Category: Gaming


A Word About Depression

Between the recent tragic passing of Aaron Swartz, and the increase in interest in mental health care following the Sandy Hook massacre, I’ve seen a lot of confusion and misunderstanding lately about the role of anti-depressant medication, and the increased risk of suicide and homicidal behavior. I want to set the record straight on this.

Anti-depressant medication, in particular SSRI’s like Prozac, Paxil, Zoloft, Effexor, etc., have been linked to an increased risk for suicidal behavior. But not for the reasons most people seem to think.

When someone is suffering from clinical depression, it causes a number of symptoms. One is the actual sadness from which the condition draws its name—depressed people frequently feel lonely, miserable, abandoned, and that life is not worth living. Another symptom of depression, though, is a lack of energy, and a lack of motivation. Many people with clinical depression are so depressed that it actually prevents suicide—because how can you go through all the motions of finding a way to kill yourself when you can’t even convince yourself to get out of bed in the morning?

For clinically depressed patients, SSRI’s frequently work on both of these different symptoms. But in a number of cases, the patient will see an improvement in one set of symptoms before the other. What this means is that every so often, you wind up with a patient who begins to recover from his lack of energy and lack of motivation, without immediately recovering from his feelings of sadness, loneliness, and the conviction that life is not worth living.

The result: Someone who is still miserable, and still convinced that suicide is their only option—but who for a brief window, has the energy and conviction to do something about it. Suicide.

This is not a signal that anti-depressant medication does not work.

In fact, it’s a signal that anti-depressant medication DOES work—it’s a sign that the patient is getting better. But taking anti-depressants is something that should not be done lightly, and should not be done without close, careful supervision from medical professionals and from loved ones who are AWARE OF THE POSSIBLE CHANGES IN BEHAVIOR that can result from taking anti-depressants.

I beg of you, do not jump on this as an opportunity to dismiss psychiatric medication as quackery, or “crazy pills,” or anything like that. By doing so, you contribute to the stigma of depression, and make it harder and harder for people who have psychiatric problems to seek the help they need.

Starflight Part 5: A Few Actual Things Happen

So after a brief respite I dive back into Starflight, in the hopes of actually exploring a bit of the galaxy. After a bit of work I’m getting a little more comfortable with the UI, and I’ve started being able to enter codes from the manual in record time.

I’ve explored a number of the planets in the local system and accumulated enough wealth in the form of mineral resources to begin the process of training  up my crew, and outfitting my ship:

Not exactly the hottest vehicle in known space, but I should be able to handle myself in an emergency. In the process of outfitting the ship, I’ve discovered some interesting things:

  • The scale of the universe. The idea of doing a complete exploration of the game universe is inconceivable. The sheer amount of room on even a single planet is huge, and exploring even a single one might take all day—especially because the range of my terrain vehicle is limited. In order to explore the entirety of a planet I’d have to land, rove out to maximum range, return to the ship, move it, and land again each time. The range of the terrain vehicle is minuscule compared to the size of most of the planets in the starting galaxy, and I assume they get bigger—and the scale of the planet is such that taking off and landing adjacent to your take-off location is extremely difficult. If I take off, move one pixel over and land again, I’m not sure I’d have enough fuel in my terrain vehicle to reach my initial take-off location from the new landing site.
  • Planets continue in their orbit when you leave the system. That one made it difficult to get back to the starbase at least once.
  • The reason for the mission. A new message has been sent to my operations console indicating the real reason for the mission—it seems that the star that the current human homeworld orbits around has become unstable, and we’re off looking for candidates for new colony worlds.
  • And perhaps most importantly, Starflight is not turn-based. I had originally been under the impression that while I was futzing around in the menus, the action would wait for me in order to continue. This is not so—the game continues counting time in the background while I do my work. This has led to a number of occasions in which several days have passed while our intrepid captain tries to count the number of planets in the system to figure out if they’re in orbit around planet IV or planet V. I’m not sure what our science officer is doing all this time. Sleeping?

Join us next time as we have our first encounter with alien life, and promptly shoot it in the face!

Starflight Part 4: Through A Glass, Darkly

One of the things I find the most interesting about this era of gaming is the clunky UIs.

