Monday, October 29, 2007

Far Cry 2 & Crysis

One thing I was happy to see was the first glimpse the general public got of Far Cry 2 - No photos, they made damn sure of that. However I took notes as best as one can with literally no light to write by, and I'll try and piece together what I jotted down:

For those of you still confused, Far Cry was created by CryTek and published by UbiSoft, at least that's how I understand it, and then they went their seperate ways. CryTek teamed up with EA to make Crysis, a sci-fi near-future-themed game, and UbiSoft maintained the Far Cry name and is making Far Cry 2, a more realistic take set in Africa.

First off, don't think that Far Cry 2 has suffered from lack of CryTek; the game is still gorgeous. The best part is that there's not a lot of faking, thanks to some clever optimization tricks; the detail fades off quite naturally with distance, as opposed to the various "detail level" distance cutoffs many of us in MMOs suffer through.

The game takes place in Africa, in a 50-square-kilometer space surrounded by desert, with no loading screens as you travel from one corner to the other. As you go back and forth on a quest for vengeance/assassination of a criminal boss figure, you must combat a very advanced AI with mobile stockades/ammo dumps with the help of buddies. Buddies are NPCs with their own looks and personalities, but they're created as necessary by the game. If you murder a buddy senselessly (and shame on you for turning down the help), sure enough by the time the script calls for a buddy, you'll have met someone new. The game tries to do cinematic tricks behind the scenes, like, for example, building up a storm so it might start raining at a particularly dramatic point which you may be approaching.

Speaking of storms, boy howdy, the weather system is a beaut. From wind effects that can tear branches off if they go fast enough to brushfires that follow the wind direction and realistically grow and die, this game doesn't need anything fancy to wow you; the run-of-the-mill stuff like fire is that good.

The AI also seems to be much improved. When the demonstrator fired a sniper rifle at an encampment, hitting a guy in the leg, he dropped to the ground clutching his leg, and everyone else scattered for cover. Halfway back in the darkened room, I almost rolled my eyes; the animations were good, but this was how he was showing off his "amazing" AI? But then after a long moment, maybe 6 seconds, someone rushed out to their comrade - and started dragging his buddy to safety. The demonstrator put one in the head of the would-be rescuer, then one in the head of the bait. The crowd erupted into applause and cheers.

Finally, the game takes realism to a whole new level not just in graphics, but gameplay mechanics as well. Rather than just say, "OK, you're in the gunner's seat now", or "OK, you used a first aid kit", your character actually goes through the motions of swinging out of the driver's seat, or prying a bullet out of your leg with a knife. Catch fire? You'll pat at your sleeve to put it out. Weapon jammed? You gotta fix it. Want a look at your map? Your character literally pulls out a folding paper map and a compass. There's even an option to turn off all HUD indicators for maximum realism. This is UI immersion I've rarely, if ever, witnessed.



Crysis, sadly, didn't make an appearance at PAX. However, the single-player demo is available for download, so if you have a decent PC you can check it out immediately. Sadly the top-end graphics would make for too big a download I guess and aren't available, so people with champion PCs can't open up and see what it can do. Regardless, it's a good deal of fun for such a short demo, but there's a few things you need to know, at least on Normal difficulty and above.

THINGS YOU SHOULD KNOW WHEN PLAYING THE CRYSIS DEMO:
  1. The gunboat can see you. No, it doesn't matter that you have your cloaking device on, are halfway behind a tree, immobile, prone, in tall grass, and was last spotted or did something noticeable 300 meters away. The gunboat can still see you.
  2. Do not ever, ever, ever use strength mode in combat. You will die, and everyone will laugh that you tried to throw a crate or another person at them instead of using your perfectly good guns.
  3. This is still, spiritually, a Far Cry game. Even after you've made a massive debacle of an objective, if you go unseen for a minute or two everyone will assume you probably left. Similarly, if your commanding officer tells you to keep a low profile on an upcoming area, feel free to take off the silencer and go wild, then waltz in while everyone is 100 meters away, investigating the site of your firefight.
  4. No, the gunboat can still see you, it's just not firing because there's 4 feet of solid rock between the two of you. You are not going to sneak away from this thing in the grass, Predator-movie-style. Run.

