Line Rider

By Shamus Posted Monday Mar 10, 2008

Filed under: Links 31 comments

As far as memes go – and I’m not sure if this would classify as a meme or not – Line Rider is an unusual, slow building phenomenon. I first became aware of it way back in October of 2006 at Haibane.info. Back then, it was a very simple little flash game. You scribbled some lines on a seemingly infinite canvas, and then a little guy on a sled would ride down the lines – provided you drew something ride-able. (If he fell too hard he’d get knocked off the sled.)

Sometime later I noticed a lot of people were making little movies of their Line Rider courses. Most of them looked like this one:

This is what my attempts looked like as well. There are lots of stray lines, wiggly lines, and vast white areas where it’s difficult to get a sense of speed because there is little against which we might judge relative velocity.

It turns out to be quite hard to make a lengthy and exciting Line Rider course. The only way to know how the guy is going to react to a tricky curve is to start the show and watch it happen. If you’re making changes to the jump at the end of a minute-long course, you have to watch the whole thing to know your changes worked. Not right? Make another adjustment and watch the whole thing again.

I call this “artistic friction”, although I’m sure there are other names for it. Level designers for videogames endure this as well. Make a change, compile it, fire up the game, see the results, go back and make another small adjustment. Rinse. Repeat. This sort of thing greatly discourages experimentation, and makes it hard for an artist to polish his or her work. The longer you work on it, the longer it takes to test each new addition. The expense of fine-tuning your work is so great that the temptation is just to let it be once you get it to “good enough”.

Still, as the Line Rider meme grew there were people willing to sink vast blocks of time into the process of making a little two-minute movie. Suddenly the challenge went from just getting the guy to do little stunts, to doing so while having interesting scenery: Continue reading ⟩⟩ “Line Rider”

 


 

Fear the Con

By Shamus Posted Monday Mar 10, 2008

Filed under: Links 36 comments

Fear the Con, a meeting for fans of Fear the Boot to get together and play some tabletop games, took place this past weekend. I’m a long way from St. Louis, but I was really hoping to be able to make it anyway. Sadly, it just wasn’t in the cards for me this year. I was sorry to miss it. The various FTB hosts were there, along with Shawn, my partner in crime. Note to everyone: Sorry I couldn’t make it. Would have been nice to shake hands with you guys.

I’m really enjoying the forum thread with pictures from the con.

A week or so ago someone put up a poll in the Chainmail Bikini forums, asking how many readers also listened to FTB. (Answer: A little better than half.) Now I wonder how that works with this site. How many people that read this site also listen to the FTB podcast? Just wondering.

 


 

The Publishers vs. The Pirates, Part 3

By Shamus Posted Friday Mar 7, 2008

Filed under: Video Games 59 comments

I wasn’t originally planning on doing a Part 3, but there were so many great responses to Part 2 that I decided to extend the series. First up is Justin Alexander, in the comments here:

[…] I am curious about one point: How would you suggest companies register legitimate buyers of their product (as suggested in #4) if even entering a license code is considered too onerous for the customer (as outlined in #1)?

This is a good question. I originally had a bit about this in the previous post but I cut it when it began turning into a lengthy digression.

The answers to these are related. Entering a license code is a lot less onerous when you’re getting something in return. License codes are really annoying when all I’m getting in return for my trouble is permission to play what I ostensibly already own.

(Having said that, they could certainly be a little shorter. The standard seems to be around 35 digits. It’s usually case-insensitive, they use the letters A-Z plus the digits 0-9. You can think of it as a base 36 number system. That gives you a number space of 3635. If I’m reading my calculator right, that’s…

295,520,441,454,768,124,465,870,765,979,050,000,000,000,000,000,000,000

Or 2.96×1054, which seems excessive if all you need is a unique identifier for the game / user. In fact, there are “only” 8.87 x 1049 atoms in the Earth, which means that with a 35 digit system we could give each and every atom in the planet its very own license key, and then some. Of course, license keys are used for more than just identification, they’re used for authentication, which is why they’re so long and annoying. Only certain ones are valid – usually according to some inscrutable system – and they need a large number space to minimize the risk of you just “guessing” a valid key.)

But at the heart of the issue it’s not the length of the license key that matters, it’s the reason for entering it. Nobody objects to putting the CD in the drive to play a PS2 game, yet lots of gamers object when asked to do the same on a PC. People don’t usually object to entering personal information as part of creating an account so they can get something of value. Yet they will balk at doing so if the process is the digital equivalent of airport security. In the case of both CD checks and license keys, users can tell that they are being forced to do these things because the publisher regards them with a lack of trust. It conveys contempt for the customer and a willingness to needlessly waste their time, which interferes with making the customer view you as a friend. So it’s not really the hassle itself, it’s the reason behind it. The system carries the implied insult, “I think you’re a pirate. Perform this task to prove me wrong.”

Continue reading ⟩⟩ “The Publishers vs. The Pirates, Part 3”

 


 

Dueling Analogs

By Shamus Posted Friday Mar 7, 2008

Filed under: Links 21 comments

Check out the Dueling Analogs tribute to Gygax. Yeah, I know I linked it the other day, but author Pierski has since changed it. The map on the table comes from here, with my blessing. It may seem silly to point this out:

Me: Oh look! I got a mention in a webcomic!

Sensible Person: You’ve written two webcomics of your own, dumbass.