The UI in Starflight is a nightmare by modern standards—almost by any standards, really. But the reason why it’s a nightmare is because to the developers of Starflight, the consistency of the game’s internal logic trumped any considerations of  usability.

This isn’t something that happens in modern games. For example, in the gap between Mass Effect 1 and 2, weapons shifted from a heat-based system (where weapons had unlimited ammunition, but needed brief breaks to keep from overheating) to a clip-based system where weapons needed to be reloaded after a certain number of shots. We’re expected to believe that in the 2 years before Mass Effect 2 took place, every single weapon in the galaxy was retrofitted to work on this new, modular, interchangeable system—never mind the fact that the 63-year old AK-47 is still one of the most commonly used weapons in the world today.

Now of course, no one thinks about this difficulty for too long. It doesn’t make a lot of sense, but we don’t care—because a reload-based clip system is more fun to play than the overheating-based system they originally designed, and because gameplay trumps world-building.

This is a standard of modern gaming—the quality of your gameplay is more important than the internal consistency of your game’s fictional universe. That’s fine, and in general I think it’s a good way for games to be. But every so often you have a hankering to play a game that’s like peeking through a window into an alternate universe, even if the window itself is smudgy and hard to see through.

There are a number of modern independent titles whose success can be attributed to this phenomenon—Dwarf Fortress, which gives us an impossibly detailed 3D world only visible through ASCII, or Ancient Domains of Mystery, a roguelike RPG which actually forces you to de-equip your gloves before it allows you to equip a ring. Even Minecraft has an inkling of it. But to really see it, you need to go back to the old days—and Starflight is a perfect example.

This is the planetary exploration screen in Starflight. In the center is my planetary rover, to the left (in blue) is my ship, and above it is a node of mineral resources that I can gather for later sale.

A number of things stand out to me here, but the most dramatic is that the planetary surface is represented purely symbolically. No attempt is made to actually show you visually what the planet genuinely looks like—systems at the time didn’t have the graphical capability. The terrain is only indicated using grey and white squares, each individual square representing a kilometer. Those colors don’t represent ice or snow, they represent altitude—lighter colors are higher. Minerals are denoted by a symbol, not by any attempt to actually display a vein of chromium. If you want some idea of what the planet’s surface actually LOOKS like, you need to look at the bottom of the screen for a text description.

And yet, with this simple text description. the planet itself comes to life. I can look through the smudgy window of my planetary terrain vehicle and see the barren, grey rock and dirt surface, and the clear sky.

This isn’t the only occasion where the UI is difficult to navigate, but consistent with itself. This is the screen the game shows you when you try to land on a planet:

The landing screen above will give you a rough idea of the topology of the planet, but the image to the right is actually a Mercator projection of a spherical planet surface. Later games, like Star Control 2, used a simple square map that wrapped around to the opposite side if you went too far, like a Pac-Man level. Not so Starflight—they’re willing to accept all of the bizarre interface issues caused by trying to represent a spherical surface on a 2-dimensional plane, because it’s more important to them that their universe be consistent than accessible.

Likewise, if you look here:

…you can see the interface that I use to maneuver from planet to planet within the system. Note that each of the menu items is broken down by the actual crew officer who is responsible for that particular task. This makes a lot of sense, to be sure—if you actually have a crew of five to help you play the game. In terms of actual gameplay, though, it often means that the different functions which you normally use together—or at the same time—actually are buried in several entirely different nested menus.

For example, if I wanted to leave the starport, travel to another nearby planet and land, I would select the “Captain” menu and choose “Launch,” so as to give the order to leave the starport. But the captain doesn’t actually pilot the ship—that responsibility lies with the navigator. So you have to exit the “Captain” menu and select the “Navigator” menu, and then choose “Maneuver” to travel to the other planet. Once you arrive, you have to exit the “Navigator” menu and select “Captain” again to give the order to land, and disembark the ship.

