Portal: Something New

By Shamus Posted Thursday Oct 25, 2007

Filed under: Game Reviews 59 comments

I’ve written before about the difficulties of learning to navigate a 3d world in first person. It’s daunting and slow, and usually means the player needs to learn how to walk and look around before they can begin learning the particulars of the given game. There is a certain overhead that must be dealt with before someone can play first person games. Because of this, the conventional wisdom is that first-person games are for hard-core players. As someone who probably falls into the “hard-core” demographic, I’m not really in any kind of position to assail that line of reasoning.

On the other hand, the conventional wisdom seems to be that hard-core players, (the kind which, if you see where I’m going with this, play first person games) have no interest in puzzle games. They want to shoot aliens, gun down Nazis, capture flags, and generally pwn n00bs and whatnot. I’m a good counter-example to this, although one noisy man on a website does not constitute a viable market. Until now, nobody has been willing to risk a couple of million bucks finding out if the hardcore players want puzzle-focused games. First person games are notoriously expensive to produce and doing so is a waste if players would be just as happy doing the same puzzle within the context of a lightweight 2d game. So the only way it could even make sense to consider a FPS puzzler is if the gameplay demanded that sort of perspective.

9.8m/s<sup>2</sup>.  I’m looking down from a ledge into a pair of portals on the floor.  Looking down into the orange on I see the view looking up from the blue, and vice-versa. If I jump into the blue one I’ll come sailing out of the orange one feet-first. It’s disorienting, but fun.
9.8m/s2. I’m looking down from a ledge into a pair of portals on the floor. Looking down into the orange on I see the view looking up from the blue, and vice-versa. If I jump into the blue one I’ll come sailing out of the orange one feet-first. It’s disorienting, but fun.
Which is exactly what we have with Portal. It would be possible to translate this experience into some sort of overhead isometric view, or even a 2d view, but the result would truly diminish the game in measurable ways without simplifying the interface for casual gamers. This game needs first person to work.

The game, like all great puzzles, is something which can be grasped in seconds and yet leads to challenges of fiendish complexity. In the game you have a “Portal Gun”. You can place portals onto any smooth flat surface large enough to hold one. Once you make two portals, they will be “linked” so that you can walk through one and come out the other. You can put them anywhere: Floors, ceilings, walls. You can look through the portal and see where it goes. Put the two portals facing one another and you’ll find yourself looking over your own shoulder into infinity, with infinite copies of yourself looking through the infinite portals. It’s like, deep, man.

The sparse environments do a great job of keeping things focused on the puzzles
The sparse environments do a great job of keeping things focused on the puzzles
Portal is not a “puzzle shooter”. The puzzles are not intermissions between firefights. They are the game in its entirety. The designers didn’t hedge their bets by including some shooting. They didn’t try to make the puzzles easier for the kids to swallow by packaging them within the framework of defeating enemies and breaking their stuff. (Knocking over gun turrets by dropping things on them or bumbling into them is about as destructive as the puzzles get. Even at that, this makes up a very small portion of the gameplay.) The game has no weapons to pick up, no ammo, no health, no armor, no inventory. There is no HUD aside from the aiming reticule, no resource management, no dialog. Most of the game is spent in contemplative solitude. The designers embraced the first-person puzzle concept and committed themselves to the idea, and the result is one of the most refreshing and innovative games I’ve seen this millennium.

The game is short, and it’s clear they weren’t sure how far to push this. The game introduces the various types of puzzles, then layers them together with gradually increasing complexity, culminating in a timed situation where you must employ everything you’ve learned so far. Then it ends. It’s obvious that they have barely scratched the surface of what can be done with this gameplay. It seems they are hoping that the fan base will take these tools and expand the game via user-designed maps. I look forward to seeing where that goes.

 


 

Schrödinger’s Pants

By Shamus Posted Thursday Oct 25, 2007

Filed under: Links 12 comments

If you just read Chainmail Bikini and don’t hang out in the forums you might have missed it, but Shawn and I (er, mostly Shawn so far) have begun doing “Wednesday updates”, where we post some bit of art or other funny stuff that’s related to the comic but doesn’t fit into the story.

Yesterday Shawn posted bit bit about “Schrà¶dinger’s Pants“. He and I both have different ideas about what sort of pants the Ramgar character is wearing. He thinks of it one way, I think of it another, and the “answer” has never appeared in the strip. He even has a poll going over at FtB so people can make their own guesses.

