DMotR: Organization

By Shamus Posted Sunday Feb 25, 2007

Filed under: Projects 3 comments

I started out answering this question in the comments here, but the response got too long.

Nosy question here, if you don't mind: can you sketch that “system of organization” of yours? I'm really interested in how people organize and systematize stuff.

The big challenge of getting proper screenshots is that often the shots I need just aren’t available. Keep in mind that John Rhys-Davies, Viggo Mortensen, and Ian McKellen are all more or less normal height. That means any time we see Gimli or Gandalf standing together in the same shot, we are looking at some sort of special effects. These shots are actually pretty rare.

So, I have some directories dedicated to as many combinations as I can find: Gimli + Legolas, mountain background. Gimli + Legolas, forest background. Gimli + Legolas, indoors. Etc. Etc. This way, when I need those two talking in the same panel, I look in my collection of pairings and see what I have available.

The rest of the directories are just sorted by setting. Rivendell, Cahadras, Moria, Woods of Lothlorien, the Elven City, River, Amon Hen, plains, Fangorn, Rohan, exodus, Helm’s Deep, etc.

That’s it. Not much of a system. I’d get more detailed, but it’s actually hard to re-use shots. The movie does a great job of keeping the scenery varied, but this works against me when I want to use a shot from the woods of Lorien as part of Fangorn, for example. The two places have different lighting, different contrast, different color balance, and the woods themselves don’t look very similar. So, even if I find a Lorien shot that doesn’t have any now-departed characters in it, I probably still can’t use it because it won’t match visually.

Although, I think I need to create a “Stareagorn” directory. I’m sure I could come up with a couple of gigs of Viggo zoning out, falling asleep, or stoned out of his mind.

 


 

DMotR: Director’s Commentary

By Shamus Posted Sunday Feb 25, 2007

Filed under: Projects 12 comments

This is getting out of hand….

My library of screen captures for DM of the Rings is now 5,531 files, which take up just under 6 gigabytes. They are sorted into 54 folders, according to the barely-serviceable system of organization I’ve managed to devise.

We are exactly half way through the second movie, although I’m not sure that we’re half way through the comic. I skipped over half of the first movie, and it wasn’t until Moria that I made a point of putting in all of the major plot points. I’ve since become aware that the story is a non-renewable resource, and when it’s gone, it’s gone. Early in the strip, I’d skip scenes freely if nothing funny came to mind. Now I milk each section of the story for gags because I don’t want to run out of movie. On the other hand, I’m leaving out half the story (Frodo and Sam) at this point, so it’s really hard to tell when the strip will end. Comic 100? 200? I don’t know.

Looking back, I do think I’m getting better at making these. The early comics look cluttered to me, and they flow poorly. The latter strips are easier to read, have more compelling screenshots, and I’ve gotten much better at finding just the right facial expression for the given situation.

I like the turn things took when the party split. The large cast made it hard to define anyone. Now I have three distinct players to work with, and their personalities tend to write a lot of their dialog for me.

My original idea was to go for 24 strips, with the comic ending at Amon Hen. I actually have this “final” strip made. Once the thing took off, I started inserting strips into the original continuity. This is why we have 12 strips take place while in Moria, and only one strip on Mt. Cahadras.

I thought I’d be sick of these by this point, but it’s actually more fun now that I have a process worked out. Someday this story will end, and when it does I’m really going to miss it.

 


 

DM of the Rings LXVII:
A Sizeable Contribution

By Shamus Posted Friday Feb 23, 2007

Filed under: DM of the Rings 90 comments

Looting Theodens armory.

Looting Theodens armory.

 


 

Bioshock Trailer

By Shamus Posted Friday Feb 23, 2007

Filed under: Video Games 32 comments

When I lamented the way PC games have gone sideways because of graphics hardware, this is one of the games I had in mind: (WARNING: Bloody.)

Looking way back at my original post on system shock, I listed a number of attributes that a game must have for it to really hit the sweet spot for me. The player should be more or less alone. (No companions or buddies following you around and breaking immersion.) The setting should be a self-contained world. (As opposed to outdoor areas with invisible walls or other things keeping you penned in.) The player should be an empty vessel for me to inhabit. (As opposed to a distinct character – like Solid Snake.) Finally, I’m one for persistent, non-linear worlds. (So I can re-visit previous areas at leisure.) To that, I’d add that the plot should be something primal or elemental, such as survival. (As opposed to going on some preposterous mission.) The number of games that fit these criteria are shockingly small. Bioshock is a rare entry into this exceptionally narrow niche.

And yet, I’m not going to get it.

I just can’t justify putting out that kind of cash for yet more graphics hardware. I also don’t want to play the 360 version. Console fans keep telling me how you “get used to” a joystick. Fine, I’m sure I could also get used to writing my posts on a 12-digit phone pad, but that doesn’t change the fact that it’s an inferior tool for the job and results in a less rewarding experience. Meh.

To be fair, titles like this are the ones where pushing the envelope is justified. First-person games are the most demanding visually, because the world is right there in your face. These games are about immersion, and fancy rendering can help with that. Still, I’ve been waiting for a game like this for about eight years, so it’s pretty tough to miss out now that it’s finally here.

