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Is Realism Destroying Video Games?

zdburke writes "An interesting article at the NYTimes looks at two poles in video game development: the quest for the real (think flight simulators and things like a boxing game's "facial damage engine") vs. the quest for the unreal, "elaborate world with its own regulations and peculiarities". The included PlayStation screenshot of Britney Spears may alone tip the balance in favor of the fantasy folks. It also mentions that RIT has a master's program in video game development."

400 comments

  1. Could we apply the facial damage engine ... by NWT · · Score: 5, Funny

    ... to britney's face?

    --
    Life sucks.
    1. Re:Could we apply the facial damage engine ... by BlueFall · · Score: 4, Funny

      I always wondered what the deal was with her song, "Hit me, baby, one more time."

    2. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      let's just make a 'facial' engine

    3. Re:Could we apply the facial damage engine ... by linzeal · · Score: 1

      she is shooting up barney vitamins

    4. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      I want to be the facial engine for britney.

    5. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      Probably, but what you really want is a clothes transparency engine.

    6. Re:Could we apply the facial damage engine ... by bonzoesc · · Score: 1

      It's a song she's singing for her daddy, in which she wants to go back to the experience of childhood.

    7. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      Shouldn't it be "fsck me daddy one more time"?

    8. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      And the scary thing thing is how often it's true. Girls always go for the guys who treat them like shit, it's just one of those things.

    9. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      facials better. Dont you look at Pr0n??

    10. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      man, that would've sold millions

    11. Re:Could we apply the facial damage engine ... by Anonymous Coward · · Score: 0

      She's a crack whore, and wants to get one last hit before killing herself.

    12. Re:Could we apply the facial damage engine ... by FurryFeet · · Score: 1

      I thought that was about pot....

  2. Realism. by BenTheDewpendent · · Score: 2, Insightful

    I find the realism of the games like return to castle wolfenstein and medal of honor much more engaging than doom and the orginal wolf 3d. If i looks good i find it more engaging than the story line but if it has a good story line to go with it im just hooked until i beat it. I think the realism is a good thing.

    1. Re:Realism. by xerph · · Score: 1

      I think that's true to a certain point. While a highly realistic game is certainly great to look at, sometimes a company will concentrate so much on the appearance that gameplay will be sacraficed. I believe the key is to find a balance so both the visual and playability aspects are developed to a reasonable point (unless of course the company has the free resources to maxamize both).

      As far as realism taking away from the quality of the game, I would disagree with that statement unless of course it is at the cost of an enjoyable playing experience.

    2. Re:Realism. by Stonehand · · Score: 2

      Yeah, strict realism can hurt gameplay enjoyability. A submarine simulation without time acceleration might be incredibly boring unless it's strictly limited to scenarios where the enemy is already nearby...

      For another example, needing food in otherwise heroic "high fantasy" swords-and-sorcery games come to mind. It doesn't add that much to gameplay to need to explicitly demand that characters eat every several hours or whatever, unless starvation is MEANT to be a real challenge (e.g. in crossing a long, barren wasteland) ... and I'd usually disagree with such a situation. Thankfully, while some games have done that, I've yet to see an RPG in which characters need to, er, use the facilities, which would be even worse ('tho realistic!).

      --
      Only the dead have seen the end of war.
    3. Re:Realism. by raduga · · Score: 1, Interesting
      I Agree Completely

      I find the realism of Castle Wolfenstein far surpasses, surplants and outstrips the cheezy 3d rendered polygons of 'Wolfenstein 3d', 'Doom' and even 'Return to Castle Wolfenstein'.

      How so?

      • its more interactive.
      • You can have a conversation with the SS guards, before you kill them.
      • There are more things to find than guns/ammo.
      • If you get shot you die.
      • The sound effects are far more effective (IMO)
      • And none of this supernatural magickal crud! I mean, PLEASE, you call that realism??

      --
      First, nothing begins if not opening
    4. Re:Realism. by Bonker · · Score: 3, Insightful

      While a highly realistic game is certainly great to look at, sometimes a company will concentrate so much on the appearance that gameplay will be sacraficed.

      Or gameplay will be ignored in favor of a graphics engine. Take a look at EQ, arguably one of the biggest MMORPG's. Very popular, but now Verant is having problems because they had three features planned to 'update' the game. The first was a redesigned auction system. The second was a new, XML-based user interface. The third was an updated graphics engine.

      The game was perfectly playable with the old graphics engine, but Verant decided to spend their time on that rather than the two in-game features that would make play more to users liking. Play sacrificed for eye-candy... *sigh*

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    5. Re:Realism. by sg3000 · · Score: 4, Funny

      > I've yet to see an RPG in which characters need
      > to, er, use the facilities, which would be even
      > worse ('tho realistic!).

      Well, while not an RPG, in Black & White, my ape has been crapping all over Eden.

      There was some real bathroom fetishist working on that game. I can imagine:

      Programmer #1: Okay, we need to finish the AI routine for the opposing deity

      Programmer #2: Hang on-- I'm ... uh ... still working on the bowel module

      --
      Insert simplistic political, ideological, or personal proselytization here.
    6. Re:Realism. by IanA · · Score: 1

      except those games aren't realistic

      quasi-realistic, yeah, but don't get too enamored.

    7. Re:Realism. by drik00 · · Score: 1
      I remember watching the extra crap on the "Gladiator" DVD, and, interestingly enough, the designers for the movie quoted director Ridley Scott as saying something like "We're not making a documentary."

      Obviously, he understands that it must be significantly convincing to enable the "suspension of disbelief" so that the movie is enjoyable, but not so accurate that the fun is taken out.

      Smart man.

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    8. Re:Realism. by BenTheDewpendent · · Score: 1

      the realism i am thinking/speaking of has nothing to do with the fact that nazis tring to raise the dead or there aliens are trying to take over the earth. im talking about the graphics the physics the enviroment. who wants to play a game based on 100% fact? not as many cause we play games to escape reality.

    9. Re:Realism. by JabberWokky · · Score: 2
      Yes, but every time you had a REALLY long countdown on picking the lock, it was always cannonballs (hit U, and "Uf, too heavy to carry!"), or Schnapps, which made you really hard to steer around.

      Oh, my freakin' ghod - did I just remember the keypress with no hesitation to use on a game I haven't even seen in 17 years? And all this week I've been trying to remember the phone number a woman gave me. GAH!!!! Damn retrieval system!

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    10. Re:Realism. by JabberWokky · · Score: 2
      Some other things - it had adaptive terrain (you could blow holes in walls with grenades, including through to other rooms and walk into the side of a room that had previously had no entrace), pseudo random map generation, speech synthesis, you can hold up guards and search them... all things that are now touted in reviews as "really neat killer features".

      Oh, and thanks for the link - I have never seen the game in color - I always used an Amdek amber montor, or a green and black monitor.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    11. Re:Realism. by IanA · · Score: 1

      yeah, that's what i was talking about too

    12. Re:Realism. by Anonymous Coward · · Score: 0

      I like games that are more realistic, like True Combat or Navy Seals.

    13. Re:Realism. by Maserati · · Score: 1
      RtCW gets its realism in an odd way. The "Limbo" system of spawning isn't very realistic in its own right, but in practice it helps create groups of soldiers and gives the feel of waves of reinforcements or reserves coming into the action. Not strictly realistic in the pieces, but it plays more "realistic". It also avoids the "lets watch the last 5 minutes of the match" syndrome. However it does encourage more "suicidal" play styles: charging in with an SMG is more likely if you'll be back in 20 seconds, and not splattered all over the place asin real life. So it's a trade off - gameplay vs. realism.


      And when I'm on the beach, cowering behind an obstacle, knowing that support fire can get me anyway, and that a sniper could nail me when I step around to fire, that's a realistic case of combat nerves. Suddenly hearing the "thwap" of a sniper's bullet taking you out, and you have no idea where it came from... that's a realism element. When a grenade you didn't see takes you out, that's real. When your buddy puts a burst into because he saw motion, that's real. There are a lot of 'arcade" and 'movie" elements to RtCW, which changes the standards of realism, but it works out as a reasonable simulation of the stresses of war. That's a high immersion factor.

      On that last note, I saw an article recently that said a recent building clearing exercise using MILES laser tag gear would have resulted in about thirty blue on blue casualties, but google can't find the link for me.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    14. Re:Realism. by haystor · · Score: 1

      Halt!

      Kommen Sie!

      Ausweiss!

      Ausweiss!

      --
      t
    15. Re:Realism. by Radical+Rad · · Score: 2

      Gladiator was a fairly popular movie but I did not like it much. When I can see many instances in which the movie doesn't make sense it makes it difficult for me to enjoy the movie.

      Luckily for Ridley Scott, the average movie-goer doesn't know jack squat about the Romans, so a "We're not making a documentary" attitude is sufficient to make a box office success.

      Sadly, I don't think that many movie-goers know much more about what is happening in today's world than about the world of two thousand years ago.

    16. Re:Realism. by TheRevenant · · Score: 1

      That's not realism you're talking about - it's detail.

      Certainly increased detail is always more evocative. But this is equally true whether you're going from some wire-framed flight sim on the Commodore 64 to Commanche 4, or from Populous to Black and White.

      Black and White is decidedly _un_realistic (I haven't seen too many giant humanoid zebras eating cityfolk and casting water miracles lately), but B&W has been finely detailed so it's more evocative than Populous.

      Heck, which is more popular: Quake III / Unreal Tournament or Project IGI? Project IGI is a lot more realistic (one shot=one kill, no save points or bounce-pads, etc.) but many people find it too realistic to be fun.

      There is currently a push towards more realism in games, but IMO what gamers ultimately want is detail and fun - and when the market realises this there'll be a swing back the other way...

    17. Re:Realism. by Lemmy+Caution · · Score: 3, Insightful
      Will Wright, the developer of The Sims, noted in a lecture I saw him give that videogame development is recapitulating the history of painting as an art: it began with the equivalent of cave-drawing (Spacewar) and went through periods of early classical stylizations (Pacman, Pong, Space Invaders), to to mastering perspective (Battlezone), to where we are now, which is roughly equivalent to the mastery of realism that we find in the late 18th century (Quake, Counterstrike, GTA).

      He is (and I am also) looking forward to the modernist awakening in videogame aesthetics, the breakthrough that occurs when pure realism becomes dull. This is all from the view of *visual aesthetics* - other issues like gameplay, the inclusion or exclusion of narratological elements, thematics and the like are separate questions (although narrative structure also has its own history - and videogame narrative is also in earlier stages of development than other arts are).

    18. Re:Realism. by WowTIP · · Score: 1

      Eh, I guess the lack of "using the facilities" is present in most forms of art. You can't find many toilet scenes in books or movies either, unless there is something to be told by the characters need to visit the porcelain cruiser (Dumb & dumber anyone)?.

      --

      --

      "I'm surfin the dead zone
      In the twilight, unknown"
    19. Re:Realism. by cobar · · Score: 2

      I think Max Payne is a step in the new direction. It had trippy dream sequences, fantastic painted cutscenes, and Matrix-like effects. I was more interested in the impressionist style artwork that they used for the cutscenes than the gameplay.

    20. Re:Realism. by Grahf666 · · Score: 1

      Maybe, but a lot of Max Payne was gritty (albiet well done) realism. All the game textures are from photo sources, all the guns are real, etc...

    21. Re:Realism. by Lemmy+Caution · · Score: 2
      Ultimately, what will change it is less a matter of game developers adopting the techniques - after all, many people in game development are already very sophisticated about art, aesthetics, narrative, literature, film and the like - but the maturing and sophistication of the game-playing audience. As it becomes less embarrassing for normal adults to play games, more games will be made for them. The Sims itself appeals to a very different demographic than other games have. When the audience for these games matures, I think a lot of game developers who have been holding back will be able to step up to the plate without much ado.

