsin, Minsc and Jaheira are all emotionally open and available, albeit in different ways. Halsin is the wise man with old regrets (think Obi-Wan), Minsc… would get along great with Elan, and Jaheira is the Slappy Squirrel of BG3. Her emotions are pretty much limited to ‘Grump’. As a fellow ‘Grump’, I naturally find her the BEST CHARACTER EVER and I am greatly disappointed we can’t romance her and produce legions of grumpy kids.

But that brings us to a grand total of three emotionally closed off men, three emotionally open women, two emotionally open men and two (depending on how you count Minthara) emotionally closed off women.

Seems pretty damned even to me, yeah?

Lauren Faust, We Need You!

I cannot believe, in a post-My Little Pony: Friendship is Magic world that we are still having this conversation, but here we are.

Let’s be clear here: there are as many different ways to be masculine (or feminine or non-binary or whatever) as there are atomic particles in the universe and all of them are (I hate this word) valid. You assume a character who acts in a certain way is coded effeminate/queer/ultramasculine/whatever, but that only shows your limitations and preconceptions, not that of the character or the author.

Baldur’s Gate 3 illustrates this beautifully. For the guys, you have Manipulative Bastard/Guile Hero/Gentleman and a Scholar Gale, Agent Peacock/Lovable Rogue/Romantic Vampire Boy Astarion, Well-Done Son Guy/Folk Hero/Glory Hound Wyll. And that’s just the main three. If we throw in Halsin or Minsc, never mind Barcus Wroot (the second best NPC in the game after Jaheira) or Gortash or whoever, the different kinds of masculinity expand exponentially! Also I only reduced the main three male companions to a handful of core tropes. They are obviously more complex than that. I just wanted to show, in quick fashion, the ways those three men display different kinds of masculinity.

The women are similarly varied. Karlach is different from Lae’zel who is different from Shadowheart who is… well, you get the idea.

All these characters show off different conceptions of masculinity and femininity. They are not coded as queer or gender non-conforming or whatever, though they can also be those things. Gender is relative. In modern US or Canada, Lae’zel comes across as a ball-busting bitch. In Githyanki society, she’s… normal, naive even. Because everybody in Githyanki society is an arrogant bully with main character syndrome (thanks Vlaakith. You’re a real peach).

But that doesn’t make Lae’zel any less feminine, because feminine is relative. It’s relative to culture (if everybody’s an asshole in your culture then being an asshole is a gender neutral trait) and to you personally. How you choose to present yourself and your masculinity/femininity/non-binarinity/whatever.

I’ll see you folks next week.

Rogue Trading

Hello all you happy people! Josh Stoodley here with another blog post.

Everything is going to be coming out a little later this week, including my two preview chapters and the next update on my fanfiction.

Why? Because I forgot Warhammer 40K: Rogue Trader came out last Thursday and I’ve spent the last few days playing it instead of working.

So today you shall get my grate thorts on Owlcat’s latest game!

Remember, if you like my writing, you can support me on Patreon or buy me a hot chocolate.

In The Grim Dorkness of the Future, There Is Only Grim Dorkness

Warhammer 40K lore is trash. It just is. Everybody in the ‘verse is pure evil, and you only get to choose what flavour of horrible you are.

That’s not anything Owlcat can do about, not really, so we’re not going to spend any more time on it. I bought the game because I like Owlcat, not because I give two shits about Warhammer.

Bloat

I kind of figured the sheer amount of feats/skills/spells/whatever in Kingmaker and Wrath of the Righteous was an artifact of the Pathfinder system, itself an artifact of 3.x D&D. You know, back when you needed five sheets of paper attached to your character sheet just to track everything.

I was wrong.

There are a dizzying array of talents, abilities and powers in Rogue Trader, laid out in the most obtuse way possible. You will spend hours scrolling through long lists after every level up trying to figure out what talent or ability does what and how it interacts with other talents/abilities. This is not helped by the vague writing (if you are lucky, you will get the formula for how a talent works, but this isn’t a guarantee) or the fact that many of these abilities and talents are bugged. So even if you do figure out which talents/abilities are worth taking, they may not even work!

Sigh.

Defenders of Owlcat’s design process will say that this is a complex system and that makes it better than the D20 system of Pathfinder and BG3.

No.

Neither the D20 system or D100 system are complex. D100 is a roll-under system (we’ll get to what that means in a sec) so it’s somewhat counter-intuitive, but it’s not especially complex. Bigger numbers better. Anything that gives you bigger numbers or an extra is good. So on and so forth.

