Postcards from WoW, Part 2

By Shamus Posted Monday Jul 26, 2010

Filed under: Pictures 134 comments

wow_legit.jpg

Uh oh! Blizzad say my account is complains and I need to site validate my information or else will stop!

Sounds legit!

Which is more grotesque: That someone is stupid enough to perpetrate such a feeble and transparent scam, or that people fall for it?

Continue reading ⟩⟩ “Postcards from WoW, Part 2”

 


 

Loading Ready Old Spice

By Shamus Posted Saturday Jul 24, 2010

Filed under: Movies 65 comments

Okay, this one may or may not need some introduction, depending on how much you know about this particular meme. First, Old Spice made the famous Super Bowl Old Spice Body Wash Supercommercial of handsomeness and super being on a horse. It was good. It was also done with almost no special effects. Amazingly, the whole thing was just brought to life through the magic of very clever set-building.

Then they followed up with another one:


Link (YouTube)

And then they went crazy and had Old Spice guy answer questions posted to him in Twitter. And then Kathleen from Loading Ready Run did the twitter thing, and he responded:


Link (YouTube)

Conjecture:

Women will often enjoy a smell that reminds them of their father. But a generation later, a woman will not be particularly interested in a guy that smells like her crusty old grandfather. Even if she likes the scent in a general sense, it’s a safe bet that it won’t work as a romantic catalyst.

So then the scent takes a generation off until it falls out of general widespread use, and then it can re-take market share by courting the young generation. In the 80’s, Old Spice seemed to have a reputation as a scent for the oldies, and (at least where I came from) Drakkar was the hip new fragrance for the young men. Now Old Spice is making the comeback as people are able to enjoy the scent. This is clever and entertaining marketing, which will go a long way towards making that happen.

And I’m always happy to pass along entertainment, even when it’s being used to sugar-coat a commercial message. I really wish more companies would try to win our recognition through talent instead of harassment and aggravation.

 


 

Experienced Points: Quick Time Redux

By Shamus Posted Friday Jul 23, 2010

Filed under: Column 38 comments

We just had this conversation this morning about quick time events. So, let’s… have another?

 


 

Stolen Pixels #214: X, A, B, Win!

By Shamus Posted Friday Jul 23, 2010

Filed under: Column 34 comments

Today’s comic is up. You’ll never guess what I’m on about. Again.

You know, there were 144 original DM of the Rings comics. Then 5 bonus comics which may or may not count, depending. Then I did 52 comics for Chainmail Bikini. Then another 16 or so random comics to accompany blog posts.

I think we’re almost at the point where Stolen Pixels will account for half of all the comics I’ve ever made ever. We just past the 2nd anniversary a couple of weeks ago. That’s a lot of comics.

Well, I guess it’s a lot of comics if you ignore the fact that Irregular Webcomic is on number 2,735. At my current rate it will take me just 25.8 years to reach that number. During which time IWC will publish an additional 9,417.

 


 

Spoiler Warning 2×23: It’s the End of the World as we Know it…

By Josh Posted Thursday Jul 22, 2010

Filed under: Spoiler Warning 132 comments

The two and a half of you who are unceasingly fascinated by the fact that Shamus puts his name under the title of each post may be somewhat confused at the moment. You may also wonder why I am referring to myself in the third person. This could have something to do with the fact that I am, in reality, not Shamus. The man in question is currently passed out on some crude form of sleeping apparatus, a victim of his ever shifting sleep schedule, and has entrusted me to write the post for today’s Spoiler Warning in the event that he were unavailable to do so.

As an added bonus, he utterly failed to specify exactly what it was I was supposed to post. So, without further ado:

Why Shamus is Wrong and I am Awesome
A treatise on the myriad ways in which Guild Wars is the best MMO ever and World of Warcraft sucks.

…Hey, why are you pulling that giant stuffed boar head off of your trophy wallâ€"OH GOD!

Ow, okay, I get it! You didn’t have to throw it at me! Jerk!

Let’s just… get to the video, all right?

Hello, person from the future. This space used to have an embed from the video hosting site Viddler. The video is gone now. If you want to find out why and laugh at Viddler in the process, you can read the entire silly story for yourself.

At any rate, the video is gone. Sorry. On the upside, we're gradually re-posting these old videos to YouTube. Check the Spoiler Warning page to see the full index.

See, I told you I was awesome. Hey put that down!

 


 

Recursive Procedural

By Shamus Posted Wednesday Jul 21, 2010

Filed under: Game Design 111 comments

Talking about procedural content, Bobknight asks:

wouldn't the vast majority of the content be(by definition) random? or do you mean that instead of specifying each individual ‘box' they just point to an area and go ‘mountain here.' or ‘desert here' and use the appropriate algorithm for each one? If that is true, wouldn't he algorithm become increasingly/impossibly more complex if you want to put any kind of detail(the kind of detail that most RPG/sandbox games demand) in it?

