Witcher 3 – Part No More

I wanted to give it another shake.  I dropped down the difficulty to rank 2 of 4.  This has 2 effects, the first of which is that enemies are apparently easier.  The second is that I now heal 24/7, whereas before I needed a “talent” to heal during the day.  I figured maybe it was the combination of load times and death in combat that was my problem.

Well, that’s not the issue.

Combat is just garbage, pure garbage.  Every fight is 4 on 1 or more.  You can’t see half the folks because they surround you (which is neat mind you) and they all attack in a staggered fashion.  Blocking either doesn’t work, or does and you get stunned.  Get 2 hits in, take off 10% of the enemy’s HP and then have to roll around like a gymnast to avoid everyone else swinging at you.  The entire combat feels like I’m avoiding 10 people continuously throwing knives at me.

And even if I manage to whittle them down to a single foe and just hammer them with blows, they end up blocking a third of them.  And once combat is over I’ve got damaged equipment, and no where to repair it.

But wait, there’s more.  The first “main map” is pretty big.  But I’ve yet to find a single enemy my level, most are 2-4 levels higher.  Heck, one town slightly off the main quest path had 10 enemies, 5 of which were level 16.  They killed me in 2 hits.  And it’s not like I can sneak up and take a couple out.  No, it’s 10 vs 1.  Why does that even exist within spitting distance of the main quest road?

Dying is one thing if you can avoid it.  I can’t avoid half the hits I take in this game due to the inability to cancel an action and inaccurate hit boxes.  In other words, while I’m in the middle of a swing, I can’t stop to block, even after I connect, until the sword animation is complete.  I also have no idea how big enemies hit boxes are so I end up missing my swings even though my sword goes through their characters.  And they manage to hit me by their combat animation causing them to take 3 steps forward in a swing.

Oh practice you might say.  Well, I can’t block or parry a downer or a ghoul, and that just leaves rolling around all over the place.  Really, that’s what people think are good combat mechanics?

I don’t mind a challenge, I really don’t.  I’ve played my fair share of hard games all the way through.  I think the hardest in mind was Ninja Gaiden Sigma on the hardest difficulty (that was batcrazy, and awesome at the same time).  But there was some sort of reward for it.  I didn’t end up with 2 monster teeth and a broken sword.  I progressed some story element.  I actually felt myself get stronger as I progressed.  After nearly 10 hours in the game, I feel  I’ve made no progress at all from an RPG-stats perspective, and just a dent in the main story.

I’m more confused than anything.  How a game gets this much praise, seems to fit my style (action + RPG + open world) yet so thoroughly hits bad vibe after vibe is a head scratcher.  I want to play the game people are fawning over.  Cause it just can’t be this.

Witcher 3

After completing Fallout 4, and checking my mail, I noticed that Witcher 3 was on sale, something like 60% off.  Figuring it was a good deal for a good game, I gave ‘er a go.

I’ll be honest, I don’t get what people are all bonkers about.  The art/dialogue is pretty neat but the actual RPG mechanics are garbage.  Leveling doesn’t seem to imbue you with any concept of power.  Items are just numbers, the skills are bland and the combat is atrociously long.  To top it off, the saves are so far apart that you’ll have crossed half the map when you reload.  After what feels like 30 seconds of reload screen.

I’ll give an example.  In the starting zone there’s this one spot that’s defended by a bear.  A bear that can kill you in 2-3 hits.  A bear that has near a thousand hit points and your sword does 5-6 damage per swing.  So you need to use a fire spell to damage him.  Ok, but that thing takes time to recharge, so you’re dodging the bear while it does, which slows down the recharge.  And then you end up under a tree, the bear swipes you and you get to reload.  From start to finish it was a 5 minute fight.  And that wasn’t even the boss of the zone (a griphon)!

The story is neat, I’ll grant that.  The lore is clearly well thought out, the various characters are interesting.  Music is top notch.  The first load screen reminds you of where you are in the story.  Plenty of quests around, or at least areas of interest.  But those areas usually have 3 enemies and are over in 30 seconds.

