The Matrix for non-Dummies

By Shamus Posted Saturday Mar 11, 2006

Filed under: Movies 5 comments

Anyone who’s seen the Matrix trillogy simply must read this. Steven Den Beste has taken the movies and come up with an explanation / backstory that untangles all the B.S. and turns the movies into something that make sense. He offers some explanations on why the machines act the way they do. He doesn’t use any symbology or bong-hit existentialist nonsense. He just looks at the behavior of the machines from a coding perspective and comes up with solid justifications for their behavior within the movie. Check it out.

And just for fun. Here’s this:

 


 

Big and Juicy

By Shamus Posted Saturday Mar 11, 2006

Filed under: Links 3 comments

It’s the oldest trick in the book: If you want more traffic on your blog, then find an excuse to post pictures of mellons.

 


 

Multiplayer is not for everyone

By Shamus Posted Friday Mar 10, 2006

Filed under: Game Design 7 comments

I know this is quickly turning into a GalCiv II blog, and if you’re not into the game I apologize for the time I’m spending on it. However, there is just so much happening here as it relates to the world of gaming in general that I just can’t pass it up. The fact that the game has a real, honest-to-goodness blog and not some PR-spewing “news” site just makes makes it hard to not join in the conversation.

This post talks about their decision to focus on a great single-player experience instead of adding multiplayer to the game, and the fact that reviewers are penalizing them for it. In the past I’ve been critical of the recent trend to obsess over multiplayer gaming. Multiplayer turn-based games suffer from most of the normal multiplayer issues, plus the fact that you need to find other people who can sit down for a game that will take at least three hours, even for a very “quick” game.

Multiplayer gamers are hardcore gamers, and designing a game for the hardcore is usually a bad idea.

There is just a tremendous cost to adding multiplayer to a game. It goes far beyond the obvious stuff like adding all the networking stuff, dealing with lag and disconnects, and keeping the players in sync. If you want multiple humans to be able to compete against each other, you need all sorts of code for combatting cheaters, or cheaters will ruin the game and all that multiplayer stuff will be for nothing. You need a matchmaking service so players can find each other. You need to make sure the game is as balanced as possible, so that players who choose one particular race or configuration don’t have an advantage. You should also have a more complex saving system that lets people save a multiplayer game and then continue it later.

In short, you need to greatly increase the cost and time of development in order to cater to the small number of hardcore players that have the patience for on-line gaming.

Note to multiplayer fanatics: Not all of us want to play with you rotten brats.

 


 

Collectors Addition

By Shamus Posted Friday Mar 10, 2006

Filed under: Pictures 1 comments

I got my copy of Galactic Civilizations II today. I ordered it on Monday. That’s a really good turnaround time for orders. Nice going.

The printed manual is quality, and they also included a poster showing the entire tech tree for the game, which is quite large.

I’m happy with the game so far, but now I see there is a lot more in here in addition to the game. There is a special serial number for downloading “additional content”. I’ll have to see what that is as well.

This reminds me of the old days of computer gaming. Before clumsy copy protection. Before printed manuals were converted to on-disk PDF files. Before we started getting paper sleeves instead of jewel cases for our disks. I feel like I’ve just done business with someone who wants me to be happy with the transaction.

Note to those people: I am.

UPDATE: According to this post, they have sold more copies in the first 10 days than the total retail sales of the first GalCiv in its entire history. They are now on their third run of CD’s, and are having trouble meeting demand.

Wow. I’m glad I got my copy. If I’d waited a bit longer I might have missed out.

 


 

Spamutations

By Shamus Posted Friday Mar 10, 2006

Filed under: Nerd Culture 6 comments

In pondering the concepts of “Good” and “Evil” as they relate to gaming, I come across a real-world example. A spammer. Why are spammers so reviled? Let’s take a look at just one example:

The spammers are just HAMMERING away at this site. I’m getting several spam trackbacks and comments an hour. I’m removing them as often as I can, but it’s an unrewarding task, to say the least. There is one spammer in particular: His IP changes once a day, but all of his spams have the same pattern and point to his same site of ads, which is just a bunch of links to other sites. A sort of spam portal. Anyway, let’s say he’s advertising viagra this time. Then his name in the comments will be “generic viagra”, and for his comment he will have the words “generic viagra” in bold, and then again in normal type. Then he sends another comment, except for “online pharmacy”. Then again for “weight loss pills”, “online casino”, “online poker”, and so on.

