I know Kung-Fu, Part 2

By Shamus Posted Saturday Feb 11, 2006

Filed under: Game Design 25 comments

Yesterday I talked about skill in first-person shooters. Mark and Jay Barnson both weighed in with comments that got me really thinking about deathmatch for the first time in a few years. I want to expand on some of the ideas I talked about before. I’m going to relate a true story, and at first all of this is going to seem like a lot of bragging. If you can endure the anecdote, I’ll have some humble pie before the end. Deal?

Way back in ye olden times of 1997 or so, I was playing a 1-on-1 Quake deathmatch against a friend. This was a LAN game, and we were just a few feet away from each other. We both knew I was the stronger player, but I went easy on him. Still, the game was still frustrating for him. At one point, an hour or so into the game, something odd happened. I came into a room, and knew he was coming, even though I couldn’t see him yet. I fired a rocket. He rounded the corner just in time to get hit in the face with it. Here is what the scene looked like:

So he ran through a door, crossed a room, and suddenly collided with a rocket that was already on its way to intercept him. I fired the rocket well before he came into view. How did I do that? If we were strangers playing online he would have probably accused me of cheating, but we were friends and he could, if he wanted, glance over at my screen and see I was not using any sort of cheat. He was frustrated, but assumed it was some sort of fluke.

Then I did it again.


Here is the corner where I would see my friend explode.

Now he was annoyed and wanted to know how I was doing this. I wasn’t even sure. I’d just had a gut reaction, and I couldn’t explain why I’d shot the rocket at that precise moment.

It happened a third time. My friend was angry by this point, and was determined to figure out what was going on. It was too easy to replicate for it to be luck, and neither of us was willing to believe I’d developed ESP.

Again, he came through the door, but this time he stopped short of the corner and my rocket sailed by in front of him. Then we both realized that it was the sound of him opening the door that had tipped me off. When he opened the door, I was aware he was coming and fired in anticipation of him coming around the corner.

This isn’t as hard as it sounds. In games like this, everyone runs at the same fixed speed. Doors open as you get near them, so you can run through without breaking stride. Players tend to travel in a direct line to wherever they are headed. So, it was a fixed interval of time from the time I heard the clunk of the door opening to the moment he came into view. After playing for an hour on the same dang level, I’d become accustomed to this interval and was reacting to it like Pavlov’s dog. Door sound? Shoot! To an unfamiliar player, this just seems like magic.

This story teaches us three things:

  1. These games are far deeper than they seem at first glance.
  2. This depth can lead to a huge disparity in skill.
  3. I am a lousy friend.

In my mind, I divide players into five categories:

  1. Total Newbie:
    This is someone who is totally new to the concept of first-person games and the mouse / keyboard interface. They bump into walls. They stop moving when they shoot because can’t aim and run at the same time. I’ve taught a few people like this to play. Invariably they will do things like encounter an object on the ground and come to a full stop:

    “What’s that?”, they ask.

    “That’s a healthpack.”

    (pause)

    “Do I need it?”

    “Sure.”

  2. Casual Player:

    This is someone who has leaned how to move. They can run, jump, dodge, hit moving targets, duck, circle strafe, and otherwise navigate fluidly. They probably think of themselves as accomplished players, and are outraged by all the “cheaters” they meet online. In the earlier story, this was about where my friend was.

    They can’t understand how other people can be so impossible to kill. After all, aren’t they are just running and jumping the same as everyone else? They can’t run faster or jump higher or have more health than anyone else. Those guys must be cheating!

  3. Experienced Player:

    This is someone who uses audio clues, as in my story, to know where the enemy is. They notice things less experienced players don’t. They can run into a room, observe that two of three health items are missing and the elevator is down. They will then extrapolate where the enemy is (they didn’t take the elevator, they didn’t use the door I just came through, they didn’t use the big door because I didn’t hear it, so they must have run down this side hallway) how much health they have (they didn’t get the last of the three health items, so they must be at full health now) and where they are headed.

    The experienced player will be waiting when the other guy gets to wherever he’s going, and the other guy will never see it coming. To the other guy, it seems like magic.

    One more example: I’ll run into a room and see someone die in a fight. Even if the killer is out of view, I know he’s there and (if he’s a normal player) that he’s going to want to run in and grab the weapon dropped by the guy he just killed. Single-player games have sort of trained us to grab stuff off the ground like this even if we don’t really need it. It’s a very dangerous habit to have, since it makes people very predictable. I can launch a rocket at the dead or dying player and keep moving. Odds are their killer will rush in just in time to ride the rocket. Again, to this guy it seems like magic. We never even saw each other and I pegged him with a rocket.