I’m guessing it’s mainly due to coming from Fallout 4, where each area was unique and took a few minutes, or even 30, to clear out.

I’ll give it a few more sessions to wear in but I am quite disappointed with what’s here.

World Building vs Story Building

I think I’ve completed about 80% of the quests in Fallout 4 now, maybe a bit more.  I wouldn’t say I’ve played through 80% of the content though… I’d put that closer to 25%.  And I think that’s really the kicker for Bethesda games, in that they build a massive world to explore and the story is just an excuse to move around.

If I take the Fort Hagen portion of the main quest as an example, you’re tasked with finding the person who started the whole thing.  You find the building, he taunts you a few times and eventually you make your way to him.  The dialogue isn’t much, and the combat against the synths isn’t exactly mind blowing.  What is super cool is the actual fort.  And that goes for every other spot in the game, each completely unique.

Each room was designed, by a real person.  Each tin can, box of macaroni, each chair and table was put there by a person for a reason.  You might find a few corpses in a corner, surrounded by their old possessions.  You might find a terminal with someone’s logs, explaining how they tried to find a lost loved one.  There’s more story in the actual world than there is in any given quest or dialogue.

It’s even more contrasting when you look at the other games that have open world content.  Some of them have plenty to do but little to see.  Other it’s plenty to read but nothing to hear.  For all the fun had in GTA5, you can’t enter most buildings, so it’s just a bunch of roads to do stunts in. Mad Max is meant to drive through at full speed.  MGS and Just Cause are a lot like GTA5.  They aren’t bad, far from it, but they are different.  And I’m thinking it has to do with the RPG aspect.

Bioware used to build amazing worlds, with neat lore and cool characters.  The stories were amazing but the world’s themselves had interesting characters.  I preferred Pillars of Eternity to Dragon Age because the former had more charm.  Dragon Age just felt like an MMO without people.

And that’s a solid jab at MMOs by the way.  You’d be hard pressed to find one today where the world had any meaning to the players.  TESO and SWTOR are prime example of how the story and world are lost when you add 10,000 other players and everything has to respawn now.  You can’t appreciate the items on the table because JimBob#2828 has just finished looting it to buy a new leather thong.

World building is near entirely in the realm of single player games.  I find it completely fascinating to play through, and I really enjoy seeing neat little items that have no bearing on the greater game outside of providing context.  It’s really impressive what the tiniest of details can have in the big picture… if you have enough of them.

Fallout – Odd Quirks

Well, more specifically with the endings, so spoilers ahead I guess.

I’ve completed the game with both the Institute and the Railroad, since both of those are pretty close together.  The Institute is an interesting organizations, very technocratic.  There’s a severe lack of empathy for anything not within field of view but they are also the only faction playing the long game.  They live in the shadows and are appropriately called boogeymen in the game.  It takes a very long time before you see an actual member, rather than just a synth.

The Railroad is a weird one.  One part underground railroad, one part freedom fighters… but against an oppressor no one understands.  While they want to stop the Institute, they also want to free all the synths.  And this is the really messed up part.

The Institute treats synths as objects, though they do have borderline sentience.  The Railroad thinks all synths should be free, though mostly for the gen3 versions, who look just like humans.  But the methods to get there are just…stupid.

Somehow, the Railroad thinks that by destroying the Institute that will free all the synths.  But the Institute continues to make synths.  So the Railroad is in effect preventing any future synths from being created.  Kind of a weird moral jumble.  But they talk about it.

There’s the 2nd to last mission for the Railroad and it’s to take out the Brotherhood of Steel.  Not once in any quest do they talk about the BoS, never do you cross paths.  But all of a sudden, you need to take them out.  And ALL of them.  I didn’t get that.

While I didn’t necessarily agree with the Institute all the way through as many of their justifications were flawed, at least they were consistent.  Find the smartest people in the commonwealth, offer them a padded and secured job to help humanity.  Hide as much as possible.  The Railroad was just “free the synths, kill everyone else”.

