Catching up with Web Standards

By Shamus Posted Friday Mar 28, 2008

Filed under: Random 68 comments

Firefox vs. IE
I’ve never really paid any attention to web standards until recently. I dabble in HTML and use half-assed CSS when I’m forced to, but I’m an old-school guy who began by coding HTML by hand in 1994. (Boy I wish I had some of those early pages, they would be hilarious.) I was aware of standards in a distant way and in the past I even poked fun at them as needlessly pedantic. I was aware that there was a standard, and that browsers complied with it to varying degrees, but I always attributed the differences to the usual culprit: Software sucks. Now that I’ve read a bit about it and I see how complex the standards are, and that compliance is more affected by business and politics than programmer time and talent. It turns out that some browsers suck on purpose. Or at least, the fail to not suck on purpose. Now that the problem is no longer a matter of fixing bugs, I’m intrigued by it.

The paradox facing IE is the most interesting. For many years it was both the most popular and the least standards compliant. Looking back, I can see why IE was so singularly infuriating to web developers. They would make a “correct” page, and it would work just fine in all browsers except for the ubiquitous IE6. They would find hacks to correct these flaws in IE without breaking the page elsewhere. Then IE7 came out, and pages broke in a completely different way, requiring an additional layer of hacks on top of the old one. Sometimes hacks are (shudder) nested. I’ve seen some example code of this business in the last few days, and makes quite a horrifying mess of what should be very straightforward CSS. I can understand why web developers feel such animus: If my job was complicated by this sort of business I’d most likely want to visit heinous damage on the people responsible.

Again, I wasn’t really paying attention to this drama at the time. My HTML has always relied on tables for layout and my CSS was too simple to run afoul of any of the dozens of quirks, issues, ambiguities, or broken behavior. It just didn’t affect me. (Well, once or twice. But I never had to deal with the sort of headaches that web developers deal with on a regular basis. I certainly never used any browser hacks.) I was aware that web developers had some ire towards Microsoft, but Microsoft’s foes are legion and I didn’t realize this was something other than the usual ambient level of hatred the company seems to maintain.

What Microsoft is facing now really does seem to be a certain degree of comeuppance. You can brazenly ignore standards only so long as you have absolute dominance over the market. If you lose your grip on the system, your deviations from the norm will become a great liability. Lose enough ground, and the cycle will begin to feed on itself. Most people will be making webpages that look good on their browser of choice. Only the responsible ones will bother to check other browsers, and only the diligent will go to the trouble to use the hacks. More pages will emerge that don’t work right in your browser. More people will switch. The system will bottom out once you get to the dregs – the people who don’t know how to switch or aren’t allowed because they don’t own the computer.

Is this happening now? I have no idea. The conventional wisdom is that IE has been losing market share at a good clip. I know my site isn’t exactly representative of the web as a whole, but check out the browser usage among the visitors here: Continue reading ⟩⟩ “Catching up with Web Standards”

 


 

Chainmail Bikini: Contest

By Shamus Posted Friday Mar 28, 2008

Filed under: Links 10 comments

On Wednesday Shawn announced a contest, where fans of Chainmail Bikini can try to re-create CB characters and situations in the videogame of their choice and send in the screenshots.

Just to kick things off, Shawn posted an example, which I believe came from Blizzard’s Twenty Dollar Bill Printing Press World of Warcraft.

Ramgar. Naked Ramgar.  From World of Warcraft.
Ramgar. Naked Ramgar. From World of Warcraft.

The bar has been set. It has not been set particularly high. Surely you can do better than this. Please do enter. If nobody else enters, Shawn will end up winning with his entry above. In which case he’ll have to present himself with his own artwork, signed by himself, which is sure to be an awkward situation for everyone. See the full list of prizes, rules, and qualifiers on the announcement page.

 


 

Martian Headsets

By Shamus Posted Thursday Mar 27, 2008

Filed under: Links 42 comments

Joel Spolsky has a tremendous piece on why webstandards have failed to standardize the web, why making IE8 fully compliant will make it both perfect and useless, and how web developers are pretty much doomed to continue making web pages that must be tested against an army of browsers to ensure even the most basic, low-level, half-assed sort of compatibility. He also talks about why fixing Windows Vista involved breaking so many old applications.

Found Via Steven.

 


 

Starcraft: Artificial Military Intelligence

By Shamus Posted Thursday Mar 27, 2008

Filed under: Game Reviews 69 comments

The United States military (Waterhouse has decided) is first and foremost and unfathomable network of typist and file clerks, secondarily a stupendous mechanism for moving stuff from one part of the world to another and last and least a fighting organization.

Neal Stephenson, Cryptonomicon, p442.

As I said before, I love the logistical aspects of Starcraft, and I am more or less annoyed by the direct tactical aspects of the game. I realize this post isn’t really anything new. This is just a remix of the ideas I put down yesterday.

I think the strategy parts are unfulfilling because I never feel like I’m doing well. No matter how carefully I guide my units, I always leave the battlefield with the impression that I oversaw the wasting of potential. I spent so much effort carefully crafting this army of badasses, and half of them perish because they are too stupid to fight in a sensible manner and I’m too busy to tell them how to do it right.

The following is going to be very familiar to RTS players, but I’m going to set this down anyway for the curious: Consider a battle between two evenly matched forces. Continue reading ⟩⟩ “Starcraft: Artificial Military Intelligence”

 


 

Wavatars 1.1.3

By Shamus Posted Wednesday Mar 26, 2008

Filed under: Projects 11 comments

I guess I should have announced earlier, there is a new version of Wavatars that fixes the major problems with getting Gravatars and Wavatars to work together.

