Exceedingly Clever Person

By Shamus Posted Thursday Dec 27, 2007

Filed under: Movies 42 comments

Jennifer Snow was nice enough to send along a link to the following, which is a YouTube made by Jonny Chung Lee, a CMU student who has developed a way to track head movements (he uses Wii parts) and use the positioning of the user’s head to adjust the camera position in a 3d scene. The upshot is that moving your head around at the computer would let you see different parts of the scene, as if your monitor was a window into the scene. It sounds interesting, but you really have to see it in action:

Amazing.

I remember there was a push for VR goggles in the early / mid 90’s, but the whole effort suffered from a chicken / egg problem. Nobody wanted to buy a toy until it had widespread support, and developers didn’t want to support it because almost nobody owned them. The ~$300 price tag didn’t help. I remember Descent could be hacked to support the goggles. That always sounded exciting, but I wasn’t willing to pay that kind of money to see it in action. Goggles badly needed a “killer app”. It never materialized, and the idea was mostly abandoned.

(Goggles had other problems as well. Aparently strapping a couple of display screens to your eyeballs was often nausea-inducing, probably due to low refresh rates. Plus, computers were just barely fast enough to render 3d scenes to begin with, and rendering two (one for each eye) made things even choppier and less fun. Maybe the idea was doomed from the start, but maybe if it had come a little later and gotten support from a major A-list title (something like Quake II) it might have had a different fate. We’ll never know.)

I like Lee’s idea*, which offers a lot of “wow” factor for a very small investment. Could something like this catch on? The best chance of success would be for one of the major consoles to embrace the idea and make it part of their platform. I’d love to see it happen on the PC, but aside from Lee’s homebrew solution I think such a system would suffer the same fate as VR Goggles: Nobody would buy it because nobody supports it because nobody owns it.

Still, this is the sort of thing that really pushes gaming forward. New graphics are nice, but I’ve been content with graphics for a few years now. What I’m really interested in are new ways to interact with the game. The Wii does this with the nunchuck controller. Guitar Hero / Rock Band do this using their various instrument-based input devices. The PS3 sixaxis input was a good try, although it hasn’t caught on yet. (Not having tried it myself I can’t say if the idea is flawed or just their implementation.) Even DDR dance pads were an innovation in interface, even through the underlying technology was simple and obvious.

The idea demonstrated in the video is more compelling to me than any of the others I just mentioned. I hope I get to see it in action someday.

* Lee never claims that this is his idea, and it’s possible that he’s simply implemented what someone else suggested. In any case, he’s still a clever fellow.

 


 

STALKER: Save Early, Save Often

By Shamus Posted Wednesday Dec 26, 2007

Filed under: Game Reviews 40 comments

STALKER gets talked about as if it’s a roleplaying game, but it isn’t really an RPG according to any of the half-dozen vague and nebulous definitions out there. It’s an unconventional FPS with some freeform elements to it, but you’re not going to be making any complex moral choices, delving deep into anyone’s backstory, or agonizing over the allocation of skill points.

Okay, here’s my inventory screen.   Say, where is the character screen and “level up” prompt?
Okay, here’s my inventory screen. Say, where is the character screen and “level up” prompt?
The RPG comparison is understandable. The game begins with a dialog with an NPC, who gives you some inventory items. These are things that normally only happen inside of a roleplaying game. The gritty world of decay and radioactive ruins looks and feels like the classic Fallout, which I still cherish as a brilliant example of what a good RPG should be. It looks like an RPG, it feels a bit like an RPG, and for the first few hours of the game I kept wondering why it didn’t play like an RPG.

Here is how it happened with me: STALKER put on a sexy little outfit and suggested we should go out and have some fun. I doused myself in cologne and made sure I was wearing my “I roll twenties” boxer shorts. Then halfway through dinner STALKER starts talking about how we’re just friends and that I shouldn’t be getting any funny ideas. Excuse me? Okay, I admit that STALKER never explicitly promised roleplaying, and maybe I was just a little overeager. But still, I think STALKER owes me an apology for sending out some seriously mixed signals here.

This looks strikingly familiar.
This looks strikingly familiar.
But not being an RPG isn’t STALKER’s problem. It’s main problem is that the game is mercilessly, brutally, preposterously hard. It works very hard to be a realistic tactical shooter, which is a terrible idea in a game where you fight waves and waves of psychos with machine guns. The last thing you want is realism, because you end up with a game which is realistically impossible without continual use of the save / load system.

