Archi Alternative

By Shamus Posted Sunday Nov 7, 2010

Filed under: Links 69 comments

One of the quickest ways to irritate an artist is to suggest that her work could be duplicated by a computer. And the fastest way to piss her off is to actually attempt it.

So when I did Pixel City I always wondered what a real architect would think of it. I would have to say that this is about the best response anyone could hope for.

Do read the post. I wasn’t even aware that people were trying to procedurally design real-world spaces. I’m not sure what the utility is in that. I can’t imagine that people need lots of generic stuff designed in bulk, which is what automation is good for. If I was populating the world of FUEL, I’d use procedural generation. But if I was just setting up my own driveway and garden, I’d want to take the time and put things exactly where I want them.

Interesting stuff.

 


 

Experienced Points: Amnesia: The Dark Descent

By Shamus Posted Friday Nov 5, 2010

Filed under: Column 98 comments

I’ve written quite a bit about survival horror in this space. I was always talking about some far-flung future then game designers would “get it” and make a game that set out to cultivate fear rather than just daunting combat.

It’s as if someone read those articles, and made the game according to my specifications.

It’s a good game. It’s a cheap game. It’s much smarter than Dead Space and many times as scary. I like to think that if this thing had marketing behind it, it would be tearing up the sales charts. (But maybe not. The imagery is really disturbing. I find realistic text descriptions of human torture to be a lot more frightening than gross space aliens being splattered by my shotgun in full 3D.)

As always, your mileage may vary. Do give it a look if you’re interested in this sort of thing.

 


 

Stolen Pixels #241: The Gaming Afterlife

By Shamus Posted Friday Nov 5, 2010

Filed under: Column 253 comments

Today’s comic was more or less written in the comment thread of last week’s column. Thanks for the help!

This column was way harder than I’d anticipated it would be. Constructing it turned out to be a fairly complex logic puzzle.

Requirements:

* Between four and seven companies.
* Companies must appear in both lists, which means the companies I choose must have exceptionally strong points and weak points.
* Because I don’t want to thread-jack my own joke, I should stay away from controversy if possible. For example, my hatred of Rockstar’s gameplay is not universal and so including them in the bad list for gameplay would just muddle things. Same goes for Bungie and other hot-button developers.

In order to make this comic, I had to make a chart with all of the possible properties (gameplay, marketing, QA testing, voice acting, etc) and fill it in with the names of companies that would be exceptionally good or bad at those things. Then I had to trim it down to attributes which had both good and bad entries. Then I had to try to build a list that formed a closed loop where a set of companies would appear in each list exactly once.

There were a lot of companies I wanted to work in there but couldn’t. For example: In Hell, Zynga would be in charge of marketing. But adding one entry like this creates two dependencies. First, Zynga must be exceptionally respected for something else so that they can appear on both lists. And then I need to come up with another company to do the marketing in Heaven.

I had a few companies in both the good and bad lists, sometimes for the same thing. You can make the case that id Software could be listed for gameplay in Heaven. (The rampant popularity of Quake III Arena.) Or in Hell. (Doom 3’s monster closets.) I did this because it made it easier to construct the loop when I had a lot of possible candidates. At first I didn’t want to list someone for the same thing twice because it felt like cheating. But eventually I remembered that I was trying to write a joke and not solve a puzzle, so I ran with it and listed BioWare for dialog on both sides.

I really wanted to include id Software for “technology” in Heaven. In my chart I had it so that id could be in charge of “story”, “dialog”, or “character design” in Hell. I could include Bethesda for “technology” in Hell, but then what would Bethesda do in Heaven? And then who would do that in Hell? I went round and round on this. I had a few lists that nearly worked but required eight to ten companies. I had a good list constructed, except that it needed a company that was awesome at story and horrible at technology. (And Obsidian was already used elsewhere in the list.)

Still, fun puzzle. Take a crack at it if you’re so inclined. As a reminder, here is mine:

IN HEAVEN:

Story: Obsidian
Dialog: BioWare
Cutscenes: Square Enix
QA Testing: Valve
Release Schedule: Capcom

IN HELL:

Story: Square Enix
Dialog: BioWare
Cutscenes: Capcom
QA Testing: Obsidian
Release Schedule: Valve

 


 

Fallout: New Vegas – Enter the Anthill

By Shamus Posted Thursday Nov 4, 2010

Filed under: Game Reviews 277 comments

I began taking note of the bugs in Fallout: New Vegas as I encountered them. For the first few days of New Vegas I was in Vent with Mumbles and Josh, and we sort of acted like we were all playing on different shards of an MMO. We swapped gameplay tips (Josh has once again broken the game over his knee with melee) humorous anecdotes, and bug reports.

Continue reading ⟩⟩ “Fallout: New Vegas – Enter the Anthill”

 


 

Project Hex Part 3 – Things Get Hilly

By Shamus Posted Wednesday Nov 3, 2010

Filed under: Programming 106 comments

I didn’t post about the project last week. You didn’t miss much. I needed to add non-visual stuff like camera controls, a debug log, play a bunch of minecraft and that sort of thing.

So now we have a hex grid based world.

hex_hills1.jpg

Continue reading ⟩⟩ “Project Hex Part 3 – Things Get Hilly”

 


 

Shamus Plays WoW, Part 2

By Shamus Posted Wednesday Nov 3, 2010

Filed under: Column 46 comments

At least they’re not rats. And there’s not ten of them.

 


 

Full Disclosure

By Shamus Posted Tuesday Nov 2, 2010

Filed under: Notices 177 comments

So, Spoiler Warning didn’t start as promised. Here is what is going on:

I pitched the show to The Escapist. The other hosts consented, but this move was fully instigated by me. And I’m not going to dress this up: I did it because I was hoping we could turn the show into income. I’m still looking at my options re: employment, and still considering what I can do. Ideally, I’d like to continue doing all of the cool stuff I’m doing now: This website, the Escapist content, Spoiler Warning, my game development. If I have to take a job where I commute for forty-five minutes each way and sit in an office for nine hours, I won’t be able to do these things. I could very quickly take a job that would pay my bills at the expense of killing all the cool stuff we’ve got going here, and I would very much like to avoid that fate.

So I’ve got several small plans for trying to turn these hobbies into income, and this is one of them.

This pitch is a long shot. I get along really well with the staff at the Escapist, but Spoiler Warning would be a really odd fit with the other programming they have on the site. The style, content, and length are all very different from the other video content. Would the show fit into their current ad and video delivery system? Would the Escapist community even dig it? I don’t know. Maybe The Escapist will take us up on the offer. I certainly won’t take offense if they don’t. But I felt this was worth a shot.

We’ve sent them some content and it’s being reviewed now. I felt like it would be a pretty jerk move to pitch the show to them, then turn around and make the show live here without even giving them a chance to think it over, which is why I’m pushing the show back instead of launching it now.

So, it’s my fault. Sorry for the delay. Let’s give this pot a bit of time to simmer. I’ll furnish us with some other content to fill our Tuesdays and Thursdays until this plays out.