Categories
Geek / Technical

Monday Meme: Zombie Attack

Corvus had a fun post today about a hypothetical zombie attack.

You are in a mall when the zombies attack. You have:

1. one weapon.
2. one song blasting on the speakers.
3. one famous person to fight alongside you

  1. As anyone who has played the indie title Zombie Smashers X2 knows, the best weapon in your arsenal besides the magic uzi is your enemy’s spine. Just remove it ever so uncarefully and you have a wonderful weapon that also lets you regenerate health!
  2. I think out of all of the music I listen to, I would have to choose Underworld’s Rez + Cowgirl. Yes, that’s technically two, but they did put them together on one track so it counts. When fighting off unrelenting zombies, you need an unrelenting beat. Or, if I was in a really campy mood, Frank Sinatra’s The Way You Look Tonight. I think that would be fun to have playing as I stab and beat zombies into submission with their own spines.
  3. I was thinking about that scene in Mad About You when Paul couldn’t get to Jamie in the hospital because Bruce Willis was there and the place was sealed off. So Paul had to sneak in, and it turns out that Bruce Willis had been hit in the head and escaped, and so they teamed up to sneak around guards and nurses. Bruce Willis would be fun to team up with…but so would Paul Reiser! We need some good humor during these dark times. But then I thought, “Wait a minute! We might be the only two people left!” Sorry, Paul, but I’ll have to go with Christina Ricci. In a zombie attack, I imagine she’d either be hysterical, providing more incentive for us to survive or at least get to a (probably temporarily) safe area, or she’d be cool and collected, allowing us to plan our strategy and tactics. And of course I think it would be fun to hang out with Christina Ricci, so a zombie attack seems like a good enough excuse to do that. We’ll just have to make sure our last stand isn’t in the florist’s shop.

So there you have it. If I was in the middle of a zombie attack at the mall, I would choose a spine, Underworld, and Christina Ricci.

[tags] zombie attack, indie, meme [/tags]

Categories
Games Geek / Technical

Happy Memorial Day!

I’ll be spending today at a particularly geeky barbecue. We’ll be playing Dungeons and Dragons.

D&D session

Categories
Geek / Technical Marketing/Business Politics/Government

Digital Rights Management’s Victims: The Customers

From The Day the Music Died, I learned that Microsoft is pulling the plug on the servers used for verification of their MSN Music service. Even Wired repots that Microsoft is pulling support for MSN Music DRM.

So what happens on August 31, 2008? On that day, Microsoft will turn off the servers that they maintain for the sole purpose of validating that the songs that people have already “purchased” through MSN Music are still theirs to play. Those people (hereafter “the victims”) will not notice the change right away. The victims will only notice it when they purchase a new computer, or when they upgrade the operating system on their current computer, or when the hard drive in their computer dies and needs to be rebuilt/reinstalled. At that point — transferring the music files they have “purchased” to another drive or a new computer — the Microsoft music player running on the victim’s PC (like iTunes, but all Microsoft-y instead of Apple-y) will make a call to Microsoft’s validation servers to verify that the music files were legitimately purchased. This call will fail, since the servers are not responding, since Microsoft has intentionally turned them off. The Microsoft music player will then conclude, incorrectly but steadfastly, that the music files were downloaded illegally and that the victim is a filthy pirate, and it will refuse to play them. In this case, the left hand knows exactly what the right hand is doing: they’re both giving you the finger.

One of the arguments against so-called digital rights management is that if the software developer goes under, you no longer have access to your supposedly purchased products. As a counter argument, it has been suggested that companies such as Microsoft, Apple, and Valve won’t be going away anytime soon.

And we can see that it doesn’t matter if they are still around. You are paying them and hoping that they don’t just decide one day to cut you off. In this case, Microsoft has given up the old and replaced it with the new, but hasn’t given you a way to transfer what you already paid for.

What should you do if you want to keep your music? As Sony advised its users to do when it closed down Sony Connect, you can burn CDs of your purchased tracks and re-rip them. Of course, this degrades sound quality because it forces the music through the encoding process twice.