Time to load an earlier save and try the BoS path.  I’m not much of a fan of them in this game compared to others.  Maybe there’s some redemption to be found.

Stress Relief

It wasn’t the best way to end last week.  Work’s insanity level has been steadily rising lately, and sort of blew it’s top.  Work-life balance isn’t working out as much as I’d like.  I got a message at 9pm on Thursday for an emergency meeting the next morning, fully across town.  For a problem that’s in no way my own to solve, it’s just that I have a reputation for fixing things.  Sunday night was more of the same, and my anxiety wasn’t being very cooperative.

The good news is that stress relief now comes in multiple forms.  Gaming, obviously.  Though Fallout 4 lately has been hitting the feels more than I had expected.  Hockey is another and I’ve been well enough to keep that going steady.  Painting works well.  Last night I was able to put the first coat of white on my E-web engineers.

The last item, and the one I seem to have more and more fun doing, is baking.  It’s one of those things where you need to take your time, be somewhat precise and it can take a long time to finish off. Oh, I like cooking too, but a 4 hour prep for a 45 minute meal isn’t the same.  I can make a pie that’ll last the week, muffins that can be frozen for longer.  And who’s ever said no to dessert?

Since there was a birthday part for my wife’s grandmother on Saturday, we got slotted for desserts.  My wife made some cupcakes with the kids, sprinkles and all.  I made my life harder.

Lemon Meringue tarts and a Maple Syrup pie.  Turned out great and didn’t bring a single one of them home.

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Dang good tarts!

 

The Story is Important

I did get some Fallout 4 in over the last few days.  I’ve finished up the Minutemen and BoS quests, at least enough to get to the infinite-random-quest parts.  I’ve unlocked all the companions, received Mcready’s perk and started work on Deacon.  I’m about half way through the Railroad starter quests and got a nice Gauss weapon.  That thing is un-modded and deals over 200 damage, making me wonder if I should replace my Overseer’s 2x sniper gun… We’ll see.

I also decided to keep up with the main quest line. I headed out to the Glowing Sea (very appropriate name) and ended up finding the Synth courser through another quest.  I’m finding that story line very bland compared to all the sidequests though.  Virgil… when I met him I thought it would be an interesting chat.  Nope.  Just another fetch quest.  Which brought me to the USS Constitution, an actual boat stuck in a building, controlled by robots.  They had me fix their ship (various INT checks and one piece found in another building) and I eventually had to make a moral decision.  There are some scrappers around, and the ship looks like a gold mine to them.  And who’s to argue that robots are more important than food on the table?  I am, that’s who.  There was a neat couple battles on the side of the ship, shooting the canons no less.  The entire quest line had humor and gravitas, with a decent sprinkling of combat.  Aside from the Fort Hagg portion, the main quest line just seems to pale in comparison.  There’s certainly some neat sections – like exploring memories and whatnot – but for a “find your lost son” it sure had issues with pacing.

I think I’ll finish off the Railroad quests before getting back on the main quest trail.  I’m only a few steps shy of the Deacon perk anyhow.

Little Worlds

Since my teenage years, I’ve been rather fascinated by miniatures.  I guess even when I was smaller, little toys allowed me to build big worlds.  When I moved out, I started picking up some Warhammer figures and then started painting.  The price point then, as now, was pretty crazy. The figures themselves were of high quality, certainly, but it was the paints that didn’t make much sense.  Paying $8 for a ½ oz pot of paint is crazy.  Finances and time pushed me away from it.

With boardgames making a rather interesting comeback to the social front, I’ve found a few that have miniatures within.  Oh, what I’d pay to have my old copy of Hero Quest back again!  It feels like I’m watching an ant farm, where the little peons move around in a larger context.  Oh, I’ve had my fair share of D&D but it is rather hard to teach someone to imagine a dragon.  If I put one on the board though, pow!  Dragon.

I decided to pain my Star Wars Imperial Assault figures.  While it’s not the game I play the most, it’s the one that’s the easiest to paint as the Imperial color scheme is monochrome.  When I looked at the options and it was either painting 10 stormtroopers or 10 zombies, the troopers won.  The real problem was about finding paint. After more time than I care to admit, I found some options.  My local craft store had a rather large selection of acrylics and washes, and all for extremely affordable prices. I finished up the troopers and started working on the e-web scouts.

