Stolen Pixels #120: Her Scandalous Past

By Shamus Posted Friday Aug 28, 2009

Filed under: Column 37 comments

As promised, Breen has Zoey on the show and interviews her. The result is here.

I apologize for the overkill light-bloom. It is really, really, hard to get new textures into the game and to figure out what they will look like when they show up. I simply didn’t have time to tweak it and tone down the background. I do plan on fixing that when I can.

I pretty much went crazy with Hammer, the level editor used to make stuff for Valve games. It turns out that Hammer is a hole into which you can dump an unlimited amount of time. I started out just experimenting with the thing, and wound up with a full-blown project on my hands. Here is what Studio 17 looks like now:

Continue reading ⟩⟩ “Stolen Pixels #120: Her Scandalous Past”

 


 

The Path: Carmen

By Shamus Posted Thursday Aug 27, 2009

Filed under: Game Reviews 85 comments

I’m starting with Carmen because hers is one of the clearest stories. The imagery in her tale is very telling, and we can use it as a benchmark against the other tales when trying to figure out what they may mean. Here is her bio from the website:

Seventeen. A glorious age for a girl. Having left her childhood body behind, she enjoys parading the new Carmen. She is fully aware of the heads that turn when she passes by. She’ll give them a little bit extra to look at too. A shake of the hips. A wink of the eye. But no more. Carmen fancies herself a femme fatale perhaps. But inside she knows that all she wants is a little bit of attention. From a warm and handsome man, perhaps. Who can keep her safe. Hold her tight. With a strength that approaches violence. He doesn’t need to be as wild as she is, but it wouldn’t hurt.

Eugh. I know this girl. She drove me nuts in high school. These are the unbelievably hot girls who would find the biggest, strongest, best-looking complete jerk they could get their hands on, and then endlessly whine about how “men are such pigs”. They would usually aim these complaints at other girlfriends or at guys like me, thus insulting her boyfriend (for being a jerk) herself (for dating him) her friends (for dating men, who are all pigs) and me. (Because evidently I didn’t count as a man, since I wasn’t included in the “pig count”.) Thoughtless and short-sighted.

This is the kind of girl who would flirt with men to drive them crazy, and who would delight if they fought over her. Selfish to the core, she didn’t actually care about the men in question, and was thrilled with the way their violence made her feel valuable. Endlessly shallow, frustrating, and self-destructive, these girls did not do well beyond high school. A few leveled out. A lot had deeply dysfunctional relationships either because they constantly craved attention (which isn’t actually all that healthy to simply want men to PAY ATTENTION to you all the time, whether you are in a relationship with them or not) or because of their terrible taste in men. I was angry at them at seventeen. I feel sorry for them at thirty-seven. Carmen is an ultimately tragic figure.

Carmen’s Wolf

Her wolf is the classic forester, the supposed hero of the Red Riding hood story. Carmen comes upon his camp, drinks beer with him, fade to black. Because of my knowledge of the tale, I at first assumed she was raped. But after going over it several times in my mind, I’m convinced this is not the case.

Note that Carmen enters the camp and is completely ignored by the forester. He does not leer. He does not offer her any of his beer. He doesn’t do anything to make her feel welcome. He keeps working. But Carmen helps herself. She flirts with him, swiping his hat and putting it on herself. Again, he seems to take this in stride and doesn’t do anything threatening. He’s got an axe. It would have been very, very easy for him to appear threatening. But he never once gave her an unsettling look. Sure, he kept using his axe (on the trees) but he’s a forester and we just walked into his camp. Do you go to a shooting range and cry out, “OH MY GOSH THIS PLACE IS FILLED WITH CRAZED GUNMEN!” The fact that he’s so involved with his work is also notable because she is trying to provoke a reaction out of him.

She then lights the campfire, sits down, and drinks some more of the guy’s beer. (Note that these things can happen in a slightly different order, depending on where you walk. But the picture it paints is still the same.) At last he comes, sits down, and gives her a beer and has one himself. Unlike Ruby’s wolf (we’ll talk about him later) this guy does not seem to be making any effort to persuade Carmen to do anything. He’s not leaning towards her, coming on to her, or even looking at her improperly. They sit together and sip their beer as the camera drifts away and we FADE TO BLACK.

