Categories
Games Geek / Technical General

The Name Everyone Is Talking About

Even Seth Godin had something to say about Nintendo’s Wii, so I felt that I should comment.

My first impression? I thought it was a terrible name. I get the concept of “togetherness” and all, but Wii? Seriously? I won’t try to make a bad pun with it because anyone who was on the world wide web after last week’s announcement would have read them all anyway.

Interestingly, I feel that now that everyone has gotten it out of their systems, we can all agree that Playstation and XBox were pretty bad names as well. We’ve gotten used to them though, so if Nintendo doesn’t make a new announcement admitting that they made a mistake, we’ll probably get used to Wii, too.

Still, I’m shaking my head. Does it make more sense in Japan at least? Are the Japanese wondering what the big deal is with the rest of the world’s reaction?

Categories
Game Development Geek / Technical

How to Survive Ludum Dare

mrfun has posted A Guide to LD48, aka, How to Not Crack Under the Incredible Pressure.

I thought it was a pretty humorous look at the intense preparation needed to succeed at Ludum Dare. Good luck!

Categories
Games Geek / Technical

Great Gaming Moments: Illusion of Gaia

The Illusion of Gaia was not exactly a popular game, but I loved it. I rented it, but after my three days (remember when you could only rent from Blockbuster for three days?!?) were up, I went out and bought it.

It even came with a free shirt, which I recently had framed.

Illusion Of Gaia Framed Shirt

A part that stood out in my mind was the raft.

At one point, the main character and Kara, the lead female character, are stranded on a makeshift raft. Unlike most video games, the point wasn’t to get off the raft. After all, you’re stranded. You can’t go anywhere. It is just you, the girl, the raft, and ocean as far as the eye can see. Most games would have you try to swim out to some secret area, or catch a ride on some passing dolphins, or something.

But you were stranded. And you wait. Maybe someone will save you?

At one point, there are fish jumping out of the water. When you hit them, she gets upset. She’s a vegetarian, you see. How could you hurt those innocent fish? I don’t remember if I felt guilty or annoyed at the time. All I know is that the scene changed. Actually, it was just another day on the raft. Another day of waiting.

On the other hand, you’re starving. She’s starving. As brutish as she thinks it is, maybe eating fish is ok because it is necessary? Ben Franklin was a vegetarian, but even he agreed that if it was ok for the fish to eat each other, it should be ok for him to eat them. So you eat.

And then the sharks came. They circled the raft. She freaked out. You’re ready for anything at this point. But they just leave. The sharks leave. When you think about it, the sharks would only attack if they were hungry. It gets you thinking about how humankind treats animals.

Unfortunately, you don’t have too much time to think about what happened. One day, your character faints. After your rescue, you later learn he had scurvy.

The scene lasted for 28 days. In real time it is of course only a few minutes, but for 28 days you are stuck on a raft. There wasn’t much to do, of course. What would you do if you were drifting in the ocean with nothing? You could only think. So I thought. I wasn’t just reading about someone else thinking. I wasn’t watching someone else in despair. I was there.

Apparently most people hated this scene. They wanted to get to the action, I suppose. I liked it. If anything, this scene is the one that shows what games are capable of becoming.

Categories
Geek / Technical Marketing/Business

Tech Support for Games

It was posted a long while ago, but I liked Gamasutra’s Customer Support Confidential: Customer Support Orientation Guide: An Introduction.

It reminds me of my days at the help desk. While it focuses on the horror story side of tech support, I think that there is a missing component here. Maybe it is because it is geared towards a large casual portal, but I think indie game developers need to look at the upside of customer service.

After all, isn’t tech support just another opportunity to deal with your customers? And isn’t dealing personally with customers one of the benefits of being an indie? You won’t see any of the mainstream publishers getting awards for great customer service anytime soon. In my personal experience, I’ve been ignored, but only after I had to repeat my story to three different people. It was one company, but it was also supposed to be one with a great reputation of doing right by customers. This company made one of the biggest games of the past few years, and I refuse to purchase a copy to this day. Maybe they’re not hurting, and maybe I’m the one who suffers by not being able to play a great game, but I was not satisfied with how they handled my issue.