      I also look for Europe (and to a less extent, Japan) to lead in this regard. (Max Payne is a Finnish-produced game, for example.) They are more willing to give up a little capital-capital in exchange for cultural capital.

    22. Re:Realism. by video+games+suck+som · · Score: 1

      I totally agree. Max Payne showed something past the usual focus on realism content. When the dream senquence came on, it was like re watching a part of Requiem for a dream.Plus the cool flashbacks coupled with the erery sounds effects made the game twice as fun. The designers focused on the asthetic pleasure, and it turned out to be my favorite part in the game.

  3. ya never know, video games turn to video porn? by vitalidea · · Score: 2, Insightful

    "The included PlayStation screenshot of Britney Spears may alone tip the balance in favor of the fantasy folks." Doesn't this sound like the PS2 could in the future include "adult games?" Hmmmm....

    1. Re:ya never know, video games turn to video porn? by nullard · · Score: 1

      Does anyone here remember the adult games produced for SNES? Those could have benefited from a dose of realism. Then again, how realsitic is most "adult entertainment" anyway.

      --


      t'nera semordnilap
    2. Re:ya never know, video games turn to video porn? by PopeAlien · · Score: 2, Offtopic

      Eeewww.. If they look anything like that screenshot from that Britney Spears game I'll pass. That model looks more like Marilyn Manson crossbred with Ronald McDonald - I'm guessing that would appeal to a pretty small demographic, but hey you never know.

    3. Re:ya never know, video games turn to video porn? by zaffir · · Score: 1

      What?! I thought every guy except me had a 10 inch wang and could get with any girl with a shaved crotch that came into his house/office/hospital room!

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    4. Re:ya never know, video games turn to video porn? by Anonymous Coward · · Score: 1, Funny

      No, you're correct. We all have 10" wangs and get all the chicks. Sucks to be you.

    5. Re:ya never know, video games turn to video porn? by JabberWokky · · Score: 2
      That model looks more like Marilyn Manson crossbred with Ronald McDonald

      Oh. I thought it was just a normal picture of Miss Spears.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  4. Oh how I hate NY Times by Anonymous Coward · · Score: 0

    Thats all I wanted to say... I HATE NY Times... i never want to have to register. Does anyone want to post a link to that BS pic though? :-P

    1. Re:Oh how I hate NY Times by ultraw · · Score: 4, Informative

      l/p: nologin/nologin

    2. Re:Oh how I hate NY Times by Trencher · · Score: 3, Informative
      Here ya go. It's not that good from the neck up, though. Looks like the facial damage engine has already been liberally applied.

    3. Re:Oh how I hate NY Times by PFactor · · Score: 1

      The face looks like Michael Jackson's! If that's "reality", I choose fantasy every time...

      --
      Don't believe anything I say. I crash test crack pipes for a living.
    4. Re:Oh how I hate NY Times by Anonymous Coward · · Score: 0

      It's their story, they can post it under whatever license they want. If you don't like it, you can always open your news agency and put out news under GPL.

      While I'm nitting, isn't 'pole' supposed to be 'poll'? Sometimes I think these poorly spelled bits are just to provoke *someone* to respond on a slow news day.

    5. Re:Oh how I hate NY Times by Anonymous Coward · · Score: 0
      While I'm nitting, isn't 'pole' supposed to be 'poll'?

      No.

    6. Re:Oh how I hate NY Times by DemiKnute · · Score: 1

      Er, uh, is it just me or does it look like she's wearing her underwear outside of her pants?

      --
      .
    7. Re:Oh how I hate NY Times by danielrose · · Score: 1

      Certainly looks as though she is confused and thinks she is batman!

      --
      i hate pansy republicans
    8. Re:Oh how I hate NY Times by BlowCat · · Score: 2
      I don't think they can enforce any license on you just because you read it. If you print and resell the article, that's another matter.

      By the way, by reading this comment you agree to give me your first child.

    9. Re:Oh how I hate NY Times by 0x0d0a · · Score: 1

      Agreed. Slashdot should have a "no nytimes links" rule. There are other people that carry just about everything on nytimes...look at Google Headlines for related links.

  5. realism HA! by Anonymous Coward · · Score: 0

    Until you can go up to the corpse and cut it's head off, or start taking off limbs... (Using your first victims leg as a club weapon is great!) and other super gruesome things it's all just agame...

  6. there might be something to this... by Anonymous Coward · · Score: 1, Insightful


    I have always found that the newest, supposedly best 3D games often leave me feeling like something is missing. They don't have the magic and the hook that a Super Mario Bros. or a Sonic the Hedgehog or used to have.

    I'm sure if game developers could capture that feeling again, they'd make themselves very rich.

    1. Re:there might be something to this... by PopeAlien · · Score: 2

      I agree with you to a certain extent, but I'm wondering how much of this is due to nostalgia, and how much is due to reality. I have a feeling that 3D games are just now coming into their own. They involve a whole different type of game play and they are starting to be more cinematic in scope. As developers get more experience with the limitations and possibilities of 3D the gameplay gets better, and as graphic power increases, the cinematic and design aspects of the game become more important.

    2. Re:there might be something to this... by Anonymous Coward · · Score: 0

      Agree. There's no more charms in the news game consoles. I remember how I was hook on since incredibly fun games like Super Mario, Metroid, Dragon Warrior. They were simples, but *FUN*. I think there's a big lack of fun game today. One will say I just grow up, which is false. I own a Gameboy Advance, and for god sake, this is by far the best gaming console. Betting PS2, X-BOX and Gamecube without a single fight.

      Advance War, Mario Advance, Golden Sun, Mario Kart, Ecks vs Sever, Wario Land, etc. The amount of excellent games is just plain amazing, for a so young console ...

    3. Re:there might be something to this... by Gizzmonic · · Score: 1
      I think there's been a lot of problems with the "camera" since video games moved to 3d. If you don't have full control of your character (i.e. you can't see him and where he has to go) the suspension of reality fails. In 2d games, you always have COMPLETE control of your character, which is pretty much unprecedented in 3D outside of FPS's and a few very well done games (Super Mario 64, Crazy Taxi).

      Personally, I wonder where all the accessibility went. Too many rules, too much of a learning curve, not enough "pick up for 5 minutes and have fun games". They'll still be playing Tetris long after I'm dead, but the latest Xbox beat 'em up probably won't fare so well.

      --
      (-1, Raw and Uncut is the only way to read)
    4. Re:there might be something to this... by meringuoid · · Score: 1

      Well, if you want that style - vivid cartoon imagery rather than gigapolygon ultra-realism - take a look at Zelda on the Gamecube. Most people say it's appalling - they were expecting something looking like Final Fantasy, maybe. I just love it. It's almost like the illustrations used to be in the NES manuals.

      Nintendo also experimented in this direction with Yoshi's Island on SNES, and Paper Mario on N64. Neither really set the world alight. Zelda, though, looks truly magnificent.

      PS2? Hah! Xbox? Blech! Give me a Gamecube and a standing order for anything from Shigeru Miyamoto, and I'll be happy :-)

      --
      Real Daleks don't climb stairs - they level the building.
    5. Re:there might be something to this... by darketernal · · Score: 1

      Well how about taking into consideration the game Bejeweled? It's a simple game that is very very simply designed with (relatively) simple graphics and it's very, very addictive.

      In Bejeweled, I don't have to reload, switch weapons, or perform acrobatic feats in slomo like I do in Max Payne. But it's every bit as enjoyable.

  7. Hey, I got a good one by pheph · · Score: 1

    Is NYTimes (free registration required) killing slashdot? I know I never bother...

    1. Re:Hey, I got a good one by Jose · · Score: 2

      I find it funny that a registered slashdot reader would say that.

      (yes I realize the difference between required, and optional, it's just funny OK?)

      --
      The basic sleazeware produced in a drunken fury by a bunch of UCBerkeley grad students was still the core of BIND. --PV
    2. Re:Hey, I got a good one by Anonymous Coward · · Score: 0

      Not required!? NOT REQUIRED!? Do you understand the pain we 'optionals' go through? Perpetual 0 mod points really doesn't help a geeks esteem. :(

  8. The perfect game is a mix of both by InterruptDescriptorT · · Score: 5, Interesting

    Let's take a flight simulator for example. I play Flight Simulator 2000 as an escape from writing drivers all day and dealing with life. (I love to travel, so pretending to be on a cross-country trip really appeals to me.)

    Anyway, I appreciate the realism of all of the necessary movements, adjustments, and number of steps involved to get the hulking 777 off the ground, and that's one of the game's strong points--the flight dynamics and actions required to achieve flight are incredibly accurate. However, I don't have the four or five real-time hours every night to devote to flying LGA-LAX. That's where the non-realism, the fantasy if you will, comes into play. With FS2000, I can set the simulation speed to 8x real-time, so my flight takes less than an hour. When I approach the airport, I turn the time back to normal. That way, I have got the best of both worlds--the realism of getting to taxi, takeoff and land a 777, and the fantasy that is being able to travel cross-country between getting home from work and making dinner, and that's what I think makes a most compelling argument for the enjoyment. In other words, getting a good mix of both, I think, is critical to the success of any game.

    --
    Karma: Excellent Birds (mostly as a result of listening to Laurie Anderson)
    1. Re:The perfect game is a mix of both by sgtsanity · · Score: 1

      Yep. Day of Defeat (a Half-Life mod) is having exactly the same problems with balancing realism vs. gameplay. If the gameplay was entirely realistic, no-one would respawn, beach maps would suck (more than they currently do), and German weapons would dominate. So, in the interest of making it an actually fun game, certain changes needed to be made. The result is a fun mod that will actually teach you something about WW2.

    2. Re:The perfect game is a mix of both by Anonymous Coward · · Score: 0

      No, a book will teach you something about WW II. A video game that you concede greatly reduces realism in favor of the allies does not offer much in terms of educational value. Entertainment, perhaps, but if you think learning the names of submachine guns is learning something about WW II, then you're a disgrace.

    3. Re:The perfect game is a mix of both by Jethro · · Score: 2
      However, I don't have the four or five real-time hours every night to devote to flying LGA-LAX. That's where the non-realism, the fantasy if you will, comes into play. With FS2000, I can set the simulation speed to 8x real-time, so my flight takes less than an hour.
      I have a friend who's a flight simulator nut. He did a TLV to LAX in real-time. This is an approx 20 HOUR flight. No pauses or anything - he did take a short nap in the middle though.

      The crazy part is that he did this many, many times.
      --


      In the land of the blind, the one-eyed man is kinky.
  9. Technology helps creates more convincing worlds by Anonymous Coward · · Score: 4, Insightful

    Technology allows you to create more _convincing_ worlds, not more _realistic_ worlds (though the certainly can do that if they want to). The goal isn't to design a system that can do a perfect simulation of our reality, the goal is to design a system that doesn't have "cracks at the seams" - little oddities that don't work the way they ought to and thus make the world less internally consistent.

    1. Re:Technology helps creates more convincing worlds by carm$y$ · · Score: 1

      You mean like the imperfections in the MAtrix... ? :)

      --
      -- No sig today
    2. Re:Technology helps creates more convincing worlds by Stonehand · · Score: 2

      Agreed. The "Fallout" world is pretty good at being consistent, for instance, even though virus-created Super Mutants running around with laser rifles aren't terribly realistic.

      "Fallout 2", however, weakened consistency by having many more pop-culture jokes, and also characters that are "aware" that they're merely characters in a computer game... in addition, one of the end "puzzles" (one based upon one in _Wasteland_, methinks) is blatantly absurd -- as not even a sadistic enemy warlord is likely to have a fortress where his own troops are forced to run around on an electrified floor, taking large amounts of damage, while following a completely arbitrary pattern of computer-controlled doors just to go from one level to another. It's another misfeature which screams "This is a game, not a logical world!".

