FUEL: Introduction

By Shamus Posted Monday Sep 21, 2009

Filed under: Game Reviews 46 comments

Fuel is an open-world racing game from French developer Asobo. Weather-based cataclysm has made the land uninhabitable. Most people fled to somewhere safer off the gameworld map, but some people remained and live in this Mad Max-ish wasteland. Inhabitants spend their time racing for fuel and vehicles. That’s not a summary of the plot. That is the plot, in its entirety. It’s just a premise to justify the whole “racing in a vast wasteland” thing.


Link (YouTube)

Now to the point: I really don’t like racing games. I find them to be pretty much the antithesis of what I want from a game. They’re boring and frustrating in equal measure, and they don’t generally have the gameplay elements I enjoy: Characters, story, exploration, and experimentation.

These red flags mark roads as being part of a particular race.  Sometimes I encounter them in free ride mode and realize, “Gosh, this is someplace I’ll end up if I ever get around to playing the racing part of the game.
These red flags mark roads as being part of a particular race. Sometimes I encounter them in free ride mode and realize, “Gosh, this is someplace I’ll end up if I ever get around to playing the racing part of the game.
The standard racing game mechanic is that you are placed into a race where all the other cars can out-accelerate you, but your vehicle has a 5% higher top speed. (Even if you’re all supposedly driving the same type of car.) The race starts and everyone leaves you in the dust in the first hundred meters, and then you gradually pass them and work your way to the front of the pack. You’ll win, as long as you don’t make any mistakes. Of course, running a course without making mistakes requires practice. They are designed at the outset to be a practice-makes-perfect experience. That’s not an element of gameplay, that’s the point. You race over and over until you master the course well enough to best the AI drivers, and then you get another course to master.

I enjoy learning general-purpose skills, and I can’t stand learning one-task skills. Learning to drive like an expert is fun. Becoming an expert on course #19 is, for me, not fun at all. When I’m running a race I don’t experience the “thrill”, I experience intense stress. One bad turn might cause me to clip a bit of scenery and crash, and the entire run will be ruined. The better I’m doing, the worse I feel because the closer I get to the finish line the more I have to lose. When I finally beat the race I don’t feel elation, but a sense of grudging relief. “Geeze. I hope I never have to do that again.” Racing games are built around failure, and you fail until you master the hurdle. You’ll spend far more time running races where you lose than having races where you win, and negative feedback far outweighs positive feedback.

This is not to say that racing games are bad or an invalid game type. Some people really enjoy this iterative learning, and I certainly wouldn’t want all games to suit my tastes at their expense. (And I can’t imagine how a racing game could be made to suit my play style anyway.) It’s just that racing games have nothing to offer me from an entertainment perspective. I don’t enjoy it when I lose, and I don’t enjoy it when I win. A victory is just a short window wherein I stop being miserable for a minute or two. This is why I hate Grand Theft Auto games. They’re built around this same practice / punish mechanic, and I always feel like the designer is deliberately wasting my time.

“Then why”, you ask in a shrill, indignant voice, “are you reviewing a racing game, Shamus?!?”

Well, I’m not going to review the gameplay in FUEL except to say that’s it’s a racing game and if you like that then it does that and it might be a game which could appeal to you. There’s no point in me reviewing the gameplay itself, since I don’t even know enough about racing to know if this game does it particularly well. We’re not here for the racing, we’re here for the technology.

The world of Fuel is BIG: ~114hkm on a side.  Varied, too.
The world of Fuel is BIG: ~114hkm on a side. Varied, too.
I try not to make a big deal about graphics, simply because so many other reviewers focus so heavily on graphics. I hate to give the subject more attention, and I never want to encourage the notion that more good graphics = more gooder game. But I do feel the need to point out that the graphics in Fuel are remarkable if you’ve got the hardware. (I now have a high-end graphics card, so I can no longer offer advice on how well a game will run on most systems or how gracefully a game scales down.) And of course you can try the Xbox 360 version if you don’t. Er, assuming you have an Xbox 360.

No, we’re here for the technology this time around, and the technology in Fuel is amazing. I went over the details at The Escapist, but the short version is that this game wouldn’t be possible if it wasn’t procedurally generated. I want to look at what it does, how it works, and where I’d like to see these ideas go from here.

Around the time I started this blog, I had a programming project where I tried to make some procedural roads. (Sadly, I’ve lost the source. I went looking for it a few months ago and couldn’t find it. I can’t imagine what I did with it. It’s not on any of the backups I’ve done in the past couple of years. I don’t know. It’s just… gone.) The source is gone, but I remember the project and the lessons I took away from it, and it was interesting comparing the techniques I used with the ones in Fuel. (This is not to imply that my project looked like Fuel or did anything even in the same ballpark, but I was playing with the same ideas on a much humbler scale.)