  4. Expert Player:

    It’s hard for me to fully understand what makes these guys so good, because I’m not this good myself. I know better than to accuse these guys of cheating, but it feels like cheating when they beat me.

    Items re-appear at regular intervals. Sixty seconds after you pick up an item, a replacement appears. Expert players manage to show up at exactly the right moment to get the respawning item. The item will literally materialize just as they pass over it’s spot. Thus, I never get the chance to pick it up. They have the ability to control an entire level like this, hoarding all of the good items and never letting anyone get a shot at them. The only way to get a good item is to engage the expert on his own terms, and prevail.

    Or, they will deliberately skip grabbing easy nearby items that everyone else reflexivly grabs. This throws off the thinking of people like myself. I assume if the items are there, nobody has passed through here in the last minute. Usually this is true, but against Expert players this is a dangerous assumption.

    These guys seem to know which way I’m going to dodge. They fire one rocket, then another. I leap out of the path of the first and end up taking the second one right on the nose. How did he know I was going to dodge that way?

    Actually, let me hazard a guess: In a fight, getting close to walls is bad because rockets hit walls and the splash damage will turn a near miss into a kill. So, people like me tend to dodge into the open. People dodge perpendicular to the path of the rocket. Movement speed is the same for everyone. Taking all of this into account, my enemy knows – in the same way I knew my friend was coming around the corner – where I will be in a second or two even before I’ve decided myself. Stuff that I do that seems random is actually the same thing that lots of others do in the given situation.

    These players are difficult to hit and almost impossible to kill for people at my level.

  5. Professional Player:

    There aren’t many players like this in the world. The most famous example today is Johnathan “Fatal1ty” Wendel. I can’t really explain what makes these guys so good, since I’ve never been good enough to play against them. Even if I did, I doubt I’d live long enough to make any worthwhile observations. Still, anecdotal evidence suggests that there is at least as big a gap between “Expert” and “Professional” as there is between “Experienced” and “Expert”. There may be even more.

And now to the point: I suggest that there is at least an order of magnitude of skill between each of these levels. That is, in a game to ten points, a casual player will not get more than one point on an experienced one. I can say with certainty that experienced players like me don’t do better than 1-in-10 against experts. If you follow this to the logical conclusion, it suggests that the best player is at least 10,000 times better than a newbie. That is a game with a lot of depth!

I played Unreal Tournament for years. For a while I played every day. There used to be an automated ranking system that tracked every single online match and rated players accordingly. The site has moved since I last checked it in 2001, but here is someone’s local server stats that gives a peek at what the worldwide ranking used to look like. At the time, I worked myself into the top 5% of all players online, but an honest assessment of my skills shows that I never really reached “Expert”. This means I could do well against 19 out of 20 people I met, but of those 4% of the people I couldn’t beat, most were so good I couldn’t even score against them. They were so much better than me that they seemed unkillable. I could have them cornered and outgunned (an acomplishment in and of itself, or a very lucky break) and I would still lose.

There may even be another level between Expert and Professional – It’s not like I can tell the difference between someone 10 times better than me and someone 100 times better than me. Once I’m that far outclassed, the whole thing is a red blur of death and tears until I give up and log off in shame.

As I mentioned yesterday, it takes an amazing level of patience for a newbie to join the game at this point, and to stick to the game long enough to the point where they can actually get on the scoreboard.

Even worse: The problem feeds on itself. As Jay pointed out, accomplished players get bored with the standard game after a while and designers try to keep things fresh by introducing new mechanics and gameplay elements. The latest Unreal Tournament has five or six different vehicles, some of which have multiple positions players can take. (For example, driver, machine gunner, side gunner, etc) So, once you’re bored with standard combat you can then start learning about all of the different positions and maybe attempt to specialize in piloting one of them.

The world of deathmatch is getting bigger. Is the audience?

 


 

Terrain, Part 6

By Shamus Posted Friday Feb 10, 2006

Filed under: Programming 11 comments

Lighting & Shadows

Work continues on the terrain engine. Part one is available here.

Now comes a moment where I have to make a major choice that will affect many decisions down the road. I want to add shadows, so that the hills can cast shadows on one another. Shadows are very striking and add a great deal of realisim, but they come at a significant price.
Continue reading ⟩⟩ “Terrain, Part 6”

 


 

People Like to Own Things

By Shamus Posted Friday Feb 10, 2006

Filed under: Rants 8 comments

From Gamespot comes this article, where Peter Moore, corporate vice president of Microsoft’s interactive entertainment business, says the following:

“Let’s be fair. Whether it’s five, 10, 15, 20 years from now, the concept of driving to the store to buy a plastic disc with data on it and driving back and popping it in the drive will be ridiculous. We’ll tell our grandchildren that and they’ll laugh at us.”

