Immersion: The Videogame Car

By Shamus Posted Saturday Apr 24, 2010

Filed under: Movies 44 comments

This is why you crash all over the place in Grand Theft Auto games:


Link (YouTube)

In the introduction he talks about how driving a car in first-person mode is “inconvenient”. This goes back to the need for in-game maps and how people tend to get lost more easily in games: No peripheral vision. Driving in GTA is no problem in first-person mode until you want to make a turn, at which point the whole thing falls apart. Not only do you not have peripheral vision, you can’t even turn your head.

This is an understandable limitation if the designer doesn’t want to have to make the interior of each and every car in the detail required for a proper in-cab view, but still: You can’t drive if you can’t see where you’re going, and sometimes you’re going ninety degrees to the right or left. Moving the camera up and behind the vehicle lets you see the stuff you need in order to make a reasonably safe turn, at the expense of introducing the problem depicted in the video.

I do like the way Half-Life 2 handled vehicles, where you steer with the step left / right buttons and the mouse is used to move your head around. It still can’t really cure your lack of peripheral vision, but it at least lets you turn your head to compensate. I’d love to try that scheme in a proper metropolitan setting and see how it holds up in traffic. My hope is that I’d be able to drive from the apartment to the bowling alley without totaling my car in the process.

 


 

Experienced Points: Impossible (to beat) DRM

By Shamus Posted Friday Apr 23, 2010

Filed under: Column 116 comments

This week’s column is about how the Ubisoft copy protection could actually be made powerful enough to keep the pirates at bay for months. Their latest system lasted only six weeks or so, but a better designed system could have endured a lot longer.

Adding a bit to what I said in the column:

Typically a server responds to the client. You run your World of Warcraft client, connect to the server, and then your client will send a request, “Hey, I just showed up in the Goldshire and I need to know what characters are here.” The server then sends you this data. It’s a request / response system that’s fairly easy to reverse engineer. If you’re trying to write your own server, you look at what the client sends and see what the server sends back. Then you make your version of the server do the same thing.

But you could make the process really, really difficult to track by simply making the client a passive recipient of data. The client would just send actions about where the player is standing or what they’re doing, and the server sends the client data without prompting. The server sees you get near Goldshire, then waits several seconds, then sends you the info on the town. It’s pretty easy to figure out a situation like this one, but as the data becomes more crucial to the game and the responses become more obtuse, it becomes harder for the cracker to know what their copycat server should send, and when. Tracking something fast-paced and chaotic like combat would be a nightmare.

The mantra of security people is “obscurity is not security”, which is true only if you need your data to be safe “forever”. If you’re guarding against reverse-engineering a remote system and if you only care about the first few months, then it possible to make a very very safe system. Think of it this way: All of the scripting data of the game is on the server side. Dude A standing here, item B here, door C opens with key D, etc. Somebody – probably a small team of people – spent months setting up those scripts. You need them for the game to work. The cracker can either replicate all of the work done by the original artists, or he can play the game and every possible scenario in it to harvest the data from the server.

(Reading the above, I think I duplicated some of the points I made in the article. I apologize for that. This was a 2,000 word concept that I foolishly tried to cram into a 1,000 word column, and it think the clarity suffered for it. Looking back, I should have split this into a two parter. Fool!)

Anyway: DRM is bad. Boo hoo, pout pout. Etc.

 


 

Stolen Pixels #188: Test Your Shooter-IQ!

By Shamus Posted Friday Apr 23, 2010

Filed under: Column 50 comments

No, I’m NOT slowly becoming bitter and angry, resenting an entire industry for its fumbling, ham-handed attempts to entertain me with beige scenery and tawdry storytelling.

It’s actually happening quite fast.

I think I need to get away from shooters for a while. You know, take some time off. I think I’ll just quit paying attention to shooters for the next oh crap I can’t do that can I?

 


 

Spoiler Warning: Intermission

By Shamus Posted Thursday Apr 22, 2010

Filed under: Spoiler Warning 94 comments

So Mass Effect is done. As I’ve said before, we didn’t want this to turn into “The Mass Effect Show”, so we’re not going directly in to Mass Effect 2. So our next series will be Fallout 3.

sw_fallout3.jpg

And you people got sick of me pointing out tiny little flaws and objections to the Mass Effect story? That thing is air tight compared to the tale in Fallout 3. There are more holes in the first two minutes of the game than in the 66% of the Mass Effect trilogy we’ve seen so far. I’m pretty sure there are plot holes and continuity errors on the title screen. Even the installer is probably on shaky ground. If I do the same nitpickery here the series will be infinity episodes long.

I don’t know how we’ll get through this, to be honest.

More importantly, we’re getting a new host. Randy is leaving the show for reasons I’ll divulge later if he fails to make the blackmail payments. Starting with the first episode of Fallout 3, Rutskarn will be joining the team. Josh will play Fallout 3, and Rutskarn and I will do whatever it is that us non-player characters do on this show.

We’re taking a week off. We’ll have a special episode next week, but look for the first episode of Fallout 3 in the first week of May.

 


 

Spoiler Warning: The Last Elevator

By Shamus Posted Thursday Apr 22, 2010

Filed under: Spoiler Warning 38 comments

It’s over!

Cheating was done in this episode. Foul play. Shenanigans. We gave ourselves some high-end gear between last episode and this one. This final stage of the game is 90% combat, and we didn’t want to spend two hours getting pancaked or sucking our thumb behind cover. (Particularly since we’re a little under-leveled.) This episode would have been about three times as long with about half the commentary. We’ve been careful to play it straight up until now, but I think the cheat codes were the right way to go here. (It was either that or heavy editing and re-takes.) Besides, now you get to see a lot of the fun weapons we’ve been missing.

So that’s it for Mass Effect. I’ll have another post later today announcing the next series.

 


 

Shamus Plays: LOTRO, Part 14

By Shamus Posted Wednesday Apr 21, 2010

Filed under: Column 32 comments

Be careful where you go, because you cannot un-smell things. For example, you should not, under any circumstances, visit the town of Frogmorton.

 


 

Spoiler Warning Episode 19: Exposition Surge

By Shamus Posted Tuesday Apr 20, 2010

Filed under: Spoiler Warning 69 comments

We’ve reached the Expositional payload of the game. I can’t think of another (active) AAA game company that’s still willing to focus on story to this degree. In other games, the story just there as a (lazy, often incoherent) justification for combat, but in BioWare games it feels like they design it the other way around. It’s used as an in-game reward, and they’re not afraid to let players sit through several minutes of it at once. I don’t want to snipe our eventual play-through of Mass Effect 2 here, but it’s instructive to compare this deep, thorough, lengthy, and thoughtful conversation with what we get at the end of Mass Effect 2: pew pew pew! boom!

Sorry about the massive framerate drop in the middle of the episode. Randy posted this an earlier thread:

In what might be the biggest “DO OVER” of my life, I realized today that I had been running ME at max resolution, even tho during the editing process it was being reduced to a much more appropriate resolution. I apologize to all you viewers out there that were forced to witness abysmal FPS, I just tested it, and Fraps+Livestream+Mass Effect+Vent+Steam ect.. was running at a smooth 30 FPS consistently when done with 1080 Resolution. I demand a do over!

Ouch. The last episode is already done, so we will have to apply this knowledge to our next series. I’ll be announcing the next game and some other changes to the series on Thursday.