I divide the procedural systems of Fuel into three broad categories: One generates the terrain, another generates the roads, and the other populates the world with objects. I want to look at each of these systems, see what makes them tick, and maybe compare them to work I’ve done in the past. I’ll look at each of these three systems in a later post.

 


 

Theme Changes

By Shamus Posted Sunday Sep 20, 2009

Filed under: Notices 76 comments

A few notes on some housekeeping changes here. Sorry to bore you with non-entertainment content, but I’d rather say this once in a post than a half dozen times in email:

I’ve updated the site theme. Quotation boxes should now have more than 40 characters across, and the home link on the top should now actually link to home.

On the downside, I had to remove the neutral and evil themes for now. Sorry about that. About two years ago we had an interesting thread talking about why some people prefer black backgrounds and some people prefer white. At the time I thought it was due to environment (lighting) or hardware (size and brightness of your screen) but after reading what people said I’m now confident that different people just work differently.

It came down to a choice between Super Cache (which I need in place if I don’t want the site to go down when I get links from a really big site) and the theme switcher. They were not compatible and the theme switcher wouldn’t work properly for people who never left comments. (That is, a vast majority of visitors.) It IS possible to make the two work together, but not without writing the plugin myself. A caching plugin is a large and complex task, and I’m not up for that level of project at the moment. This isn’t a problem that can be sorted out with just a couple of hours of hacking, anyway.

As an olive branch to the dark background fans, I’ve altered the default theme so that it’s a couple of shades away from pure white. Hopefully this will make it less painful for you to read. This change in experimental, and might change again based on feedback. I’d like for the site to be just right for everyone, but we can’t have that. So the goal now is for something we can all live with.

Feedback on the theme and site behavior welcome.

EDIT: I said in the comments below:

Additional: I just realized that to integrate theme-switching with super-caching I'd also have to re-write my dice roller, since it needs different images for white and black, and those would need to be controlled by the CSS.
 


 

Facebook Manners And You

By Shamus Posted Saturday Sep 19, 2009

Filed under: Movies 35 comments


Link (YouTube)

The “50’s Educational Short” is a really common parody, but this one was exceptional. Usually they just slap a black and white filter over it and call it a day. The film grain, the bad cuts, the costumes, the music, the camera angles… everything is spot-on. They even had timeperiod-appropriate underwear on Timmy. If it wasn’t about facebook, it could probably pass for the real thing.

As a joke about Facebook, it’s not bad. (It might resonate with me more if I used Facebook.) But as a style parody it’s brilliant.

 


 

Experienced Points: The Subscription Psychology

By Shamus Posted Friday Sep 18, 2009

Filed under: Column 41 comments

This week I talk about the odd anxiety that arises from time-based services like MMO games, long distance telephone, and prostitutes.

(Okay, I have no idea on the prostitutes one.)

 


 

Stolen Pixels #126: To the Bat-Shrink!

By Shamus Posted Friday Sep 18, 2009

Filed under: Column 35 comments

Batman gets some much-needed therapy.

Yes, I went after the low-hanging fruit with this one. Sue me.

 


 

Heroes of Champions Online

By Shamus Posted Thursday Sep 17, 2009

Filed under: Pictures 76 comments

Um. So…

Today’s lack of substantive posting is brought to you by Champions Online. I have about a dozen posts in the queue. (In this context “The Queue” is located between my ears.) But if I don’t type them I can’t post them. I think next we’ll be talking about FUEL.

In the meantime, here are a few snapshots of other heroes I’ve spotted in the game:

Continue reading ⟩⟩ “Heroes of Champions Online”

 


 

The Path: Rose

By Shamus Posted Wednesday Sep 16, 2009

Filed under: Game Reviews 99 comments

Her bio from the website:

Rose is mature for her age. But there is a certain air of innocence about her that is charming and disconcerting at the same time. Barely a teenager -Rose is eleven-, she is discovering the world around her with fresh eyes. And all is beautiful! The wind in the trees, the birds in the air, the flowers along the path. Rose is taking it in voraciously. So much so that she will defend even nature’s smallest creatures against anyone who might wish them harm. But who will protect sweet Rose herself, when she is lured off the path? With a promise of unearthly bliss, of light in abundance where no sun will ever shine? You’re just a little girl, Rose! Just a fragile little girl…

Hey. A bathtub. In the middle of the woods.  This is the most labor-intensive form of littering I’ve ever seen.
Hey. A bathtub. In the middle of the woods. This is the most labor-intensive form of littering I’ve ever seen.
I saved Rose for last because her story is the one that has raised the most questions and inspired the most incredulity.

Rose has her encounter at a small lake. She finds a boat, gets in, and drifts along without visible means of propulsion. Her boat passes between two trees, and an apparition floats down from above. It’s a man, wreathed in clouds. He hovers above her boat. She flies up to meet him. Fade to black.

Continue reading ⟩⟩ “The Path: Rose”