      So, for that matter, are "set-piece" battles in which enemies are on alert and in precisely chosen ambush positions 24/7... unless they're robots, of course.

      --
      Only the dead have seen the end of war.
    3. Re:Technology helps creates more convincing worlds by Reziac · · Score: 3, Insightful

      What you're talking about is the concept used in all science fiction/fantasy: "the willing suspension of disbelief". IOW a world that lets me believe in whatever it offers. It need not be realistic, it need merely be sufficiently coherent and self-consistent that I can believe in it *while I'm in it*. Technology as such has nothing to do with it -- some of the most convincing fictional worlds can be found between the covers of BOOKS.

      Good gameplay CREATES the immersive experience. "Immersion" does NOT create good gameplay.

      My personal rant on the subject: http://home.earthlink.net/~rividh/asylum/zdoomr.ht m (beware of /. space/wrap bug)

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    4. Re:Technology helps creates more convincing worlds by Thing+1 · · Score: 2
      "the willing suspension of disbelief".

      This is the most important part of creating a work of fiction, be it a book, movie, art, or game.

      On a slightly-related topic (the upcoming TV serial was discussed a few days ago), I remember being shocked to find that Corwin's artificial hand was in some places left, and other places right. This was when I was 14; it (temporarily) ruined the suspension of disbelief. Still great books, and I hope to PVR the series.

      --
      I feel fantastic, and I'm still alive.
  10. Thats why i dont play console games anymore by HanzoSan · · Score: 3, Insightful

    The last true game companies are Sega and Nintendo.

    Sega was bullied out of business by the richer and more powerful Sony

    Nintendo is the only system left which still makes games and not graphical shows/interactive movies.

    If i buy any system it will be a gamecube, but i dont think i'll buy it for a few years, maybe i'll buy it for Zelda.

    Xbox and PS2 however are just generic systems to me, they are PCish, and battle to see which one has the best graphics and looks more real.

    For now, I'll stick with the PC and games like diablo2.

    --
    If you use Linux, please help development of Autopac
    1. Re:Thats why i dont play console games anymore by wysoft · · Score: 1

      Nintendo is the only system left which still makes games and not graphical shows/interactive movies.

      Really, is that so? I think an injection of Grand Theft Auto 3 is what you need :)

      --
      -- I'll cut you up so bad, you'll wish I'd never cut you up so bad!
    2. Re:Thats why i dont play console games anymore by Joe+Rumsey · · Score: 2

      Sega isn't out of business. They transformed themselves into a software company, and are one of the top publishers for PS2, GameCube, and Xbox.

      Killing the Dreamcast early might have been the smartest thing Sega ever did. Now they win no matter which platform succeeds.

    3. Re:Thats why i dont play console games anymore by Anonymous Coward · · Score: 0

      Sega was bullied out of business by Sony? Hardly. Sega fell to its own crapulence. Count the systems that they dropped support near instantaneously for with me, will you? Sega CD. Sega 32x. Saturn. Dreamcast.

      It didn't help their cause any when Yuji Naka utterly destroyed the Phantasy Star series with the abomination known as Phantasy Star Online. Oh, would that Mr. Naka had even dared to look at the problems *muds* face, let alone those that EQ, UO and the rest have faced. Instead, he chose to ignore them all, because he could do it 'better'. Mmm. Guess not. ;)

      At any rate, Sega sold out its fans time and time again, and finally, we woke the hell up and said 'no more'. Sega didn't fall because of anyone but themselves.

      Anyway, I agree, the Playstation 2 and X-Box are more like personal computers than traditional consoles. Personally, I've never liked Nintendo that much.. They just never had enough of the games I wanted to play. But, they have stuck true to the idea of gaming over 'oooh, pretty flashing lights'.

    4. Re:Thats why i dont play console games anymore by Waffle+Iron · · Score: 2
      Nintendo is the only system left which still makes games and not graphical shows/interactive movies.

      I don't know. I thought that Super Mario 64 was one of the best video games ever made. I played it endlessly on my Nintendo 64. A couple of months ago, full of high hopes, I tried the latest incarnation of Mario on a demo system at K-mart. For 5 or 10 minutes all I saw was boring speeches about a pointless plot. There was no action and I couldn't find anything interesting to do. Needless to say, I didn't plop down $hundreds to buy that machine.

      Most of my "complex problem" brain cells are occupied learning things like new computer languages. I prefer video games to be a little more mindless and easy to get into.

    5. Re:Thats why i dont play console games anymore by HanzoSan · · Score: 1, Troll

      Segas games arent selling, period,

      They couldnt sell on Segas own dreamcast, they arent selling on the PS2, the only game which sold well was Sonic Adventure on the gamecube, that game sold well on dreamcast too.

      Face it, Sega is as dead as SNK and Atari. Sega Wins? If you believe that, you believe SNK won, and Atari won, its all about game sales, and its harder to sell games on competiting systems, than on your own.

      --
      If you use Linux, please help development of Autopac
    6. Re:Thats why i dont play console games anymore by fwankypoo · · Score: 1

      Yeah, but I still feel weird when I see Sonic on the Game Cube...

      --
      The time of day is 29:33.
    7. Re:Thats why i dont play console games anymore by Troed · · Score: 0

      Huh? What Mario on what system was that? Super Mario Sunshine on the Gamecube isn't even finished, it _might_ be playable on E3 _this_ year ...

    8. Re:Thats why i dont play console games anymore by Waffle+Iron · · Score: 2

      Hmmm, you're right, it wasn't Mario, but Luigi's Mansion. Green cap, not red. I still thought it sucked, though.

    9. Re:Thats why i dont play console games anymore by Troed · · Score: 0
      ... then have another look when Mario is released ;) Nintendo care a lot more about making Mario games perfect than a "Luigi" game ..


      (I'm in Europe, I'm picking up my Gamecube on the day of the release, third of May, and none of the release-titles is a must-have. I will get the Star Wars game though because it's fantastic graphics at 60fps - something I know will be popular where I work ;)

    10. Re:Thats why i dont play console games anymore by TRACK-YOUR-POSITION · · Score: 1
      Personally, I've never liked Nintendo that much.. They just never had enough of the games I wanted to play. But, they have stuck true to the idea of gaming over 'oooh, pretty flashing lights'.

      Play Super Mario 64. Then play Sonic Adventure. Now which company says 'oooh, pretty flashing lights'?

    11. Re:Thats why i dont play console games anymore by ZaMoose · · Score: 2

      Obviously you haven't played/seen Virtua Fighter 4. Can't find any sales figures yet (it's too new), but by all indications, it's selling spectacularly.

      And it's a great game, to boot.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    12. Re:Thats why i dont play console games anymore by Anonymous Coward · · Score: 0

      I love how this is a "troll" post, but one that says the exact same thing (worded quite differently) below, is considered "interesting."

      Ah, more humor from the /. modding system. ;)

    13. Re:Thats why i dont play console games anymore by HanzoSan · · Score: 2

      In Japan yes.
      Because its Virtua Fighter.

      Sonic Sold well on Gamecube because its sonic.

      All of Segas other games havent sold at all. Its easy to believe VF4 will sell a million copies in Japan, VF2 sold over a million copies in japan.

      In the USA its a diffrent story, no one who owns PS2 likes or wants VF, they like tekken.

      Its like trying to sell mortal kombat in japan, it wont work, its not the same market. On the Dreamcast, all the viruta fighter fans in the US purchased VF3, all 500,000 of them,

      Lets assume 50 percent of DC owners now own a PS2, this means 250,000 copies of VF4 will sell in the USA.

      Tne only other thing to assume, is that PS2 fans will somehow be overnight Sega fans, these same people who hated VF and refused to buy Saturn, and Dreamcast now rushing to the stores to buy VF4

      I dont think so.

      --
      If you use Linux, please help development of Autopac
    14. Re:Thats why i dont play console games anymore by ZaMoose · · Score: 2

      Try reading any of the reviews of VF4 out there. The superlatives are practically overwhelming. Most pubs are treating it as a second coming of the fighting game. Although, many say "well, this will be king till Soul Calibur 2 comes out". We'll see.

      I know plenty of PS2 users who don't want to wait for Tekken 4 and who tired of the offensive-minded Tekken and DOA series.

      I think your 250k copy is quite an undershot. We'll see when the next round of sales figures comes out.

      I'm sorry the PS2 killed your precious Dreamcast, I really am. It's not Sony's fault, though. It's Sega's (as well as the hype-printing game rags^h^h^h^hmagazines.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    15. Re:Thats why i dont play console games anymore by John_Booty · · Score: 2

      Lets assume 50 percent of DC owners now own a PS2, this means 250,000 copies of VF4 will sell in the USA.

      Tne only other thing to assume, is that PS2 fans will somehow be overnight Sega fans, these same people who hated VF and refused to buy Saturn, and Dreamcast now rushing to the stores to buy VF4


      This reasoning is silly. So only previous Dreamcast owners will buy VF4? And only previous VF3 owners will buy VF4? Just in my immediate circle of friends, there's 5-6 cases of people who bought VF4 that don't fit your criteria.

      Also, VF3 was pretty boring in my opinion. Rented it, didn't like it. VF4 is much better! VF4 is a much better game, and it's available on a system that has what, 5-10x as many owners as the Dreamcast did? Also, VF4 is getting mad advertising on television. I didn't see ANY for VF3.

      Granted, a PS2 owner has a lot more games in general to choose from than a DC owner, but then again there aren't really many great fighting games on PS2 at this point, either. The PS2 is still behind in this respect in my opinion- I probably would have bought VF3 on Dreamcast if there weren't so many other great fighting games.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    16. Re:Thats why i dont play console games anymore by Anonymous Coward · · Score: 0

      One of the problems with /. is that there's a "Flamebait" moderation and a "Troll" moderation, but not a simple "Flame" moderation. This one should have been modded as a "Flame", but since you can't, "Flamebait" or "Troll" are both acceptable alternatives.

      Wording is important. When you tell someone who posted a reasonably civil post that they're full of shit and need to pull their head out of their ass, you deserve to get modded down.

      This is evidence the moderation system works. I happen to agree with the sentiment of the post, but because the guy who posted it was being a jerk about it, it's been put where it belongs at -1.

    17. Re:Thats why i dont play console games anymore by MsGeek · · Score: 2
      Killing the Dreamcast early might have been the smartest thing Sega ever did.

      Sucks for us Dreamcast junkies though. [sigh]

      --
      Knowledge is power. Knowledge shared is power multiplied.
    18. Re:Thats why i dont play console games anymore by toriver · · Score: 1
      All of Segas other games havent sold at all.

      Yeah, that must be why every platform out there gets a port of Crazy Taxi: It's not selling.</sarcasm>

    19. Re:Thats why i dont play console games anymore by arglesnaf · · Score: 1

      You have not seen Super Monkey Ball then...

    20. Re:Thats why i dont play console games anymore by Anonymous Coward · · Score: 0

      Dreamcast still has better graphics than the PS2... I was sad to see it go.

  11. Two kinds of escape by Macrobat · · Score: 2, Interesting
    Games which are "realistic" vs. those which are more abstract offer two different kinds of escape, a necessary component (IMHO) of games. Abstract games allow people to escape the world into a realm of elegant, pristine rules. Games with complex simulation components allow people to escape the world into, effectively, another world.

    Of course, that world is simplified in a lot of the same ways that an "abstract" game is. I don't know how realistic we'd want any game, even a FPS, to get. I mean, realism would entail all the economic and social, biological and physical burdens that we use games to take a break from. Who would want to work at a desk job and save up enough to be able to afford a BFG or tactical nuke, after all?

