Categories
Geek / Technical General Linux Game Development Marketing/Business Politics/Government

GPL v3 Released

The Free Software Foundation launched GPLv3 yesterday. You can read the wording of the license in its final form.

What does it mean for software developers and indie developers in particular? I don’t know. The GPLv2 was written over a decade ago, and this new version deals with software in the face of new technologies such as the World Wide Web. I know a number of businesses participated in the discussions so any silly arguments about the license being a tool for communism can hopefully be put to rest.

“By hearing from so many different groups in a public drafting process, we have been able to write a license that successfully addresses a broad spectrum of concerns. But even more importantly, these different groups have had an opportunity to find common ground on important issues facing the free software community today, such as patents, tivoization, and Treacherous Computing,” said the Foundation’s executive director, Peter Brown.

I am sure people will be talking about what the new license means and how it is different from GPLv2 for weeks to come.

Categories
Games Geek / Technical Linux Game Development

A Brief History of Linux Gaming

Thanks to LinuxGames.com, I learned about the blog kahvipapu and the Linux Gaming series of posts.

In part one, the author focuses on first-person shooters. Loki ported quite a few games from Windows, including Quake 3 Arena. I was able to purchase multiple copies in the distinctive metal packaging once Loki went out of the business. Besides mainstream titles such as Unreal Tournament 2004 and Wolfenstein: Enemy Territory, freely available games such as the Quake-based Warsow and Nexuiz. Both are beautiful looking and a lot of fun. I have yet to play Tremulous, which is a team-based FPS with real-time strategy elements. I really should check that one out.

Part two is focused upon strategy games. I have always felt that there is a definite lack of strategy games on Gnu/Linux. Besides Freeciv and Loki’s port of Civilization: Call to Power, which I do not own, I’ve found many games are uninteresting or still in alpha.

Then again, I haven’t played Battle for Wesnoth yet, and considering that it is one of the games that most people think of when you say “strategy game for Gnu/Linux”, I probably should. I’m downloading it right now. I have played Loki’s port of Myth 2, and it is always fun to set up a chain reaction explosion.

Another game I should try is UFO: Alien Invasion. I’ve never played X-COM, but I’ve heard plenty of good things about it. Warzone 2100 is one that I haven’t heard of before. It is supposedly one of the first 3D RTS games ever, and it is now open source. I’m downloading that one, too. I have also been meaning to purchase Robin Hood: The Legend of Sherwood.

Part three continues to list the strategy games available for Gnu/Linux. Bos Wars, Dominion 3, FreeOrion, and of course the Total Annihilation-based Spring are among the games listed.

Part four is all about MMOs. A Tale in the Desert is a popular one, and I recall the developers mentioning that there are more subscriptions from Gnu/Linux users than Windows or Mac users. While a number of games are only playable using Wine or Cedega, quite a few have native clients. Vendetta Online is one of them, and so is the indie game Dofus.

I am sure that more games will be listed in future articles. For instance, Frozen Bubble is a really popular puzzle game. Missing from the list of strategy games was Tribale Trouble and Defcon, two games from two different indie developers. Lux, Darwinia, Pioneers, and Widelands were also missing. Pioneers is a Settlers of Catan clone, but with all of the press Catan has received for being on XBLA, Pioneers should be mentioned.

Hmm…if it is hard to catalog all the games available for Gnu/Linux, perhaps “Linux has no games” isn’t such a true statement anymore.

Categories
Game Development Personal Development

Thousander Club Update: June 25th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 136.75 (current year) = 399 / 1000
Game Ideas: 616 (previous year) + 57 (current year) = 673 / 1000

I have managed to implement a slider control. I wasn’t too happy that I was reinventing the wheel, but the idea of incorporating any of the third-party GUI libraries I found into my existing project just to allow the player to use a slider for the audio seemed like too much effort at this point. In fact, at one point I was thinking about doing a major overhaul on my event system in order to accommodate this one feature more easily. I may still end up doing so since it will greatly improve the way my game handles any event. If I am going to go that far, though, I might as well try to incorporate something like Guichan. And then I’m back to thinking that it is too much work for a small feature, and Killer Kittens is already way past the original date I thought I would finish it.

On the other hand, maybe spending more time on this project means that I will go through the pain up front so that later games don’t suffer as much. I already have a one-button build that will work well with later projects, so getting my UI elements working better might be a good use of my time.

In any case, I have a working volume control so that a player won’t have to worry about the sound effects overpowering the music he/she may want to play, and this feature is what I wanted to finish this past week.

