Sunday, March 14, 2010

GDC 2010 Impressions: Everything you know is wrong Sid Meier!*

Mr Meier’s keynote speech at GDC was an interesting one, I was drawn to its promise “everything you know is wrong”, that and the fact that I really enjoyed a game of Civilisation back when I had any significant amount of spare time. I liked the idea that I’d learn something about myself as a gamer and how that’d impact development; the psychology of gaming, contentious, yet interesting stuff indeed. Sadly, it didn’t seem as if the talk really gave what it was supposed to, here are my impressions on it.

The catalyst to the speech was that when Sid first started to design games he didn’t consider what was going on inside the gamer’s head, instead he was trying to pursue some purist goal of fidelity to his chosen area with the assumption that this would make a good game. Now Sid, having been designing games since I was probably being potty trained, has had enough experience to know that realism is a fickle mistress, there is a difference between was is realist and what is perceived to be so by the gamer. Shame he couldn’t just say that really. Instead he sets out to outline various traits of the player, which whilst sounding good on paper, didn’t really come together all that well on the day. I won’t try and outline them all because they are scatter-gunned, but I’ll point out those which I found most important here. There is the egomaniac tendencies (i.e. The player thinks they can create “a civilisation that can stand the test of time”), they think they’re better than they are. This also leads into “The winning paradox”, the utopian ideal with games – you (basically) always win. Obviously this is has real founding in life, it comes with wins and looses, Sid used the NFL and NBA to illustrate this, only one team out of 20-odd will win. This creates the first major problem Sid is describing, a search for realism overshadowed by a lust for victory.

Amongst other things, Sid outlines (and patents) the term “unholy alliance” in reference to the pact which gamers and developers have to make in order for them to both enjoy games. Gamers have to pretend its real – therefore devs have to promote this. This is based on a number of different factors, but is essentially based on “suspending disbelief”, which should be pretty evident by now. This though, is problematic and that is because of what Sid discussed when he started the speech – his quest for realism. Because he’s a mathematician first and foremost, his games are created with equations and coding, rather than narrative and emotion. So, when he presents a player with a battle whose odds of winning are 3:1 it is perfectly fair, he says, for the player to loose one in four of the fights – i.e. Expect to loose gamer! However, not everyone can appreciate this, or perhaps they find the potential mathematical uncertainty frustrating and “cheap”, but for what ever reason Sid said a 3:1 chance of winning (for his typical gamer) should mean a win every time rather than three in four (because 3 is a bigger number than 1, ergo big beats small every time). So, humouring the player he made the odds “fairer”, however this isn’t enough. Sid then outlines a number of other odds in which the player shows a lack of knowledge for probability and logic and essentially how his games have had to change because of this. This section probably should have been titled “why the player is stupid”, Sid appeared to be a little bitter at this behaviour.

The following few moments are remarks on things he is sorry about over his career, the list might seem to contain some welcome admissions for the die-hard fans including things like “real time Civ,” the randomised tech tree, natural disasters and not making “the Dinos game”. I believe elements in his next section however, should probably belong on his “my bad” list. Sid goes onto describe how to make “AAA games on a shoestring budget”. Firstly this was probably here to make people happy that he’s mindful of financial difficulties, although I can’t help be think Sid may have lost it, just slightly. His points here are based on two things, leave out expensive graphic design and don’t bother writing extensive narrative, just rely on cultural memory. I think I should explain this a bit better for those who haven’t seen it. The first point was based on the fact that in Civ Revolution they illustrated riches from one empire being bestowed on the player shown simply as a line of text, i.e. “you received seven dancing bears”. Apparently the fact that the player will read this and then imagine the dancing bears will be enough, no need to go to the expensive of showing it, simply telling it will be fine. I’m not going to patronise people with the “show, don’t tell” argument, it just seemed really strange that in 2010 a game designer was opting for text approach. The second point was a lousy one really, that games can simply rely on stereotypes to tell the story rather than paying someone to write something advanced, detailed and well thought out. If you see a pirate with a black, curly moustache and a sword you can tell that he’s evil – no need to write some complicated reasoning for it. Okay, I know this is money saving we’re talking about here, but this is lazy on a shameful level, whilst stereotypes can be useful for limited purposes, I hardly think you can base antagonists, protagonists etc on them (although some games do still try and come off worse for it).

