Release Date

By Shamus Posted Thursday Feb 7, 2008

Filed under: Rants 35 comments

article_calendar.jpg
It’s the start of February, and yet right now the people at Columbia pictures know that the movie Hancock will hit theaters on July 2nd, five months from now. Given that the advertising campaign has launched, they have most likely known this for some time. This is no big deal. They always know when their movie will be releasing. Once in a long while you’ll hear about a movie which was delayed in production but for the most part people who make movies know how long it will take before they even start.

So why isn’t this true for videogames? Movies have to cope with larger crews, complex scheduling challenges, and logistics problems in moving the actors, equipment, props, costumes, and crew all over the world. A software developer just needs to get their small group of people into the office every day until the game is done. That’s far simpler, yet they can never reliably predict how long it will take. And when they’re wrong, they’re always guilty of underestimating. Games which don’t come out “late” are usually ones that were allowed to develop “until it’s done”, rather than shooting for a fixed date at the start of a project.

Part of the reason is (and if you’re a longtime reader you probably saw this coming) the constantly evolving world of realtime graphics. Movies sometimes will innovate a little or change technology. New cameras. New special effects. The move to digital. But these advances aren’t very common, are limited in scope, and are probably not rolled out in the middle of a project. In computer games this evolution is constant and effects every part of the production pipeline. Imagine how smooth filming a movie would go if every eighteen months there were all new cameras, all new lights, all new editing tools, all new sound equipment, and new ways of producing special effects. Everyone would be not only struggling to learn to use their own tools, but figuring out how they are affected by the changes everyone else is going through. It would be chaos. And that’s not too different from what game developers seem to be going through.

Exacerbating the problem is that they often do this innovation during development. They are often trying to do production and R&D at the same time. It’s easy to know how long it will take to make something. It’s much harder to know how long it will take to invent something.

But as much as I love to blame problems on the endless process of graphics one-upsmanship, that can’t be the whole reason. Certainly there are games which build on a stable, established platform and end up being delayed anyway.

I keep expecting videogames to grow out of this, but there’s no end in sight. If anything, games are more notoriously and regularly late now than they were in the 90’s. Maybe this isn’t just a problem with videogames. Maybe this sort of thing is just pandemic within the software industry in general.

I don’t really mind that games are delayed – I’m not the sort to pick up games on release day – but I do wonder why it happens so often.

 


 

Mom, Dad, Mom?

By Shamus Posted Wednesday Feb 6, 2008

Filed under: Links 29 comments

Back in early October of last year, Shawn and I had a Chainmail Bikini strip where one of the players invented a characer who had three parents.

threes_company.jpg

The gist of the joke was that he wasn’t trying to make a character with three parents, he was just twisting the rules in a min-maxing, munchkinish attempt to make an absurdly powerful character. He wanted the racial bonuses of three different races, so he listed his parents as belonging to three different races. It seemed like a really ridiculous thing to try and do. I chose two mothers and one father to drive home the point that he really hadn’t thought things through. Two moms and a dad seemed more nonsensical than having it the other way around.

Then yesterday Pete Zaitcev was nice enough to send along a link to this story: British scientists create three-parent embryo.

Egads. That’s going to make family gatherings somewhat awkward. Not to mention Mother’s day.

 


 

Stardock: Impulse

By Shamus Posted Tuesday Feb 5, 2008

Filed under: Game Reviews 23 comments

Long time readers will remember (and are probably tired of) my gripes and rants against Valve Software’s Steam platform for digitally distributing games. I just want to say that this is how digital distribution should be done.

Impulse is the digital distribution platform from Stardock. It is concerned with offering convienence to the user, not treating them like a pirate. You don’t need to have Impulse running to play your game. You can back up your game to CD / DVD. If Stardock gets hit by an asteroid tomorrow, your copy of the game will continue to work even if you re-install. You can have it auto-update your software, or you can do updates when you decide it’s time to update. If ever. The choice is yours, not theirs.

It has all the advantages of Steam, and none of the annoying artificial restrictions. It’s convenient and treats you like a customer instead of a foe.

Steam will, of course, still have the more robust selection of games, but I just wanted to point at what Stardock is doing and say, “These guys are doing it right.”

LATER: For contrast, here is an avid fan of Steam who has had a good experience with Valve, and isn’t quite as impressed with Stardock as I am. Also a story of someone who reached Gabe Newell’s voicemail.

As to Stardock software “phoning home”, I wasn’t aware it did this. Can anyone provide a link describing what Stardock software does this, and when? I’m aware that GalCiv will submit your score to the metaverse when a game ends, but are there other shenanigans going on?

 


 

Hancock

By Shamus Posted Monday Feb 4, 2008

Filed under: Movies 68 comments

It’s exceptionally rare that I get excited about an upcoming movie. But this is one of those rare times:

I really want to see it. If it was out now, I’d make plans to get to the theater and see it this week. But it’s not due out until… July? Pffft. I’ll forget all about it by then. In any case, the concept appeals to me on some fundamental level.

 


 

XFire Debate Aftermath

By Shamus Posted Friday Feb 1, 2008

Filed under: Video Games 11 comments

Jay and Corvus got together and decided to tackle a lot of the overlooked questions in last Friday’s Indie Games Debate. They were nice enough to start with the questions I posed earlier this week.

I particularly liked Corvus’ answer to my second question. I don’t want to steal his thunder by excerpting him here, so just check it out for yourself. Also, I should point out that Amanda Fitch answered my questions here in the comments.