    --
    "Hardly used" will not fetch you a better price for your brain.
  12. Ironic, isn't it by OpCode42 · · Score: 1

    In the britney screenshot, the body looks real and the face looks fake... :D

    1. Re:Ironic, isn't it by DickPhallus · · Score: 1

      In the britney screenshot, the body looks real and the face looks fake... :D

      Which is completly opposite to the real life situation, so to answer the article's question, ya, videos games are being ruined! bah

      --

      --
      Some weasel took the cork out of my lunch.
    2. Re:Ironic, isn't it by BitwizeGHC · · Score: 1

      But Ulala is still sexier. :)

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    3. Re:Ironic, isn't it by Anonymous Coward · · Score: 0

      No, Ulala's a freak. At least Maya has a better attitude.

  13. Waste of resources? by nullard · · Score: 2, Insightful

    Realism is great. Realism is neat. I'd like to see a really realistic game. I'd still rather play Super Mario Brothers. It may not be realistic, but it is fun. I worry that if game developers spend too much time aiming for realistic 3d games, they may be wasting man-hours better spent on designing really fun, engaging games.

    --


    t'nera semordnilap
    1. Re:Waste of resources? by Bantha+Fodder · · Score: 2, Insightful

      I totally agree. This is why I still like having a Nintendo system around. I keep my Playstation 2 for racing sims, which I want to be as realistic as possible, but in general, Nintendo tends to focus on making their games fun first, realistic second (if at all).

      Most people tend to dismiss Nintendo's stuff as more kid-oriented (and thus not worth looking at) because of this, but I disagree. Just because kids like to watch cartoons doesn't mean all cartoony games are just for kids. I still have fun playing them.

    2. Re:Waste of resources? by byran+lei · · Score: 1

      >I totally agree. This is why I still like having a Nintendo system
      around. I keep my Playstation 2 for racing sims, which I want to be as
      realistic as possible, but in general, Nintendo tends to focus on
      making their games fun first, realistic second (if at all).
      >
      >
      Bullshit. Have you ever seen Maximo,Jak and Dexter or Ka (Mr. Mosquito in the US). The reality is that the Playstation has the majority of the kind of games you are talking about, but most of these games are aimed at the Japanese market. Some of them like Ka (a truely wierd game) are being brought over to the US though.

    3. Re:Waste of resources? by Anonymous Coward · · Score: 0

      I agree on the point of fun games. I mean, that is the point of games right? But this is why there are 'teams' making games. the entire 'team' isn't focusing solely on graphics.

      Take a look at Final Fantasy 7. This was released for the Playstation in 1994? (not sure on exact date) Also consider the rest of the games that were released at roughly this time. Many hours of good gameplay AND the graphics (at the time) were excellent. The movie graphics were as good as any of today's games.

      That's why some games sell, some games don't and some are highly anticipated.

  14. why sonic and mario were/are so fun by HanzoSan · · Score: 2

    They ARENT real, they clearly as fake, they are more fun than say shenmue, because they are innovative and imaginative, with very good play mechanics.

    Thats more important than graphics.

    --
    If you use Linux, please help development of Autopac
    1. Re:why sonic and mario were/are so fun by nullard · · Score: 4, Interesting

      They ARENT real, they clearly as fake, they are more fun ... because they are innovative and imaginative, with very good play mechanics.

      Exactly! Video games are don't have to be realistic to be fun. How realistic is Tetris?

      Normal games aren't realistic either. Would a complicated set of zoning rules and a system for tracking changing property values make Monopoly more fun? I don't think so.

      Realism is fine for simulations and can make games more immersive, but gameplay is what counts. If realism gets in the way of gameplay, drop it.

      --


      t'nera semordnilap
    2. Re:why sonic and mario were/are so fun by zaffir · · Score: 1

      Exactly. Realism should ADD to the gameplay, not BE the gameplay.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    3. Re:why sonic and mario were/are so fun by mav[LAG] · · Score: 5, Funny
      Realism is fine for simulations and can make games more immersive, but gameplay is what counts. If realism gets in the way of gameplay, drop it.

      Agreed. Sometimes this:
      ......OO....
      .....OOOOOO.
      ......OO@OO.
      .......O OO. .
      can be just as terrifying as seeing a picture of a beautifully-rendered 3d monster.
      --
      --- Hot Shot City is particularly good.
    4. Re:why sonic and mario were/are so fun by Anonymous Coward · · Score: 0

      There's something written in the dust here -More-
      It says "E?ber?AAAAAAAAAAAAAAAAAAAAAAAAAAAAAUGH!"

    5. Re:why sonic and mario were/are so fun by quintessent · · Score: 2

      And thanks for the fright, too! My heart is pounding like crazy now. Sheesh!

    6. Re:why sonic and mario were/are so fun by MulluskO · · Score: 2

      What is that? I haven't been playing games long enough to know. It looks kind of like a rubber ducky. Also, what are all the dots around it? Are they a part of it?

      I'm just curious, it bothers me when I can't see things.

      --

      Too busy staying alive... ~ R.A.
    7. Re:why sonic and mario were/are so fun by Scott+Wood · · Score: 1

      Look, if he was dying, he wouldn't bother to carve "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAUGH". He'd just say it.

    8. Re:why sonic and mario were/are so fun by chrisvdp74656 · · Score: 2

      It's a roguelike (top-down ascii). The @ is your character. In Nethack, the O's are ogres. The .'s are floor space. HTH.

      Chris

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    9. Re:why sonic and mario were/are so fun by zatz · · Score: 2

      Now where is that scroll of 'create boulders' when I need it?!?

      --

      Java: the COBOL of the new millenium.
    10. Re:why sonic and mario were/are so fun by 0x0d0a · · Score: 1

      It's from the wonderful dungeon crawling game Angband. If you've never played angband before and can afford to take a GPA hit, go for it.

    11. Re:why sonic and mario were/are so fun by Abreu · · Score: 1
      How realistic is Tetris?


      You mean gigantic blocks arranged in groups of 4 are not falling from the sky into downtown Moscow????


      Next thing you know, people will say that Ultraman didnt save Tokyo from Godzilla and Mothra...

      jeezuz, these revisionistic historians will destroy everything we believe in...

      --
      No sig for the moment.
  15. Crappy NYTimes by Anonymous Coward · · Score: 0, Offtopic

    Am I supposed to subscribe just to read an article?
    Why is NYTimes different from any other place on the net, or should I eventually subscribe to hundreads of
    websites? Well, I refuse.

  16. silly question by Darth_Burrito · · Score: 1

    Realism has its place in video games. It all depends on what you are going for. If your game involves a simulated world of any kind (FPS, Role Playing, Simulations, etc) then you want enough realism to keep the player in tune with the game. At the same time you want to keep the game fun. Deciding how much realism to include in a video game is a design decision. You want the appropriate amount for the game you are making and the audience you are targetting. The question, "Is Realism Destroying Video Games," is like asking, "Is Salt Destroying Dinner" or "Is Little Debbie Killing People". With all things there is an appropriate amount.

  17. Double Take by caliban · · Score: 5, Interesting
    1. Re:Double Take by Dorf_of_Eleven · · Score: 1

      Notice there are no crates or boxes in the real-life pic? :)

      Just brutal, harsh reality.

      --
      WhatEVA
    2. Re:Double Take by Tackhead · · Score: 4, Funny
      > scene from Rainbow 6 [ashleypomeroy.com] vs. Real Life [yahoo.com]

      I'm in a misanthropic mood today, so....

      Close, but no cigar. The Yahoo screenshot beats Rainbow Six hands-down.

      • Better stun grenade damage rendering on the Yahoo screenshot. Observe area where smoke damage didn't adhere to wall.
      • Way better gibs on Yahoo - dig the way the gibs follow the bullet traces and get embedded in the wall. Rainbow Six has bullet holes in the wall, but they're all identical, and contain no trace of gibs.
      • Dig the floor texture on Yahoo. (Though that's probably the result of better hardware, not better software... The Yahoo player must have assloads of texture RAM on their video card. Check out the lighting effects from the flashbulb and all that floor debris! Wow!)
      • Long as we're talking textures - love the way they rendered the metal at the back of the room in Yahoo. Very nicely-done. Makes me want to jump up and down just to watch the reflections render in real time, as well as the transparent chunk of gibs on the left-hand metal texture.
      • Gravity, folks! What's up with that weapon sticking up in mid-air in Rainbow Six? (Rigor mortis doesn't set in that quickly!) C'mon, we know you can do better than that!
      • More gravity - look at the way the pools of blood on the Yahoo screenshot follow the joints between the tiles on the floor texture. So it's not all from better hardware for the floor textures - the floor is actually a 3-D object, and the Yahoo software accurately models liquid flow, which has gotta be a first for an FPS.
      • Facial/body textures - the dead guys in the Yahoo screenshot are really nicely rendered. Their uniforms look like they're made of cloth, not polygon/textures, and even things like their headgear and sunglasses are rendered separately - dig the way the foreground guy's k00l shadez have fallen off.
      • Better armor modelling. Look around sunglass-guy's head. "Kevlar helmet good, turban bad."
      Yeah, I had to do a double-take, too. The Yahoo engine's pretty good, but I think it's still gonna be a few years before we have enough CPU power (and hardware) to get it on the desktop.

      But there's the most important difference: According to rumors, unlike Rainbow Six, when you frag a terrorist in the Yahoo game, he stays fragged. We're not just talking about no-respawn, we're talking "Once fragged, he stays the fuck out of your LAN party!"

      Now That, kids, is realism! *evil grin*

    3. Re:Double Take by Groovy+Aardvark · · Score: 2

      (Score: -1, Decidedly Unfunny)

    4. Re:Double Take by Anonymous Coward · · Score: 0

      Big deal, for all you know those people are responsible for the murder of dozens of Israel's children.

      Being a democracy means absolutely nothing in terms of how you interact with a military enemy. If you don't like being executed, maybe you should try not sending people to blow up cafes.

    5. Re:Double Take by Anonymous Coward · · Score: 0

      You are a humourless pile of fetid, diseased flesh.

      People like YOU are what is wrong with the USA. Who the hell are YOU to tell other people how to think or react to a particular picture? The US is supposed to be a "melting pot" of views, and everyone is entitled to their opinion. Ever heard of "free speech"?

      I know your type. You're one of those religous freaks always trying to stomp out anyone and anything that doesn't fit your narrow, exclusionary view of the world.

    6. Re:Double Take by Bytenik · · Score: 1

      Actually, I thought it was kind of funny. Not hilarious, but certainly not "Decidedly Unfunny". Just because the topic is death or murder doesn't mean you can't see humour in it.

      It may be dark humour, but so what. Everyone is entitled to his opinion and his own sense of humour. Besides, for some people, humour is a coping mechanism. Imagine if all we did all day was ruminate on how horrible all the violence and killing in the world is. We absolutely need dark humour to cope with these situations or we'd die of depression.

      You have to think of how a lack of dark humour would affect people too. Poor Jay Leno would be out of a job without it!

      --

      "Scientists prove we were never here."
      -- Devo

    7. Re:Double Take by Anonymous Coward · · Score: 0

      Jawhoel! Sieg Heil! Das ist ein sehr gut idea! Der fuhrer will be pleased mit you!

      I mean sheesh, who woulda thought that a country created due to the horrors of the holocaust would end up replicating a lot of them, not to mention having a significant minority espouse doctrine that is functionally identical to what the Nazis were saying in the 30's.

      Funny old world, this.

    8. Re:Double Take by Anonymous Coward · · Score: 1, Funny

      Hey, speaking of Nazis, Return to Castle Wolfenstein rocks!!!

    9. Re:Double Take by Alsee · · Score: 2

      Yeah, but the Rainbow Six engine appears to have much better hair rendering capabilities than the Yahoo engine.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    10. Re:Double Take by Anonymous Coward · · Score: 0

      Agreed. That is a photo of alleged Israeli assisinations of Palestinian police officers. Notice only 1 gun shot wound to each of the police offers in the head.