Part of the problem is an interface one. The game doesn’t have good cues for when you take damage or when your health is low. In other games the interface has several ways to let you know when you take a big hit. The screen fades to deep red for an instant. The character makes pained noises. The view kicks to one side. These effects become stronger for more serious hits, so that you can know when you’re in trouble without looking for your hit points. STALKER doesn’t have this. Most hits feel about the same and make the same fastball-hitting-a-leather-couch sound effect, so you can’t really tell how hard you were just hit unless you look. This lead to a lot of needless deaths because I was focused on the firefight and was unaware of how low my heath was.

But even setting aside the feedback issues, this game is just too dang hard. Mistakes and bad luck can be instantly fatal, and obsessive saving is required if you don’t want to waste time replaying the same areas repeatedly. Some people like a challenge, but not everyone wants to see the loading screen two and three times for every encounter. Some people have a low frustration threshold. Some people are just playing for the story and exploration. Some people just aren’t good at these sorts of games. These people can have fun too, as long as the designers leave room for them on the difficulty scale. STALKER’s difficulty scale has four steps from “novice” to “expert”, but even “novice” is an exercise in frustration. To make matters worse, once you start a game you can’t adjust the difficulty on the fly. If you pick “normal” and then after a few hours discover the constant deaths are sucking the fun out of the game, you can’t just bump it down to “novice”. If you want to play on novice, you have to start over from the beginning.

Another fun trip to “game over” land.
Another fun trip to “game over” land.
(And just wait ’til you discover that “novice” is still “hard” in comparison to most games out there. Even on “easy” the bad guys still have lightning quick reflexes, the ability to see you through walls, and deadly aim. Playing on easy just slows the tempo at which you need to tap the “medkit” button during a fight.)

Games like this are when I tend to bust out the cheat codes, so I can get through the dang thing without spending my precious allotment of videogame hours staring at the loading screen. I’ve said before that the more likely you are to need them, the less likely you are to have them, and that holds true here. STALKER has not one single cheat code to help you through a tough fight. If you’re going to play STALKER, you’re going to do so on the terms set down by the designers, and they have decided that painstaking trial-and-error is the order of the day.

“But I like a good challenge.”, whines the fan.

That’s what the “hard” difficulty is for. No matter how much challenge you want, easy should still be easy.

“Maybe you just suck”, says the fanboy.

Maybe so, but could they maybe include a way through the game for me anyway? I really don’t think that’s asking too much.

 


 

Christmas Eve

By Shamus Posted Monday Dec 24, 2007

Filed under: Personal 41 comments

I got to spend Sunday afternoon with an old friend. We grew up together, were inseperable after high school for a few years, and then parted ways as jobs and marriage took us in different directions. I’ve seen him twice in the last fifteen years. That’s a shame. He and his family are good company. (And if he manages to make it here: “Hi Jim!”)

The holidays are off to a great start. Lots of fun, impractical gifts so far. It’s nice to be 36 and still get toys for Christmas.

I have some thoughts on STALKER, but I don’t feel like writing about gunfights in a nuclear wasteland on Christmas Eve.

 


 

Journey Through Chernobyl

By Shamus Posted Friday Dec 21, 2007

Filed under: Links 49 comments

The small village at the start of the game.  It’s just <strong>packed</strong> with detail.  Aside from the mercs, it actually seems fairly authentic. The empty houses are sad and dreary.  It may not look it, but this is the most inviting place in The Zone.
The small village at the start of the game. It’s just packed with detail. Aside from the mercs, it actually seems fairly authentic. The empty houses are sad and dreary. It may not look it, but this is the most inviting place in The Zone.
As I play STALKER I can’t help but think back to the page I read some years ago by Elena, a woman who rode her motorcycle into the dead zone around Chernobyl. It was a very brave thing to do, but also clearly foolish. I’m grateful for the pictures she brought out for the rest of the world to see, and I hope she doesn’t pay for it later in life.

People are normally fascinated by ruins, but very adverse to stuff like hazardous radiation. (Or even “semi-benign” radiation.) That stuff is not DNA friendly and tends to muck up the cells in your body in annoying and unpredictable ways. Sometimes the damage takes years to become obvious. Sometimes it happens quicker. Sometimes those cells just die. Sometimes they go haywire and make more bad cells, which can lead to grotesque disfigurement, followed by death. The worst part – and what I think scares people the most – is that you don’t know it right away. You get a dose of radiation, and then wonder if you are now hosting rogue cells which have turned on you and have begun to eat you from the inside out.

As a result, most people stay away from places like Chernobyl. But Elana rode her motorcycle into the dead zone and took some of the most haunting pictures I’ve ever seen. Do read the site if you missed it when it made the rounds a few years ago.

