Also by the Same Author

By Shamus Posted Tuesday Jan 23, 2007

Filed under: Links 6 comments

Yeah. I’m writing documentation at work today. After eight hours of writing, I’m kind of not in the mood for… more writing. So…

Lots of new people coming to the site these days. I just realized that a lot of people have never even seen the Rollercoaster movie, much less some of the stuff deeper in my archives. Rather than coming up with something clever today, I’m just going to point to some of my older posts that might be of interest to new readers.

Seven Springs

A true story of a couple of strange days in 1990, my senior year in high school.
Part One: Naked Girls and A Hotel-Sized Prank.
Part Two: The Terrors of Room 102, and Lessons Learned.

The Terrain Project

This is a project where I detailed the writing of a terrain engine, more or less from scratch. The posts are written in plain language and are readable by non-coders who might be curious how 3d graphics work and what challenges a game designer might face.

I know Kung-Fu (Part 1) (Part 2)

The depth and complexity of the common First-Person Shooter.

More “best of” posts here.

 


 

Outcast: Something Different

By Shamus Posted Tuesday Jan 23, 2007

Filed under: Game Reviews 19 comments

Eloj had this to say in the Neverwinter Nights Nitpick post:

I think that, somewhat ironically, we might be seeing engines going back to “software” renderers. CPU core numbers are creeping up, and raytracing for instance can be rather easily parallelized (well…).

The only “problem” is the enormous inertia built into the industry when it comes to knowledge and technology (do you think nVidia and AMD/ATI would like to see their precious IP and know-how going down the drain?) about polygonial engines. All this stuff with shadows and “dumb” lightning models is because of the polygon based (or maybe rather “raster based”) roots of current 3D tech, that all goes away if you change the basics. Raytracing gives perfect shadows, and as good lighting as you can spend cycles on, every time.

I thought I’d mention a game where this did happen – where a developer just ignored all current 3d trends and struck out on their own. Outcast came out in 1999, so the game is about eight years old now. Keep that in mind when looking at the screenshots below.

Continue reading ⟩⟩ “Outcast: Something Different”

 


 

Virtual Villagers and Cute Knight

By Shamus Posted Monday Jan 22, 2007

Filed under: Game Reviews 4 comments

Here is a nice surprise:

Arthur Humphrey, author of Virtual Villagers, stopped by and left a comment here. I wrote about the game here, here and here way back in early November.

Virtual Villagers Title Screen

It was neat to know that my comments made it back to the author, and even better to get comments in return. It’s nice to know when game authors and designers read and respond to feedback. I know it isn’t always possible, but it is always appreciated.

One more thing to note is that Virtual Villagers is up for ‘Best Casual Sim' at Gamezebo. Cute Knight is also up for Best Strategy Game”, which is cool. Virtual Villagers and Cute Knight are both indie games, and it was nice to see them in the list. I’m going to reveal my elitist nature here and say that the other games have a certain… assembly-line feel to them. Many of them are clones of existing game types, or of each other. Some of them are sequels of clones of each other. This is not a bad thing, and many people play and love those games, but I really admire games like Virtual Villagers and Cute Knight, because they attempt to do something totally different. Those games are both more work and higher risk, so it’s good to see them doing well. I hope both of them grab some awards.

Side note: This is yet another poll that will allow games from different platforms to compete against one another. This still makes no sense to me, because the audience size is going to be different. I think Lumines is a fine game, but to my knowledge it’s a PSP-only title. This means it is at a great disadvantage in this poll and on this site, which looks to be aimed firmly at casual PC gamers.

Another note on the goofy poll: You must vote in each category? Hello? What if I didn’t play any of the listed games? Man, I’m beginning to suspect that these polls of fixed options which are voted on by random strangers on the internet might not be accurate or fair! I must be getting cynical.

 


 

DM of the Rings LIV:
Get Shorty

By Shamus Posted Monday Jan 22, 2007

Filed under: DM of the Rings 29 comments

Shouting in Fangorn forest. Looking for Danny DeVito

I could not figure out a way to put Liv Tyler into episode LIV. Pity. But I did manage to work Danny DeVito in there, which was kind of unexpected.

 


 

Neverwinter Nights 2: Nitpicks

By Shamus Posted Friday Jan 19, 2007

Filed under: Game Reviews 67 comments

Here is a list of flaws, great and small. A lot of this stuff is the kind of thing that never gets mentioned in reviews, but I think it matters. I wouldn’t want developers to get the idea that we don’t care about things like CD key length or a predictable autosave.

The flaws, in increasing order of seriousness, from the minor to egregious:

Continue reading ⟩⟩ “Neverwinter Nights 2: Nitpicks”

 


 

DM of the Rings LIII:
Waste Not, Want Not

By Shamus Posted Friday Jan 19, 2007

Filed under: DM of the Rings 54 comments

Handle animal and ride skills. Cannot ride horses in Fangorn forest.

Don’t get too hung up on horses. While the rulebooks have all sorts of rules for movement speeds while on foot, encumbered, or riding, the truth is that all travel takes exactly as long as the DM wants it to. This brings to mind the wise old saying:

“A player is never late, Dave. Nor is he early. He arrives precisly when the plot dictates he should.”

Or something like that.

 


 

Neverwinter Nights 2: First Impressions

By Shamus Posted Thursday Jan 18, 2007

Filed under: Game Reviews 19 comments

Now that I’ve savaged the lazy, junior-high ending of this game and taken some time to cool off, let’s talk about what worked:

Neverwinter Nights 2 Character Creation.
A female half-orc… Warlock? Hey man, whatever floats your boat.
The character generation system is perfect. I spent the better part of an hour crafting my first character. Not because I had to, but because I wanted to run through all of the races and classes and sub-classes and sub-races and feats and experiment with different skill allotments and read about the various prestige classes available later in the game. Really, the character creation system is almost a game in itself. There are so many classes to choose from that it is difficult to pick just one. I want to play them all!

The game does an excellent job of stepping you through the process. The explanation for every race, class, feat, and spell is available right there, so you never feel lost and never feel like you don’t have enough information to make a decision.

I’ve been negative towards attempts to bring d20 gaming to the PC in the past, and I stand by those comments. Having said that, this is an excellent adaptation of d20 gameplay, and I don’t think it could be done much better. If you’re going to bring the tabletop rules to a computer-driven world, this is how you do it.

The game has a fairly modest system for cutomizing the look of your character, but the variety of races more than makes up for the lack of ability to really customize your appearance. It also offers a few fun surprises, like the ability to create dwarven or half-orc females, which has always been tough for me to picture. It will let you create an Elven Barbarian, or a half-Orc Wizard, if you really want to.

Once the game starts, it does an excellent job of teaching how to play as you go. At the outset, your home village is having a harvest fair with a number of different competitions. Each one teaches you the specifics of some gameplay or character class, and does so while keeping you amused with several colorful (and wonderfully voice-acted) characters around town.

Continue reading ⟩⟩ “Neverwinter Nights 2: First Impressions”