Did they have sex? Well, at grandma’s house, we see a bunch of crazy imagery. Including this:

Do we really need to call on the Power of Freud for this? You know, sometimes a huge wooden shaft penetrating a bed is just a cigar.
Do we really need to call on the Power of Freud for this? You know, sometimes a huge wooden shaft penetrating a bed is just a cigar.

O-kay, then. I think we can go ahead and say they had sex. The non-rape kind. During the spooky funhouse parade of disturbing imagery, we hear moaning, and it is not frightened or in pain or suffering but, you know, sex sounds. Looking at her bio and her behavior at the campsite, I think it’s very clear that she came on to him. She got a brain full of beer, lost her head, and forgot to stop flirting. This does not excuse the forester for sharing his beer and hooking up with a (in some states) underage girl. I hope I don’t need to list all of his crimes, but I don’t think he’s a rapist or an axe murderer. In fact, his strength and power isn’t what made him dangerous – it’s what attracted her to him. It looks like he’s a lonely simpleton who had a hot young girl throw herself at him.

I would say that Carmen’s “wolf” isn’t so much the forester himself, but the fact that her first sexual experience was a stupid, reckless one-nighter with an older guy, which is not an uncommon outcome for the sort of girl I described above.

Aftermath

Carmen may turn out all right in the long run. If you look at her post-wolf pose in the long walk to the house, she’s holding the back of her neck. She’s not feeling violated or injured. She’s hung over. She’s got a terrible headache and probably a double helping of regret, but she’s not physically hurt.

Maybe she’ll sneer that “men are all pigs”, and then go find the next wolf in her life. But maybe this one bad experience will make her more careful. Maybe now that she’s tried sex and the mystery is gone she’ll calm down, level out, and be more careful. Maybe the craving for male attention will fade now that she sees where it goes. She’s not the introspective sort, but just a spark of it could go a long way to helping her to find meaning in this mistake, and happiness later on.

 


 

A Political Message

By Shamus Posted Thursday Aug 27, 2009

Filed under: Pictures 45 comments

change.jpg

I know I try to stay away from politics here on the site, but I’m a huge fan of Optimus Prime and I think he’s the kind of leader we need in these troubled times. Thank you.

(I think his campaign platform should center around running over Michael Bay and then appointing Peter Jackson as Secretary of Making Transformers Movies That Don’t Suck.)

(Picture lifted from random internet forum.)

 


 

The Path: Interpretations

By Shamus Posted Wednesday Aug 26, 2009

Filed under: Game Reviews 50 comments

RE: This Whole “Rape” Business

Now, the game is open to interpretation, and it’s pretty hard to call someone else’s interpretation “wrong” with any kind of a straight face unless your name is listed in the credits. And mine are not. There are people who saw this game and concluded that it was about the rape of six girls. At least, that’s what they saw when they played. Fine. But I don’t see it, and I’m reasonably confident that it isn’t what the designers intended. There is a whole nasty side argument going on that goes something like this:

A) This game is about rape and if you liked it you are a sick freak.

VS.

B) This game is not about rape and if you saw rape then it came from your own imagination and thus you are a sick freak.

Perhaps this game isn’t about six girls at all. Perhaps it’s just the most subtly cunning troll ever devised. “Hey, I bet I can make thousands of people call each other rapists.” I’d like if we could get through this without finding new and interesting ways to hate each other. What say you?

The original story of Lil’ Red Riding Hood – well, the old stories, I don’t think there is a singular known origin – does indeed contain rape, cannibalism, murder, and nine miles of grotesque Ye Olde Tyme Storee-Telling Nastee Business. Those of us familiar with those old tales are no doubt going to have them in mind when confronted by The Path.

This game is engorged with disturbing imagery. It sets a mood. It alludes to unsettling matters. But aside from the Story of Carmen, we don’t see sexual imagery. I can’t imagine that the designers would go to all of this trouble if that was the deepest thing they had on their minds. You can read their blog. After reading what they have to say, I’m having an extraordinarily hard time imagining them sitting down and deciding to make something as thuddingly obvious and crass as “six girls get raped, hur hur hur”. Perhaps rape and murder are mixed in there somewhere, but I can’t believe they constructed such a web of of messages, images, and ideas, only to use them as a vehicle for the most obvious possible theme.