I mean, how does this help to make something like fallout?(where you have the dead janitor on the ground with his two bits of meat and a can of beer)? Would the resulting game world be merely a HUGE collection of randomized terrain that has absolutely nothing on it?

So far my approach to this – and I’m sure FUEL does this as well – is to make procedural systems recursive. A system produces data, and that data is used as input for another system. One level carves up the world into geographic regions. That data is used to generate the topography of the world. The topography is used to decide where to place cities. Those locations are used to build street systems. The streets are used as a guide for placing buildings. The buildings can then be filled with hallways. Hallways are filled with dudes. Rooms connect to hallways. Furniture goes in rooms. Objects go on furniture. Player is given a gun and told to go kill some dudes and get some objects.

Each system is a set of rules and depends on good input. In 2003 or so I wrote a program (and the source is gone, I keep meaning to re-write it, dangit) to take some topographic data and attempt to plot a road across it. The rules governing roads – while not set in stone – are fairly reliable and observable. Roads will curve in response to hills to keep from becoming too steep. When a road is navigating around a hill, the inside of the curve should bite into the hill and the outside should lift it up. (In the real world, engineers displace dirt from one side to add to the other, which produces the familiar banks on either side and the distinctive not-dumping-you-into-a-ravine horizontal flatness for which roads have become so popular.) In my system, the road was willing to go up and down steeply in direct proportion to how far off course it was. My road wanted to go north, but would veer to either side to avoid hills. But as it came closer to heading due east or west, it would be willing to climb or drop to a much greater degree. This produced a very convincing road. (However, the system would occasionally encounter topography that was not solvable with the given rules, and the result usually looked hilariously bad.)

You can see this at work in FUEL. If you go out to the perfectly flat zone in the northeast you can see the roads basically form a grid. In the hilly parts of the game, the roads bend around quite a bit. In the really hilly sections, the roads get crazy twisted. Sometimes you’ll see a road get “trapped” by unworkable input data and it will either climb a sheer cliff or simply give up and end abruptly. Note that the roads in FUEL had the added challenge of needing to intersect with one another at reasonable angles, which was something I never attempted.

The point is, FUEL is recursive. It generates topography. (And I suspect even the topography generation is a multi-stage deal.) Then it places roads. Then it places debris on the roads and buildings alongside them. If you’re trying to make “procedurally generated Fallout 3”, the next step is to add more stages. This becomes really easy if you decide to take the Bethesda shortcut and make exterior doors into magic teleporters that will move the player into the building without needing to worry about a smooth transition between the two. (This solves tons of problems. You don’t need your interior floor plan to precisely match the exterior of the building, and you don’t have to worry about the complex culling problems you get when the player starts seeing through multiple windows at once.)

As for the “dead janitor” problem: You can have artists design special set pieces and simply make their placement exceptionally rare. The artist will make a group of objects like the janitor, his mop bucket, and his beer, and specify rules like “this thing only goes in hallways” and “this should never appear more than once in the same building” and “this should only appear in 1 out of every 50” buildings. Then the game will drop in the janitor every now and again. As far as the game is concerned, he’s just “furniture”.

The move to a procedurally generated would wouldn’t mean that the world would have to be dull and sterile. With the right rules you can make places just as vibrant and interesting as those in Fallout 3. You just need to make the up-front investment of building the system (no small thing, I’ll grant you) and change how your artists approach their work. If the world feels monotonous then it means your rules aren’t robust enough or your artists haven’t added enough variety yet.

I’m convinced this this has been do-able for the last several years. I just wish I could earn a paycheck proving it.

 


 

Stolen Pixels #213: The Force Unloved

By Shamus Posted Tuesday Jul 20, 2010

Filed under: Column 116 comments

My Force Unleashed comic.

It was only recently that I became aware of just how truly messed up the Star Wars expanded universe is. Randy (our player from Spoiler Warning season 1) is something of a Star Wars scholar and explained to me some of the stuff that appears in the avalanche of Star Wars novels. Some of it honestly sounds like fanfic. Some of it sounds like drivel. And some of it sounds pretty dang cool.

I think the magic ingredient that A New Hope had was that it wasn’t a normal sci-fi movie. It was actually a classic swashbuckling / save-the-princess adventure in sci-fi makeup. Errol Flynn in space. Almost everything that followed has simply ignored this and embraced the space opera angle. That’s not a complaint, it’s just an observation on how the thing has evolved. I’m not even sure it would be possible to go back now.