Sid then goes on to give another almost basic lesson which is “listen to the gamer” and interpret the answers to work out what drives them, rather than taking it at face value. I can only speak for myself when saying this but this isn’t anything new, even coming from Mr Sid Meier himself. The final moments are spent describing the process of making the epic journey of games, more epic and the apparent holy grail of gaming, replayabilty. This is down to choice making, progression and apparently Word of Warcraft does this well (seems like over 11 million people can’t be wrong). I couldn’t help thinking that all I already knew about games and the gamer wasn’t wrong, so the premise the speech is based on is perhaps a little thin. It might seem like I have ripped on Meier rather heavily here, that is not to detract from what was a very interesting speech, just a shame it seems to come from one of dinosaurs of games design, someone we should learn from, but ultimately someone who will be/has been surpassed – I think the remarks at the conference, no matter how well received, are a sign of this.

*Alright, I know that my title might seem a little hyperbolic, but so was Sid’s!

Chr15 6r33n (Follow me on Twitter at chrisgreen87)

[Via http://rr0d.wordpress.com]

UUUUUGHHHHH.

Being sick is terrible. Probably the only two reasons I made this blog were that I was sick (and therefore bored)  and a girl on House the other night had a blog. Yeah. I’m pathetic, aren’t I?

But, more on topic: congestion. It STINKS. Your nose (Or in my case, my right nostril. EVERY TIME.) is clogged and YOU CAN’T BLOW IT OUT. Feeling sick is just your body trying to kill germs (Germs can be fungi like mold and mushrooms and stuff but smaller. Doesn’t this make being sick even more “extra special fun”?), so WHY DOES IT MAKE YOU FEEL LIKE CRUD? My theory: Bodies are emo. I swear to god, mine has been trying to kill me for a week or so, ’cause I’ve been tripping over every GOD-DARNED THING THAT EVER EXISTED. Except valuable things. Or things I want to find. RAWR. So, next time you get sick, you can thank your body for making you feel that bad! NOPE! Not the germs! Your body itself. Kinda like when a country self-destructs itself funding a war. Huh. Wow.

On a completely unrelated note: Did you know that Bing’s name stands for “Because It’s Not Google”? How desperate is Microsoft, anyway?

On a somewhat related not to the previous note (Yes I do this a lot): HOW DO YOU USE MACS? I swear, you CANNOT minimize windows on Mac computers. If you do, you will never see them again. I also don’t get the maximize button. I can NEVER get it to work. Also, Steve Jobs, if you’re reading this: RIGHT CLICK, DUDE. Everyone else has one, and for good reason. Like their keyboards, though. Mac should just make keyboards and iPod Touches. And earbuds. NOTHING ELSE. EVER. Nintendo should have learned that lesson with the Zelda games by now. Zelda II: They changed the formula. FAIL. Phantom Hourglass: They changed the formula. FAIL. Majora’s Mask: They fiddled with the formula with that 3 days crud. FAIIIIIIIIIILLLLLLLLLLLLLLLLLL. Spirit Tracks: The train: FAIL. People, if it ain’t broke, don’t fix it!

Though, for the US government, if it IS broke, DON’T FIX IT (I.E. Bail it out). Really. It’s their own fault they went down in the first place.

Which reminds me: YES. A bit PG-13 at times, BuuuuuUUUUUUUUUUUUUUUUUuuuuuuuuuuuuuut… Hi. Larious. Play it NOW. Especially the level Capitalism: The Game.

Wow. I sure can type. 390+ words already. I’m-a see it I can bump that up any.

Let’s see here…

Survivor! Great show. If you don’t watch it, you should. But not this season. Russel is still here. Don’t worry. I’ll tell you when it’s safe to start watching.

Russel is a TROLL. I’m serious. If you looked at the cast pages before the start of this season, they had questions that they asked each person, one of which was: “Which previous Survivor player do you respect the most?” and another of which was “Which previous Survivor player do you respect the least?” GUESS WHAT RUSSELL SAID. He said “I don’t respect any of them.” DUDE! NOT COOL! Then, in his first season, his WHOLE strategy was to be a jerk. LITTERALLY. HE SAID IT HIMSELF. Not in those *exact* words, but, still. THEN! Then he called all the blond girls on the show (There are always about 2 million of ‘em) his “Dumba**” Blond Girls”. NO! YOU DON’T DO THAT!Then, at the end of that season, one of said girls BEAT HIM! YES! Poetic Justice at its finest!

And then they brought him back for another go. STUPID. PRODUCERS. RAWR. AND! This season, they are doing NOTHING but wrestling challenges. I sewar. This season must have set a record for the most injuries. EVER. It’s like World War III out there.

Well, word count is up to 622, and Star Wars is on, so I’m about done for now.

Peace
–Lync

[Via http://3feettotheleft.wordpress.com]

Friday, March 12, 2010

Doctor Who on Nintendo Wii?

Is Nintendo developing a Doctor Who game for their Wii console? We think yes, The Sun reports that BBC Worldwide have secured a multi-million (10 Million pounds to be precise) contract with Nintendo to develope a Doctor Who game for their two main consoles, the Wii and DS.