When the only legitimate sources for music and software are saddled with DRM, is it any surprise that people search for a better product from illegitimate sources? I know that the people selling me music, movies, and software would love for me to pay them again and again for the same product, but where is my incentive to do so? What value do I receive in return for being a paying customer, doing things the right way, especially when illegal sources are providing a superior experience for me? And dealing with the hassles of DRM would make so much more sense if it actually prevented such illegal sources from existing. Since it doesn’t, it sounds like it is more about control of the customer than anything else.

Will we see a similar thing happen with Valve’s Steam? There are already anecdotal reports that people have been wrongfully banned from the service, cutting them off from access to the games they paid for. Will Valve come out with Steam 2.0, offer up the same products on the new service, and then cut off the old service with no way for existing customers to transfer their existing purchases? I doubt it, but then, you would think Microsoft wouldn’t have done it either. Regardless, the customer finds out who is in charge of his/her machine soon enough.

The EFF sent an open letter to Microsoft about this issue.

While this announcement has directly affected MSN Music customers, users of other Microsoft products (particularly current and prospective Zune customers) are deeply concerned as well. Your customers are forced to ask, “If Microsoft treats its MSN Music customers so shabbily, is there any reason to suppose that it will treat other customers any better?”

World famous chef Gordon Ramsay commented about British chefs who expect praise and awards for just showing up, “but don’t give enough attention to anything to do with the customer. But it’s really all about the customer. No one should ever forget that, no matter how great their sauces are.” Why should it be any different for any other industry?

[tags] digital rights management, msn music, business, video games, steam, valve [/tags]

Categories
Games Geek / Technical

Speaking of Super Mario World

Also, a friend forwarded me this post on Kotaku about a hands-free Super Mario World level that plays music.

[tags] super mario world, video games [/tags]

Categories
Games Geek / Technical

Great Gaming Moments: Super Mario World

Sometimes great gaming moments need more context than the game itself provides. Such was the case while hanging out with a friend in seventh grade. By 1994, Super Mario World had been out a few years, but it was the only game she had, and we had already finished watching movies like “Born in East L.A.”, so that’s what we were playing.

And of course, I had to flex my geek muscles and boast about how good I was at playing video games, especially this game. I had beaten Bowser and saved the princess in a matter of days, then spent the next month or so just figuring out all of the secrets and finding all of the hidden levels. It’s funny how I never found such things appealing in games like Donkey Kong Country, but I guess when you’re young and have the time, you’ll spend it having fun, even if it is marginal. You just don’t have as many options.

Anyway, we’re drinking pink lemonade, having a great time, and we made it to Star World. Star World featured a different colored Yoshi in each level. While you normally get a green Yoshi and get super powers from the various colored shells he could eat, the colored Yoshis gave you those powers regardless of the shell color. So a red Yoshi would always breathe fire when spitting out a shell, and a blue Yoshi would fly. Of course, when you meet these Yoshis, they’re babies, and you need to feed them a number of items, usually enemies, before they can grow.

One level featured a red Yoshi on a floating platform right at the start. It was my turn to play, and I’ve gone through this level hundreds of times before, and I wanted to see how fast I could complete the level.

So I jumped up onto the floating platform…and accidentally kicked the newly-hatched red Yoshi off into the abyss.

It took a second for both of us to register what had just happened, and my friend was just taking a sip from her lemonade before she had to burst out laughing. I couldn’t help but laugh as well. The level had just started, and I had somehow missed the button press to pick up the baby Yoshi. Ba-doop! Right off the edge of the platform, never to be seen again.

Maybe it wasn’t a “great” gaming moment, but it was unintentionally funny, and I won’t ever forget it.