Categories
Game Design Game Development Games

Speaking of Richard Garriott

Since people are blogging about games, specifically the entire series of Ultima games, it seems only appropriate to hear from Richard Garriott, Lord British himself. Richard Garriott: The Escapist Interview reveals all!

Or maybe just a bit. Consider it a complement to your Lord British interview collection.

He refers to the games before Ultima 4 as essentially projects to learn the mechanics of making games. If you find that your first projects are frustratingly simple yet difficult to make, perhaps you’ll feel better to know that it was about par with one of the big names in game development. He spends a good deal of time talking about his philosophy behind his latest MMO, Tabula Rasa. If you missed his preview at GDC, check it out at GameAlmighty.com.

In the Escapist interview, he goes on to talk about his new project in a way that makes me think that he is a believer that games can be art:

The goal is not to evangelize about one side or the other of any of these issues; the goal is to make people sit back and notice the ramifications of these decisions and to provoke thought. I’m a big believer in challenging people’s assumptions.

Categories
Marketing/Business Personal Development

Do I Need a Business Checking Account?

If you’re just starting a company and sweating about decisions such as “Do I need a checking account for my business?”, I know how you feel. I went through this same decision, concerned about doing the right thing. Actually, I was concerned about accidentally doing the wrong thing and messing up somehow. Are there legal concerns that essentially require that I have a separate account? Could I lose my limited liability simply because I used my personal funds to pay for my business’ web hosting? In the end, I found that I didn’t have much to worry about, but these concerns were very real (and scary!) to me. Starting a new business is scary enough. Worrying about doing things right to avoid violating some unknown law just seemed like wasted effort, and it can be incredibly distracting when you’re trying to earn some income.

I formed GBGames LLC last year, and a month later I received my Employer ID Number. Other than renewing the LLC and dealing with taxes this past April, I haven’t done much of anything related to business or accounting. On my list of things to do, I have “Get a business checking account”, and it has been there for a long time. I decided to get it completed and off of my list as soon as possible. First things first: do I even need a business checking account?

Having a separate checking account for the business seems to makes sense to me. It should be easier to keep my personal and business finances separate if I have a separate account for each. But then again, does this mean I need a separate business credit card? Most of my purchases are through one of my credit cards. I pay the balance each month and get the advantage of building credit. Occasionally, I receive a gift card to use at a local bookstore. Having a separate card means I won’t receive the benefits I do from using one card. I’ll have to remember to use the business card for business purchases, and if I forget, I’ll have to reconcile my numbers with my personal finances. Currently, I only have one set of finances to deal with, which seems much easier.

If I do get a separate account, I will need to deposit some money into it. Business accounts aren’t likely to make as much in interest as my current personal account at ING Direct, which is 4.5% right now. Any money I take out of it will make less money for me. Then again, the money invested in my business will hopefully be netting me bigger gains than the most generous bank. Still, what’s the point of having a separate account? It seems like having one would just be one more thing to keep track of, and more complexity isn’t really necessary or desirable for someone running a part-time business.

Since I run a single-member LLC, and I have not elected to be taxed as a corporation, the government taxes my company as a sole-proprietorship. My business is just an extension of my personal taxes. I don’t make many purchases for my business yet, and any purchases I do make are made in my name. Yes, I have to keep my receipts and separate personal expenses from business expenses, but since I do not make too many pruchases, these expenses are easy to keep track of. Last year, I bought a laptop and paid IGDA and ASP membership dues. I also paid to attend the Grand Rapids Schmooze meetup, including hotel expenses and transportation. My accountant took this information and figured out how much of it could be deducted from my taxes. Having a separate checking account wouldn’t have made this process much easier.

Basically, don’t attempt to pass off your family’s grocery bill as a business expense. If I buy a video game as a birthday present for a friend, it’s a personal expense. If I buy a video game as research for my business, it’s a business expense. I bought my girlfriend a computer for Christmas. I bought myself a laptop to allow me to do work. The former was a personal expense. The latter was a business expense. So long as I keep such expenses separate, I will be fine.

I’ve decided that I do not need a separate bank account for my business, at least for now. Maybe when I start earning more from my business, it could make sense, but there is no urgency in getting one. I can concentrate my efforts on the work of my business rather than the overhead of my business. If one day I find a need for a separate checking account, I’ll get one then.