This guy sends me almost fifty of these a day, and none of them are accepted. All of his comments are held for moderation, and then I delete them. He’s doing this because I have a high Google ranking (compared to him, anyway) and the way to bring his Google ranking up is to have lots of other sites link him. But this is crazy. His IP address changes once a day, and I assume he has to keep moving around as people start blocking and banning his IP. He’s putting a lot of work into his online pollution, and most of it goes to waste.

It isn’t that hard to get a decent Google ranking. If he found a subject that interested him and wrote about it, he’d have a lot more success. If he spent the time on blogging that he spent on spamming, he’d have a decent page rank without having to change his IP and find new ways to subvert the spam filters.

Spammers are universally hated, although they cause no physical harm to people. They just cause widespread annoyance.

But this leads me to one of the things I’ve been thinking about in regards to Evil: It’s isn’t always what the Evil agent does, it’s the reward that they get that defines how evil they are. The cost (to others) and benefit (to self) are both part of the equation. Most people would be willing to slap a total stranger in the face for a million bucks. Change that to punching and slightly less people are willing to do so. Keep increasing the cost to the victim and the act becomes more evil. Decrease the reward, it it becomes more evil as well. Punching a stranger in the face for a million bucks isn’t nearly as bad as punching someone for a quarter. Killing someone for a million bucks would usually be viewed as less evil than killing someone for their shoes. (I’m talking about perceptions here, no need to point out that killing is killing. I know, I know.)

Which brings us back to spammers. Aside from a few at the top of the food chain, these guys are not getting rich. Their reward is moderate (although I have no idea how much, really) but because of the number of people involved the cost to others is tremendous. Sure, one spam is annoying, but multiply that by the millions who get it, and you’re generating a lot of annoyance. Compare that to the fact that only a very, very small number of people will read your ad, only a small number of those people want what you are selling, and an even smaller slice of those people would be willing to buy it from you. Of all the millions of people who get the ad, I’m willing to bet that only a few dozen will respond. Once the sale is made, what is the spammer’s cut? Is it even a hundred bucks?

Would you be willing to annoy millions of people for a hundred bucks? Of course not. (Unless you’re a spammer, in which case please send me your home adress, because I’d like to punch you in the face for absoloutely free.)

This cost / benefit thing relates to both Galactic Civilizations II and my recent discussion on Grand Theft Auto. I’ll have more on both later.

 


 

Resident Evil 4

By Shamus Posted Thursday Mar 9, 2006

Filed under: Game Reviews 21 comments

Resident Evil 4 was an odd game. In previous games, you were usually a character trapped in some little zombie-infested town. In this one you play Leon, a special agent sent in to rescue the daughter of the President of the United States. While the game had great graphics and some spooky scenery, the scare factor was dialed WAY down whenever the characters started talking.

In fact, the game broke a lot of conventions set by the previous installments, and by other survival horror games in general. You weren’t alone. No zombies. Ammo is much more plentiful. You are on a mission, instead of trapped by circumstances. You are a government agent, and not Joe Average.

I’m sure Leon got his current job due to his previous zombie-fighting experience, but if he had filled out an application, then I imagine it might have looked something like this:

VERY official.