      Not Funny.

    11. Re:Double Take by MulluskO · · Score: 2

      The only difference I see is that the casualties in Rainbow 6 have guns...

      --

      Too busy staying alive... ~ R.A.
    12. Re:Double Take by Anonymous Coward · · Score: 0

      Eat my shit, honky.

    13. Re:Double Take by Anonymous Coward · · Score: 0
      >Just because the topic is death or murder doesn't mean you can't see humour in it.


      Yeah? Well if you think it's so funny now, just wait 'till it happens to you, jack.

    14. Re:Double Take by Jagasian · · Score: 2

      I agree completely, but if you are talking to someone in the USA, most likely they are so brainwashed, they believe whatever they read in the newspaper, see on TV, or a USA based news website. Let me put it this way: the USA media is just as biased as Al Jazeera.

    15. Re:Double Take by PaganRitual · · Score: 1

      hehehe ...

      just because some morons will actually KILL each other over their stupid differences, doesnt mean im not going to laugh at jokes made about it ...

      the fact that they kill each other doesnt lend any more meaning to the bullshit they are fighting over, and sure as hell doesnt mean im gonna say its wrong to laugh at them ...

      yahoo-engine ... AHAHAHAHAHAHAHAHAHA!!!

    16. Re:Double Take by cmkrnl · · Score: 0, Troll

      What prick modded this up ? 5 human beings executed in cold blood. This fscking smart arse cant think of anything better to say.

      Curmudgeon

    17. Re:Double Take by PzyCrow · · Score: 1

      How about (Score: 5, Insightful)?

      The guy (unknowingly mabey) has a point:
      The first Image is entertainment, the second is horror, yet they show the same things...

      ====

    18. Re:Double Take by Bob+Uhl · · Score: 2
      You are sick. Those slain men were, most importantly, men: they had fathers and mothers, they had hopes and dreams, they quite possibly had sons and daughters of their own. And now they lie dead in a dark hallway, murdered (there's no other word for shooting unarmed men). It's not funny. It's not right. And whoever gave modded you up should be banned.

      You should be ashamed of yourself.

  18. real vs unreal flightsims by Anonymous Coward · · Score: 1, Interesting

    im a big fan of flightsims, ive been playing them since the dawn of ATP. Ive been very impressed by the amount of realism they are developing, graphics and otherwise.

    One thing ive noticed is missing however is an UNrealistic flightsim. ever since the beginning of time man has wanted to fly like the birds, it seems odd now that we have such sophisticated flight simulation technology that we use it only to simulate the kinds of flight that man already does on a daily basis.

    would it be all that difficult to adapt that technology into making a bird flight simulator? the scenery would have to be detailed at a much smaller scale, and adjustments would have to be made on the timescale as well (no human could react as fast as a hummingbird does)

    anyway its an intriguing idea ive been toying with for quite some time, theres more to it & i can expound if anyones interested

    1. Re:real vs unreal flightsims by Anonymous Coward · · Score: 0

      good idea homey but don't give it away to the penisbreaths who read this site. find a way to make that shit pay..

  19. It already has, more or less... by Anonymous Coward · · Score: 0

    ...check out a game called Primal Image. Of course, it wasn't released in the US, but I'm sure you can find stuff on it.

    The whole objective of the game is to take pictures of scantily-clad models in suggestive positions. That's it. If that's not the pefect game to sell to the horny 15-25 year old demographic, I don't know what is. ;)

  20. Britney pic by Anonymous Coward · · Score: 5, Funny
    Britney Pic

    Because I know it's the only part of the article most people will care about...

    1. Re:Britney pic by Anonymous Coward · · Score: 0

      What happened to her face? yuck...

    2. Re:Britney pic by Anonymous Coward · · Score: 0

      She looks like she's a vampire in the image .... :-)

    3. Re:Britney pic by haeger · · Score: 2, Insightful

      Britney Pic [nytimes.com]

      Because I know it's the only part of the article most people will care about...

      Sure looks like Britney to me. Fake tits and a constructed image, yep they got it just right.

      .haeger

      --
      You are not entitled to your opinion. You are entitled to your informed opinion. -- Harlan Ellison
    4. Re:Britney pic by Jagasian · · Score: 2

      She had a nose job and a small "late-teens" face lift, but Entertainment Tonight claims that it will settle in within the next few weeks.

  21. Super Mario et al. by prizzznecious · · Score: 1

    Some people have commented that the SMB games were more fun even though they were less real, or even because the added R&D that goes into making a more "real" game shortchanges the effort put into making the game actually fun.

    I would go even further. The games of the SMB era worked with their limitations rather than trying to exceed them. I'm thinking of the mushroom princess storylines with huge surreal hills with eyes in the backgrounds--this was the stuff they could do, so they did it. Moreover, since they knew they wouldn't be able to make an awe-inspiringly verisimilitudinous world, they opted to make it awe-inspiringly weird. And the games were better off for it.

    --

    visit the hwky website for a lyrical genius infusion.
    1. Re:Super Mario et al. by AaronMB · · Score: 1

      Well, imho, the games of the mario era were less distracting. When a game tries to make its characters look "real", its very hard not to be distracted by how strange the people look. However, when you played something like Mario/Zelda, the characters weren't trying to be real. They were trying to be cartoon-like. So when I played those games, I wasn't thinking "Sheesh, mario looks strange. His body is so out of proportion", I was playing the game. Now, when I play wwf [something or other] on my friend's ps2, all i can think is "damn the 3d clipping is bad. Those people look incredibly strange. The head is a square?!?", etc. The more they try to make these characters look real, the more it becomes apparent(and comical) that they aren't.

    2. Re:Super Mario et al. by nullard · · Score: 1

      The more they try to make these characters look real, the more it becomes apparent(and comical) that they aren't.

      This is one of the reasons that they scaled back the details of the princess in Shrek. She got so realistic that it ruined the cartoon feel of the movie. Personally, I think they got it just right. The technology should add to the experience, not detract from it.

      --


      t'nera semordnilap
  22. Can Someone Copy The Article's Text? by meggito · · Score: 2

    For those of us who don't want to register with the Times, it would be nice if someone could copy the text in here. And no, I'm not being stubborn, I'm being indignant.

    1. Re:Can Someone Copy The Article's Text? by (H)elix1 · · Score: 2

      Someone else is already posting a reg-free version of the site. http://www.asahi.com/english/nyt/technology.html here for a banner ad supported version of the site...

    2. Re:Can Someone Copy The Article's Text? by Anonymous Coward · · Score: 0

      (Pictures linked in other posts)

      In games, reality can seem beside the point. Carved boards, decorated cards, dotted cubes and colored pebbles become instruments of war. The fate of a bouncing spheroid determines one's fortunes. The more artificial an object is, the more arbitrary the restrictions are on its movements, the simpler the rules governing the play, the more powerful a game seems to become. A game establishes its own world.

      Yet over the last two decades, the evolution of video games has involved a quest for the opposite. One of the major goals of video game systems has been to simulate the real, to create images so lifelike, and movements so natural that there is no sense of artifice. There really is a haunted house being explored, a football team arrayed on a field, a car racing at 150 miles an hour through a city street. In the early years of arcade games, invaders from space were squiggly white doodles arranged in rows, threatening a player with oblivion. Now they can speak, gush green blood and wield advanced weaponry.

      During the last year or so technological realism has claimed its greatest triumph yet, as three major game systems made their debuts. Lives there an 8 to 18-year-old -- or an adult guiltily aspiring to that state of mind -- who has not yet heard about the technological accomplishments of Sony's PlayStation 2, Microsoft's Xbox and Nintendo's GameCube? Elaborate textures and sounds make earlier games seem like playthings. The humble controller that once maneuvered a diminutive and plump plumber named Mario across a television screen, allowing him to jump, bop and run, has now been pumped up like Lara Croft's bodice; the bloated Xbox controller has eight buttons, two triggers, three toggling switches and untapped possibilities. And the promise and threat of these systems caused sales of video game systems and games to jump 42 percent last year to $9.4 billion.

      Now, as if sensing the power boost, the Rochester Institute of Technology has started the first master's program in computer game design. Carnegie Mellon University has an Entertainment Technology Center teaching game development techniques. Histories of the video game have also been accumulating, mixing serious analysis with fans' passions.

      Yet something odd has taken place along with technological progress. Technology is not altogether welcomed by the games themselves. One of the new games for Xbox, "Dead or Alive 3" is a martial arts game in which processors give sheen to muscles and flesh and simulate icicles or marble, but the world itself is premodern and the combat hand to hand. In "Oddworld: Munch's Oddysee," also for Xbox, an endangered species is being rescued and medieval machines abound; power is won through communal chant.

      One of Nintendo's major offerings, "Pikmin," actually discards technology from the start: a spaceship crashes. It can be rebuilt only with the help of pixyish creatures known as Pikmin; the crucial technology in "Luigi's Mansion" is a vacuum cleaner strapped to Luigi's back that can suck up ghosts in a haunted house. The ante- and anti-technological content of these games provides a peculiar counterpoint to the boasts of technological advancement made by the game systems.

      There are, of course, games in which technology is required and complexity is part of the point. The daunting model is still Microsoft's "Flight Simulator 2002" for the PC, in which the challenge of learning to fly a plane may be matched by the challenge of learning to control a plane using a computer keyboard. But in many video games, the technology is put in service to creating a world that could do very well without it and doesn't exactly welcome technology to begin with.

      This sentiment is often accompanied by nostalgia and affection for more "primitive," earlier-generation games. "The Ultimate History of Video Games," by Steven L. Kent (Prima Publishing, 2001) lovingly chronicles the pioneers and corporate battles behind the classics. And last year M.I.T. Press published a lavishly illustrated coffee-table tribute to arcade video, "Supercade," by Van Burnham and Ralph H. Baer. One of Nintendo's latest games, "Super Smash Brothers Melee," even gathers Nintendo's classic game characters, ranging from Mario and Pikachu to Zelda and Donkey Kong, for a reunion; in a meta-Nintendo joke, they all slug it out for the championship.

      There may be, in fact, a tension in the video game universe: technological powers are courted for their possibilities and resisted for their fetishistic demands. Technology's greatest achievement may be in the improvements in racing games, shooting games and fighting games. There, the simulation of realism is most important because the very point of the games is to create a physical sensation, an anxiety, punctuated by shocks and cries. An advertisement for a game called "Mike Tyson Heavyweight Boxing" boasted about the game's sophisticated "facial damage engine," calling it "brutal beyond belief."

      This is what arcade culture was about. The dark booth-stuffed arcade was, by tradition, a forbidding, seductive place. It was a world in which carnival-barker voices might boom from cubicles, while from others, surrounded by teenage voyeurs, would come screeching tires or grunts. Quick death at the console, fast quarters in the slots, territorial claims on booths -- the arcade was a dream world of preadult fantasy.

      Originally, home video systems couldn't satisfy the technological demands of these games, let alone simulate an arcade atmosphere. Now their increasing muscular power may make the atmosphere unnecessary. But the real foundation of the home video game came from another sort of arcade game whose images spurred less angst and spurted less blood, games like Pac-Man or Donkey Kong, with their pleasing blurps, amusing images and teasing difficulties.

      Indeed, the great achievement of Nintendo's game designer, Shigeru Miyamoto, was to create an entirely new genre based on his "Mario" games in which the thrill of the arcade was domesticated. The ambition of realism was put aside; instead the intention was to create an elaborate world with its own regulations and peculiarities that the player would probe, gradually discovering its secrets. These fantastical worlds of labyrinths, puzzles and confrontations tapped into the classic strength of games as abstract worlds of arbitrary rules.