[tags] super mario world, great gaming moments, video games [/tags]

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11 Results Are In

The Ludum Dare #11 ratings period is over, and the results are in. it seems that I didn’t do too badly. The rankings were out of a possible 5:

Overall: 3.50
Fun: 3.68
Innovation: 2.93
Theme: 4.43
Polish: 3.36
Graphics: 2.57
Audio: 2.96
Humor: 2.83
Technical: 2.54
Food: 4.38
Journal: 3.96
Timelapse: 3.62

My game came in 7th place for the Theme, 10th place for Fun, and 20th place Overall. I did better as a participant, as I came in 6th place for my journal entries and 8th place for my timelapse. Oh, and I won 1st place for food! I have to thank Mandy for her amazing work in the kitchen because I am pretty sure it was her stir fry and not my peanut butter pickle and raisin sandwich that won me the votes, even if it did get me a trophy.

The winning meal:

LD11 Friday Dinner

My lowest scores were for Technical and Graphics, which isn’t too much of a surprise for me since I was spending part of the competition learning how to use SDL. I received quite a few 5s and 4s for Fun, which is gratifying. I’m a little surprised that I got some strong votes for Humor. I never intended for the game to be funny, but some people said that it made them laugh when they finally lost after focusing so hard for over 100 levels.

Check out my Ludum Dare submission at GBGames presents Minimalist- the final version. There are GNU/Linux and Windows versions available. Congratulations to all who competed and finished, especially to mrfun, mjau, and Hamumu!

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development Post-mortem

LD#11: Minimalist Post-mortem

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.

What Went Right:

  • Used my build script to create a distributable game from the beginning.

    I have a build script from a previous project that allows me to use a single command to take my project source, build it, and create a .tar.gz file to distribute for GNU/Linux users. Towards the end of the competition, I wasn’t spending too much time trying to figure out how to get my project into a judge’s hands since.

  • Mouse control was easy to do and easy to use.

    Since I was learning SDL, I tried to make my game as simple to use as possible. I knew that using a mouse was a lot easier than expecting someone to use the keyboard, but I had never implemented mouse control in a game before. Luckily, it turned out to be very easy. As a result, the interface was very simple since you’re just moving the mouse around, and the game that this interface produced was better for it.

  • I got really involved in it.

    I had food photos and a time lapse video, and I even received two trophies, one for my eclectic food choices. Hanging out with all of the other Ludum Dare participants, even if just virtually through IRC, was a lot of fun.

  • I finished!

    Of course, finishing was also a lot of fun. While I could have used some more playtesting and would have loved some feedback before it was submitted, I think I put together a decent game in a short amount of time. It feels good to finish things.

What Went Wrong:

  • My work environment was horrible.

    A couch is comfortable…but not for marathon game development sessions! My back still hurts. I need to clean my office. Right now, I am using it as a giant inbox:

    Why I Use My Couch Instead of My Office

    I prefer development with my laptop because the CRT of my desktop is harsh on my eyes. Still, it would be nice to sit in a real chair while working. Alternatively, I can finally buy an LCD for my desktop.

  • My cats love to hang out with me.

    Even if I was sitting in my office, I know from experience that my cats would still jump up into my lap and try to rest their heads on my arm. When you’re using a laptop, there isn’t room for it AND a cat or two. Having an office door to close would help, of course, but the cats were quite a distraction for LD#11.

    Gizmo prevents me from game programming

  • I didn’t practice using SDL before the competition.

    It was a problem especially since I had decided not to depend on the Kyra Sprite Engine for future projects, but I really only used libSDL for input and creating a window prior to this project. When the first 24 hours are finished and all you have is a window rendered and the knowledge that the mouse handling is working (even if it isn’t visible), you might be afraid that you won’t have anything to show at the end of 48 hours. I did manage to pull it off, but by the next competition, I want to be able to work with less of a focus on technical details and more of a focus on game development.

  • I spent too long in the beginning trying to mock something up in the GIMP.

    Similar to the previous point, I was spending more time on technical issues than on creation. I thought I was more familiar with the GIMP than I was, and I spent a lot of my early hours fighting with it instead of just using pencil and paper. The worst part about it was that the initial idea was one I ended up discarding, and if I wasn’t wasting time with figuring out how to do some simple things in it, I might have been able to figure it out sooner.