  1. If the daughter of the President of the United States was kidnapped and held prisoner somewhere in the European wilderness, what would be the best force to deploy in order to secure her safe return?
    A. 82nd Airborne.
    B. A small squad of Navy SEALS.
    C. Mechanized infantry with air support.
    D. I'll just go in all by myself and wander about for a bit. How big can Europe be, anyway?
  2. For the above mission, what would be the most appropriate gear?
    A. Sniper Rifle, camouflage, and night vision gloggles.
    B. Pump-action shotgun, body armor, and a GPS.
    C. Automatic rifle, an ATV and a two-way radio.
    D. Nine bullets and lots of hairspray.
  3. If you find that villagers have attempted to cut off your escape route by building a little wooden wall accross the path, how would you proceed?
    A. Walk around it.
    B. Climb over it.
    C. Burn it down.
    D. Give up and head directly for the heart of the enemy base, even if it means passing through the very bowels of hell itself.
  4. If you meet a very formidable yet chatty enemy and they seem to be too busy talking to attack you, what should your reaction be?
    A. Shoot him in the head.
    B. Shoot him in the gut.
    C. Gun him down, cut him up, smash the pieces, burn what's left and bury the ashes in a deep hole. You can never be too careful.
    D. Strike up a conversation. It's always great to meet new people!
  5. When escorting the president's daughter to safety, where is the best place to have her stand?
    A. Behind me, where she is easy to protect.
    B. Beside me, where I can keep an eye on her.
    C. Give her a gun in case she gets into trouble, and have the two of us move in tandem.
    D. Oh geeze! I forgot all about her. Looks like she's run off again.
  6. On this type of mission, how often do you check in with command?
    A. I call them whenever the situation changes.
    B. I call in if I need orders.
    C. I check in every half-hour
    D. I wait for base to call me. I like to avoid roaming charges. Sometimes I forget that I have a phone completely.
  7. What types of threats frighten you?
    A. Gargantuan monsters.
    B. Psychos with chainsaws.
    C. Bioweapons that transform you into a monster.
    D. Midgets.
  8. You find a massive, elaborate castle maintained by the enemy forces. What is the best course of action?
    A. Go around the castle - the safety of the President's daughter is of primary importance!
    B. Find a place to hide and wait for backup.
    C. Determine where the enemy obtained the incredible funding required to construct such a thing, and figure out why they didn't spend that money on guns instead.
    D. Assault the building directly. The president's daughter won't be safe until I find every secret door in the place! Oooh! And do the hedge maze!

If you answered "D" to any of the above questions, then congratulations! You are just what we're looking for. Get ready to enter the exciting world of presidential daughter-rescuing. Please return this application to recieve your hairspray and bullets.

The game teamed you up with a teenage girl, and whenever she was around (which was only half the game, as she gets re-captured on a regular basis) the game stopped being scary. She was a stinging reminder that the world you were in made absoloutly no sense, and that you were playing one of the dumbest secret agents in history. Imagine the movie Aliens. Now replace the character Cpl. Hicks with Carrot Top. That’s the sort of fear-nullifying goofyness we’re talking about here.

 


 

Spore

By Shamus Posted Thursday Mar 9, 2006

Filed under: Movies 6 comments

This movie is a demo given by Wil Wright (of Sim City, and The Sims fame) of the new game he’s working on.

The game is this: You start with a single-cell creature floating in the ocean. You hunt other single-cell creatures to eat, avoid ones that try to eat you, and keep your creature going until it divides. With each generation, you get points which may be used to purchase evolutionary upgrades. Your creature becomes larger and more complex as you go, eventually getting handy stuff like a brain, eyes, and maybe even a nifty skeletal system. You can design the creature however you like. Want three legs? Ten legs? Big, powerful claws? A large and goofy balloon-like head? Go for it.

As the creature becomes more advanced, the scale of the game shifts from cellular scale to “goldfish” scale, and evenutally to human scale. Soon you are in command of a group of them instead of just one. You can spend points on brain size, and once your creature is smart enough they will start to form villages. The game continues along this line, letting you advance your species until they have cities and eventually interstellar flight.

This is an ambitious game. The explanation I’ve given doesn’t really do the idea justice, you just have to see the movie to get a feel for where this game is headed. There is a lot of amazing technology in there as well. You can make a creature that has never existed on Earth, and the game can still figure out how to animate it. For example: Make some crazy critter with seven tripple-joined legs. The game can still figure out how to make this ridiculous contraption walk. And run. And fight. And mate. As amazing as that is, just wait ’till you see your creation start to dance. I’m not kidding.

Another amazing idea: The other creatures in your world (the ones not controlled by you, the other various species) are pulled from designs created by other players. Likewise, my design for a creature may end up playing a similar part in someone else’s game.

Lots of facinating ideas here. Here is the (nearly useless) official website. No release date yet.