Anyway, as an indie, you should love it whenever a customer contacts you. If there is a problem, own it. Fix it. Make your game better. You not only help this customer but also the next player. And give credit to customers for enhancements and fixes. People like seeing their names in lights. My girlfriend had her name printed on a website when she emailed to ask a question, and she was pretty excited. Heck, my parents made copies of the newspaper when my letter to the editor was printed.

If you do tech support for a large company, you will probably not care. You’re putting in your hours and getting paid for it. But as an indie, it’s your company. You know you care about your customers, so show some of that care when you interact with them.

Categories
Geek / Technical Personal Development

Using the Computer Purposefully

I took a walk instead of going home immediately after my train ride yesterday. I originally wanted to get some exercise, but I took advantage of the time to think. One of the questions I was grappling with was “How can I stop wasting time when I am at the computer?”

I was thinking about it because I noticed that I could sit at my computer for hours, only to find that I had maybe 15 minutes of productive work. What was I doing with my time? What could I do to change it?

I realized that I would start using the computer without giving much thought to what I would do. Sometimes I could start working on game development right away, but other times I would start checking my email or recording my receipts in my accounting program. Sometimes I would remember to look something up, and it can be very easy to aimlessly browse the web. Sometimes I’d write a blog post. Sometimes I’d visit a forum.

In all of these cases, however, I didn’t have a plan of action. I just sat down and started doing random things. I might be able to focus on an important task, and doing so would account for the productive work, but I could do better.

Thinking about it, I concluded that it might be best to force myself to think before using my computer. I should ask myself, “What do I want to accomplish?” before taking control of the keyboard and mouse. No matter what I decide, I should also make sure to set a time limit. Whether I am programming, updating my accounting books, or checking email, I will give myself a set amount of time to do it in. I should also make sure to give myself time to goof off.

I wrote up some categories of activities:

  • programming
  • email
  • blogging
  • gaming
  • accounting
  • listening to music
  • researching
  • reading the news
  • leisure

I might add to or change this list in the future, but for now it gives me a good indication of the kinds of reasons for using the computer. Restricting the time for each task is helpful because I currently have a problem with task-switching too much. If I can focus on one task, I can get it done quicker and better than if I am keeping track of multiple tasks at once. Some people say that they can multitask, but the human brain has been shown to work best when it is not distracted. It is a key idea behind books like “Getting Things Done”.

Anyway, I hope that by determining my purpose for using the computer, I can use it in more productive ways. If I use it in an unproductive manner, it will still be a conscious decision. It will also be restricted to a specific time period. Today if I get distracted, I might think that I’ll stop in ten minutes, but in reality an hour can go by without notice. I just haven’t been good at enforcing it. I let a distraction change my focus rather than make the decision myself.

Asking myself why I want to use the computer should be a good habit. I should be able to increase the ratio of productive hours to total hours if I can remind myself that I have a purpose and that I can always do something else later. The most distraction I should tolerate is to allow myself to write down what I want to do so that I can remember it later.

Categories
Game Development Games Geek / Technical

IGF 2006 Awards

I can’t find too much information on it yet, but Gamasutra reported the winners of the Independent Games Festival for 2006.

Darwinia received awards for Technical Excellence and Innovation In Visual Arts as well as the Seumas McNally Grand Prize. Congratulations to the people at Introversion Software as well as all of the winners for each category!

Joe Indie has some pics of the event. I want a small, green Darwinian. Anyone at GDC from the Chicagoland area manage to get one of those?

Categories
Games Geek / Technical

The Indie Showdown of Indie Destiny

The following is what happens when I get sick and can’t do much else with my time. Some parts could have been better, but try to enjoy it. It was just something fun, but singing it might get tricky at parts. If someone thinks they can also make a Flash animation to go with it, go for it. B-)

The Indie Showdown of Indie Destiny
A parody based on the better written The Ultimate Showdown of Ultimate Destiny which you might want to see first before reading the rest.