If you decide that you do need a business checking account, this article on choosing a bank for your business will probably come in handy: Choosing Banks

Categories
Game Design Game Development Games

Indie Game Dev Podcast: Interview with Braid Developer and Experimental Gameplay Workshop Founder

Action has an interview with the founder of the Experimental Gameplay Workshop at GDC and developer of Braid, which won the 2006 IGF prize for Innovation in Game Design and was a finalist for the Slamdance Guerilla Gamemaker competition. Jonathan Blow talks about starting out as an indie fairly young, the difference in what is considered “cutting-edge” in games over the years, and tips on prototyping. He talks about the development of Braid, which I found really interesting, especially the way he took the time travel aspect and applied it differently from other games such as Prince of Persia: Sands of Time.

Near the end, he talks about story in games, specifically saying that games can tell a story without resorting to the methods used in media such as books and movies. He referenced Rod Humble’s games The Marriage and A Walk with Max which featured in this past year’s Experimental Gameplay Workshop.

You can check out Jonathan Blow’s home page and see some of the prototypes he has created.

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: June 18th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 128.25 (current year) = 390.5 / 1000
Game Ideas: 616 (previous year) + 57 (current year) = 673 / 1000

I still have a 10-minute build process, which means I go from checking out the Killer Kittens project to a distributable tar.gz file in about 10 minutes. I spent this past week continuing the work of refactoring the menu system. I had plenty of opportunities for refactoring as there was a lot of code duplication in the menus. I still want to get rid of the individual menu classes since the only difference between them is the creation of different MenuOptions. For instance, MainMenu offers the options “PLAY A NEW GAME” and “EXIT”, while PauseMenu offers the options “RESUME GAME” and “RETURN TO MAIN MENU”. Instead of individual classes deriving from a Menu class, I should be able to load these menus from config files.

Of course, reducing these menus into config files would be nice, but what I currently have is a huge improvement over what I had last week. I was able to add a couple of new menus easily. Previously, adding a menu would be a big ordeal. I’d have to touch code in maybe four different files and then test the game multiple times to verify that my input handling worked as expected. I used to have problems with hitting ESC to pause the game, only to have the menu system think that the pause menu should be closed again. It thought I had hit ESC twice since I had to indicate that the button was being pressed BEFORE the menu system’s input handler was working. Since I had code duplication, I had code changes in some classes and not in others. Now, the input system works no matter what, and each menu is handled consistently. A new menu will be handled the same exact way every other menu is handled.

While I may be spending too much time on this system, I feel that the player will appreciate not feeling like the game is buggy or broken. Hitting ESC at any menu has a default option now. If you hit ESC at the MainMenu, it will open up the new VerifyMenu that asks if you are sure you want to exit. Hitting ESC at this menu will bring you back to the MainMenu. The best part is that my next project won’t have to reinvent a menu system, or if I do rewrite one, I will have enough experience to know what kinds of things I need.

It should be much easier for me to create an instructions screen now since it is basically just a menu with a background of instructions and a single option: “Play the Game”. It should also be easier to add a new feature to the menu system. I want a slider to allow the player to change the sound volume. Since the menu system’s code is much cleaner and easier to manage, implementing new features means I have less to worry about going wrong. I still need to think about creating a EULA for my game data, and I would like to get my main build system setup to build both a Gnu/Linux distributable and a Win32 distributable. Perhaps more important is updating the graphics. Maybe one day I will make a game themed on programmer art, but I need something better than a blue background with a green bar at the bottom to represent the sky and the ground. B-)

Categories
Game Development Games Geek / Technical General Personal Development

Feminism and Video Games

In What Do We Do About Video Games?, Roy looks at how women and race are portrayed in one of his favorite pastimes, and he isn’t impressed.

In a previous post, I’ve suggested that girl-friendly games aren’t needed so much as games that appeal to non-gamers. I still believe it, but I think that there can be a problem if you are attracting non-gamers using stereotypes and highly-sexualized imagery.

While I mentioned that women as playable characters seem rare, the problem with most of them is that they are highly sexualized. You have Samus Aran, Princess Morning, and a handful of others. And then you have Lara Croft and the Dead or Alive girls with their realistic boob physics.

Who within the industry is actually concerned about these issues? Should they be concerned? I think so. When most of the industry has no problem with hyper-sexualized female characters in games, what can you expect when games cross over into politics and social discussions?

Add to that the fact that the most vocal critics of video games tend to be people like Jack Thompson or NIMF (the National Institute on Media and the Family) who accuse video games of being murder simulators or promoting cannibalism- and you’ll find that a lot of gamers are particularly hostile towards criticism of gaming, even from fellow gamers. Women and feminists are made unwelcome in many gaming circles, and concerns about sexism and racism in games go unheard, ignored, or mocked.