Larry Ellison of Oracle fame, made the same argument about ten years ago.

“I hate the PC with a passion. Me going down to the store and buying Windows 95, I’ve got to get into my car drive down to a store buy a cardboard box full of bits you know encoded on a piece of plastic CDROM and you bring it home and read a manual install this thing – you must be kidding you know, put the stuff on the net – it’s bits, don’t put bits in cardboard, cardboard in trucks, trucks to stores, me go to the store, you know, pick the stuff out, it’s insane. OK I love the Internet – I want information you know it flows across the wire.”

I predict that in ten years people will still be predicting this box-free future, and it won’t be any closer. Universal digital delivery – which is what you need if you want to get rid of the boxes in stores – won’t happen until some new uber-DRM scheme comes along to thwart piracy, which doesn’t seem likely. (Note: When I say you need DRM, I mean publishers will insist on strong DRM. Obviously consumers would rather do without it.) But if it did, you’d still need a way to get content to laptops and other machines without universal high-speed access. But even when these issues are overcome, the process of buying some sort of physical media is NEVER going to go away.

When people pay money for something, they like to be able to hold the thing and say “I own this”. The same is true of music. People want the jewel case with the nice artwork and a shiney disc. How often have you been in the store and seen people just browsing the shelf, reading the boxes and looking for something new? There is something going on here that is more than just buying data. Something that won’t happen if you don’t have boxes in stores. Even if discs went away, and all content came over the net, you STILL wouldn’t be rid of boxes in stores, because those boxes turn into impulse purchases. People would still be able to impulse-buy at the store and take the box home, where they would then download their new thing.

Moore may be right about one thing, though. Our grandkids may well laugh at us. They will see predictions like the one in his article and laugh in the same way we laugh at the jetpacks-and-flying-cars future of the past.

 


 

I know Kung-Fu

By Shamus Posted Friday Feb 10, 2006

Filed under: Game Design 37 comments

Here is an interesting bit from Tales of the Rampant Coyote that talks about “Casual” vs. “Hardcore” games. On the subject of learning to play first-person shooters, the author says this:

Now fast forward to today. Could someone who never played a videogame at all (let alone a First-Person Shooter) handle a game like Unreal Tournament or F.E.A.R.? Not without a heck of a lot of work and frustration. They’ll start with basic questions, like looking at approaching enemies and asking, “So which one of those is me?” The standard control schemes that are second nature to some of us […] are only slowly acquired by this new player. Even after going through the tutorial and starting on “Easy” difficulty, the new player is likely to be intimidated at best, and likely overwhelmed. These games are made with the experienced, veteran gamer in mind – the type of player who would be BORED revisiting basic FPS territory. They are looking for a game that will challenge the skills that they have honed over the course of many months or years and many different games.

I have a LAN at the house and over the years I’ve introduced a lot of people to the world of first-person shooters. I can say with certainty that most gamers fail to grasp just how steep the learning curve is on these games. Jay Barnson, the author of the above, points out that just understanding what they are seeing is a challenge for a true newbie. I rode this curve as it developed, so I never had to go through the brutal initiation that newbies do today. Here is how things evolved for me:

  1. Wolfenstein taught me the basics: Point at stuff and press the fire button. Use the strafe keys to get out of the way of stuff heading for me
  2. When DOOM came along I started using the mouse to aim. This was tricky at first, but allowed for a lot more precision and faster targeting. This led to another skill: Circle strafing, where you run around a foe in a tight circle while shooting them.
  3. Duke Nukem brought vertical combat (looking up and down), jumping.
  4. Quake: This was a major step. Using the mouse to aim up and down. Also, the game featured a more robust array of weapons, including grenades that bounce and can (to the experienced player) be dropped over ledges and angled around corners.
  5. Unreal: An even larger, more varied list of weapons, all of which now have TWO firing modes.
  6. Unreal Tounament: A collection of maps designed for the express purpose of player-vs-player combat. Areas are complex and multilayered. Weapons and items are spread out to encourage players to keep moving. Powerful items are placed in dangerous or hard-to-reach areas. Maps have traps. Tricks. There is a great deal of strategy involved in choosing a weapon based on wherever you happen to be fighting.