The old creature named Wik was hopping around
the magical forest like a big playground
when a Darwinian squad burst out of the shade
and hit poor Wik with the squad’s grenade.
Well Wik got pissed and began his attacks
but was blocked by the research physicist Max
who was about to serve a multidimensional dish
before he got distracted by the oil blob Gish

And Gish starting cracking Max’s hips
When they both got punched by Grace and Trip
But before they could return to their old apartment
a Zombie Smasher Punker jumps out from their basement
and using a zombie Nazi’s arms like a bat
he proceeded to beat them, just like that,
but his bat broke and he ran away
and an alien hominid tried to save the day.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

So Wik jumps down and eats the alien’s gun
and Laser Dolphin ain’t having much fun
and then Max came back hobbling on his cane
but the ninja N jumped out and stole it away
and the squad turned around, trying to aim steady
when Punker came back, this time ready
but suddenly something caught his leg and he tripped
He didn’t see the resourceful tongue of ol’ Wik

but the squad did see him, and they checked their sights
but Beethro and Halph pulled down all their tights
and in the confusion they threw their grenades and they missed
but N just blocked them with both of his fists
then he jumped in the air and fell and cried
when Punker headbutt him in the side.
They both fell down, and when they got entangled
Dark Elf Feyna arrived, and they were strangled.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

There was a great white light, and everyone wondered why
as Super Dudester descended from the sky.
He swung his arm wildly and gave a kick
and hit the face of poor ol’ Wik
who fell to the ground, writhing in pain
as Punker summoned an Uzi and Max recovered his cane
but Super Dudester saw them and did not fret
for he simply sang out and both of them wept.

Then in came Thomas and his magical words,
and Petey and Patty joined the hordes
and armed with tanks by the Federated States
came Wednesday the Witch, Glow Worm, and their mates
Professor Fizzwizzle, the Vikings, the Natives,
the Rumble Box fighters and the barbarian invaders.
And the Red Texas Four arrived from space
with the battle-ready Damocles for a taste
of a fight with the Dudester who for the first time
was the one with tears falling from his eyes.
It was the bloodiest battle the indie world ever saw
and indiegamer forum posters looked on in awe

and the fight raged on for a century
many lives were claimed, but eventually
the champion stood on the body piles
There was a yellow Chuzzle, blinking his eyes.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown…
This is the Indie Showdown…
This is the Indie Showdown of Indie Destiny.

Categories
Game Development Games Geek / Technical Marketing/Business Politics/Government

Draconian Copy Protection Not Necessary for Games

Stardock, creator of Galactic Civilizations 2, released a news item recently about the reasoning behind the lack of copy protection on its latest game. In it, Avatar Frogboy writes about better ways to combat piracy, namely by making it more attractive to be a paying customer than to download a copy illegally. It’s a refreshing viewpoint since most developers these days seem to believe that copy protection is a “vital” part of game development.

We realize that some people or companies might feel threatened at any evidence that implies that draconian DRM schemes or CD copy protection may not make that big of a difference in sales.

For example, we were quite disturbed to discover that the company that makes Starforce provided a working URL to a list of pirated GalCiv II torrents. I’m not sure whether what they did was illegal or not, but it’s troubling nevertheless and was totally unnecessary

Way to go, Starforce. Not only do you have a bad reputation for leaving behind junk on PCs when a person installs a game, but you go ahead and make yourself into quite a nuisance for companies that don’t fall for your marketing. Good job! You will continue to earn the scorn of gamers. Stardock should be commended for doing right by its customers and for keeping the moral high ground on this issue.

And look at the responses on that news item!

I bought the game for the sole reason you dont treat me like a criminal.

If anything knowing you can easily create a working backup of your games is what made me become a devout follower of Stardock in the first place.

Well Stardock I can tell you that ‘not’ putting DRM on your product is the reason I bought this game. I didnt buy ‘just’ because there is no copy protection, I also enjoy 4x games and GC2 is a good game. There are alot of games to choose from and I can only buy a few, so when it came time to decide what my next game was going to be I saw no copy protection for GC2 and my decisoin was made.

looks like I have to take might and magic 5 off my list too, I didn’t buy silent hunter 3 and X3 either just because
of that dreaded starforce

In some cases, the lack of draconian copy protection on a game made the purchasing decision easier for people. If you have a choice between buying two great games, one with DRM and one without, which would you choose? And isn’t it eye-opening that people are refusing to completely buy some games because of the type of DRM being used? If you want to increase sales, you make your product more valuable than a competitor’s offering. I haven never bought much music, but I have bought music at Audio Lunch Box because they promise me .ogg or .mp3 files without DRM. I don’t have to worry about copying my music to a second machine and having my music player accuse me of piracy. Why would I use anything with the misnamed FairPlay on it?