      These are the two poles of the video game, still evident in the latest systems. But however different in character, the games share important preoccupations. The classic board game or card game begins with the rules; then comes the play. In video games the play begins and only gradually do the rules emerge. Finding the rules is part of the game.

      What powers do they provide and what do they forbid? Can those rules be violated at all? And is everything revealed or can something be found by testing those limits? The spirit of violation is built into the video game; so is a demand for submission.

      In this struggle, technology is an emblem of both the game's limits and its promises; it helps determine what can and cannot be done. And game designers -- like game players -- keep exploring those boundaries. But through every gaming generation, no matter what the technology, the player is still the classic adolescent: at once uncertain and arrogant, proud and disgusted, resenting the demands being made and, finally, cherishing the ability to master them.

    3. Re:Can Someone Copy The Article's Text? by Anonymous Coward · · Score: 0

      This is a violation of the DMCA

      The proper authorities have been notified

    4. Re:Can Someone Copy The Article's Text? by Anonymous Coward · · Score: 0

      Try this: name: goddamnnyt1 password: fuckers

  23. Who would want to work at a desk job in a game? by SimplyCosmic · · Score: 2

    Anyone looking forward to The Sims: Wage Slaves expansion, apparently.

    1. Re:Who would want to work at a desk job in a game? by John+Miles · · Score: 2

      That's what I would have asked, before the advent of Ultima Online: So You Want to Be a Lumberjack.

      Now, I realize I don't have a clue what motivates people to play games anymore.

      --
      Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
    2. Re:Who would want to work at a desk job in a game? by nelsonal · · Score: 1

      For most of the MMORPGs as well as some of the clickfests, most of the appeal to long lasting players is the gambling. Think of the similarities of one of these games to a slot machine. You repeat a simple excercise, insert a quarter, click on a monster repeatedly, complete a quest, and a reward of varying value is randomly given to you. This fills a response that keeps people playing. If you want to see this in action yourself, a simple experment requries three people and a chalk/whiteboard or large sheet of paper. Have each of them come into a room one at a time, and give the first a mark on for each word, the second a mark for every third word, and the last one random marks after words. In most cases the third person will talk for a much longer time than the other two.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
  24. What realism? by NFW · · Score: 1

    Flight sims, yeah, there's some realism there. And it's only a good thing.

    But FPS? Oh please. As long as "first person shooter" gaming means sitting on your ass twiddling a joystick and some little buttons, any concerns about "realism" are grossly exaggerated.

    Or the XBox snowboarding game - hella fun, but... front-flip to back-flip with the flick of a stick? Or kung fu games where the key is to twiddle a few tiny buttons really really fast... what's realistic about this? Oh, the PICTURES. Riiiight.

    --
    Build stuff. Stuff that walks, stuff that rolls, whatever.
  25. Both by jrwillis · · Score: 1

    I think there's room in the market for both. I mean Gran Turismo 3 and Flight Sim 2000 are both great games, while no one can forget the great games like the Super Mario and Mega Man series. I don't see why this has to be a cut and dried "paper or plastic" question. Yes, you too can play both Counter Strike and Maximo. :)

    --
    Keep Austin Weird!
  26. So you don't have to register by btellier · · Score: 1, Redundant

    April 6, 2002

    Realism May Be Taking the Fun Out of Games

    By EDWARD ROTHSTEIN

    n games, reality can seem beside the point. Carved boards, decorated cards, dotted cubes and colored pebbles become instruments of war. The fate of a bouncing spheroid determines one's fortunes. The more artificial an object is, the more arbitrary the restrictions are on its movements, the simpler the rules governing the play, the more powerful a game seems to become. A game establishes its own world.

    Yet over the last two decades, the evolution of video games has involved a quest for the opposite. One of the major goals of video game systems has been to simulate the real, to create images so lifelike, and movements so natural that there is no sense of artifice. There really is a haunted house being explored, a football team arrayed on a field, a car racing at 150 miles an hour through a city street. In the early years of arcade games, invaders from space were squiggly white doodles arranged in rows, threatening a player with oblivion. Now they can speak, gush green blood and wield advanced weaponry.

    During the last year or so technological realism has claimed its greatest triumph yet, as three major game systems made their debuts. Lives there an 8 to 18-year-old -- or an adult guiltily aspiring to that state of mind -- who has not yet heard about the technological accomplishments of Sony's PlayStation 2, Microsoft's Xbox and Nintendo's GameCube? Elaborate textures and sounds make earlier games seem like playthings. The humble controller that once maneuvered a diminutive and plump plumber named Mario across a television screen, allowing him to jump, bop and run, has now been pumped up like Lara Croft's bodice; the bloated Xbox controller has eight buttons, two triggers, three toggling switches and untapped possibilities. And the promise and threat of these systems caused sales of video game systems and games to jump 42 percent last year to $9.4 billion.

    Now, as if sensing the power boost, the Rochester Institute of Technology has started the first master's program in computer game design. Carnegie Mellon University has an Entertainment Technology Center teaching game development techniques. Histories of the video game have also been accumulating, mixing serious analysis with fans' passions.

    Yet something odd has taken place along with technological progress. Technology is not altogether welcomed by the games themselves. One of the new games for Xbox, "Dead or Alive 3" is a martial arts game in which processors give sheen to muscles and flesh and simulate icicles or marble, but the world itself is premodern and the combat hand to hand. In "Oddworld: Munch's Oddysee," also for Xbox, an endangered species is being rescued and medieval machines abound; power is won through communal chant.

    One of Nintendo's major offerings, "Pikmin," actually discards technology from the start: a spaceship crashes. It can be rebuilt only with the help of pixyish creatures known as Pikmin; the crucial technology in "Luigi's Mansion" is a vacuum cleaner strapped to Luigi's back that can suck up ghosts in a haunted house. The ante- and anti-technological content of these games provides a peculiar counterpoint to the boasts of technological advancement made by the game systems.

    There are, of course, games in which technology is required and complexity is part of the point. The daunting model is still Microsoft's "Flight Simulator 2002" for the PC, in which the challenge of learning to fly a plane may be matched by the challenge of learning to control a plane using a computer keyboard. But in many video games, the technology is put in service to creating a world that could do very well without it and doesn't exactly welcome technology to begin with.

    This sentiment is often accompanied by nostalgia and affection for more "primitive," earlier-generation games. "The Ultimate History of Video Games," by Steven L. Kent (Prima Publishing, 2001) lovingly chronicles the pioneers and corporate battles behind the classics. And last year M.I.T. Press published a lavishly illustrated coffee-table tribute to arcade video, "Supercade," by Van Burnham and Ralph H. Baer. One of Nintendo's latest games, "Super Smash Brothers Melee," even gathers Nintendo's classic game characters, ranging from Mario and Pikachu to Zelda and Donkey Kong, for a reunion; in a meta-Nintendo joke, they all slug it out for the championship.

    There may be, in fact, a tension in the video game universe: technological powers are courted for their possibilities and resisted for their fetishistic demands. Technology's greatest achievement may be in the improvements in racing games, shooting games and fighting games. There, the simulation of realism is most important because the very point of the games is to create a physical sensation, an anxiety, punctuated by shocks and cries. An advertisement for a game called "Mike Tyson Heavyweight Boxing" boasted about the game's sophisticated "facial damage engine," calling it "brutal beyond belief."

    This is what arcade culture was about. The dark booth-stuffed arcade was, by tradition, a forbidding, seductive place. It was a world in which carnival-barker voices might boom from cubicles, while from others, surrounded by teenage voyeurs, would come screeching tires or grunts. Quick death at the console, fast quarters in the slots, territorial claims on booths -- the arcade was a dream world of preadult fantasy.

    Originally, home video systems couldn't satisfy the technological demands of these games, let alone simulate an arcade atmosphere. Now their increasing muscular power may make the atmosphere unnecessary. But the real foundation of the home video game came from another sort of arcade game whose images spurred less angst and spurted less blood, games like Pac-Man or Donkey Kong, with their pleasing blurps, amusing images and teasing difficulties.

    Indeed, the great achievement of Nintendo's game designer, Shigeru Miyamoto, was to create an entirely new genre based on his "Mario" games in which the thrill of the arcade was domesticated. The ambition of realism was put aside; instead the intention was to create an elaborate world with its own regulations and peculiarities that the player would probe, gradually discovering its secrets. These fantastical worlds of labyrinths, puzzles and confrontations tapped into the classic strength of games as abstract worlds of arbitrary rules.

    These are the two poles of the video game, still evident in the latest systems. But however different in character, the games share important preoccupations. The classic board game or card game begins with the rules; then comes the play. In video games the play begins and only gradually do the rules emerge. Finding the rules is part of the game.

    What powers do they provide and what do they forbid? Can those rules be violated at all? And is everything revealed or can something be found by testing those limits? The spirit of violation is built into the video game; so is a demand for submission.

    In this struggle, technology is an emblem of both the game's limits and its promises; it helps determine what can and cannot be done. And game designers -- like game players -- keep exploring those boundaries. But through every gaming generation, no matter what the technology, the player is still the classic adolescent: at once uncertain and arrogant, proud and disgusted, resenting the demands being made and, finally, cherishing the ability to master them.

    1. Re:So you don't have to register by Anonymous Coward · · Score: 0

      ::sneers::
      karma whore
      someone mod this guy down

    2. Re:So you don't have to register by btellier · · Score: 2

      oh please.. when I posted it there were numerous "someone please post the text" topics and no one had done it yet.

      Anyone who gives a damn about Karma is a fuckwit, I was trying to save people some aggravation.

    3. Re:So you don't have to register by Anonymous Coward · · Score: 0

      Only karma-whores forget to check the "Post Anonymously" option.

  27. Missing the Point by Praseodymn · · Score: 5, Insightful

    The NYTimes article completely misses the point. Realism in games isn't supposed to mimic the CONTENT of the real world, but the PHYSICS of the real world. When you race around a corner at 100 miles an hour you feel a pull, it's not where in the world the corner is or if the corner exists, it's the accurate mimicry of the PULL. Realism takes place even if it's a 1st century BC game or if its a 31st century AD game. If it LOOKS real, then its realism, doesn't matter if there is technology in the CONTENT of the game. Also, with the nostalgia, it's not 'man that game was awesome', (even if it was a great game) its more of a "good ole days" sentiment. Granted the video game market is stagnating, but that doesn't mean the games are worse, there are simply more of them and that means more crappy games. This article completely misfires on what "realism" in games is.

    Praseodymn

    --
    Sometimes, you can, you go to hell for the rest of your life! That's a true thing.
    1. Re:Missing the Point by BitwizeGHC · · Score: 2

      As an example, I played Sinistar for the first time via MAME just a few weeks ago. I had no prior exposure to this 1982 game, ergo, no nostalgia factor.

      I was quite impressed with the gameplay of the game, thinking it to be quite a bit tighter, and more challenging, than many of the PlayStation games I'd experienced. Of course there isn't much room for realism. Especially considering that in space, you wouldn't be able to hear Sinistar talk!

      In those days, it really WAS different: having challenging, engaging mechanics of gameplay was paramount, as that's what kept people feeding quarters into the machine. Those days are lost, as game publishers gained the ability to add checklist features like "smooth skin Lara Croft model with inverse nippomatics".

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    2. Re:Missing the Point by stripes · · Score: 2
      Also, with the nostalgia, it's not 'man that game was awesome', (even if it was a great game) its more of a "good ole days" sentiment.

      Nostalgia also tends to focus on the better video games, not the 300 Space Invaders clones, but Space Invaders and the best few clones. Not every black & white movie, but a handful of the best (or the best few 100 or so).

      There were lots of great old games, but there were a lot of pretty lame ones too.