The game is said to be in the early stages of production and will feature Matt Smith as the Eleventh Doctor with monsters and villians such as Cybermen, Daleks and Silurians. A BBC insider has said ”This has been in the pipeline for years. We’re delighted to have finally nailed down a deal. We went with Nintendo as they have huge appeal for families and Doctor Who is very much a family brand.” and ”The Wii console is key for us as it’s something families play together.”

The Inside added “BBC Worldwide, which licenses BBC shows, has been trying to find some way of doing it. But you can’t have Doctor Who blowing things to bits with a laser gun. That would massively change the nature of the show”.

Also The Sun talked  to 10th Doctor David Tennat about the issues involved with it being kept from coming out before now was the treatment of the Doctor’s charater. Tennant said that “The video game was quite actively developed, but it’s difficult to nail as the Doctor doesn’t blow things up. He’s not Batman, who goes around smacking people in the head.”

It has been said that the production will be kept close under BBC supervision in the key production stages from becoming to violent.


[Via http://dwnd.wordpress.com]

Thursday, March 11, 2010

First Hours of Final Fantasy XIII

Well, after a few days of getting some solid time in on Final Fantasy XIII (outside of work and begging for Big Screen time hah), here’s my first thoughts on this game.

Lets start with the story.  So far the story has kept my attention very well.  I found myself at first really fighting to understand each of the factions and what they are doing.  However, it cleared itself up aside my fear.  It’s looking like it’s covering 4 groups.  The citizens of Cocoon who live in utopia, the people of other villages, the Sanctum who ‘protects’ Cocoon, and the fal’Cei who provide to humans.

At some point the fal’Cei of a town called Pulse, goes against human kind, and begins marking humans to serve them.  Fulfilling a ‘focus’ and becoming a crystal, or fail and become a mutant.  You and your fellow heroes join in the story trying to stop the Sanctum from ‘purging’ citizens.  Quickly however discovering alternate plans to save someone from the Pulse fal’Cei.

Overall, so far the story is keeping me interested, however at points it becomes redundant.

The characters are great.  I love the personality and story behind each one so far.  Many tragic and many interesting.  Lightning is just plain awesome on the battle field, while being torn to her soldier like mind when facing relationships.  Snow is a gun-ho resistance leader who keep on a tough face to help others around him.  Vanille is a cute over cheerful character who may have a dark past.  Hope is a lost child who loses everything and tries to hide from it with fighting.  Sazh is the ‘down-to-earth’ person with a funny personality.

The Graphics are amazing.  It doesn’t seem at any point that they cut the graphics short.  Every landscape is beautiful, spell casts are vibrant, and the overall animation is stunning.

Now on to the important stuff.  Where all this is put together and presented, because let’s face it, this is a game not a movie.

The gameplay and battles are fast pace.  At no point are you bored finding something to hit.  However this comes at a price.  I figured the path running and combat sequences were just part of the opening battle.  After several hours and many zones later, I found that to be a repeated thing.  So I begin to question if this is the game in it’s entirety.  Running down narrow path after narrow path after narrow path constantly.  It’s gone from a promising action packed game to a linear repetitive action game.  Like an old school Contra in 3-D.

The battles were very well done.  The transition from initiating a battle was quick.  No loading issues.  The battles themselves are fast pace but still contain commands to keep the Final Fantasy feel.  The bosses were interesting and involving.  You can’t just mash them to death, but you also can’t remain defensive.  So you juggle to keep alive while dealing a chaining damage.

First attribute that makes the battle interesting is Paradigms.  You can essentially create battle modes such as “relentless assault” or “war and peace.”  As well as each character has roles they can fill.  These include things like healing, fighting, protecting, casting, debuffing, and buffing.  Depending on how you set it up, each battle mode you select assigns your characters to specific roles.  Example being, if I select Relentless assault, everyone will go on offensive with one person commanding chains.  If I select War and Peace, one person will heal while other attacks.

On top of that, you have to chain and stagger enemies by focusing attention on them.  More damage you chain on the enemy, the more damage multipliers are added on them.  At a point, you’ll reach a stagger point which will stun the enemy or slow them down.  All of this coupled together makes for a very interesting and fast pace combat system.

Character progress is a bit dry.  I noted that there is no levels.  Instead all you do to progress your character is a grid system called the Crystarium.  Here’s a bit of a double edged blade.  First off you’re capped on how far you can progress your Crystarium.  Beating certain parts of the game unlocks further progression.  Essentially this capping prevents you from overpowering or out leveling enemies.   Which is cool in respect that you can never make the game easier, but only harder.