One poster referenced Rip Rowan of ProRec.com who wrote about the frustrations of so-called Digital Rights Management in Waves Native Gold Bundle 3.2 Featuring PACE Interlok. It’s sad how common a practice it is to purchase licenses and then use cracked versions for convenience.

In the best case, copy protection can be a mild annoyance for the customer. He also documents some worst case issues with PACE Interlok, including instances where uninstalling one “protected” package on a machine can invalidate the authorization to use another unrelated package, or installation reboots the system spontaneously, or the inability to use software due to downtime with the company you need to “phone home” to.

But the very worst part:

Within weeks of the commercial release of Native Gold Bundle 3.0, pirated versions of the software were available everywhere!

So all of my pain and suffering was for NOTHING! NOTHING! That’s what makes me so unbelievably ANGRY! It was all for NOTHING!

Now, why would you want your paying customers to feel this way? Why force them to jump through hoops, making cracked copies of your game all the more attractive? When you release your second game, or your fifth, what could you possibly offer to your customer to make him/her deal with your DRM crap rather than download a copy that can be played without effort? Why should I buy a music CD and risk having it ruin my computer when I can download the MP3s and know that they will just play?

I don’t like this sentiment, however:

Finally, I implore everyone who reads this article: do not steal software. That is why we are in this mess in the first place.

I’ve already written about how copyright infringement isn’t stealing, but that last sentence is what bothers me the most. Are you really supposed to believe that it isn’t the company putting you through painful copy protection? You’re supposed to just assume that it is the person who infringes the copyright that is at fault? Let’s take some responsibility here. Stardock isn’t forcing draconian copy protection on its customers. It’s game is not always legally acquired. If those darn pirates are the reason we’re “in this mess”, how does Stardock manage to take the high road?

Let’s put the blame for overbearing copy protection where it belongs. Yes, someone “stole” your game. That person shouldn’t do it, but he/she did it. At the same time, we already know that two wrongs don’t make a right, so don’t tell me that copy protection that punishes the paying customer is out of your hands. You have a choice, so when your customers complain, you can’t just say, “Well, if it weren’t for those pirates, we would make it easier for you, but we can’t.” Aren’t you supposed to please your customer? You know, the person who actually buys your projects? Increases your sales numbers? Improves your cash flow situation? If not, then who are you trying to please?

Categories
Games Geek / Technical

Great Gaming Moments: Homeworld: Cataclysm

Homeworld:Cataclysm wasn’t a sequel, but it was a great extension to the story of the original Homeworld. Basically, you’re in charge of the Somtaaw’s ship, the Kuun Lan. The Somtaaw keep to themselves, researching and mining, but they are bound to aid and protect Hiigara when requested. Cataclysm made references to “The Beast” periodically in the documentation, and so I had a vague idea that there was some Borg-like enemy to fight.

The game starts with such a call to protect the homeworld from the attacks of the Taiidan. Providing support wasn’t too difficult in the first mission. The second mission involved saving and protecting a Manaan destroyer, the Bushan-Re. To research repair technology, you jettison the mining container and create the Engineering Module. I managed to protect the Bushan-Re from the Turanic Raiders, even though they sent some Mimics in pretending to be friendly support.

At this point, a distress call comes from a nearby object. I sent a worker out to return it to the ship.

Later, I reach the Somtaaw’s research frigate, the Clee-San, in another sector. They may have the ability to shed some light on the alien artifact. They docked with the Kuun Lan. We had to escape to deep space to avoid an attack, but once we were in isolated safety, they procede to experiment.

But something goes wrong. Power fluctuations, biohazard warnings, and screaming further the confusion. The research module turns an ugly shade of red, apparently from a biomechanical infection of some kind, and to save the rest of the ship, the hangar module is jettisoned. What just happened? The Clee-San will investigate, but wouldn’t move until I provided an escort of “10 fighters”.

Now, if the infected research module was going to attack me, I didn’t think I would send just 10 Acolytes. So I sent 30, just for good measure. After all, I was in the Cub Scouts. I was being prepared. If I was going to be attacked, I was going to have overwhelming force involved.