 


 

Steve Taylor Interview

By Shamus Posted Thursday Feb 22, 2007

Filed under: Links 1 comments

Over at Tales of the Rampant Coyote, Jay interviews Steve Taylor, president of the indie game company Wahoo Studios. I find this peek into the inner workings of indie companies to be pretty interesting.

I should note that I’m a developer for a small company myself. I suppose it would qualify as indie, although it’s a little different and doesn’t really fit the “game house” mold. We have a continually developing product, as opposed to making a whole new game every 18 months like most other developers do. So, I’m always eager for chances to peek in the windows of real game companies and see what makes them tick. I suppose I’m living vicariously.

The interview is pretty long, and covers a host of subjects from where games come from to what the bosses play when they need to scratch their gaming itch.

 


 

Graphics Hardware is Killing PC Games

By Shamus Posted Thursday Feb 22, 2007

Filed under: Video Games 71 comments

“No you fools! You’ll destroy us all!”

That was my reaction to this story at ars technica (via) which talks about new “external” graphics cards. The idea is that users can buy lots of them and stack them high and wide and set up fancy cooling schemes that would not be practical within the confines of the average computer case. I can only conclude that this is some sort of sick scheme to eliminate PC gaming forever.

People made a big deal about the PS3 “sticker shock”.  You know, because the complete game system, including controllers and the blu-ray transmorg-matrix, cost $600.
People made a big deal about the PS3 “sticker shock”. You know, because the complete game system, including controllers and the blu-ray transmorg-matrix, cost $600.
Don’t get me wrong, I like getting fancy new hardware, as budget allows. This would be a nice development if this were something just for framerate junkies, but the way things work right now is that expensive new technology ends up appearing on the side of PC games under the words Minimum System Requirements about three weeks after it gets invented. ATI could come up with a graphics card that costs $10,000 and needs to be continually submersed in liquid nitrogen, and idiot developers would build their next-gen engine on top of it. Advances like this are things that hardcore gamers should be doing to get ahead, not things that average gamers should be doing just to keep up. Sadly, I’m sure that’s where this is going. The only thing more horrifying than seeing a PC game which requires a $500 graphics card is one that requires several of them.

And even if you do pour all that money into your PC, odds are the games will suck anyway, and run like a sick turtle. On an uphill grade. Against the wind. While, like, pulling some heavy stuff or something. You know: Slow.

Continue reading ⟩⟩ “Graphics Hardware is Killing PC Games”

 


 

Paving Eden

By Shamus Posted Thursday Feb 22, 2007

Filed under: Nerd Culture 14 comments

On Tuesday’s post about the dot-com spectacle, there were a few comments on “paving eden”, the time when the internet stopped being the domain of academics and became the spawning pool of e-business. I also learned about the Eternal September, which is an interesting bit of net-lore that I missed. Then Pixy said:

I was on Usenet as early as ‘85, and for me, the paving of Eden was one of the best things that ever happened.

Since I’ve earned my living working for a .com company for the last 13 years or so, I can’t argue with that at all. Although, I know almost nothing of what the ‘net was like before 1994.

But his comment does bring to mind the following:

In 1992 I had a friend who belonged to a Trek mailing list. He attended college and through whatever clanking machinery they used at the time he was able to access the internet. He would bring me the entire weekly summary of the list traffic as a hardcopy. I LOVED reading it. The people were articulate, thoughtful, and polite. I wanted to join, but I didn’t even know how to get ‘net access at the time. (I’m sure I wouldn’t have called it “net” access, either.) Reading the list was like listening to a group of friends discuss a common interest. It wasn’t even that I was that thrilled about Trek. It’s just that these were smart people and I enjoyed reading what they had to say.

In 1996 or so I remembered the list and decided to see if I could find such a group and join in the discussion. I’m sure you can imagine the results. I was mystified: Every list I joined was filled with condescending idiots, trolls, flamers, and endless armies of professional nitpickers. Unlike the 1992 list, almost everyone was anonymous and wrote under various childish nicknames. I think about half of them were named “admiral something”. I wondered why I couldn’t find that one, original list. Eventually I realized that it was gone. Not just that the list itself was no longer active, but that the environment in which it had thrived had long since ceased to exist. The internet had grown from a small town where everyone knew everyone else into a big city full of angry denizens giving each other the finger.

I actually think the net is much more civilized today than it was a decade ago. For a while the net was ugly, mean, brimming with scams, populated by frightening lunatics, and even the most innocent link could lead to a porn storm of popups. All of that stuff still exists, but it’s been ages since I had to worry about any of it. It’s not that there are less idiots, it’s just that we have better ways of filtering the idiots. In a lot of ways I’ve finally recaptured that “small town” dynamic in that 1992 Trek list via a few favorite blogs and the comments here on Twenty Sided. Things were raw for eight years or so, but eventually everyone got better tools for dealing with the larger population.

So paving Eden seems like a good move to me, it just took a while to learn to drive on it afterwards.