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Friday, June 22, 2007

Steam to be the true LIVE of PC

Watch out Microsoft - there's a new LIVE in town. True it's only for steam apps, but from what I've heard, any competition is good enough.

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Friday, September 29, 2006

More on the dangers of realism

The goal of this post is to cover in excrutiating detail anything negative that derives for greater realism that was not explored in my earlier post.

Go here, download the issue 7 preview, and read pages 16-19.

Wow, that was easy.

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Monday, September 25, 2006

Uwe Boll, example: sleazy businessmen, not artists

Read this, will you? You can even read how he decided to show up his detractors by inviting them to fight him in a boxing match. That's seriously mental.

This guy doesn't understand games and doesn't understand films. He only gets releases because he's funded outside of Hollywood.

Games were once a black hole of suckery when it came to licensed IPs; people who complain about how bad they are now didn't play any games before the release of GoldenEye. We are slowly pulling ourselves out.

Films based on game IPs on the other hand are only just budding, and making all the same slip-ups as before; they're being done by businessmen who don't ask, "What can we do with this IP which will kick ass?", they ask, "How much cash could I wring out of this IP if I made a film based on it?"

It's a big problem, money in the arts. There's a careful balancing act between crap so deep and meaningful that the average person hates it, and crap so blatantly mass-produced and uncared-for that everyone on Earth hates it. Movies based on video games are - for the moment - the latter.

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Thursday, September 14, 2006

An article on DRM

Here's an article that uses plain English to explain copyright's historical origins and reasonings, why we have copyright problems in this day and age, and what's wrong with the software copy-protection fad of the last 5 years or so:

Read it, and be wiser.

Among other things, I blame the Digital Millenium Copyright Act, which makes it illegal to teach others how to circumvent copy-protection, while saying nothing of teaching others how to make explosives.

Also thanks to this page for helping me to remove the (read ...) links from posts that have nothing more to read.

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Wednesday, September 13, 2006

43 Things

This is a fascinating site. I thought it was stupid at first... pedantic, even. I was wrong. It reveals many things.

It reveals I've done way more in my short life than I realize, things that other people want to do, and how fortunate I should feel. I can even chime in with my 2 cents on getting it done.

It reveals how people want things. Some people want to grow as people, others are comically superficial regarding appearance or fitness; some goals are bold, others are down-to-earth; some goals are possible, others are fanciful; some goals are uplifting, others are dangerous. It's a fascinating insight to the human condition.

You can also find amazing things and coincidences. You'll find out someone who's beaten you by a week to all the "things" you are reading about and commented in them lives in the same city. You'll send "cheers" to people's entries and goals, and they just might cheer you back; these can appear at a glance to be out of nowhere. Why am I being cheered by this person for wanting a job in video games? Does he like games? Does he like that I'm so confident in what I want to do? I have no idea.

You'll learn that people want things you didn't know people want. You'll learn just how common some wants are ("stop procrastinating" is astoundingly common).

If you just poke around here and there, it will seem like a pointless waste of time where each person is totally self-centered on what ey want to do; you need to actually join, poke around, and leave comments on things you've done and want to do, to get the full experience.

That said, here's my page. Be warned, seeing the desires of a fellow human being, laid bare for all the universe to see, can be embarrassing and/or terrifying just as easily as it can be enlightening.

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Sunday, September 03, 2006

Wired Magazine / On "Gamers"

Wired Magazine's site crashes FireFox frequently. Attempt #3 is just a link to a list of other links from this guy who actually more or less knows everything he's talking about. I don't read Wired and I'm not about to start for one column, but this is good stuff.

Go read, if you care about gaming.