Which is it? What is he really wearing? How long until the situation forces us to see him from the waist down? I guess we can all argue about it fruitlessly until we find out. That seems to be the way you’re supposed to do things on the internet, and we are nothing if not rigorous stewards of tradition.

 


 

The Puzzle Drive

By Shamus Posted Wednesday Oct 24, 2007

Filed under: Personal 52 comments

It’s September 22nd, and my brother and I are sitting in the pastor’s office in our tuxedos. We’re listening for the music change that will cue us to walk out into the sanctuary, where the ceremony will take place. We’re sitting in nervous silence with the pastor, who has given up on his attempts at small talk and has left my brother and I to our fidgeting. This would be an excellent time to go over the order of events in my head, since I would very much like to get through this without screwing up my brother’s wedding.

But then I see a puzzle on the bookshelf beside me. It’s right within arms’ reach. It’s a piece of wood with a few plastic pegs in it. There is a bit of text on the side explaining the rules, and under that are the words, “IF YOU CAN SOLVE THIS IN THREE TRIES OR LESS YOU ARE A GENIUS.” Now, you should not believe puzzles when they make these sorts of claims. These things are designed to sell themselves, and so it is in their best interest to flatter you. I know this, but a statement like this is the equivalent of telling a guy with a gambling problem that you have a hot tip on a horse and that it’s a sure thing. I’m defenseless, even against such a clumsy and obvious ploy.

I think about the fact that we are due to go out any second, the fact that my brother is about to be married, on my responsibilities in the coming hours, and I turn away from it. But it’s too late. My brain is already picturing the arrangement of pegs and holes and visualizing the various permutations of moves. I’m screwed. I sit there for about thirty seconds before I give up and childishly swipe the toy from his shelf. My brother laughs at me.

The pegs are exceedingly stiff in the holes and it shows no signs of wear. Either this thing is brand new (unlikely) or the pastor just keeps it here as a decoration and never plays with it. He sat in the same room with it for years and never felt compelled to touch it, and yet I could not do that for even thirty seconds. There is something wrong with one of us. At least.

My hands are shaking. Not over the puzzle. The puzzle has a calming effect, but not enough to overcome the anxiety of the coming hours. I have to give the wedding toast, and I’m filled with apprehension.

For crying out loud. When I was trying to think about the wedding I couldn’t stop thinking about the puzzle, and now that’ I’m doing the puzzle I can’t stop worrying about the wedding. It really is tough to make the pegs go in with my hands trembling like this.

I solve it on my second attempt, which means I get the satisfaction of knowing a piece of wood thinks I’m a genius. The music changes and we all stand up as I’m shoving the last peg into place. We walk out and the ceremony begins, but in the back of my mind I’m still fiddling with the thing. Was that the only sequence of moves that would lead to the solution? Could it have been done in fewer moves? What is the maximum number of moves you could make without hitting a dead-end? It really is sad.

I have never had any interest in recreational drug use. I’d rather be stoic and alert than happy and fuzzy-headed. Drugs just don’t offer the sort of stimulation I crave. But if someone ever comes up with a way to capture and purify the sensation of solving puzzles and distill it into liquid form, I’m hosed. Three weeks after the drug hits the streets you’ll find me in some filthy hotel on the edge of town, needle still in my arm, overdosed on some cheap Tetris clone.

I don’t know why I’m wired this way. I’m driven to overcome obstacles and create order from chaos, but only in abstract, symbolic ways. Getting a bunch of shapes into the right color and configuration brings me a sense of satisfaction, but getting the grass in my yard to a uniform height and color gives me no such thrill.

Continue reading ⟩⟩ “The Puzzle Drive”

 


 

Super Geeks

By Shamus Posted Wednesday Oct 24, 2007

Filed under: Nerd Culture 26 comments

Some days, I’m worried that I sound like these guys:

What idiots.

I mean, they invited that girl to watch Superman without first determining if she was a Marvel or DC fan? Simpletons!

 


 

1GB, Twenty Years Ago and Today

By Shamus Posted Tuesday Oct 23, 2007

Filed under: Pictures 39 comments

This picture has been making the rounds lately:

storage_1gb.jpg

That’s one gigabyte of storage twenty years ago and today. Look at that 1987 behemoth. You just know the thing is a spine-pulverizing anchor to lug around.