What I Learned:

  • My kitchen goes to entropy during LD.

    When you’re focused on game development for most of your waking hours for two days, other things have to take a lower priority. One of those things was cleaning. I had a bit of a mess to deal with after the competition was over.

  • Even something incredibly simple can be a good game mechanic.

    I knew I wasn’t going to be drinking multiple cans of Mountain Dew or Red Bull, and I don’t drink coffee, so staying up for 48 hours wasn’t going to happen. I needed to work on a game I could finish, so I picked the simplest thing I could. Surprisingly, it was fun, and some of the judges have said so as well. At the end of the competition I already had a list of ideas that could improve it, and I hope to release an updated version with those improvements.

  • It’s possible to do a lot in a single day.

    Even though I spent some time learning how to use SDL, I still managed to make a game. The best part is that I can incorporate what I have learned into my personal library of code for my future projects. Also, there were over 70 games submitted, and it is amazing what some people were able to do in 48 hours. Some of them were learning how to program!

I set aside most of a 48 hour period, and I have a game, some new code, and more experience. If I could work on a project with a similar scope each month, I think it would go a long way towards improving my ability to create video games. Also, it’s a lot of fun, and I will definitely be participating in future Ludum Dare competitions.

To see my entry, check out the final version. There is a GNU/Linux and a Windows version.

[tags] postmortem, video games, game development, cats [/tags]

Categories
Game Design Game Development Games Geek / Technical Marketing/Business

Indie Lessons from Sins of a Solar Empire Post-mortem

Gamasutra has the Sins of a Solar Empire post-mortem up. It’s always a treat to read what goes on behind the scenes at Stardock, a prominent indie developer/publisher, although I’ll admit that I was a bit confused by the writing.

A single unspoken decision made early in the Stardock / Ironclad partnership led to a host of positive results that might seem obvious in hindsight, but were not at all straight forward at the time.

Er…what was that unspoken decision? The What Went Right section lists a number of decisions, and they all sound like they were not only spoken but also written down as a formal agreement. Perhaps it was just a case of bad writing, but luckily all of the important points of the article offer some insight into the development of the game.

As for what went right, I think it can be summed up in two points.

  • Stardock and Ironclad worked together as a team rather than have a stereotypical publisher-developer relationship.
  • The game was made for the customers.

Stardock and Ironclad worked together on marketing and design. I think that the employees of Ironclad probably felt more invested in their project, especially since they did do much of the up front work on their own.

And as for the paying customer? The game was delayed to make it better. The hardware requirements were brought down to a sane level so that people other than those with the latest hardware could enjoy it. Copy protection was considered more of a hindrance to paying customers than anything else. It isn’t a game in a popular genre like MMO FPS/RTS, so making the game run on more hardware and making it easier for people to play it were really good decisions.

And it has been paying off. Hundreds of thousands of copies have sold, mostly online, in the first few weeks of release. The game is in retail stores now, so I imagine that sales have increased even more now that the game is much more easily available.

As for what went wrong, most of the issues raised deal with technical issues, such as providing lower-quality artificial intelligence or a single-player campaign due to a lack of time. One problem was a feature of the game that was removed due to the feedback coming from beta testers. I wish the post-mortem went into detail on this point. All I know is that the feature was considered “better left untouched”, but there was no information to suggest how they came to this conclusion.

Stardock wasn’t able to finish Impulse, their digital distribution platform. I’m not so sure it is a problem. Many people already have Steam, and Penny Arcade is releasing its game on Greenhouse. Not that I don’t think competition in this space is a good thing, but does everyone need their own platform?

From Stardock’s perspective, the experience on Sins of a Solar Empire cemented its commitment to ensuring that any games it publishes are developed by studios that view game design as an iterative, collaborative process where the strengths of both teams are combined.

So what can an indie game developer learn from the post-mortem?