Speaking of gaming, who are "gamers"? I would never call myself a gamer; would you? Most of my leisure time is spent playing games, thinking about games, talking about games, or writing about games. You might think this qualifies me as a "gamer", and I might wear this label with pride. In fact, I don't quite understand why anyone would describe eirself as a gamer. Let's think a little more deeply about this.

If you love books, you might call yourself a "reader". Yet even at first glance, we see that this word has very different connotations. There's no reader "culture" or "lifestyle" to speak of; reading is just something you do as a hobby and in no way identifies how you culturally identify yourself. You can find a T-shirt on the internet with the Konami code emblazoned on the chest quite readily. You'd be much harder-pressed to find a shirt with, say, the definition of an intransitive verb.

The same goes for movies. If I go to movies often, I'm not a "movie-goer" in a strictly cultural sense; I'm a guy who loves movies. If I like music, am I suddenly part of the "audiophile culture"? I could make up terms and shove them into quotation marks all day, but I think you get my point.

So, why "gamer"? I have a couple of ideas, and I'm going to list them from least- to most-compelling:

3. Gamers are stereotypically awkward in social situations.
I get the impression that the idea of a nerd who plays video games and has no social skills was fairly accurate in the days of ye olde gameing when compared to a sample of similar non-gamers. If those that have laid the groundwork for the culture don't get along with non-gamers, a desire for soldarity follows. Suddenly that T-shirt with the controller input for a hadoken greatly resembles the rainbow accessory for homosexuals. They're both subtle but unmistakeable declarations on the respective identities of each wearer: "Yeah, I'm one of you, and there's nothing wrong with us. I won't call you a [nerd/queer] or make a crack at how you [don't know the names of atheletes/are attracted to your own sex]; strike up a conversation."
Given that the concept of being a gamer is becoming more and more familiar to the public at large, and not many people find moral issues with games in general, this is becoming a continually less-compelling hypothesis as time goes on, but the the concept of "gamer" is growing, so we need to move further down the list to build a complete answer.
2. Gamers are competetive.
If you play games enough to wear a T-shirt with hylian text, you like winning, even if it's against an AI or just an environment. The shirt becomes a statement of acumen: "I know what this means and you don't, because I'm more 1337 h4x0r than you." The wearer of such a shirt eats up the confused stares of non-gamers. The in-joke or esoteric reference is not specific to gamers, but as far as presumably-mainstream entertainment, it is; books aren't popular enough with the young people who love to be hip and in-the-know, while movies are too popular for any joke to be very "in".
This might single-handedly explain the T-shirts, but not all the people who call themselves gamers, nor the gamer "lifestyle", which seems to amount to - aside from playing games - cursory habits, like drinking Bawls or Mountain Dew instead of Red Bull.
1. Gamers are viewed as a clearly-defined marketing segment.
This is my pet theory. Let's say you want to market something, and your target audience is less than 30, not specifically female, and - this is critical - may or may not be a party animal who likes to drink plenty of acohol and use products with "X-treme" in the name. How do you identify with and appeal to this wide, vague group? They may be 15 or 25, male or female, dull and plain or wild and always trying new things, or responsible and polite or edgy and in-your face. What can this group, from a general perspective, have in common?
Games, of course. Lots and lots of these people play games, while relatively few people outside this demographic play games. Tell them they're "gamers", and sell them "gamer" products, and they'll buy them. They'll buy them because the product is for gamers.
It's not really for gamers of course; it's for the demographic which just happens to also often play games. A high-performance network card might be desirable for someone who opens his computer to vast numbers of unconventional connections, for some information-age utility. But these people are gamers, so they sell you a gamer card. It reeks of young male rebellion, but manages to duck out of actually putting "X-treme" on the label.
So, there you have it. If you ask me, no one is actually a "gamer" per se; it's an illusory group implied-at by marketers to sell things to a demographic. There's no sin in this type of marketing; it does indeed give people the correct impression as to who would want or need the product, and so I can't pin the blame on them.