I stand corrected on my assertion that Indie games are “mostly” RPG’s. I forget that indie games include all the casual Popcap-type games, Tower Defense knockoffs, and match-3 clones. Aside from the time I needed to go into detox to get rid of a nasty Zuma addiction a few years ago, I don’t really play a lot of attention to those sorts of games. So, my assertion that indie games = RPG’s is the result of my own bias, because those are the developers I read and follow.

And finally, a new (to me) developer was nice enough to stop by but was shy about “spamming” my comments with his project website. Let me just make it official: If you have an indie game you’re working on, you’re always welcome to drop a link in the comments or in an email. (shamus at shamusyoung dot com) This is particularly true if you have a blog.

 


 

Old Grandma Hardcore

By Shamus Posted Friday Feb 1, 2008

Filed under: Links 31 comments

Here is an interesting gamer: A “hardcore” gamer who is a woman over the age of X, where X is a number I’m too polite to guess at.

It does make me wonder why this is quite such a rare thing. Why aren’t more seniors into gaming? I’m not talking about “why don’t they make more low-key casual games to appeal to the WWII generation”, I’m talking about “Why don’t a few of them get into shooters and RTS games with the rest of us?” It’s not for everyone, but it’s clearly a fun hobby for some people. Yet in this multi-billion dollar industry the idea of a grandma pwning n00bs and so on is rare enough to merit news coverage.

Still, the more the merrier.

 


 

Roleplaying: What Would Happen If…

By Shamus Posted Thursday Jan 31, 2008

Filed under: Tabletop Games 77 comments

One of the guys in my gaming group is an occasional source of chaos and confusion. Once in a while he’ll do something that seems outrageous, crazy, and wildly out-of-character, and the rest of us have to try to come up with ways our characters can compensate to keep the game from flying apart right there. I don’t want to relate a bunch of gaming stories, but it’s become a running joke in our group that his character must be this multiple-personality psycho that wants to donate his money to charity one minute but turn around and light beggars on fire for amusement the next. It’s not quite that bad, but sometimes it feels like it.

Okay, one example, for context:

The party is about to meet with a very serious, powerful, and difficult queen. We’re searched for weapons (someone attempted to assassinate her once and now she’s pretty paranoid) and then sent into a waiting room. This is a major moment for our characters, as very few people have even laid eyes on this woman in over a century. We’ve just saved the entire island from a very serious threat, and we’re wondering what she will say to us. This is a major moment in the game for many of us, and we’re all pondering how we should roleplay this and how our characters should feel.

Psycho gets into the waiting room first. The guards left him with his magical horn. When blown it can be heard a mile away and will stun anyone caught in front of it for a combat round. He proceeds to blast each of the other five party members, one at a time, as they enter the room. He gets right in their face and unloads the horn on them at point-blank. We’re a chamber away from this paranoid queen and he’s hitting us with this earth-shaking horn to knock us over. There is no in-character justification for doing this. There is nothing to be gained by doing this. It brings the roleplaying at the table to a grinding halt, because it’s pure nonsense and nobody knows how to respond. The GM (not me) has to flail around and figure out what to do about this, and has to come up with reasonable reactions from the NPCs to this nonsense player behavior.

(What probably should have happened was that he would be arrested, or maybe executed on the spot. This queen has a notorious nasty streak and is nobody to trifle with. He certainly would have fought back if the guards tried to take him into custody, and… what then? Would we have helped him? The whole thing could have either led to us murdering all of the guards or a TPK. Either way, it could kill the campaign right there.)

Rather than let him take control of the game and stop the rest of us from having fun, the GM just glazed over it and moved on.

Then I read somewhere – and if I’d been on the job I would have bookmarked it – about players “experimenting” with the gameworld, and I realized that was exactly what we were seeing. He doesn’t really want to play a character who is a barking loon. He wasn’t trying to play a jerk. He just wanted to see how the world and the other characters would react. People do this in computer games all the time. I wonder what would happen if I shoot the scientists? Contrary to what videogame reactionaries claim, this doesn’t mean the player is acting out some secret desire to murder members of the scientific community. They just want to see what the game would do about it.

In this way I think the GM’s reaction was a good one. Sure, it was unrealistic and created an odd continuity gap as the NPC’s sort of ignored the crazy stuff he was doing, but it denied the player the feedback he wanted. Letting him take control of the game and turn our story of heroes saving the lands into a story about a bunch of prankster loonies would have only rewarded his behavior. By ignoring it he was deprived of any feedback for his actions. He was still doing crazy stuff, but he was no longer affecting the world. Think of Half-Life 2: You can shoot Alyx right in the face and the bullets go right through and hit the wall behind her. She won’t even notice. If you start acting like an idiot, the game world stops paying attention to you.

In the end, this approach worked. Psycho tried a couple of other minor pranks, and when they didn’t result in mayhem he knocked it off and went back to playing his character honestly.

Of course, the GM could always just respond to this behavior with the standard “you can’t do that”, but this approach is better in my book, as it is impossible for the player to complain or dispute without them admitting and confronting just how disruptive they’re being. The player can’t very well demand continuity from the world when he’s not following any sort of continuity with his character’s behavior. (What’s he gonna do, demand that the guards come in and kill us?) In this case no feedback is actually better than negative feedback. It’s a little passive-agressive, but I think it’s worth it to keep the game moving for the benefit of everyone else at the table. A good GM will talk to the player about it later, but simply denying them the feedback they seek is a good way to stop the behavior without stopping the game.