  • Your paying customers matter more than the non-paying non-customers.

    As Stardock’s Brad Wardell said on piracy and PC gaming, people who actually buy your games don’t want to deal with the hassles of copy protection. Most of them don’t upgrade their hardware every few weeks. They also appreciate it if you put together a good game, even if it is delayed. If you focus on satisfying the customer, how can you go wrong?

  • Do it, then do it better.

    Ironclad spent a year working on prototypes to make sure that the game mechanics would work well before starting production in earnest. PopCap’s James Gwetzman also promotes prototype-heavy game development. Create a small prototype that is meant to be thrown away. It is better to learn early on that something isn’t fun or just doesn’t work than after millions of dollars and thousands of man-hours have been sunk into a project.

While Sins of a Solar Empire may be benefiting from a lack of competition from major titles, I am sure that the above two practices, focusing on the customer and iterating the game design, helped create a hit.

One side note: why isn’t there a game demo available? Or rather, why is news of it buried in the forums instead of the front page of the website? I mean, at least provide a link from the front page to let me know that it exists. The Sins of a Solar Empire demo does exist, so why not tell people who aren’t already on your forums?

[tags] post-mortem, video games, indie, game design, marketing [/tags]

Categories
Game Design Games Geek / Technical

The Golden Ratio in Video Game Music

During the Ludum Dare #11 competition, someone posted a link to Zelda Music of Golden Proportions at TheTanooki.com.

Christian is studying music theory and learned about “golden sections”, which are marked by the point in the piece corresponding to the Golden Ratio. That is, if you have two segments of a line, x and y, then y is in proportion to x as x is in proportion to x+y. I have forgotten most of what I learned about The Golden Ratio in grade school. I vaguely remember that by using it you can mathematically come up with musical harmony and visual aesthetics. Math is art sometimes.

Initially, there were many game themes I wanted to check for a significant golden section. Unfortunately, the Mario songs I checked didn’t exhibit this, but low and behold, several Zelda themes do. It seems most of the pieces that do are written as actual pieces, and not as short melodies meant to be looped over and over, and Zelda games have a lot of those. While I can’t say it’s for sure, Koji Kondo probably doesn’t incorporate the Golden Ratio consciously into his music, but the fact that Zelda music holds more of a masterpiece status compared to Mario music or other video game music likely isn’t a coincidence. Let’s look at the music from The Legend of Zelda.

The rest of the article walks you through specific music pieces from various Zelda games, and it is a fascinating read (and listen!) Still, I imagine Koji Kondo DOES incorporate the Golden Ratio consciously. I mean, Christian is learning about it in music theory, wouldn’t Kondo have learned similar lessons elsewhere?

UPDATE: ProjectPerko has a related post called Music. It seems that Craig has found a number of music pieces that happen to have golden proportions. Whether it is coincidence or not is up for debate in the comments section.

[tags] zelda, video games, music theory, music, nintendo [/tags]

Categories
Games Geek / Technical

Atari 2600 Box Covers

A friend pointed me to Fun from Yesterday, a blog post that pokes fun at the Atari 2600 and its game box art.

I started to think that maybe the titles were different in different markets. After all, Another World is known as Out of This World in the United States. Then I realized that these covers were edited, and some of them were pretty funny.

But as a fun exercise, I tried to remember the real titles for all of those games:

  • Magna Carta is Warlords
  • Aliens vs Ghosts is Defender
  • Every Sport Ever is Video Olympics
  • Gay French Mario Bros is Circus Atari
  • Buzz Aldrin Space Rainbow Tennis is Super Breakout
  • Hey Steve,- Did We Ever Decide if… is Yar’s Revenge
  • Wrong Button is Missile Command

Unfortunately, I am not familiar with what the other games are, although I could guess at a few.

Also, to the people who make disparaging comments against E.T., I still own the cartridge, and I still think it is a fun game. And it turns out, I am not alone.

[tags] atari, retro, video games [/tags]