Now, why is this bad?  You essentially have no control to “progress” your characters.  It makes you think you are, but in fact you’re always filling out your Crystarium each time you’re allowed to raise it.  Thus, I wonder, what’s the point?  Why not just fill that info in automatically?  It’s not like you can customize or push forward.  You’re always being directed and controlled to a linear path.

Well, there you have it.  A beautiful game with linear running down a narrow path, awesome battle fights, great characters and story, terrible customization, and.. oh ya.. did I mention narrow linear running down of repetitive paths?  Jokes aside, I am enjoying it.  The story and character builds are very interesting.  The gorgeous graphics and animation keep me going.

[Via http://cabbitwolf.wordpress.com]

Mafia Wars Most Money - Find Out How Pro's Make So Much Mafia Wars Money

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[Via http://tendenctjon.wordpress.com]

Tuesday, March 9, 2010

Autodesk visit and Aika online

So today, the Technical Sales Manager of Autodesk came to my school. For those of you who aren’t in the development side of gaming: Autodesk is the creator of popular 3d software packages like 3D Studio Max, Maya and Mudbox. They also have software for animation and AI. The Autodesk guy gave a presentations about the different assets of 3d use in games. He gave some examples, talked about some game history, etc… and he ended by talking about 2 of the software packages from Autodesk I didn’t know yet, but who seem interesting. The first one was HumanIK. It’s a software that easily integrates your character animation with the game engine. Kynapse was the second program. Though I didn’t knew it yet, according to Autodesk’s site it’s the “leading artificial intelligence (AI) solution for game development and real-time simulations”. It has been used for more than 80 AAA game titles.

Aika Online
The next part of this blog entry is about the beta of a game I have been playing recently. I have already been in a few game beta’s this year. Command and conquer 4 and the Battlefield Bad Company 2 beta for example. I was disappointed by C&C and haven’t played Battlefield enough to judge it (I have bought it and will review it once I have). The beta that I enjoyed the most is Aika Online. It’s a free mmo, with the well known concept of an item shop to fund it. Don’t worry though, they have announced that no items will be sold that can’t be found in game. So there will be no overpowered people with gears you can’t get if you don’t want to pay.

While playing through the 1st and 2nd closed beta fase, I wasn’t impressed by the quests and story of the game. They were not bad, but didn’t do anything innovative, though the dialoges contained quite some humor. There were several quests that advised to use a party, so the players were encouraged to interact with each other.

The leveling is quite fast in this game, but this was on purpose. The gameplay is heavily dependent on PVP. Every player in the game can be the citizen of one of the five nations. Each nation has a leader, which is the guildmaster of the guild who won the last castle siege. Guilds can work together to either help or attack the ruling guild when the next siege begins. Of course there don’t exist 5 nations to have them fight among each other. The ruling leader of a nation gets access to a special chat which allows him to easily contact his entire nation. He is supposed to be the military leader and can assemble his nation to go on a raid. The main reason why raids are done is to steal relics from other nations. The relics can be stolen by breaking through the defenses of the enemy temple and taking the relic to your own nation’s temple. I don’t know yet what kinds of defenses those temples have because I only once joined a raid, but it was unsuccessful. We had been defeated when we almost reached the temple.

That should give you a first impression about Aika Online. I have not discussed all features of the game at all. Dungeons, crafting, enchanting are just some of the other features. I might give a full review later, we’ll see about that. I’m ending this with some screenshots I took during my time in the game. There are some pictures of the raid I did. That was an unprepared raid that was formed in half an hour. The game should be able to handle battles with thousand people. I did not have any lag in that raid.

Links:

  • Autodesk in games: http://www.autodesk.co.uk/adsk/servlet/index?siteID=452932&id=12390389
  • Aika Online: http://aika.gpotato.com/

(try to grab an Aika beta key for the next beta which will be either closed beta3 or the open beta. My ingame name is massi or massenic)

[Via http://massenic.wordpress.com]

Fraps v3.1

Fraps

Fraps is a universal Windows application that can be used with games using DirectX or OpenGL graphic technology. In its current form Fraps performs many tasks and can best be described as:

Benchmarking Software – Show how many Frames Per Second (FPS) you are getting in a corner of your screen. Perform custom benchmarks and measure the frame rate between any two points. Save the statistics out to disk and use them for your own reviews and applications.

Screen Capture Software – Take a screenshot with the press of a key! There’s no need to paste into a paint program every time you want a new shot. Your screen captures are automatically named and timestamped.

Realtime Video Capture Software – Have you ever wanted to record video while playing your favourite game? Come join the Machinima revolution! Throw away the VCR, forget about using a DV cam, game recording has never been this easy! Fraps can capture audio and video up to 2560×1600 with custom frame rates from 10 to 120 frames per second!

Click to download

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