  28. Line from the article... by Draxinusom · · Score: 5, Funny

    The spirit of violation is built into the video game; so is a demand for submission.

    That should have been the caption for the Britney Spears screencap.

    1. Re:Line from the article... by Anonymous Coward · · Score: 0

      Oy. Ouch, my side. Goodonya! First good belly laugh on /. for me in the last few days...

  29. Lars von Trier presents "Blade 3" by realgone · · Score: 2
    Okay, no surprise here: game graphics have gotten a heckuva lot better over the past couple of decades. (Makes you want to run up and give Moore's Law a big ol' hug, don't it?) But I honestly don't think we're in danger of things veering so far into realism that they're no longer any fun.

    Think about it. At heart, games are escapist entertainments. They offer us experiences that are markedly different from our own (or those of most other people). Exaggeration is one of the keys in making that break between our world and that of the game. Character design, laws of physics, color palette -- whatever. To borrow a line from Verant -- hey, I'm entitled to something for that extra $3 per month -- "You're in our world now." Even games that claim to be ultra-realistic revel in these small, deviant details. (Think Max Payne: high polys and crisp textures move it closer to realism, but things like bullet time move it firmly back into the realm of gaming.)

    Trust me -- total realism will never eclipse escapist fun; the extremes of the two are mutually exclusive. Or to put it another way for you film geeks out there: When was the last time you saw a big-budget Dogma 95 action flick?

  30. Consider the Future by renderhead · · Score: 2, Insightful
    I agree that gaming is somewhat polarized between the realistic and the fantastic. I aslo agree that the less realistic games often are more engaging than the technological wonders. I really enjoyed the Zelda 64 games, for example, a great deal more than I enjoyed a game like Goldeneye, despite being extremely impressed by the AI when Goldeneye first came out.


    However, the realism games are headed towards a different end, I believe. While the fantasy games may be more fun now, down the road it will be the ancestors of today's realism games that give us virtual reality. As designers come up with new subtlety to the environments and character interactions in their games, they get closer to the day when everyone can have their own personal holodeck. When that day comes, an engaging plot won't be nearly as important to consumers as an immersive and completely flexible virtual world in which they can explore and interact. Think of how many people play the practically plotless Ultima Online simply because they enjoy "existing" in that world. How much more would people want to buy a place in a realistic fantasy world that was almost indistinguishable from reality? I admit, the concept is a little scary, and I'm not necessarily condoning it, but it's something to consider.

    --
    I wish that my inferiority complex were as good as yours.

    -RenderHead

  31. Black and White. by 0xB · · Score: 2, Funny


    Yet again, another issue which everyone thinks has to be resolved one way or another.

    Why can't I have a mix of realism and fantasy? Carmageddon - cartoonish environment but realistic physics; not necessarily the physics of real-life - but deterministic behaviour that felt right. Or ID games, realistic environment (and getting more realistic with each revision) but a fantastic game - Return to Castle Wolfenstein had zombies and stuff

    --
    0xB
  32. Gamist, Simulationist, Narrative by ghostlibrary · · Score: 3, Insightful

    There are distinct styles of gaming, which come into vogue at different times depending on whether any GOOD games of that type are out.

    Loosely, consider them "Simulation", "Narrative", and "Gamist". Simulations are things like Flight Sims and Racing Games-- the accuracy is as important as the gameplay. Narrative are our old favorite, adventure games, things like Myst, etc. Gamist are what people usually think of when they think "video game", i.e. tetris, most FPS, arcade-style racing games, etc.

    The better games tend to be those which fit more than one category. Metal Gear Solid was touted for being a good game (Gamist) while also having a great story (Narrative) and wonderful realism in the graphics (touching into the simulationist camp). Half Life was a good game with, again, a great story. [Insert your favorite game here] also did that sort of thing.

    And, of course, once a good game is popular, that particular school of gaming tends to become popular because everyone comes out with their entry into that genre. And thus the cycles change.

    --
    A.
    1. Re:Gamist, Simulationist, Narrative by nullard · · Score: 1

      Simulations are things like Flight Sims and Racing Games-- the accuracy is as important as the gameplaywhy/ we play games! Nothing can be as important, no matter what type of game it is. If realism is important to a game, it is only because it contributes to the gameplay.

      --


      t'nera semordnilap
  33. Plot Realism VS Visual Realism by Chayce · · Score: 1

    One of my favorite games "Strike Commander" (Everyone bow to Chris Roberts) Was the first flight simulator/combat game to have very realistic terrain, this made it a pleasure to play and still amazes me today because it was all done on a 486; however, although the graphics were what made it palitable it was the plot that kept me playing for hours on end, and still brings me back to play from time to time. (Any game that causes me to use a boot disk that took a day to perfect is a good game) The key to it's plot is, it was both outragious and believable. It created a perfect fantasy world which was different enough for you to know it was all fantasy, but realistic enough to say "that figures" whenever something happened in the plot. A good example is that in the game the IRS is the world larges terrorist orginization giving an audit a whole new meaning. What I'm saying is this: If we continue to focus on getting games more photo realistic and otherwise realistic, while giving up on Original (pun intended) plots, the only games that will come out will be works of art that please the eyes but leave the mind and soul empty and thus get played a couple times and then forgoten. I would rather a game with a plot that keeps you playing and sucky gameplay than a game that has all the bells and whistles yet fails to play a tune.

    --
    I like replies better than Karma, even if they are flames, because that tells me I got someone thinking.
    1. Re:Plot Realism VS Visual Realism by TRACK-YOUR-POSITION · · Score: 1
      I used to look for plots in games too. But then it occured to me--why aren't I just reading a book/watching a movie instead? Computers are really good at making interactive things LOOK good, but making a truly interactive story seems to have been proven near impossible--the best approximation we can make are games in which you can choose the order of plot events, or branching paths (like choose your own adventure.)

      The best games, the ones I find in my closet then clean out the dust inside my old nintendo to play, had lousy graphics and lousy/no stories. Video games aren't supposed to be like a movie or a book you watch or read--they're supposed to be like a toy you play with. When you play them, you make your own story.

      Story isn't going to be any more important to me then attractive texture maps UNTIL they are truly interactive--when they're written by computer simulations of characters responding to my actions.

  34. Er, surely it depends... by Stonehand · · Score: 2

    ...on the category of game.

    On WWII tactical games, for instance, if you want to market it as "historical" and "realistic", it would be rather unwise to represent tank armor merely as large piles o' hit points, and let standard infantry rifle rounds regularly do significant damage, oh, Panzer Vs -- you don't have to be a grognard to realize how silly that is, compared to having models of armor slope and thickness, plus armor penetration tables.

    And yes, a historically detailed game can be damn fun. It certainly raises tension when you realize there's a PzVI on a well-chosen hill 800m away, and that mindlessly selecting a bunch of units and clicking on the PzVI won't save you -- that you'll have to study the terrain and use real tactics to block or avoid its LOS.

    But if you're aiming towards the C&C/*craft/AoE fans who don't truly care if it's really accurate in the nitty-gritty, hey, go ahead. And you'll probably have a larger market with that approach, too.

    Playing fast and loose with reality would also help certain strategic-level situations. It's been argued, for instance, that the Confederacy was pretty much doomed to fail, given the far greater industrial production and manpower of the northerners, and the unwillingness of the European powers to intervene on the CSA's behalf. Perfectly modelling the US Civil War might result in a rather depressing game from the CSA's point of view, so adding "what if" options might not be such a bad idea... Ditto for, say, a WWII Eastern Front strategic game, post-Uranus; without pretty serious "what if"'s, it would be difficult to change the end result...

    --
    Only the dead have seen the end of war.
  35. Show of hands... by mcrbids · · Score: 5, Funny
    Who clicked on the article link just to see Britney?

    Come on... be honest!

    --
    I have no problem with your religion until you decide it's reason to deprive others of the truth.
    1. Re:Show of hands... by Thing+1 · · Score: 2
      Who clicked on the article link just to see Britney?

      I went to the extreme and created an account just to see Britney.

      cypherpunks/cypherpunks no longer works.

      Someone posted nologin/nologin in this thread, but that didn't work either.

      I tried creating fuckyou/fuckyou but apparently their software's smarter than that. ;-)

      To be helpful, the picture is here , and doesn't require a login to view.

      It appears that the old way of getting around the login (replacing "www" with "college" in the URL) no longer works.

      --
      I feel fantastic, and I'm still alive.
    2. Re:Show of hands... by americanFatCat · · Score: 1

      I would show my hands, but...

    3. Re:Show of hands... by BlowCat · · Score: 1

      cyberpunk63/cyberpunk63

    4. Re:Show of hands... by Anonymous Coward · · Score: 0

      slashdot2002/slashdot2002

    5. Re:Show of hands... by Anonymous Coward · · Score: 0

      Wll, one hand IS available... Yeuck!

      :-D

    6. Re:Show of hands... by Ziviyr · · Score: 1

      I went to the extreme and created an account just to see Britney.

      Ummm, is that a screenshot of the new Resident Evil game?

      --

      Someone set us up the bomb, so shine we are!
  36. Room for both by KDENCE · · Score: 1

    I think there is room for both in this matter. Some people care to play the realistic kind of games and some just wanna play the MarioKart kinda of games (I like a little of both personally).
    I have heard though that there are some problems games being a little too real to where gameplay is actually not as fun as it could be. The review was on msn.com and the subject was something like the worst games to play this year kinda thing. It talked about a skiboat fighting game made for PS2 or XBox that was so realistic that it totally reacted to the waves in the water and made you easily lose control of the boat and therefore get creamed by the AI players. So in cases as this that sucks, games are meant to be fun and entertaining, not frustrating!

    So in conclusion, sure we can live with both kinds of games but we must always keep in mind that games MUST be fun, otherwise they are not games they are work.

    "Entertain the Brutes"

  37. Link to RIT by itsnotme · · Score: 2

    if its not already blatantly obvious, RIT's website is www.rit.edu but I couldnt find any reference to RIT's video game development if they DO in fact have it or not..

    1. Re:Link to RIT by psychosis · · Score: 4, Informative

      Just saw this story on CNN that talks about the program...

    2. Re:Link to RIT by Crakor · · Score: 2, Informative

      http://www.rit.edu/~930www/webnews/viewstory.php3? id=500

      Thats our colleges little introduction to the program. It's part of the IT department currently (www.it.rit.edu) and they dont' have all that much explanation currently. Basically one or our professor's was big into game development and after starting it as a concentration in the IT program has branched it off into it's own degree

    3. Re:Link to RIT by Anonymous Coward · · Score: 0

      I assume your college doesn't offer an English course?

    4. Re:Link to RIT by Crakor · · Score: 1

      Since I wrote that after a long boring day of work I don't especially care

    5. Re:Link to RIT by Anonymous Coward · · Score: 0

      I seem to recall a game or two in the infocom days that allowed you to use a restroom (if there was on in the game).

      And one of the Leisure Suit Larry's had a bathroom bit in it.

      There are a few, precious few, but a few never-the-less.

  38. RIT by Merk00 · · Score: 2, Informative

    RIT does not have a Master's Program in Video Game Programming. There is, however, a Master's level class in Video Game Programming. There's a bit of a distinction there. It is part of the Information Technology department.

  39. RIT degree by D_Fresh · · Score: 4, Informative
    The initiator of this concentration, Prof. Andy Phelps, also happens to be my thesis advisor, and he's done some pretty wicked illustrations and 3D modeling. Check out his RIT Page to see some of his work (use Netscape if you're on a Mac - he refuses to code the JavaScript to play well with IE as he claims it's "broken" :).

    He's also very into creating virtual terrains and raytraced scenes using Macromedia Director - talented fellow, both artistically and in the programming sense.

    --

    Was that out loud?
    1. Re:RIT degree by seann · · Score: 1

      jezzee

      I was expecting it to really suck.
      your lucky to have him as a teacher.

