People Like to Own Things

By Shamus Posted Friday Feb 10, 2006

Filed under: Rants 8 comments

From Gamespot comes this article, where Peter Moore, corporate vice president of Microsoft’s interactive entertainment business, says the following:

“Let’s be fair. Whether it’s five, 10, 15, 20 years from now, the concept of driving to the store to buy a plastic disc with data on it and driving back and popping it in the drive will be ridiculous. We’ll tell our grandchildren that and they’ll laugh at us.”

Larry Ellison of Oracle fame, made the same argument about ten years ago.

“I hate the PC with a passion. Me going down to the store and buying Windows 95, I’ve got to get into my car drive down to a store buy a cardboard box full of bits you know encoded on a piece of plastic CDROM and you bring it home and read a manual install this thing – you must be kidding you know, put the stuff on the net – it’s bits, don’t put bits in cardboard, cardboard in trucks, trucks to stores, me go to the store, you know, pick the stuff out, it’s insane. OK I love the Internet – I want information you know it flows across the wire.”

I predict that in ten years people will still be predicting this box-free future, and it won’t be any closer. Universal digital delivery – which is what you need if you want to get rid of the boxes in stores – won’t happen until some new uber-DRM scheme comes along to thwart piracy, which doesn’t seem likely. (Note: When I say you need DRM, I mean publishers will insist on strong DRM. Obviously consumers would rather do without it.) But if it did, you’d still need a way to get content to laptops and other machines without universal high-speed access. But even when these issues are overcome, the process of buying some sort of physical media is NEVER going to go away.

When people pay money for something, they like to be able to hold the thing and say “I own this”. The same is true of music. People want the jewel case with the nice artwork and a shiney disc. How often have you been in the store and seen people just browsing the shelf, reading the boxes and looking for something new? There is something going on here that is more than just buying data. Something that won’t happen if you don’t have boxes in stores. Even if discs went away, and all content came over the net, you STILL wouldn’t be rid of boxes in stores, because those boxes turn into impulse purchases. People would still be able to impulse-buy at the store and take the box home, where they would then download their new thing.

Moore may be right about one thing, though. Our grandkids may well laugh at us. They will see predictions like the one in his article and laugh in the same way we laugh at the jetpacks-and-flying-cars future of the past.

 


 

I know Kung-Fu

By Shamus Posted Friday Feb 10, 2006

Filed under: Game Design 37 comments

Here is an interesting bit from Tales of the Rampant Coyote that talks about “Casual” vs. “Hardcore” games. On the subject of learning to play first-person shooters, the author says this:

Now fast forward to today. Could someone who never played a videogame at all (let alone a First-Person Shooter) handle a game like Unreal Tournament or F.E.A.R.? Not without a heck of a lot of work and frustration. They’ll start with basic questions, like looking at approaching enemies and asking, “So which one of those is me?” The standard control schemes that are second nature to some of us […] are only slowly acquired by this new player. Even after going through the tutorial and starting on “Easy” difficulty, the new player is likely to be intimidated at best, and likely overwhelmed. These games are made with the experienced, veteran gamer in mind – the type of player who would be BORED revisiting basic FPS territory. They are looking for a game that will challenge the skills that they have honed over the course of many months or years and many different games.

I have a LAN at the house and over the years I’ve introduced a lot of people to the world of first-person shooters. I can say with certainty that most gamers fail to grasp just how steep the learning curve is on these games. Jay Barnson, the author of the above, points out that just understanding what they are seeing is a challenge for a true newbie. I rode this curve as it developed, so I never had to go through the brutal initiation that newbies do today. Here is how things evolved for me:

  1. Wolfenstein taught me the basics: Point at stuff and press the fire button. Use the strafe keys to get out of the way of stuff heading for me
  2. When DOOM came along I started using the mouse to aim. This was tricky at first, but allowed for a lot more precision and faster targeting. This led to another skill: Circle strafing, where you run around a foe in a tight circle while shooting them.
  3. Duke Nukem brought vertical combat (looking up and down), jumping.
  4. Quake: This was a major step. Using the mouse to aim up and down. Also, the game featured a more robust array of weapons, including grenades that bounce and can (to the experienced player) be dropped over ledges and angled around corners.
  5. Unreal: An even larger, more varied list of weapons, all of which now have TWO firing modes.
  6. Unreal Tounament: A collection of maps designed for the express purpose of player-vs-player combat. Areas are complex and multilayered. Weapons and items are spread out to encourage players to keep moving. Powerful items are placed in dangerous or hard-to-reach areas. Maps have traps. Tricks. There is a great deal of strategy involved in choosing a weapon based on wherever you happen to be fighting.