The longer I play STALKER the more I want to run out of the zone, get a chemical shower, and find something to do which doesn’t involve absorbing large doses of invisible energy which may or may not be turning the cells of my body into a time bomb. For me the immersion worked a little too well, to the point where I kept wondering what could possibly be worth this much risk.

The world of STALKER looks a lot like Elena’s pictures. It’s filthy, rusty, crumbling, and empty. It’s wonderfully dreadful and loathsome in a way I haven’t experienced outside of a Silent Hill game.

I’ll have more on the game as I get a bit further into it.

 


 

Sick of Wavatars Yet?

By Shamus Posted Thursday Dec 20, 2007

Filed under: Links 40 comments

As part of the Wavatars plugin, I added a bit that will add a line in the footer of the blog, which will link back to the Wavatars homepage. (The user can turn this off in the admin panel.) I wanted to see where the thing wound up, and spread the word around. So far it hasn’t worked yet.

The plugin has been downloaded 115 times as of this morning, but the only incoming links I see are from people directly writing a post about wavatars. I don’t see any incoming links that are a result of the blurb in the footer. Here are the ones I do see: Talking Out Of Turn, Murphyzville, The Right Side of the Boat, Scuffulans hirsutus , Zona Cerebral, and The Hotel Blues.

Some people might choose to disable the Wavatars blurb in the footer, but I think the big reason it isn’t showing up is that most themes just don’t support the wp_footer () function I hooked into. None of the sites I listed above have the blurb in their footer. (Some don’t even have footers.)

Be sure to check out The Right Side of the Boat, which has wavatars with an alternate art set. (I actually like it better.) You’ll still have the same face, it will just be drawn with a different style. Very cool.

I have all sorts of things I’d like to do to add even more variety to Wavatars, but any change means everyone’s faces would be re-rolled, and I don’t want to do that. It would break the portability of faces between sites, (unless everyone upgraded) which sort of defeats one of the main purposes of the entire project.

I love working on this sort of thing, though. It might be interesting to work on another plugin which supports switchable themes for the avatars. So, you could choose which theme to use on your site: Wavatars-style cartoon faces, anime faces, stick figure characters, little robots, geometric patterns, Halloween pumpkins, snowmen, and so on. People could make art sets for the plugin and put them out for others to use, so instead of one plugin making one style of icons, it could be expanded to do any style you like. I’m not sure if people would want to try and sort out themes-for-a-plugin, which is a strange concept and not something any of the WordPress repositories could understand or categorize properly.

You’d want it to be simple for an artist to make their own set of icon parts without requiring them to do any coding. The plugin itself would have to work out the details of how to put the bits together, so all the artist needs to do is make transparent / masked PNG files and stick them in a folder together. It would read from the directory, check the names of the various files and note how they are numbered. (head1.png, hair5.png, mouth22.png, etc) It would use the numbers to figure out how many possible combinations there are for that particular layer. The only trick I see is figuring out what order to do the layers. Maybe the artist would have to give some sort of hint. Maybe it would do them alphabetical, so you’d have to name the parts a_head, b_eyes, c_nose, etc.

Okay, I need to stop thinking about this or I’m going to lose another weekend.

 


 

Wavatars Process

By Shamus Posted Tuesday Dec 18, 2007

Filed under: Projects 125 comments

A few people have expressed interest in how Wavatars are made. Here is the long boring explanation for those overly curious souls. Again, if you want the WordPress plugin, go for it. If you want to adapt it for non-Wordpress use, help yourself.

All of the following is done in PHP: Continue reading ⟩⟩ “Wavatars Process”

 


 

STALKER: Bargain Bin

By Shamus Posted Tuesday Dec 18, 2007

Filed under: Game Reviews 42 comments

A while back I saw the bad buzz surrounding the game S.T.A.L.K.E.R. and decided to give it a pass. High system requirements, crashes, rampant bugs, sluggish performance and that sort of griping led me to stay clear of the thing until it hit the bargain bin.

stalker_price.jpg

I guess it just did. I don’t know that I’ve seen a game go that low from the lofty heights of A-List pricetag. Usually they bottom out at $9.99, and in rare cases, $4.99. But less than four dollars? That’s yard sale prices, right there. I know in some places the game is still retailing for about $30. I don’t know if the $3.74 was a mistake perpetrated by my local Target, or if they really wanted rid of the thing, but it’s just too cheap to pass up at this price.

I know a lot of the problems with the game have been ironed out in a series of patches, so it will be interesting to see how it all turned out in the end.