While I am not a fan of Jack Thompson, he does make a point about the problems of an industry that does not self-regulate. Someone will eventually want to do the regulating for you. We’re already batting down anti-video game legislation right and left like King Kong on a skyscraper, and that legislations is about pornography and violence. What happens when people suggest that the Final Fantasy or Soul Caliber series is little more than pornography for adolescents, simply because of the way that the characters look? Grand Theft Auto is already considered pornography by some.

And that’s just the legal aspect of it. What about the gamers? If you think there isn’t a problem with girls playing games, read Monica’s comment on Roy’s post:

I have the double duty of being both a gamer and game designer. My bigges pet peeve is the fact I can’t even play Halo or Unreal online with out virulent harassment. And not only sexual but sexually violent taunts, come-ons, and threats, mostly associated with men and even boys who are virtually emasculated by a girl gamer who has the audacity to win, beat them, or even pick up an item that the male player wanted. After several incidents where I logged off of Halo 2 literally crying, my husband suggest I just stop playing online, and sadly that’s exactly what I had to do.

I love games and gaming. Heck, I’ve devoted my life to it. But I am worried about where this- well, it’s not even sexism, per se…it’s actual hate- comes from. I can’t help but agree that oftentimes my employers and fellow game-buying populace (myself included) are to blame.

Play an online game, and try to avoid encountering 11-year olds taunting you by calling you a “weak bitch” or any number of misogynistic comments. Young boys and men will tell you how “gay” you play. These aren’t a bunch of friends playing on your LAN. These are complete strangers saying hurtful things to taunt you.

Even when things seem nicer, it isn’t so great. If you’re a woman or playing as a woman, you’ll find that people will try to “help” your character because they assume you can’t do well on your own. If helping involves stealing your kills, preventing you from gaining experience, it doesn’t help and actually gets in the way.

Homophobia and misogyny can seem to be the rule when playing online, to the point that people don’t think of them as something that can be changed. Boys will be boys. Just ignore them, and move on. Get a thicker skin. I think it is just an extension of nastiness on the Net, and it isn’t something that should be tolerated.

Even if you ignore the other players online, the games themselves could do better. There is nothing wrong with sexy characters in games. Sexy isn’t the problem. You can have a sexy character that is still a strong female lead. The problem is ambulatory breasts and anthropomorphic sex fantasies as playable characters being the rule rather than the exception.

Categories
Games Geek / Technical General

Blogging Final Fantasy with Four White Wizards

Since I learned about Blogging Ultima, a number of other blogs have popped up involving other games. Besides Blogging DQ and Blogging Final Fantasy, Casey Dunham has decided to accomplish what he has always wanted to do:
Finish Final Fantasy with four white wizards!

If you are not familiar with the original Final Fantasy game, you had to choose four members of your party from a few standard characters. You had the Fighter, the Thief, the Black Mage, the White Mage, the Red Mage, and the Black Belt martial artist. The standard party involved a mixture of fighters and magic users, but the ultimate challenge was to try to finish the game with four white mages. I believe either the instruction book that came with the game or one of the Nintendo Power articles mentioned this challenge as being entirely possible to do. The challenge comes from the fact that white mages are not strong physical fighters so you can’t expect them to fight off enemies with their mallets, at least not in the beginning of the game. They don’t have many offensive spells, either. White mages are expected to provide support for the remaining party members. If your entire party consists of white mages, however, I can see even relatively simple battles becoming epic fights, and boss battles can be quite troublesome.

I never did finish Final Fantasy myself. I believe I stopped playing years ago when my party of a fighter, a black belt, a black mage, and a white mage received the canoe and could travel by river to the volcano. I never picked the game up since, but I still have it for the NES, along with the instruction book, the maps, and the Nintendo Power strategy guide. I remember some of the fights being tough with my well-balanced party, but four white wizards? I remember thinking that I would try to do so after I finished the game the first time through.

Good luck, Casey! I’ll be living this adventure vicariously through you!

Categories
Game Design Game Development Games

Stories Aren’t That Important…Well, Sorta

Regardless of their credentials, people like to give their opinions on all manner of things. From the best way to pick a password for your email account to what makes a video game good, you will hear a lot of opinions in your lifetime, and not all of them will be good. I once heard someone suggest in all seriousness that the best PIN to use at the ATM was your birthday. Yeah, because reducing your PIN to one of the 365 options is definitely going to make it harder for a crook to figure it out.

Similarly, there will be people who will tell you that the most important aspect of a video game is the graphics, or the interactivity, or the fun you might have, or the story. Graphics aren’t video games, no matter how much you may have liked Myst‘s environments. Interactivity is inherent in video games; otherwise you are left with a movie. Still, interactivity isn’t the only thing you need to make a game. Since serious games have come into their own, and since some games are meant to be art or commentary, fun is no longer inherently important to video games as it once was. That is, if a game isn’t fun, it is not necessarily a bad thing since it might not be the point. Super Columbine Massacre RPG is an example of a game that isn’t meant to be fun.