I spent about eight years getting from the first item to the last one on the list. The gameplay is now highly refined and very deep. (The practice of calling these games “mindless shooters” comes from people who know nothing about the game, or from people who know the games so well they don’t realize just how much thought is involved in learning to play.) Now I try to imagine what it must be like for a new player to try to absorb all of this at once. Oh yeah: while you’re trying to learn, enemies are killing you repeatedly. Unlike Neo, you can’t just download all of that knowledge into your brain. There is no fast way to learn this. There is no shortcut. If you want to play this game your only choice is to let it slaughter you a few hundred times until moving is more or less second nature to you. THEN you can start learning about how to truly use all these crazy weapons, which will take almost as long. THEN you can start learning the strategy of the game, how to use audio clues to figure out where your foes are, how to monopolize and control key items, and how to force encounters on your own terms. Even with dedication this would take months.

Which makes me wonder: Will these games stagnate in the coming years? Will new players steer clear of Deathmatch and all of its many forms and go for a more accessible experience? I wonder.

I doubt the market for these games would actually shrink, but as the world of electronic gaming grows they may be a smaller and smaller part of it. I don’t have any numbers on this, but I wouldn’t be surprised to learn this was happening already.

 


 

Democracy! Whiskey! Sexy!

By Shamus Posted Thursday Feb 9, 2006

Filed under: Pictures 5 comments

A few years ago the govt. released a preview of the new $20 bill, and as a joke I made a photoshop of it.


Click for larger view

The whole idea came from this post from James Lileks, made in April of 2003. (Scroll about halfway down) Anyway, today I tried to open up that old photoshop project with a now-newer version of Paint Shop Pro. The program must have some sort of heuristics for detecting U.S. currency, since when I tried to open the file I got a popup:

Note that this project was based on the publicly-available image. One that the Treasury Department made available, or at least permitted, prior to the release of the new bill. But this program decided I was going to start churning out Rumsfield-edition twenties from my Epson printer, and took the law into its own hands. It gave me a firm, “Halt, Villian!” in the form of the above popup. And then, just to make sure I did not get any further, it sacrificed itself in the name of justice by crashing.

Heroic software or rogue vigilante? You decide.

 


 

Terrain, Part 5

By Shamus Posted Wednesday Feb 8, 2006

Filed under: Programming 4 comments

We continue this series where I demonstrate the steps I’m taking to create a program for rendering terrain. For many of you (as if there were many of you, pfft!) some of this will be pretty technical. If nothing else, enjoy the pretty pictures as this thing takes shape.
Continue reading ⟩⟩ “Terrain, Part 5”

 


 

Knight Rider

By Shamus Posted Tuesday Feb 7, 2006

Filed under: Movies 13 comments

Seeing as how the Dukes of Hazard have made the big screen, I don’t imagine it will be many years before Knight Rider gets a similar treatment. So who would be good to play the main characters?

Michael Knight

Ben Affleck. Affleck and Hasslehof have a lot in common in that neither one has much acting depth, but they have one character that they can play very well. Affleck is likeable and handsome (or so the ladies tell me) and he seems like a good fit. While in real life he seems to be a bad boy, his on-screen persona is of a tough but good-natured hero. That fits this role fairly well.

KITT (voice)

You don’t really need to replace William Daniels. He’s still alive, and I doubt his voice has changed much in the last 20 years. But, in keeping with the spirit of the thing, let’s replace him with Douglas Rain. He’s 78 years old, but he’s still alive and I think he’d be good for the part. What, you don’t recognize his picture? Well, perhaps this one will ring a bell.

KITT (car)

I think it should go without saying that the movie would need to replace the oh-so-80’s Pontiac Trans-Am with something more trendy. I suggest the DODGE Viper GTS. I think the little red lights / scanner thingee could go on the front without ruining the look of the car.

Edward Mulhare

This was the fabulously rich guy who nonetheless rode around in an eighteen wheeler, giving our hero stuff to do each week. For the role of an older dignified Englishman, you can’t go wrong with Michael Caine .

Bonnie Barstow / April Curtis

Despite the fact that this is a show about a man with a rebuilt face that drives around the country fighting crime with a self-aware car that defies the laws of physics, I think the hardest part of the show to believe was the mechanic. We’re talking about a supermodel / covergirl type woman who does her hair, slips on some high-heels, and puts on makeup every moring so she can go to work as a mechanic from the back of an eighteen wheeler. I think we’ll have self-aware cars long before we have any women like that.

For this role I think Jewel Staite is a good fit. You may remember her as Kaylee from Firefly. She’s attractive, but has that down-to-earth quality that makes her a believable mechanic.

 


 

Terrain, Part 4

By Shamus Posted Monday Feb 6, 2006

Filed under: Programming 5 comments

Now that my program has distance-based polygon reduction, I need the terrain to change whenever the user moves around. If they are on the east side of a mountain, the area nearby should be detailed, and everything else should be more simplified. If they move to the west side of the mountain, the detail should appear there instead of on the east side. To set this up, my program comes up with a set of polygons optimized for viewing near a given location.


Continue reading ⟩⟩ “Terrain, Part 4”

 


 

Super Superbowl

By Shamus Posted Sunday Feb 5, 2006

Filed under: Random 13 comments

The atmosphere here is quite frolicsome. We have been galavanting about, giggling and cheering. I’m quite giddy right now, so I hope I haven’t written anything that might sound silly later…