Consider the famous painting by Picasso:

picasso_old_guitarist.jpg

Haunting and moving when viewed alone, and turned into utter stupidity if you just write the theme of the painting right there where it will stare the viewer in the face.

Which is more likely:

1) The game is secretly and coyly and subliminally alluding to the rape which is obvious and central in the original story.

OR:

2) The game is actually a lot of complex ideas, which use the events in the original story as a metaphor for something else.

In my initial post I had a lot of thoughts on my childhood. Those old memories, and many more, were dredged up by this game. This game tapped into my childhood recollections, none of which had anything to do with rape. I don’t think the game would have hooked those ideas if it was aiming somewhere else.

So, what is it about?

I don’t think there is one overall answer. Or if there is, it would be something really broad and dull like “growing up” or “loss of innocence”. If we want something deeper, we’ll have to look at the girls individually. I’ll offer my take on each of the six girls in later posts. I don’t claim to have any special insight into the game, and I get the impression everyone sees something different when they look into The Path.

 


 

AI Follies: Behaviors

By Shamus Posted Tuesday Aug 25, 2009

Filed under: Programming 32 comments

“Behaviors” is my catch-all for the complexities of having the AI do different things in different situations. This might be group-level stuff, like:

  1. Deciding to spread out to reduce vulnerability to grenade attacks.
  2. Regroup, because the team is getting picked apart.
  3. Fortify, because there is some central goal that needs to be defended above and beyond the lives of the team members.
  4. Flank, because a couple of members have the player pinned down.
  5. Rush, because the battle has reached a boring stalemate and a banzai charge should shake up the complacent player.

Behaviors also refers to the individual decisions being made, like when to retreat, call for backup, rush, or defend. Which weapon to use, and when to throw a grenade. It always feels like just “fixing” one situation will make the AI more robust, but often adding onto the logic will simply move the failure around rather than eliminate it. The perfect example is detailed in this old post, where I talk about the difficulty of having the AI react reasonably to a fallen comrade. Right now, most games have the AI spot a body and immediately assume they have just come upon a murder scene. This is true even if they’re ten meters away and the victim is apparently resting peacefully in their bed. It turns out that in trying to fix this you can end up chasing your tail quite a bit. You could write all sorts of code, add special cases, and record lots more dialog to give the AI many different modes of behavior, and in the end you’ll still have lots of cases where the AI makes a complete ass of itself.

What to do when a door is suddenly open? When objects are missing? When a tank of flammable stuff is ignited in a huge fireball? (Hint: Explosions do not imbue the people just outside of the blast radius with magic psychic powers to know the exact location of the person who initiated the explosion.)

This is where the real cost of AI comes from: It’s complex and time consuming to test. As your system grows, you’ll spend more time running scenarios and simulations and less time actually writing code. Perhaps the programmer will see some bad behavior. Perhaps the AI seems too cautious and doesn’t move often enough in combat. But why? Is the AI engaged in the wrong behavior, and defending when he should be moving? Is The “group AI” out of whack and the group isn’t receiving orders? Or is the pathing hosed and the AI can’t figure out how to get there? Or does the pathing work but the AI is under-valuing certain locations? Or is the AI over-estimating the danger involved in moving? Or is the AI caught between a couple of conflicting behaviors? (Example: Hey, I’m behind cover, but I need to move. I’ll move from A to B. 1/60th of a second later: Hey look! Point A is really a lot closer than B! Why don’t I go there instead? In fact, I’m there already! What luck!) Bugs are thus hard to spot amongst the noise, and hard to tell from design flaws. And even when you do spot them, it’s hard to identify the cause. And hard to fix without simply breaking something else. And the better your AI gets, the worse all of these forces will be.