All this is frustrating to be sure, but at the same time it’s weirdly charming. The idea of having to select my different crew members in each step reminds me that I DO have crew members, and subtly suggests the interplay between captain and crew as we traverse the solar system. By forcing me to use my imagination to picture the planet’s surface (especially in light of the recent landing of the Mars Rover Curiosity), I wind up conjuring images more fantastic than any the game could have shown me. And the fact that I have to enter a security code every time I leave the goddamn starport becomes…well, let’s say “bearable.”

Join us next time as we explore exotic new worlds and exploit their mineral resources for personal gain!

So the good folks at LemonAmiga.com have a manual on file for Starflight, which I have appropriated for my usage and read through in an embarrassed flurry of activity. In the process I have learned a number of interesting things.

First: Backstory!

Starflight begins in the year 4619, on a planet called Arth. This is an isolated colony in a backwoods corner of the galaxy, that until recently had not developed interstellar flight technology. The catalyst that sets the events of the game in motion is the discovery of an underground network of tunnels, originally dug by the original colonists of Earth.

The implication is that hundreds, if not thousands, of years ago, Earth was a thriving world controlled by an organization referred to as “The Old Empire”, made up of Humans, Velox, Thrynn, and Elowan living in harmony. At some point, forces hostile to the Empire did something which forced the inhabitants of Earth to evacuate in search of a new homeworld, eventually settling on Arth—where we now reside. It’s not known—to me, or to the characters in the game—why exactly the Empire had to leave Earth, and why the colonists of Arth were unable to maintain their level of technology.

In recent years, the Interstel Corporation has discovered this ancient cave network, and in the process been able to reverse-engineer some old-Earth technology. This breakthrough, combined with the discovery of a new, crystalline fuel source called “Endurium”, has allowed the Interstel Corporation to manufacture a new generation of faster-than-light capable starships. These ships have been provided to a number of exceptionally talented captains, along with the directive to explore the galaxy and see what we can see. The only trick, of course, being, that Interstel’s resources are not unlimited—so the initial stipend is all I have been provided, and the rest I will have to purchase myself.

Another interesting tidbit: this is not the first wave of interstellar explorers that Interstel has funded. Another group of 13 ships was sent on their way about five years ago, with a supply of about one year’s worth of fuel. Only 2 of them returned, one of which we are told about explicitly. This ship was captained primarily by a Thrynn crew, and in the process encountered a number of alien ships crewed by familiar races—specifically Thrynn and Elowan.

The manual takes this opportunity to inform us that the Thrynn and Elowan are historically sworn enemies of one another, and that if you encounter them in the wild, they will scan your ship to determine if a member of the opposing race is a part of your crew, and if so, they will open fire.

This sent me back to the “Personnel” section of the starport to kick Razz the Thrynn out of my crew. Elowan are flimsy, but they’re good at both communications AND medicine, while Thrynn are apparently only good at communications. Sorry Razz. I replace him with a friendly Elowan communications officer who I name Supox.

The backstory is interesting, though—it’s unusual to play a space exploration game where you actually know nothing about your surrounding environment before you begin exploring. And it turns out I didn’t spoil myself for much after all.

One more important note: I did manage to find a look-up table to represent the contents of the original manual’s copy-protection code wheel. This is how big the file is:

I have to enter a code from that table every time I want to leave the Starport. Not just a single unlock code, oh no. I’m breaking this baby out every time I go back to sell minerals.

Join us next time as we reflect on how we love games that play hard-to-get!

Starflight Part 2: Mistakes Are Made

So DOSBox is up and running,  I’ve spent 15 minutes of trial and error trying to figure out which graphics mode to use, and ignored the copy protection warning which suggests that I may be vaporized by Interstel Corporate Police for playing an unauthorized copy of the game, it’s time to play some Starflight!

Image

This would apparently be my home starbase, and that exceedingly sluggish little spaceman on the far left would be me. Each one of the six points on the star in the area displayed above contains a door which leads to a menu.

This appears to be the rough equivalent of the Starbase in Star Control 2, or the Citadel in Mass Effect—a central location that I can come back to between expeditions to refuel and replenish my supplies. In Operations, I conveniently find a message detailing my primary directives:

  1. Seek out and explore strange new worlds
  2. Boldly go where no man has gone before
  3. Establish contact with any sentients
  4. Capture and bring back non-sentient lifeforms
  5. Record alien lifeform data
  6. Bring back alien artifacts
  7. Bring back any valuable minerals
  8. Keep from getting brutally killed

I’m glad they included that last, I was starting to think that things might be too easy.

