Experienced Points: DLC, Again

By Shamus Posted Sunday May 1, 2011

Filed under: Column 147 comments

Last week I said the Portal 2 protesters made no sense and had nothing to say, but since then a few people have articulated thoughtful objections to the day-1 DLC. (I still maintain that the review-bomb was like firebombing a McDonald’s for overpriced coffee while there’s a perfectly good Starbucks right across the street.) But here is my response to the people who genuinely object to day-1 DLC. This is my longest column to date, and is the first time my column went over 1,500 words. I could probably have trimmed it down. (For the record, my window is between 750 and 1,500, which is actually very generous. I know a lot of freelancers working in print would LOVE to have that kind of latitude. Ah, the joys of working on the web-o-tron.)

Of course, the same day the column went up, there came news that Valve is giving away free Portal 2 DLC later this summer. No news on it yet, but my guess is that they’re going to try and come up with some sort of activity to keep multiplayer Portal 2 active. The entire premise of their hat store depends on it. I’m sure they’re looking to re-create the money mill that is the Team Fortress 2 store. You’re more likely to buy a hat if the game keeps you coming back. You’re also more likely to buy one if you see them on other people. They just need to give players something to do to make Portal 2 multiplayer an ongoing concern.

If it was my job, I’d be looking for some sort of co-op gameplay that didn’t depend on a constant flow of new test chambers. Not fighting zombies, mind you, but something self-sustaining along those lines, where people can experience the same environments again and again without getting bored. You can only solve a puzzle one (or twice, if your memory is as bad as mine) so the focus would need to move from puzzles to something else. Combat. Strategy.

Actually, if it was my job I’d go about trying to make procedural test chambers. It might be impossible, but I think it’s far less impossible than most people would expect.

 


 

Spoiler Warning S5E12: Where Dreams go to DIE

By Shamus Posted Friday Apr 29, 2011

Filed under: Spoiler Warning 172 comments


Link (YouTube)

Here we are, about four hours into the game and we’ve hit Mr. House already. I know we give Josh a lot of crap for doing all of the rummage sale stuff, but we’re actually moving through this game at a good pace.

Just think, if we had done the Manny Vargas quest and gone to REPCON, we would STILL BE THERE.

Thinking more about the way the strip is set up, I’m not sure why they decided to wall it off like that. Freeside is much larger than either half of the strip, and I suspect you could fit the whole strip into memory with some careful planning.

The problem is that in situations like this, you’re up against a lot of different budgets:

  • Maximum amount of animated characters you can handle at once, because it will clog the CPU.
  • Maximum amount of texture* data, over which the graphics card will be full and then everything slows to a standstill.
  • Maximum amount of general 3d stuff and scenery you can have on hand before collision detection and physics start to bog down.
  • Maximum amount of stuff you want to try to pull off a DVD (remember the game might be played on a console) at once without the load times becoming torturous.
  • Maximum amount of stuff you want in-view, because rendering more will cause tangible and abrupt framerate drops.

I can’t say for sure that Obsidian was well and truly up against one or more of those limits when they made the strip, but in comparing the strip to the rest of the game, and comparing this game to what other Xbox 360 titles have accomplished, it does seem like it should have been do-able. Personally, I would have been glad to give up a bit of texture resolution or a couple of nameless NPC’s if we could have been rid of that damned wall cutting the strip in half.

* Bethesda was always bad about texture sizes. 256×256 it a very small texture by today’s standards. 4096×4096 is gigantic, and should only be used for large objects where the player will be able to get very close. (A texture that size will eat 64 megabytes of graphics memory, all by itself.) Texture sizes go in powers of 2: 256, 512, 1024, 2048, 4096, 8192, etc. In Oblivion, there were all sorts of cases where a large texture (I forget what “large” was back then) would be used on a small clutter object or on some bit of scenery that was normally only viewed at a distance. I don’t know if Obsidian continued this trend.

 


 

Stolen Pixels #255: The Veep

By Shamus Posted Friday Apr 29, 2011

Filed under: Column 42 comments

My latest comic stars Kevin Butler. Yes, I know Penny Arcade kind of did a similar joke on Monday, but I think this is a big enough target for all of us to shoot at without worrying about crossfire.

This is a sad story. Sony made a lot of mistakes in the design and marketing of the PS3, but they’ve managed to correct everything they could fix. The price is down, the library is respectable, and the developer tools have finally matured enough to mitigate or obfuscate the device’s unorthodox hardware. It’s been closing the gap with the Xbox 360 and giving consumers a real choice.

And now this.

 


 

Spoiler Warning S5E11: Khaaaaaans!

By Shamus Posted Thursday Apr 28, 2011

Filed under: Spoiler Warning 142 comments


Link (YouTube)

Man, these are some really great Khans, here.

 


 

Spoiler Warning S5E10: Boone Comma Boom

By Shamus Posted Wednesday Apr 27, 2011

Filed under: Spoiler Warning 170 comments


Link (YouTube)

We got sidetracked a bit talking about Defense Grid: The Awakening. I wasn’t kidding about it using Gamebryo, either. Here is the splash screen:

Continue reading ⟩⟩ “Spoiler Warning S5E10: Boone Comma Boom”

 


 

PSN Outage

By Shamus Posted Wednesday Apr 27, 2011

Filed under: Video Games 221 comments

splash_psn.jpg

This story about the Playstation Network being hacked is huge. Just trying to draw a chalk outline around the thing is a major undertaking. The degree to which this will impact the behavior and attitudes of the rest of the industry is hard to judge. But you can bet the people in Redmond are letting out a slow breath and saying, “Thank God this didn’t happen to us.” And then they laugh and go back to brainstorming new ways to make Games for Windows LIVE even more horrible.

This is the worst-case scenario for Sony. Their entire network is down, it’s been down since last week, and they don’t even have an estimate of when it will be up again. They don’t have an explanation. And someone out there has all of the personal data of all of the PSN users, ever.

Here is an email from my brother Patrick, this morning:

Continue reading ⟩⟩ “PSN Outage”

 


 

Stolen Pixels: A Hat for Every Head

By Shamus Posted Tuesday Apr 26, 2011

Filed under: Column 74 comments

You know, if the Portal 2 store sold one of these, I would totally buy it.