WordPress 2.5 is due out soon, and I’m very curious what that will do to my plugin. This new version of WordPress looks to be a pretty big jump, and I expect a lot of stuff to break in minor ways. Anyway, you can get the update if you use Wavatars on your blog.

 


 

Starcraft Evolution

By Shamus Posted Wednesday Mar 26, 2008

Filed under: Game Reviews 72 comments

In my post on Starcraft yesterday several people reacted as though I suggested that RTS games had all gotten too complex in absolute terms, or that they should not evolve. In my last paragraph I was pretty clear: Evolution is not bad. Complexity is not bad. It’s just that, after a certain point, it’s not for me. Everyone has a limit for how many variables they want to juggle. Certainly a game with twelve resources, two hundred units, and twenty races would have a learning curve like a sheer vertical wall, the top of which is obscured in clouds. Certainly a game with one resource, one race, and one unit would be mind numbing for just about everyone. In this continuum between the inscrutable and the inane is a sweet spot, the location of which is different for individual players.

The Zerg, intergalactic cockroaches, shortly before I begin yet another effort to drive the little buggers into total extinction.
The Zerg, intergalactic cockroaches, shortly before I begin yet another effort to drive the little buggers into total extinction.
McNutcase insightfully observed that Starcraft isn’t so much a “strategy” game as a “logistics” game. It’s true. A great number of mouse clicks are expended managing supply, moving units around, acquiring new resources, and planning your base to facilitate movement of troops out while (hopefully) impeding the movement of enemy troops in the opposite direction. This is the aspect of the game from which I derive nearly all of my enjoyment. For me, the actual combat is secondary. The game appeals to me inasmuch as it allows me to design a well-oiled machine that will begin by devouring vast quantities of resources and end by delivering large groups murderous vandals to the doorstep of my enemy. My goal is to design and optimize this machine as challenges present themselves. I’ve often thought that the process would be so much more fun if someone else could take the units and oversee their actions once they enter the field. I could be perfectly content managing supply lines, delivering troops, and erecting systems to bestow a gruesome demise on anyone that tries to enter the base while wearing the wrong color uniform. My ideal base is one where, once built, there is nothing left for me to do but watch the troops march out on their way to bloodshed and glory.

But there are other, more visceral reasons to play these games, and I wouldn’t dream of demanding someone else make due with a less robust experience just so that I can attempt to reduce the game to a shockingly destructive variant of Sim City. I don’t blame players who want more units, more weapons, and more powers. The first time your marines gun down a rushing line of filthy Zerglings, spilling their glistening, acrid innards onto the soil of a distant world, the satisfaction is real and palpable. But somewhere around your five thousandth dead Zergling you’re going to start to wish you had a more interesting way to bring about their deaths. If merciless conquest and destruction is your goal, then unit variety is the spice of death.

The part of the game I find most tedious is managing combat. I admit that this is an inversion of the intended experience – you’re supposed to endure the management aspects of the game so that you can more fully enjoy the violence that follows, the former being the price of admission of the latter. The idea that someone would thrive on supply duty and grow weary with combat is strange enough that I doubt it gets a lot of consideration when designing the game.

Still, I do hate directing my units, mostly because they are so astoundingly stupid. I don’t know what they have planned for SCII, but if I were to ask for special unit abilities to add to Starcraft, they would be something like this: Continue reading ⟩⟩ “Starcraft Evolution”

 


 

Starcraft II

By Shamus Posted Tuesday Mar 25, 2008

Filed under: Game Reviews 71 comments

Last year Blizzard announced that Starcraft II is coming.

I don’t know if there is an official release date yet, but I expect it to hit sometime this year. Which means Starcraft II will come out a decade after its predecessor. That’s a huge length of time between sequels. (Compose and insert your own Duke Nukem joke here, thanks – mgmt.) For contrast, Tomb Raider first appeared in 1996, and has had eight major titles, eight re-releases / expansions, and seven titles on other platforms. I’m not saying Blizzard should have pumped the series (can we call it a series when the second one isn’t even out yet?) the way Eidos did for Tomb Raider, but after the smashing success of the first game I think most people expected the follow-up a little sooner.

I know it’s old, but I still dig those 1998 Starcraft graphics.  Not just in a nostalgic sense, but even compared to modern titles.  It’s not as sophisticated, but it still looks great.  The technology made it good then, but the art direction keeps it good today. (Still, I do find myself wishing I could zoom out.)
I know it’s old, but I still dig those 1998 Starcraft graphics. Not just in a nostalgic sense, but even compared to modern titles. It’s not as sophisticated, but it still looks great. The technology made it good then, but the art direction keeps it good today. (Still, I do find myself wishing I could zoom out.)
But it’s not like they’ve been sitting around doing nothing all this time. In the past decade Blizzard was bought out, suffered at least one employee exodus, refocused on the (insanely profitable) MMORPG World of Warcraft, began and then aborted the Starcraft spinoff title Starcraft Ghost, and manged to put out a title and an expansion in their other RTS property, Warcraft. They are a company with more opportunities than manpower, and I give them credit for not just hiring an army of losers to crank out sequel after sequel. The ten-year lapse may indicate they were waiting until they were in a position to do it right.

I know I’ll get the game, although the RTS genre has pretty much left me behind since Starcraft ruled the earth. RTS has evolved in much the same way FPS games did over a similar time period: Each new title introduces another layer of depth and complexity intended to please existing fans, while placing the games further and further out of the reach of newcomers. This demo from BlizzCon ’07 is a parade of confounding new elaborations for players to master: Continue reading ⟩⟩ “Starcraft II”