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I didn’t paint this.

I sprayed a white base coat, and then went to work on the first coat of black.  You can see that nearly 75% of the thing is black, so this should have been relatively quick.  I used 2 drops of paint (and some water to thin), and then took an hour to get all the nooks and crannies of a single piece.  I’m happy I started on the troopers, as they helped refine my hand work on painting.  While the scout took longer, it was a cleaner job too.  The next steps are a drybrush, some extra coating, a dark wash then finally highlights.  If my math is right, that’s about 90 minutes more work per figure.

As time consuming as it is, it’s also very calming.  You get in a zone and concentrate on something the size of a hair.  The kids are also rather enamoured with the prospect of painting tiny little things and then getting to play with them.  I was hesitant to get back into this hobby but I think I’ll stick with it for a few more weeks and see where it ends up.  I’ll just keep Vader as the final model, that’ll motivate me!

Building a Fake World in Fallout

I decided to take on the Silver Shroud quests recently.  Goodneighbour has a ghoul called Kent that runs a radio station, pushing out stories of what seems to be a bronze age comic hero.  Eventually you get pulled in to that that character’s costume, then go around giving vigilante justice to the nearby land.  It’s not terribly engaging, and aside from 2 characters, there’s really not much going on story wise.  The mechanism, getting your mission over a radio station, that’s pretty cool.

Anyhoot, I get to the last mission which send me to the southern edge of the map – not yet explored.  So I start moseying on down, taking care to unlock the nearby quick travel points for future use.  Along the path I find a junkyard.  All junkyards in this game feel like death traps and this one is full of super mutants.  Ain’t nothing I like more than to clear me out some super mutants.  A suicider nearly hit me with their nuke but otherwise it was a fun romp around old cars to get things cleared.  I ended up in the nearby house, looted some more and then found a computer.

There are 2 types of interactive computers – those that are locked and provide access to some information, door or safe, and then those that are unlocked and only provide flavor.  This was the latter one.  It was a log of the junkyard owner, a family man.  He talked about a bunker and how he had to teach his kids to find it.  I found it.

Heading in, it was basically a sunken rail car.  The front end had some shelves and a ham radio, which was broadcasting a distress signal.  The mid part had a mattress with 2 skeletons in a final embrace.  And then the back of the car had the wall knocked down a bit, so I went looking.  I didn’t get it at first.  Then I stopped and paid attention.  There was a baseball glove on one side and a teddy bear on the other, with a shovel in the corner.  Two little mounds.

Something inside me clicked, I saved the game and shut down for the night.

Shadows of Brimstone

The wife and I played some Shadows of Brimstone over the weekend.  I have the Swamps of Death starter pack.  I’m looking forward to getting some of the expansion stuff mind you, though I realize it’s also in the last steps of delivering on the Kickstarter pledge.

Brimstone is a cooperative RPG miniature boardgam.  The co-operative aspect is really important.  My wife is not a boardgamer, whereas I was practically raised on Monopoly and Trivial Pursuit.  While I can certainly get behind competitive boardgames, that requires more than 2 people.  If it’s just my wife and I, then co-op it is, otherwise it’s just not really that much fun for either of us.

The game is set in a wild-west horror theme, very Cthulhu in nature.  Most missions have you gradually exploring tiles, ever expanding a map to your target.  There’s exploration and events on every tile, often times more than one.  The map itself is completely random, based on a set of card and die rolls.  The setup is actually pretty quick, though by the time we ended our last game, the entire kitchen table was full of stuff.

There’s a core mechanic of holding back the darkness that gets progressively harder to achieve the further you progress.  Failure here is pretty bad.  You could end up drawing more cards or unlock darkness itself, which usually boosts enemies.  One card we pulled added an extra attack die to an enemy type.  One that spawned in groups of 4+.  Still, it’s a fairly neat mechanic that pushes the whole risk vs reward mentality.  That extra draw may be the final one.