What it is is bloated, not unlike Wizards and their stupid amount of spells in 5e. 90% of your talents/abilities are worthless, even accounting for bugs, and maybe 10% actually help in any significant way shape or form. And the only way to find out which 10% are worth taking is through a lot of tedious experimentation.

That said, the talents that work are awesome, so the experimentation is worth it to some degree.

Roll Low?

The D100 system is dumb and counter-intuitive. It’s not complicated, just weird. The idea is that you have a difficulty check of between one and a hundred, you add your skill modifier to that check and then roll. In order to beat the check, you must roll under the difficulty check + skill modifier.

Argh! It’s a weird system. I refuse to accept any criticism of the D10 system (White Wolf’s system) or FFG’s Star Wars system after playing this game.

However, that’s not really Owlcat’s fault. That’s on Games Workshop, who understandably insists on the D100 for all their games. So we will move on to something that is very much Owlcat’s fault.

Whoever Designed These Maps Needs To Be Fired. And Possibly Banned From Working In Video Games Ever Again.

One of the critical flaws of the isometric perspective in video games is that that it sharply limits your field of vision compared to a proper third person perspective. That can make it really hard to figure out where you’re going, especially if the camera controls are wonky and your working with a lot of vertical elements.

Both Baldur’s Gate 3 and Rogue Trader suffer from this problem in the worst possible way.

Travel in Rogue Trader is an absolute slog. You will miss all kinds of stuff like loot or important quest objectives because they are obscured by the camera angles and placement of background objects and the camera controls are questionable at best. It takes forever to get anywhere and there’s no quick travel system. So you will see the same stupid map over and over again as you try to get anywhere. Worst still are the maps where the correct route is deliberately obscured: you will run around in circles trying to get anywhere with no clue where you are.

And that’s not even discussing the utterly stupid way space travel is handled in this game.

There’s no map of the star systems, so you have to go to each individual system and ‘chart’ new star systems, making it easy to get lost. Most of the routes are dangerous too, so you get the random encounters that Owlcat are way too fond of. Combat in this game isn’t bad, but it can become a chore quickly. Especially as Owlcat has questionable ideas about balancing encounters (see below). Then, most importantly, is the fact that there’s no way to plot a course over multiple systems. What I mean is that if you want to go to a planet that’s five systems away, you have to go to each individual system. It’s a real pain in the ass.

And that brings us too:

Dear Larian And Owlcat: There Are Better Ways To Balancing Encounters Than Dropping As Many Enemies As Possible On The Player

No, yeah, that’s pretty much the tweet. Most of the encounters in this game are ten enemies or so; many can get as high as thirty.

Rogue Trader is the worst by far of the two games for this, as BG3 has a lot fewer random encounters. But both are terrible. Dropping thirty enemies on a player is not fun! Especially as Owlcat likes to have reinforce their encounters, so you may have to wipe three or four waves of thirty plus enemies. AOE helps, but AOE also hurts your guys so its not as reliable as it should be with this many enemies on screen. On the plus side, the enemy isn’t immune to their own AOE either. I’ve won many a fight simply because the enemy AI decided to cut loose with the AOE attacks and wiped out their own side.

Damn, but that is funny.

Larian, There Are Some Things You Need To Learn

It’s not all bad. There are a lot of things that Owlcat has straight up perfected in its gaming.

First is the Character Creation, which is a huge step up from Kingmaker and WOTR. It’s not as good as BG3’s, but it’s still pretty good.

Second, more importantly, are formations. Why BG3 doesn’t have formations is beyond me. But I’m sure we’ve all run into that problem where our squishy wizard is suddenly leading from the front or our anti-charismatic ranger is suddenly forced to talk to people. RT has some of those problems, but a lot less so than BG3. Which brings me to my next point.

Skill checks! Owlcat games handle (active) skill checks so much better than BG3 does, just by virtue of letting you draw on any of your party member’s skills regardless of who you’re controlling at that particular time. For example, if I talk to somebody but have low social skills, but one of my party members have high social skills, the party member with the high skills will take care of the check for me.

This is especially helpful with jumping. I’m sure we’ve all had our party members get stuck while trying to traverse BG3’s overly vertical environments. Well no more! In RT, all you have to do is pass one skill check (which your party member with the highest Athletics skill will handle for you) and all your team will cross the gap! It’s fantastic, I love it. Way, way better than BG3’s method.

Related, RT continues Owlcat’s tradition of selecting your best character to disarm traps and unlock chests. So if you click on a trap, the person with the highest disarm skill (or lore: xenos, which is the other skill I’ve seen used for traps) will go and disarm it. You sometimes have to do some manoeuvring, and a lot of the traps are awkwardly place, but it’s a lot better than BG3’s system where you have to click on the party member you want, then right-click on the chest or trap (unless you spot the trap, then you can left-click it) and select the disarm or lockpick option.