The problem arises when people who have never worked as marketers call themselves gamers, and think that it in any way defines or clarifies who they are as people. If you tell me that you're a gamer, I still know nothing about you except that you play lots of games, not all of them sports. They might even be only one kind of game; maybe you only play non-squad-based first-person shooters. There are people who have only played half a dozen games regularly at any time in their lives and call themselves gamers, because of their devotion to that half-dozen. Calling yourself a gamer means you are involved in games a lot, but it doesn't imply scopes, degrees, or qualities, so it carries very little meaning, and thus is not at al la useful term. In fact, if you go so far as to call yourself a gamer, I get the vague (though not at all definite) impression that you don't have enough interests or hobbies to be a mature person; you're not so much a "gamer" as a "loser".

Don't call yourself a gamer except to say that you play games.

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Saturday, September 02, 2006

GDC radio

Got podcasting software like iTunes? Great, copy this url:
http://feeds.feedburner.com/GDCRadio
...and then paste it into your software. (In iTunes: Advanced -> Subscribe to Podcast...) And behold, much game dev goodness. If you plan on listening to it in a limited-sound context, be warned that the volume is way, way below a typical song etc. (at least in the current episode), and doesn't spike, ever, making me wonder why the volume is so low in the first place... Whatever, my point is, you might want to manually up the volume before heading off to whatever aforementioned context.

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Tuesday, August 08, 2006

Affirmation

Read about Tabula Rasa's "Designer" jobs. The similarity to how I describe my appreciation of games and the things in their bios is, to be honest, a tiny bit frightening. I might have to re-think my opinions on destiny.

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Saturday, July 01, 2006

Social Engineering, Part 1

This is not a game per se so much as a 3d chat client which only has emotes. I think it's an interesting idea.

(The Endless Forest)

I think we do think of our work mostly as games and not so much as art, but in the sense that art film makers consider their work to be cinema first and foremost. We have a similar attitude: we make games, yes, but they are artistically more interesting than most commercial games.

Basically they're batshit-insane artsy fartsy types who don't know the first god-damn thing about games. It's mildly interesting as a show that people are continuing to stumble about the unlit corners of the medium, which is heartwarming. "The medium" being interactive 3d technology, not games. I've seen this thing described as an MMORPG, and one way or another the creators insist on calling it a game. Accidental misnomer though it may be, I'm tempted to feel insulted, that they would call this a game. This is to games what a song is to amplitude; it's all well and good, but please don't call it a game. Yeah, you can interact with it, just like you can pause a song, or play it backwards, or at half volume, or whatever, but games need objectives, at least implicitly. Even all the Maxis games have implicit objectives.

So anyway, naturally as soon as I got my bearings, I wanted to totally destroy the "game" mechanics (in this case that would be to socially engineer), so I figured, "well what if we had chat, wouldn't that be hilarious?" I'm thinking of a few methods, most easily decipherable being a morse-code-like system of stringing emotes together.

The problem is that the player base doesn't seem quite big enough to have a few bad apples to spoil everyone's fun, even fewer ones who will go on the forums and see a guide I post which might be deleted, or figure it out for themselves. In the end I think I can have more impact on City of Heroes, and here's how:



I've made a hero called The Leader-Guy (just Leader-Guy to / commands) on Virtue. Once he hits 10, I start a supergroup with a name implying chaos and/or randomness, then I invite everyone I see, all the time. Everyone who joins will be immediately made into a random rank, aside from #1 - which will be mine alone, at least at first, so I can observe the supergroup.

True, I will miss the many folks who decide to /gignore me outright, banishing my account from ever playing or speaking with theirs, but after 2 years I figure I'm on enough people's shit-lists.

Every day or whenever, I'll totally change the permissions of what ranks are allowed to do what. People will be randomly promoted/demoted/kicked. I need to set up a full system that works on d2 and d6 (the in-game number generators), and I will follow it rigorously.

I have no idea what to expect from this, which is why it interests me. I'll let you know how it turned out, and what lessons I learned, if any.

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