And then there’s combat.  There’s nothing terribly fancy here.  To Hit, Attack, Damage, Armor, limited skill usage…all staples.  The differences are in the number of enemies and the duration of combat.

I’ve played my fair share of combat games.  In games where there are a lot of enemies, they typically aren’t very strong.  Few enemies (say, parity or less), then the enemies are tougher.  D&D 3.5 had fewer enemies but more strategy, while 4th had tons of enemies and everything was AE everywhere.  So if a board game should be completed in 2 hours, combat feels good around 1 hour total.  Maybe that’s just 3 fights the entire time, or it could be 10 times.  You just need more than combat and at least some light at the end of that tunnel.

Brimstone is an odd one.  The weaker enemy types usually start off by doubling/tripling the amount of players on the map.  Players are forced to “funnel” the enemies in tight tunnels to avoid getting swamped.  AE attacks are fairly limited, and difficult to pull off, so when it’s 2 players vs. 8 undead, it can be a grind.  Thankfully combat is quick in those scenarios.

The final fight of the run is different; it uses a much higher difficult pool for enemies and is compounded by a separate set of cards (related to holding back the darkness).  We decided to use a limited resource to eliminate those cards, but we cheated any took a peek anyways.  Had we flipped the card, we would have been ambushed by 2d3+4 undead – so, you know, lots.  On top of the 4 weak flyers and 3 strong tanks that were already on the board.

The flyers took a few rounds to drop, due to bad rolls.    My wife and I swapped rolling duties throughout, where we each played for the enemy.  She continually rolled 5/6 when playing as a bad guy and 1/2/3 when she was her PC.  For at least 30 minutes.  (Side note, she rolled so well, she killed my guy outright for more damage than he had base hit points).  We looked at the clock on the wall and realized at this pace it was another 15 minutes of combat, with our current luck streak.  So we invented some house rules to assist with rolling.  It worked out and we finished up the dungeon run.

I like boardgames that rely more on strategy than die rolls.  Pandemic is a good example.  Risk, to some degree.  Monopoly for sure.  The random element in gaming has its place but I’ve played enough snakes and ladders for my life.  Brimstone straddles that line something fierce.  The very limited resources in combat require you to think strategically, but a set of bad rolls can ruin your fun.  Having more players at the table certainly offsets that, and you gain more synergy between the various players.  I like Brimstone and certainly want to get an expansion.  I’ll just see if I can’t get another body at the table to help us out for the next round.

 

Inside Out

This weekend we babysat my wife’s cousin’s kid, so it’s a nephew that’s twice removed I think.  I’m not terribly good at family tree math.  I have 2 girls, so the added “Godzilla in the city” of a little boy was fun to watch.  Not that my girls are princesses mind you, but they certainly don’t have the same aggressive nature little boys have.

Easy enough of a day, Santa Clause parade, good weather, crafts, legos, food.  Then we sat down to watch a movie in the basement.  Kids love popcorn and the 8 foot screen helps too.  My wife suggested we watch Inside Out, that there Pixar movie.  It certainly had some positive reviews from critics.

Pre-amble before the ramble.  I’ve seen nearly all Pixar movies.  They strike a nice balance between kids movies about exploration and some adult jokes inset as well.  My kids generally like them, in particular the Toy Story series and Cars.  As a general rule, they follow the same plot arc in each movie.  Picturesque situation to start, disaster for the main character, lessons learned (and hijinks), 2-3 spots of ups and downs, revelations, back to beginning.  While it’s a simple formula, it’s the character’s strengths and weaknesses that make a film work.

Inside Out has a single lesson learned in the movie, it’s OK to be sad (or perhaps that you can feel more than joy and be happy).  And it’s the most depressing kids movie I have seen in years.  From the moment Riley steps out of the car to see her new house, until the moment she steps on the bus, it’s disaster after disaster.  The kids kept asking questions as to why everyone was crying all the time, why they kept falling and losing things.  When Bing Bong goes away…the hell man, is this ol’ Yeller?  This isn’t to say it’s not a good movie, it’s really quite a good one.  It’s more than the concepts are not ones that a kid can appreciate until they are quite a bit older.  It’s a psychoanalyst’s dream mind you, and I think that’s my issue.