So I sent my fighters in as an escort for the Clee-San. Slowly the ship approached the module, as the Kuun Lan hung back. The Clee-San docked with the module while I watched in anticipation. It started to download the data recorders. That data should help in determining what happened.

Suddenly a particle beam shoots out from the module! The Clee-San‘s last transmission was for the Kuun Lan to stay clear. Screams from the fighters becoming infected horrified me. I moved as quickly as I could, but the infection spread too quickly. Any ships I ordered to retreat moved only moments before becoming infected. My efforts were futile. It was terrible. I just sent 30 fighters to their deaths! I didn’t know! I didn’t know!

I then realized that those infected fighters were going to be coming after the Kuun Lan. I didn’t have any ships left for defense. I spent a lot of my resources on those 30 ships!

Luckily for me, a group of raiders appeared, demanding the Clee-San. Unluckily for them, they ignored my pleas to avoid it and were infected. I used that distraction to hyperjump out of the sector. I was safe for now, but forever impacted by that moment.

Throughout the war with The Beast, I never forgot those 30 ships. Technically, they weren’t more than digital bits running through memory on my computer, but the screams were terrible. The drama was real. The details of the names or types of ships involved in the above story might be remembered incorrectly, but the feeling of dread when I realized that I had just caused the deaths of 30 good people will stay with me. It wasn’t a cut-scene or a FMV movie to watch passively. I participated in it. Logically, it wasn’t my fault. I couldn’t have known what was going to happen without cheating. Technically I could have restarted the mission and tried again. I normally prefer the challenge in similar situations, but the reason for not restarting this time was different. I didn’t want to dishonor the memory of the loss. Oddly, those 30 fighters were identical clones of each other. It wasn’t like you normally would have a tie to any one of them.

Still, I had made a bad decision, and the consequences were very real to me. My fight wasn’t just to play a game anymore. It was for honor. It was for redemption. Neither of these ideals were communicated directly by the game. There was no “Honor Meter”, for instance. I simply had a strong desire to make things right again.

Categories
Game Design Geek / Technical

Design Concepts I Just Learned

I was reading through the two Game Programming Gems books I have, and one of the gems describes a game entity factory. To understand this gem, you have to understand a few design patterns, including flyweight. I never learned exactly what a flyweight was or how I would use it. I still have a slight understanding that you would use a flyweight if you have data that is constant between different entities. Ask me anything else about it, and I’ll struggle. The Gang of Four book isn’t much of a help. It’s a reference book, which means it will be a better tool when I already understand it, but it is almost useless for learning.

I pulled out the Design Patterns Explained book, but it doesn’t have flyweight listed; however, there were a few interesting chapters on design principles. It’s been years since I cracked this book open, and I might have used it for class. I thought it was just a more in-depth version of Design Patterns, so I never found the chapters titled “How Do Experts Design?” and “The Principles and Strategies of Design Patterns”. The book refers to Christopher Alexander, the original author on design patterns. He was writing about physical buildings and architecture. While his approach doesn’t directly map to software design, his principles apply quite well.

One of the things I learned is that trying to put a bunch of pre-made components together to create software is not ideal. You should have a big picture of your project, and then you can decide what smaller components you’ll need. I never thought about the effects of trying to reuse components before thinking of the full scope of the project.

Another thing I learned was the principle of designing from context. I would periodically become stressed when thinking about the best way to design a class or relationship between classes. I don’t have nearly enough experience to be able to make judgement calls about the best way to design a project. I think I have enough of a grasp of programming that I can implement anything once I decide on a good design; I just need more practice with getting to that good design. I learned, however, that you can’t know how a pattern will be implemented until you understand the context in which it exists. For example, if you have a facade pattern, you can’t know how to implement it until you know what interfaces you need to link together. Essentially, you can’t just ask, “What’s the best way to implement XYZ?” You need to ask, “Under what circumstances will implementation A be a better fit than implementation B? How do those circumstances match up with my actual circumstances?”

I still don’t think I quite grasp the flyweight or its place in the game entity factory, but software design became a bit less mysterious. Heck, William Willing’s comments on a Timeless Way of Game Design make more sense to me now!

Also, since I’ve been researching design, especially software design, I found this helpful game engine design link: Object-Oriented Game Design: A Modular and Logical Method of Designing Games