Despite my doom and gloom, I’m actually encouraged at how AI has been improving a bit over the last few years. Black & White got my hopes up a few years ago. I heard about its complex behaviors and activities before release, and I think I imagined that we’d hit some sort of breakthrough with AI, similar to what BSP’s did for graphics in the early 90’s. The reality of the game didn’t nearly live up to my imagination, and I think it was a sobering moment for everyone trying to move AI forward. It was possible to spend huge amounts of time and energy on AI and wind up with something that often felt like an accident when it did something right, was infuriating when it went wrong, and very often wasn’t all that different from a system built on simple rules and randomness.

We haven’t gotten a huge leap forward, but we are seeing gradual progress. Still, I don’t think we need to worry about Skynet anytime soon.

 


 

Stolen Pixels #119: After Curfew

By Shamus Posted Tuesday Aug 25, 2009

Filed under: Column 34 comments

Took me a little while to realize why I was making a “Tonight Show” styled comic starring Dr. Breen. It wasn’t until I was done that I realized I still had the movie Funny People in my head and thus had an itch to write (bad) stand-up comedy. You can see the result here. In fact, you should go do that now. You just passed up two links to the comic. This one is your last chance! You missed it again? Hmph. Your loss.

Of course, stand-up comedy is actually really inappropriate for a comic strip format. The segues and set-ups and banter eat up lots of words but not much time. Except, in a comic, words are time. A five-minute routine would fill a graphic novel if you really tried to adapt it and not just cram a paragraph of text into a balloon next to a smiling head. (Which is sort of what I did today.) While making this I realized just how much the audience reaction is part of the routine. (Hence the faux-closed-captioning. It just felt like he was by himself without it.)

This is the first time I had to make a map for one of my comics. I just didn’t have anything that could pass for a stage, so I made a little box theater and a red curtain using the Source Engine tools. Once the comic was done I kept going. And going. Six hours later I had the makings of a TV studio set:

Continue reading ⟩⟩ “Stolen Pixels #119: After Curfew”

 


 

Velvet Assassin: Bargain Bin

By Shamus Posted Monday Aug 24, 2009

Filed under: Pictures 49 comments

Remember the time I picked up STALKER for $3.75? Well, here is a nice birthday present:

velvet_price.jpg

Velvet Assassin for $6.24. I picked it up at the same Target where I got STALKER. Hmmm. This is starting to look fishy.

I’m starting to wonder what is going on here. Have I stumbled on some sort of low-level scam? Similarities:

  1. In both cases it was a “new-ish” game. Everywhere else it was still selling for full price, or perhaps had $10 knocked off. Yet here I find it for some ridiculously low price, lower than even bargain-bin shovelware that’s been on the shelves for years. More importantly, I think this is well below the turn-in value offered by GameStop. (Although GameStop doesn’t take PC games in trade.)
  2. Three mark-down stickers.
  3. The game is placed in some odd location. STALKER was several aisles away, mixed in with headphones and such. Velvet Assassin was mixed in with the crappy kids titles.
  4. PC Titles.
  5. The price is screwy. It’s $3.75 instead of $3.99. $6.24 instead of $6.99. Retailers don’t usually price things this way. I was able to peel back the stickers and see the previous prices were $1X.X6 (slightly unreadable) and $34.98.

I’m wondering if an employee has some sort of scam going where they will “accidentally” mark something way, way down. Then they place it in an out-of-the-way spot where it’s unlikely to be noticed by a real gamer shopping for games. Later, an accomplice comes in and buys the game. The delay would make it hard to link the rogue markdowns to a specific employee.

Perhaps the scammer will peel off the discount stickers and return the game unopened (perhaps even to another store) for full price. (Which would likely be in store credit, but still.) Or maybe they just keep it.

Or maybe it’s all just a harmless mistake.

Or maybe Target once in a while decides to get rid of a game in a hurry, and marks it down to next to nothing. Strange.

I hadn’t really planned on getting this one. Good stealth gameplay is really fun, but bad stealth gameplay is agony. Having graduated from the Thief University of Knocking People on the Head, I have really high standards for that sort of gameplay. I don’t mind playing the “so bad it’s funny” game once in a while for the sake of a comic, but I was worried this would fall into the “so bad it’s joyless and aggravating”.

I guess we’ll find out. I have to finish up my AI series first. Then the series on The Path. Then the series on procedural stuff.