Riley (and her parents) aren’t on screen enough.  They are complex people.  Riley’s emotions on the other hand are clearly one-dimensional – that’s the whole point.  Seeing Anger shoot flames is funny the first and second time, after time #6 you’ve had enough.

It’s a weird thing watching kids’ movies as an adult.  You’re not looking for the same thing anymore (well, maybe I am), so you sort of lose the ability to appreciate it on the same level.  I like to watch my kids watch a movie.  Their reactions and questions say a lot about what they are thinking and how they are absorbing the material.  I guess we’ll come back to Inside Out in a few more years.

Running Around in Fallout 4

I just seem to be wandering around lately in game.  There’s a whole lot of “oooh what’s in here” going on.  Mind you, I completed the Fort Hagen part of the main quest, so I’m seeing more synths and the Brotherhood of Steel’s vertibirds are showing up all over.  As I’m exploring further into the land, more difficult enemies are starting to show up.  The far north east corner had a neat little tower protected by raiders.  I made my way to the top and notices a fight between 2 deathclaws and some legendary raiders take place.  Deathclaws won, I sniped from afar and collected some nice loots.

I found a fish packing plant on the NE corner, completely surrounded by dead raiders.  So that’s a good sign right?  Anyways, I stepped in, searched around and nothing except a giant pit in the middle.  So of course I head down.  About 30 syths later I exit the pit and get ready to leave.  Opening the door has an ambush attack force of synths waiting for me too.  Every darn corner in that place had something waiting to kill me.  Even when I thought it was all over, more combat.

It’s these neat little adrenaline rushes that are a ton of fun in game.  You’re never really quite sure of what’s on the other side of that wall.  There’s a 50% chance there’s nothing there, but if there is something, odd are very high that it wants to kill you.  That the game is able to insert so many areas of silence and slowing of pace allows the firefights to mean more.  This isn’t a Michael Bay movie, that’s for sure.

 

Power is More than Numbers

Further to yesterday’s topic, there’s a whole lot of SMH going around.  All of a sudden the internet has turned into counter-terrorism expert central.  I’m not an expert, so I won’t even bother with it.  Suffice it to say, that if you have an opinion and it isn’t supported by facts, then you’re that crazy uncle everyone has.  We’re all crazy uncles about something.  Just need to pick which thing.

Also, I really feel bad for the US right now.  Like in that way you feel bad for your friend, whose parents are nutjobs, and then they don’t have a choice to live with them or head out on their own.  Apparently the 30,000 deaths per year from guns are not something worth talking about, or the 1,000 per year killed by police, but something that happened overseas is enough to have emergency action.  It feels like that ol’ Amy and Seth bit on SNL – Really!?!

Factions in Fallout

I haven’t focused much on leveling or questing, so I’m only level 21 and up until the last session, I had only unlocked the Minutemen and Brotherhood of Steel factions.  Well, now I’ve unlocked the Railroad, finally found Diamond City, Goodneighbour and the Institute.  I’ve only complete a single quest for the former mind you.

And that was a weird quest.  Maybe I just ran it incorrectly but there were master and expert terminals/locks everywhere, blocking my way forward.  I’m not sure if I was supposed to ask for help from Deacon or not but since I had already unlocked those skills I went ahead.  The alternative path was to run in guns blazing through a mine field.  I’d be curious as to the alternate path.

From the non-spoiler information I’ve read, 3 of those factions are exclusive past a certain point.  The nuances between each seem interesting.  One is focused on brute strength, another in subterfuge and the last one in moral ambiguity.  I’ll be honest and say that I’m rather interested in the benefits of a given faction, rather than their moral causes.  Too much gamification for me, granted, but it actually shows a poor level of balance.  Reminds me a bit of the Dark/Jedi/grey zone issues SWTOR had for a while.  I’m personally a fan of putting in non-power related rewards for these types of decisions, and instead focus on the story.  I seem to be more comfortable with losing access to content than to statistics – or in FO4’s case, losing both.