Preparing for Departure

My first notice gives me a good deal of other information, including the amount of the monetary stipend I’ve been given to start the game with, as well as the coordinates of a number of other locations around the galaxy that may be worth investigating. I decide that I’m going to have to take notes as I proceed with this game. I am charmed by the novelty of playing a game again where note-taking is necessary, and reminded of the eternally unused “Notes” section at the back of every 8-bit console game manual.

I use the keypad to clumsily maneuver my tiny spaceman to the other doors around the space station, to learn their function. They are

  • Operations: My inbox.
  • Personnel: Where I hire and train crew members for the journey into space.
  • Crew Assignment: Where the crew are assigned to their posts.
  • Bank: Where my monetary units, or “M.U.,” are tracked. I find it amusing both that I can view my transaction history, and that it includes a 200 MU charge for having  purchased the game. It also has a 12% interest rate. Were 12% interest rates a thing in the mid-80s? We HAVE come a long way.
  • Ship Configuration: Where I outfit my ship with weapons, armor, cargo pods, etc.
  • Trade Depot: Where goods are bought and sold. A number of things with unclear functions are for sale here. I decide to investigate later.

I make note also of the fact that none of these doors appears to be the actual exit to the Starport. I find this concerning, but set it aside for now.

Building a Crew

The gist of this screen seems to be that there are five races to choose from for crew members. There doesn’t appear to be any penalty for hiring new crew members. For variety, I decide to hire one crew member of each race.

The different races all have different starting skills in each of the disciplines, as well as different durabilities and learn rates. Hiring a crew member seems to be free, but training them up to actually be GOOD at anything costs cash. I decide not to spend anything to train them right away, and assign crew members to tasks as their base skills dictate

So there are five races. What are they good at?

  • Humans. Humans are apparently good at science, and mediocre at everything else. I hire a human to be my captain, because I’m a racist, and I name him Zelnick.
  • Velox. These look something like giant ants. They have a knack for navigation and engineering. I hire one and name him Thri-Kreen.
  • Thrynn. Thrynn look like intelligent iguanadons. Iguanadons that are very good listeners, apparently, as communication appears to be their strong point. I name mine Razz.
  • Elowan. These are apparently bipedal plants, with high scores in communications and medicine. I hire one and name him Elwynn.
  • Android. These have extremely high scores in navigation and engineering, but have a learn rate of 0. I imagine this makes them impossible to train. Presumably Androids make good navigators or engineers in the early game, but are better off replaced with Velox navigators or engineers later in the game when you can afford to train them up. Since I’m still in the early game, I hire one and name him R66-Y.

Immediately after I head over to Crew Assignment to assign my new crew to their posts. I seem to be short a crew member—apparently there are 5 races and 5 skills, but 6 crew assignments. I zip back to Personnel and hire a second human, then assign my crew as follows:

  • Captain: Zelnick. Human.
  • Science Officer: Kelvin. Human.
  • Navigator: R66-Y. Android.
  • Engineer: Thri-Kreen. Velox.
  • Communications Officer: Razz. Thrynn.
  • Doctor: Elwynn. Elowan.

More or less satisfied, I head over to Ship Configuration. Laser cannons, missile launchers, shields, armor, and engines are all for sale. Not yet being sure what is a good value and what isn’t, I buy only level 1 shields, figuring that I won’t need much more on my first expedition just to gather mineral resources and return.

Satisfied, I name my ship the I.S.S. StarCrossed, and return to the central room of the Starport to try and figure out how to get the hell out of here. It takes me several minutes to discover that it’s actually the central pad in the middle of the starport that sends me to my ship to disembark. My tiny spaceman glares at me impatiently.

But that aside! We’re ready to launch. I maneuver my way through the menus and get ready to leave the station, only to be greeted with the following request:

Dammit. I guess I’m going to need to track down some documentation for this game after all.

Join us next time, when we actually read the manual and discover we’ve done everything wrong!

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