The comparison above is a bit apples to oranges though, since we’re comparing two different storage mediums. Still, it’s easier to show the memory card than it is to show 1/500th of a modern drive, and I’ll bet the size comes out roughly the same. Someone posted that picture in the FTB forums, and Flaming Penguins posted this in reply:

storage_2gb.jpg

Back in 1993 I had a job that involved working with and caring for a dusty old mainframe. It was a hot, vibrating, noisy creature. A cruft golem. It had circuit boards the size of motherboards, and motherboards the size of a ship’s rudder. The hard drives were massive, shuddering engines of storage. Their combined volume approached that of major household appliances, and I’m sure it didn’t exceed a gigabyte. In short, the hard drive pictured above would have been a major leap forward for us. It was a strange system. It had a proprietary inventory / order system that ran on top of a proprietary operating system. Holy double yikes. Our sysadmin’s job was equal parts IT and necromancy.

Perhaps this is where I acquired my love of steampunk. While my job description didn’t require me to shovel coal into the howling iron thought apparatus while keeping an eye on the steam pressure, there were many days when such clarity of purpose and straightforward interface would have been welcome.

Looking forward, it’s interesting to see how the advance of CPU speeds has at last abated slightly after decades of exponential growth. Hard drives, however, still strive to meet the demands of the data packrats of the future: Hitachi promises 4 TB drives by 2009.

Still no robot girls.

 


 

The Snarl Tamer

By Shamus Posted Tuesday Oct 23, 2007

Filed under: Links 13 comments

Behold! Otaku taunts me with his snarl-free setup! But apparently I got him back.

Someone requested a picture of said snarl, which isn’t really possible. It’s big and nasty, but almost entirely hidden behind my desk. Still, you can extrapolate. You have a computer? Look at all those wires back there. Now double them, because I have two. Now double them again to include the PS2, the network, phones, lights, and the crazy PS2 -> PC cables. That’s the scale of the problem I’m up against.

You can actually see a panoramic view of my workspace here, if such a thing might interest you. The desk I use has a back wall which prevents nice bundling of wires, since you can’t reach them. I have to just drop wires into place from above or (worse) feed them through. A nice desk with an open back would help a lot, and that’s what I’ll be getting when I replace this one. An odd thing about desks is that, figuring surface / storage space being equal, as the desk gets lighter and and more open it gets increasingly expensive. The cheapest desks are both heavy and bulky, which seems a bit counter-intuitive. Doesn’t it cost money to ship those things? My desk looks like particleboard beneath the faux-wood finish, but when you try to move it you can clearly tell it’s made from depleted uranium, or perhaps a bit of condensed solar mass from a white dwarf.

 


 

The Krofft “Super”show

By Shamus Posted Monday Oct 22, 2007

Filed under: Random 23 comments

Last year I was ranting about the uniform awfulness of 70’s culture. While writing those posts, I found an old dusty corner of my mind with a pile of memories I don’t use anymore. Behind the memories of putting ice cubes onto the heating vent to melt deep waffle-like atterns into their surfaces, underneath some loose recollections of Bill Cosby’s Picture Pages, and sitting on top of some vague notions of a McDonald’s playset, I found a bunch of disjoined images from some television shows that I couldn’t identify. I couldn’t remember the names of the characters or the show, just situations and plot devices. Some creative googling finally led me to a website that (somehow) has images from those old shows. As soon as I saw them, the whole thing came flooding back.

Lots of people remember kid’s television from the 70’s. Scooby Doo. Lost In Space reruns. Gilligan’s Island reruns. Batman. Spiderman. Speed racer. Wonder Woman. Some of these have enjoyed recent revivals or remakes. But some shows didn’t survive and are not so fondly remembered. The shows I was remembering were Electra Woman and Dyna Girl, Dr. Shrinker, Wonderbug, and Lost Saucer. I found out they are all actually just segments the same show: The Krofft Supershow.

Most of us have idealized memories of childhood television programs. Despite this retroactive rose-colored view, there is no way around it: This stuff was crap. Utter tripe. Even at six years old I remember noticing that the thing was kind of lame. Keep in mind that I was at an age where I still thought Scooby Doo and Gilligan’s Island were clever. This show took awful and tacky to new, uncharted extremes.

The show ran two years, from 1976 to 1978. I never expected to see them again. Imagine my surprise.

The Electrawoman and Dynagirl segment left an impression on me. Somewhere in the back of my mind were some features that had not yet been enabled. Some unlockables, if you will. As a little boy I knew there was something about these images of women in spandex and go-go boots. These images were important… somehow. Couldn’t put my finger on it. Not for another few years, by which time the show had been swapped out of active memory to make room for episodes of Wonder Woman.

wonder_woman.jpg

Kept that one cached for a few years.