I also picked up a pretty crazy gun in Vault 81 I had missed the first time.  It’s sold by a vendor, and I typically skip those folks.  Well, this one is a semi-rifle that fires 2 bullets per scoped shot.  I’ve further modified it so that the base damage is 113.  I need to be level 24 I think to get to the next rank of mods.  Caps out at 233 from what I can see.  The difference in damage is just seems like a massive bug.  I took out a legendary enemy in a single snipe, where normally I’d take 5-8 shots.  I’m looking at the various perks and companion bonuses too, and from what I can tell I should be able to hit somewhere near 5x the sneak damage.  And that’s not counting the VATS bonuses to aiming for headshots from another perk.  It’s surreal, enough to the point where if I can see it, I should be able to take it down in a single shot.  That is a drastic change in play and one I’m thinking of just putting aside in order to restore some challenge.

Also, in a touching piece to the game, I found Edwin’s house and Annika’s locket at Chestnut Hill Reservoir.  There’s zero gameplay impact but the story on the terminal in the house and the nearby lake really makes you stop to think about the types of people in the story.  As much as there are ghouls, mutants, raiders and giant insects… there are people around too.  Just normal people, having normal lives, and then tragedy.  I just stopped for few minutes and let that sink in.  By not applying any game-related content, other than lore, it really applies a different focus and makes you think.  Pretty neat.

Stupid is Stupid – Ignore It

My wife asked me an interesting question the other day.  How to you manage to not feel something when people spout ignorance?  This was more in relation to stuff she’s been seeing on Facebook mind you, and everyone knows the weeks of research people put into their posts… but it’s a solid question as a concept.

I am Canadian.  It means something to us to be Canadian and not simply US-north.  There are unique socio-economic variables that are difficult to describe to most people that are not Canadian.  Mind you, I think the Nordic countries are probably the ones we have the most in common with.  Our country is relatively conservative in fiscal values (sort of have to, when it’s cold 11.5 months of the year) and liberal in social values (again, when it’s cold 11.5 months you need to have neighbors who like you).  As a general rule, we are willing to open our arms to help someone else out, even if it inconveniences us.

Oh there’s always going to be stupid.  That’s life. But of all the inflammatory stupid I’ve seen, most people just turn a shoulder and ignore it.  Because really, the only thing that stupid wants is attention.

So my personal technique was to just actively ignore stupid.  I’ve removed those contacts from my feeds, with a sole exception, a family relative.  This individual has a rather strong religious foundation, lives in the country and prefers simplicity and stability.  Change, nearly always, is a bad thing in both perception and reality.  Yet, in person they are one of the nicest people you’ll ever meet.  There’s no open judgment towards family.  Their kid was in an interracial marriage, adopted kids that weren’t his – the whole shebang.  But they also link to inflammatory comments about other cultures.  So in this case, it’s rather clearly just a lack of education and appreciation.  Once they get to know someone, all the prejudices go away.

I play hockey with people of other faiths and when you’re on the ice, it doesn’t matter.  In the room, no one is talking about it because they all know it’s a personal thing.  All the guys will come out to the pub and they’ll eat and drink according to their customs.  If I was to look at the various things posted on the interwebs, I should be instead calling the police because there are 50/50 odds one of the guys is going to blow up a rink.  But that’s stupid.  Saying all people of a given faith are dangerous is like saying all Catholics are Nazis or that all musicians should be blamed for Nickleback.  It’s just so profoundly idiotic, that there is no reasonable argument against it.  Reason just noped the heck out.

Don’t argue with an idiot.  They’ll bring you down to their level and beat you with experience.

So in answer to my wife, I just plainly ignore it.  Rather than focus on the argument, I’d like to focus on the people.  People fear the unknown, so let’s just make them known instead.  Have a chat, shake a hand, lend a smile.  If people feel like they belong, then it opens up a whole new world.