But what about story? Do all games need a story, even if the story is not explicitly told to the player? RPGs almost always have a story, and I do remember a time when almost everyone could agree that “a good story” was what made an RPG fun. Final Fantasy 7 is usually touted as a good example, but then there are games such as Rogue and NetHack that have the flimsiest of stories and drop you into the game. Yes, you know the goal is to retrieve the amulet, but how many times have you forgotten this goal as you died Yet Another Stupid Death? How much do you pay attention to the short bit of text that introduces your character and his/her god to the world?

Tetris didn’t need a story, although some people seem to enjoy applying their own abstract story to the game. There is no story inherent in Tetris, but Juuso claims that it has a survival aspect in common with Resident Evil 4. Since zombie movies have usually been used to be commentary on Communism, and Tetris was created by a Soviet, maybe there is more to Juuso’s line of thinking…

Still, abstract puzzle games don’t rely on story. Tetris, Bejeweled, Cubis, and Zuma don’t really offer stories. They may be themed, but stories aren’t the reason why you continue to play day after day. And then there is the poem/game hybrid game, game, game, and game again, which claims to rebel against the tyranny of clean design that rules the web. Somehow, I couldn’t help but finish the game even though it seemed like one large mess of random text, strange imagery, and standard video game constructs. Part of the point of the game is to come away with your own interpretation.

Do games need stories? I don’t think that games need stories any more than they need full motion video or real-time pixel shaders. Are stories important? Yes and no.

Yes, stories are important. Stories give you the why, where, and when of the game. You would not think about searching for a person unless you knew that she was the princess and your king has asked you to save her from the dragon in the abandoned castle across the continent. Mario had to travel across the Mushroom Kingdom to save Princess Toadstool, and Link needed to find the different triforce pieces in order to save Princess Zelda. Japan surprised the United States at Pearl Harbor, and the President and your country are depending upon you to fight back and secure the Pacific Theater. The Zerg, Protoss, and Terran have all come together because some higher ups in the Terran ranks thought they could control an entire alien species as a weapon. The Tiger’s Claw is positioned along the front lines of the war against the Kilrathi, and you are a newly-trained recruit.

Stories also give us context for talking about the games. You didn’t just hit a certain set of buttons in a sequence, timing it to some lights on the screen. You hit the afterburners, turned your ship around 180 degrees, and fired all of your missiles into your pursuers. You were down to one health point and nearly hit by Metalman’s gears before you fired off one last shot and defeated him, and then you took his weapon and went after the next of Dr. Wily’s creations. Heck, you even found that the blocks in Tetris were getting too high for your comfort, but you were lucky enough to receive the straight piece and dropped the entire level down to a manageable level. You lived to clear lines another day.

Still, I don’t think stories are what make for a good role-playing game. If I wanted a good story, I’d read a book. I need to play games. Occasionally I feel the need to create my own stories. While some RPGs (and games in other genres) allow a branching storyline, sometimes making things up on my own is fun. Maybe I don’t need or want the developer dictating what will happen every single time I play a game. NetHack is fun in this regard because it always feels like a different game. Everything is interactive, and you sometimes get surprised that a certain action triggered a certain response from the game, even if you’ve been playing for years. SimCity allows me to decide what kind of urban environment I want. Maybe this city is a bustling metropolis in which natural disasters occur often, but this small town by the river is tranquil and acts as a vacation spot for the SimCitizens. The Sims allows me to create a perfect family, or a completely dysfunctional one. Either way, it’s my story that I get to tell. And let’s not forget that Black & White‘s creatures were as fun to talk about as your real life pets. My cats may be adorable, but my ape was trying very hard to learn how to throw a rock, as evidenced by the horses strewn about the beach.

In general, I suppose stories are important for games. I just think that they don’t necessarily have to be dictated from within the game. There is nothing wrong with games that tell a story, but games that do tell stories shouldn’t let the story get in the way of the game. Some people might prefer games that let them figure out their own stories. When I play Flatspace, I like to be a trader, but I like to hunt pirates as well. I don’t have to fight the pirates, but I’m just taking the law into my own hands, hoping to get my hands on the pirate who destroyed my life in my made-up past. There is no actual support for the story in the game, but there isn’t anything that gets in the way of that story, either. I enjoy the act of creation, even if it is only in my mind.