Another thing RT does well, and much better than WOTR, is corruption. As you go down the Heretical path, your ship slowly becomes more and more corrupted. You don’t get any cool Chaos mutations yourself, but it’s cool to see your ship transform.

I’ll see you guys next week.

The Long November

Hello all you happy people. Josh Stoodley here with another blog post.

This one is mostly an apology. My real life job, dog-sitting, got in the way of my writing last month. You’ll notice I didn’t post anything since early November? Yeah that’s cause I didn’t write anything for three weeks straight last month due to dogs.

We talk a lot about pit bull aggression and what to do if the dog is aggressive. We don’t talk about what to do when the pit bull is an energetic, happy, inquisitive, 90-pound puppy. I don’t like talking trash about my customers online, but that particular dog was a menace. And not because he was aggressive; far from it. He was one of the sweetest, happiest dogs I’ve ever known. He was also one of the worst behaved; we could not keep him out of trouble for the life of us. He was always into something, or barking when he couldn’t get into something or harassing my other dogs because he always wanted to play and even my most energetic dogs needed a nap now and again.

The pit bull was nine years old, by the way.

Anyway, that’s why I haven’t written much this month. I’ve either been too busy or too exhausted from dealing with that rowdy mutt.

I’ve taken steps to make sure December is a lot better. No new customers, only returning ones, blocking off certain days like Christmas and birthdays, etc. So while there won’t be any preview chapters today, there will be two next week. One from No Blood for Business and another from Brockhold. I’ll see you guys then.

Remember, if you enjoy my content, you can support me on Patreon or buy me a hot chocolate.

Some More Art For You Plus The Next Preview Chapter Of No Blood For Business!

Hello all you happy people! I’ve got some more art for you today. Plus the next chapter of No Blood for Business is up. Check it out: https://www.patreon.com/joshstoodley

Here’s my art:

My first, abortive attempts at drawing a dragon.

Here’s another try. It’s an improvement, but I still need to work things like wings and toes.

Here’s another try at a human being. You can’t see it in this picture, but I gave her cow feet.

I’m not sure how, but somehow I gave this girl Rayman legs.

It’s an improvement from my first attempts, sure. But I got a long way to go.

Some more dragons! This time, more based on Eastern dragons. The top image is my first attempt; you can see the improvement in the second one.

Still have trouble with toes.

New Preview Chapter Out!

Check it out!

https://www.patreon.com/joshstoodley

September Recap

Hello all you happy people! Josh Stoodley here with another update.

So, September sucked. I’ve been sick off and on all month. As a consequence, I haven’t gotten nearly as much writing done as I need to and No Blood for Business has fallen behind. There’s nothing I can do about that, except keep writing in October. The plan here is to finish No Blood for Business for October, then get it off to my editor by November and then release it in December.

The good news is that, once again, I have managed to get much farther with Legends of Infernia than I had originally planned. I’ve made my characters, got most of the first town done, and have most of the class system in place. There’s still a lot of work to be done, and I don’t have a release date yet, but if work continues at this pace there is a good chance I’ll have it ready by early next year.

In the meantime, I have two preview chapters up for you. One is from No Blood for Business and the other is from Brockhold.

I’ll see you guys next week! And remember, if you enjoy my work you can support me on Patreon or buy me a hot chocolate.

Update On The Goals For September

Hello all you happy people! Josh Stoodley here with another (late) blog post. I was sick all last week. Nothing major, but I got zero writing done due to not being able to sleep. Like, at all.

So that means that No Blood for Business will finish in early October, with the goal being a November/December release. So only a minor change to the timeline, really.

On a more positive note, I have progressed much further with Legends of Infernia then I’d initially planned. I’ve finished the outline and have moved on the actual game itself. I’ve almost finished making the overworld map; there’s one rather extensive change I still have to do but otherwise its a damn good map if I do say so my self.

After that, I still have a lot left to do. I need to make the characters, their classes, skills, the town and dungeon maps, etc. Making a game is hard. Don’t kid yourselves. It is long, tedious and difficult. But I feel like I’m making progress and will have the game done before the Super Switch comes out. I hope.

Anyway, that’s it for this week. I will have more for you next week!

Remember, if you enjoy my work, please support me on Patreon or buy me a hot chocolate.

No blog post today guys (I’m sick again) but the next chapter for No Blood for Business is live! Check it out here: www.patreon.com/joshstoodley

Jen 3 Is Live!

Newest preview chapter for No Blood for Business is up! Check it out: https://www.patreon.com/joshstoodley