I spent about eight years getting from the first item to the last one on the list. The gameplay is now highly refined and very deep. (The practice of calling these games “mindless shooters” comes from people who know nothing about the game, or from people who know the games so well they don’t realize just how much thought is involved in learning to play.) Now I try to imagine what it must be like for a new player to try to absorb all of this at once. Oh yeah: while you’re trying to learn, enemies are killing you repeatedly. Unlike Neo, you can’t just download all of that knowledge into your brain. There is no fast way to learn this. There is no shortcut. If you want to play this game your only choice is to let it slaughter you a few hundred times until moving is more or less second nature to you. THEN you can start learning about how to truly use all these crazy weapons, which will take almost as long. THEN you can start learning the strategy of the game, how to use audio clues to figure out where your foes are, how to monopolize and control key items, and how to force encounters on your own terms. Even with dedication this would take months.

Which makes me wonder: Will these games stagnate in the coming years? Will new players steer clear of Deathmatch and all of its many forms and go for a more accessible experience? I wonder.

I doubt the market for these games would actually shrink, but as the world of electronic gaming grows they may be a smaller and smaller part of it. I don’t have any numbers on this, but I wouldn’t be surprised to learn this was happening already.

 


 

Democracy! Whiskey! Sexy!

By Shamus Posted Thursday Feb 9, 2006

Filed under: Pictures 5 comments

A few years ago the govt. released a preview of the new $20 bill, and as a joke I made a photoshop of it.


Click for larger view

The whole idea came from this post from James Lileks, made in April of 2003. (Scroll about halfway down) Anyway, today I tried to open up that old photoshop project with a now-newer version of Paint Shop Pro. The program must have some sort of heuristics for detecting U.S. currency, since when I tried to open the file I got a popup:

Note that this project was based on the publicly-available image. One that the Treasury Department made available, or at least permitted, prior to the release of the new bill. But this program decided I was going to start churning out Rumsfield-edition twenties from my Epson printer, and took the law into its own hands. It gave me a firm, “Halt, Villian!” in the form of the above popup. And then, just to make sure I did not get any further, it sacrificed itself in the name of justice by crashing.

Heroic software or rogue vigilante? You decide.

 


 

Terrain, Part 5

By Shamus Posted Wednesday Feb 8, 2006

Filed under: Programming 4 comments

We continue this series where I demonstrate the steps I’m taking to create a program for rendering terrain. For many of you (as if there were many of you, pfft!) some of this will be pretty technical. If nothing else, enjoy the pretty pictures as this thing takes shape.
Continue reading ⟩⟩ “Terrain, Part 5”

 


 

Knight Rider

By Shamus Posted Tuesday Feb 7, 2006

Filed under: Movies 13 comments

Seeing as how the Dukes of Hazard have made the big screen, I don’t imagine it will be many years before Knight Rider gets a similar treatment. So who would be good to play the main characters?

Michael Knight

Ben Affleck. Affleck and Hasslehof have a lot in common in that neither one has much acting depth, but they have one character that they can play very well. Affleck is likeable and handsome (or so the ladies tell me) and he seems like a good fit. While in real life he seems to be a bad boy, his on-screen persona is of a tough but good-natured hero. That fits this role fairly well.

KITT (voice)

You don’t really need to replace William Daniels. He’s still alive, and I doubt his voice has changed much in the last 20 years. But, in keeping with the spirit of the thing, let’s replace him with Douglas Rain. He’s 78 years old, but he’s still alive and I think he’d be good for the part. What, you don’t recognize his picture? Well, perhaps this one will ring a bell.

KITT (car)

I think it should go without saying that the movie would need to replace the oh-so-80’s Pontiac Trans-Am with something more trendy. I suggest the DODGE Viper GTS. I think the little red lights / scanner thingee could go on the front without ruining the look of the car.

Edward Mulhare

This was the fabulously rich guy who nonetheless rode around in an eighteen wheeler, giving our hero stuff to do each week. For the role of an older dignified Englishman, you can’t go wrong with Michael Caine .

Bonnie Barstow / April Curtis

Despite the fact that this is a show about a man with a rebuilt face that drives around the country fighting crime with a self-aware car that defies the laws of physics, I think the hardest part of the show to believe was the mechanic. We’re talking about a supermodel / covergirl type woman who does her hair, slips on some high-heels, and puts on makeup every moring so she can go to work as a mechanic from the back of an eighteen wheeler. I think we’ll have self-aware cars long before we have any women like that.

For this role I think Jewel Staite is a good fit. You may remember her as Kaylee from Firefly. She’s attractive, but has that down-to-earth quality that makes her a believable mechanic.