But it’s one thing to put up your own stuff, and another when someone else likes it enough to make it part of their own work. Even more amusing to see my map placed in a context where it’s being used by Gary Gygax and God.

I just wanted to point that out, is all.

 


 

The Publishers vs. The Pirates, Part 2

By Shamus Posted Thursday Mar 6, 2008

Filed under: Video Games 122 comments

Maybe you thought this was just going to be a two part rant, but this time around I have some real, practical advice on combating software piracy. But first:

I am always grateful when publishers remain steadfast in their support for the untamed, savage jungle that is the PC. Twenty years of Darwinian attrition has made it clear that this is not the platform for the meek. If you’re not sucked dry by warez leeches, you’ll most likely be devoured by something far larger and higher up on the foodchain. If you manage to avoid being consumed, there is always the chance that your efforts will be found wanting, and natural selection will cull your team in favor of something that is smarter, lives longer, or is better at replicating itself.

It is also true that at any moment you may simply exit the jungle and take up residence in the greener pastures named Nintendo, Sony, and (strangely enough) Microsoft. Places where there is enough for everyone and you earn a living by farming money. So if you stick with the PC, you have my thanks.



But if you’re set on staying in the PC realm then you need to be at peace with the idea that anyone who wants to play your game without paying you is going to be able to do so. In PC gaming, there has never been an unbreakable DRM scheme. Not once, ever. Most DRM systems have a lifespan measured in days. A small handful might live a fortnight. No matter how convoluted the system you devise, it just takes one guy to wedge it open and let everyone else through.

Michael Fitch can rant against the people who rip off his company, and he’s justified in doing so. While people argue about the degree to which damage has been done, the fact that damage has been incurred is manifest. But as I said last time, piracy is a social problem, not a technological one. The solution is therefore going to be social in nature, not a new DRM scheme. You can’t convert all of the pirates into customers, but – as Fitch noted – you don’t need to:

So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what’s the difference in income? Just about double. That’s right, double. That’s easily the difference between commercial failure and success. That’s definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% – 1 out of every hundred people who are pirating the game – who would actually buy the game, that’s still a 10% increase in revenue. Again, that’s big enough to make the difference between breaking even and making a profit.

So the goal here should not be eliminating piracy, which is absurd and impossible. Instead, work on converting as many of those pirates into customers. Here are five ways to get people to pay for your stuff. Again, these are social changes – this has nothing to do with building a better DRM system. As a bonus, a lot of these things are free. Continue reading ⟩⟩ “The Publishers vs. The Pirates, Part 2”

 


 

Daft Hands

By Shamus Posted Thursday Mar 6, 2008

Filed under: Movies 31 comments

I’ve always thought of posting memes as the lowest form of blogging. A meme is a viral idea. Once something is classified as a meme it’s already popular, which means you are, by definition, telling people about something they’ve probably already seen. I try to keep that sort of business to a minimum. My writing is already in a rut so deep I’d need mountain climbing gear to escape it. You could probably replace me with an automated script that denounced all new PC Games as trash, all new graphics technology as rubbish, and then at regular intervals decried the lack of PC games. I doubt anyone would even notice.

The last thing I need to do is augment my predictable subject matter with links to stuff you saw five weeks ago on a site bigger than mine, back before the whole thing became Old News. I know this because every time I post those sorts of links I get people telling as much. (Because, when it comes to viral data, there is nothing people love to share more than the fact that you’re not living up to their expectations.)

Having said that, this meme fascinates me: Continue reading ⟩⟩ “Daft Hands”

 


 

The Publishers vs. The Pirates, Part 1

By Shamus Posted Wednesday Mar 5, 2008

Filed under: Video Games 88 comments

Yesterday I mentioned the thing that Michael Fitch wrote without going into any detail. The original forum thread is up to 20 pages as of this writing, and numerous other people have picked up the discussion in other forums and on their own blogs. If I’m very lucky what I have to say here will only have been repeated a dozen times already.

He begins by talking about piracy, and uses the copy protection of Titans Quest as an example:

One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it’s a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that’s right. There was a security check there.

This is remarkably brazen, to pirate a game and then march into the official forums and demand support for your downloaded copy. But then, piracy itself is sort of asinine to begin with, so I don’t know that we should look to pirates as a source of polite circumspection.

Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can’t believe that there’s that big of a difference in who played these games, but I guess there can be in who actually payed for them.

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Unless we are to believe that Fitch would make these figures up, thus building his argument on an effortlessly demolished lie, I’m inclined to accept his rendering of the situation and agree that piracy must be rampant.

When I first began writing here, I assumed that I was more or less the “average” gamer. I pay for games, take them home, and bitch about them. It’s a grand tradition and I’m proud to be part of it. I’ve assumed that pirates were a small minority of the larger picture. As I read more and more about the extent of piracy I’m quickly realizing that it isn’t just a few semiliterate, unemployed punks hiding out in their parents’ basement. More and more it looks like piracy is widespread, socially acceptable, and hassle-free, practiced by people of all ages and income levels. From the comments, emails, and forum posts I’ve read over the years, saying you pirate a game seems to be about as controversial as giving someone the finger in traffic. The best that can be said of it is that it’s a good thing not everyone does it. Continue reading ⟩⟩ “The Publishers vs. The Pirates, Part 1”