      --
      I'm a big retard who forgot to log out of Slashdot on Mike's computer! LOOK AT ME.
    2. Re:RIT degree by 0x0d0a · · Score: 1

      Wow. A) That's not what I'd expect from a prof...take a look and B) I love the IE thing. :-)

    3. Re:RIT degree by abdulla · · Score: 1

      "he refuses to code the JavaScript to play well with IE as he claims it's "broken"" so very true, an example being eventlisteners, what's with them not sticking to a defined standard? they have it for a reason, i don't always want events to bubble! oh, and does he call it andysgi for a reason (sgi fetish perhaps, i know i have one :))?

    4. Re:RIT degree by D_Fresh · · Score: 1

      Yes - he runs it on his SGI workstation that he keeps in his office. Probably a fetish, though I've never gotten in depth with him about it.

      --

      Was that out loud?
  40. Cast my vote for fantasy? by flacco · · Score: 4, Funny
    The included PlayStation screenshot of Britney Spears may alone tip the balance in favor of the fantasy folks.

    Why? Is her severed head on a stick?

    --
    pr0n - keeping monitor glass spotless since 1981.
    1. Re:Cast my vote for fantasy? by big_cat79 · · Score: 1

      Personally, why can't she keep her head on her shoulders, but become a mute? Then you to keep looking at the hot body w/o the annoying bubble-gum pop.

      --

      BigCat79

      "The dead have risen and are voting Republican!" --Bart Simpson
    2. Re:Cast my vote for fantasy? by Chris+Johnson · · Score: 2
      You know, the really sick part is, with all the talk of facial damage modelling, Britney broke out from the usual teen idol pack by flirting with the taboo of abuse... 'Sometimes I run, Sometimes I hide, Sometimes I'm scared of you, But all I really want to do is hold you tight, Treat you right.'

      Who else wondered if the Britney game involved the facial damage modelling? :)

    3. Re:Cast my vote for fantasy? by flacco · · Score: 2
      Who else wondered if the Britney game involved the facial damage modelling?

      Jeez, no subtlety at all. Much better: a game that allows you to prematurely age Britney into a forgotten forty-something trailor-trash has-been.

      I mean, sure, we'll get to see it some day, but that's what technology is for, isn't it?

      --
      pr0n - keeping monitor glass spotless since 1981.
  41. In Other News by cscx · · Score: 0, Troll

    Real, live, breathing, human girls prove to be more 'realistic' than their virtual counterparts. Story at 11.

    Jesus Christ, I needed a NYTimes (free reg) article to tell me this? Please. This is like saying "real girls prove to offer more love than your curled fist." No shit. People will continue to play video games forever, but nothing will replace a walk ouside in the fresh air.

  42. we need to stop linking to nytimes directly by Khopesh · · Score: 3, Informative
    --
    Use my userscript to add story images to Slashdot. There's no going back.
    1. Re:we need to stop linking to nytimes directly by LadyLucky · · Score: 2

      there appears to be no britney pic on that one.

      --
      dominionrd.blogspot.com - Restaurants on
  43. Graphics.. Realism.. Surrealism. by Anonymous Coward · · Score: 2, Insightful

    The difference between a good game and a piece of dung isn't graphics. It isn't music. It isn't the story, the setting, the realistic physics engine.

    It's the gameplay. That, in the end, is the only thing that matters.

    Any game can be graphically beautiful, any game can be ugly as hell, but as long as the gameplay functions well, people will play it.

    Look at a game like MechWarrior 4. Surely, this blurs the lines between reality and fantasy. I don't see any battlemechs striding down the interstate, sending freebirth to their maker. Yet, look at the graphics.. They certainly are the most 'realistic' looking hulking monstrosities devised so far. That isn't why people still play quite often online and offline. The gameplay is.

    Look at Half-Life and its mods. Still so popular, after all these years. The graphics are actually a bit under par compared to what's been released recently. But people still play it.. Because of the gameplay.

    Hell, I know quite a few people who still play Master of Orion with regular frequency. The graphics there certainly don't give a sense of realism. Nor, really, does the engine. The gameplay keeps people coming back for more galactic conquest.

    Frankly, there's room enough for MS Flight Simulator, and there's also room enough for a game featuring little talking not-quite-animals that shock the living crap out of each other for the greater glory of their masters.

    Graphics? Realism? Fantasy?

    Feh.

    It's all about the gameplay.

    1. Re:Graphics.. Realism.. Surrealism. by mother_superius · · Score: 1

      The difference between a good game and a piece of dung isn't graphics. It isn't music. It isn't the story, the setting, the realistic physics engine.

      I know. It's the smell.

    2. Re:Graphics.. Realism.. Surrealism. by Anonymous Coward · · Score: 0

      Call me crazy, but I always thought of the 'gameplay' as the effective (or pathetic) combination of all of the elements of the game.

      Customizability, replayability (many interesting things going on, and not always the same interesting things), user interface, music, story, characters, ...

      If that isn't what 'gameplay' is about, what is?
      Pong used to be fun, but would you spend so much money if they were to rehash the old idea, would it be worth it?

      It isn't about ONE thing, it is the combination of many things!

    3. Re:Graphics.. Realism.. Surrealism. by Anonymous Coward · · Score: 0

      You're right--gameplay is one of the most important factors in a good game. However, I have to say that the difference between a good game and a GREAT game are all the things you mentioned that weren't important! Without good gameplay, a game is no fun. I'd say most 2D scroller games, with their poor graphics, cheesy music, and little to no plot are fun because of their gameplay...they're addictive gimmicks, so to speak.

      Now, on the other hand, look at 3D shooters. In quite a lot of ways, Half-Life has the same gameplay as Quake (1-3). But I'll take Half-Life over Quake 2 (Q2 being Half-Life's contemporary) any day because of its engaging story line and more convincing AI.

      In other words, if gameplay is equal, it's the other things (music, plot, graphics) that make a game better than others. Look at all the RTS games (or clones). Most of their gameplay is pretty much the same, but which ones stand out to you, and why? I bet you have reasons other than gameplay.

    4. Re:Graphics.. Realism.. Surrealism. by Anonymous Coward · · Score: 0

      Master of Orion. Now there was a game worth playing.

  44. Black & White by bonch · · Score: 2

    This is why I enjoyed Black & White so much--the graphics were realistic but the gameplay was decidedly fantasy.

  45. Realism by nucal · · Score: 2
    An advertisement for a game called "Mike Tyson Heavyweight Boxing" boasted about the game's sophisticated "facial damage engine," calling it "brutal beyond belief."

    Until the engine inflicts actual damage on the player, I'd be hard pressed to call any game brutal or realistic, no matter how good the graphics are.

    1. Re: Realism by pipingguy · · Score: 1

      How about PainStation?

      ________________
      No Pain, No Game
      By Dermot McGrath
      2:00 a.m. March 7, 2002 PST
      COLOGNE, Germany -- Have you ever had a hankering to play a computer game that allows you to inflict real pain on your opponent?

      Ever wondered how it would feel to shock, burn and lash your opponent into submission?

      Well, wonder no more. Two German designers have addressed this yawning gap in the gaming industry with a fiendish invention called, appropriately enough, the Painstation.
      ________________________

      Wired article:
      http://www.wired.com/news/print/0,1294,5 0875,00.ht ml

      Slashdot:
      http://slashdot.org/article.pl?sid=02 /03/07/145222 3&mode=thread

  46. Exactly my thoughts by Anonymous Coward · · Score: 0

    Maybe I can add that creating realistic worlds can be a "test" for the game engine. If you can do a realistic Earth environment, then probably you can do a convincing alien world. So if I were shopping for a game engine, I'd *ask* for realism, but *use* the engine for fantasy.

  47. Why is realism evil? by Christopher+Thomas · · Score: 1

    I'm still trying to figure out what people are up in arms about.

    Realism helps a lot for some types of game, and doesn't help for others. A wise team will use realism when and only when it's useful.

    Where's the problem?

    Marketing will try to pitch crap based on its technical merits, but this has been true for longer than most of us have been born. "realism" is just the latest buzzword. How is this "realism"'s fault?

    Play what you find fun. The market will follow.

    1. Re:Why is realism evil? by Anonymous Coward · · Score: 0

      I don't think its "evil" as such, I think the problem is just that there is currently a trend in the computer game industry where graphical realism is considered a suitable substitute for creativity. Most people posting on this board seem to be too young to even be aware of what games actually used to be like, so they don't really understand it, but basically with the games of the 80's and early 90's the developers were essentially "forced" to be very creative in devising interesting, abstract gameplay strategies, simply because realism wasn't an option. Those game developers created very interesting, unique "worlds" that were often almost completely removed from reality, but were a lot of fun (e.g. "head over heels") (ever played any of the classic "speccy" games? :). Many older games were practically genres of their own, whereas today, games generally pretty easily fit into a few broad categories. Thus there is less variety in the types of games. Another factory is personality / character -- the goal of pursuing visual realism has to some extent driven out some of the individual personality that permeated many older games. Of course, that is probably also just a side effect of the fact that todays games are developed by large teams of often dozens of people, whereas older games were done by small teams or even one or two individuals in some cases (e.g. StarControl II was written by just two people).

      Of course, not all old games were good, Sturgeons law applied just as much then as now - there were LOTS of crappy old games :) People just seem to remember the best games of yesteryear, and then mistakenly try compare them to all the crappy games of today.

      Watching game developers push the envelope with computer graphics is certainly exciting for many people, but personally I think it will eventually reach a limit when hardware reaches the point that essentially anything becomes possible (within limits of practicality of course). I think then the developers will start to focus a bit less on the technology itself, and focus a bit more on what to *do* with the technology, and you'll start seeing a little more creativity again. At least, it should, as long as the computer game industry doesn't become as strangled by commercial interests as the music and movie industries have.

      It seems a lot of people on this thread don't even know old games at all, and are posting comments but really they don't have anything to compare todays games to, their idea of something "old" seems to be around about the days of Quake 1. Thats not "old". I guess I must be getting old :)

  48. Realism should only go so far. by Have+Blue · · Score: 2

    Take, for example, realistic death. At first, deaths were pretty unrealistic, you pulled the trigger and the enemy fell down and stopped moving. Then there was blood. Then there was persistent blood that stayed on walls. Then there were detailed damage models. Soldier of Fortune had one of the most complex damage models yet; the problem was that that was the only part of the game anyone ever mentioned. It's as is the entire rest of the game had been neglected in favor of having the characters twitch and bleed in different ways depending on where you shot them. The more effort that is put into the realism, the less is put into imaginative gameplay and original content. The more realistic a game is, the more it is similar to all the other realistic games, and eventually they will be indistinguishable.

    The pinnacle of realistic death, and the other reason realism should only go so far, was Postal. Your targets wouldn't just die, they would act like real gunshot victims. They might fall to the ground moaning and holding whatever part of them you shot. They might try to slowly and painfully crawl away from you with their last strength, or curl up into a ball while gasping and whimpering, often for several minutes. Only a pyschotic could enjoy that game.

    1. Re:Realism should only go so far. by Evangelion · · Score: 1
      Only a pyschotic could enjoy that game.


      And it's available for Linux, too!

      I'd enjoy it *alot* more if it's control system didn't suck ass. Is there a way to play it that doesn't suck? It feels like an arcade game that needs a) a "paddle" control (a'la Arknoid), for rotation, b) a joystick with a few buttons on it for movment, firing, and weapon selection.

      I love the idea behind the game, and the backgrounds are really nice. But the control system needs a good working over.
    2. Re:Realism should only go so far. by havblue · · Score: 1

      You loser, you stole my name!

    3. Re:Realism should only go so far. by Have+Blue · · Score: 2

      My UID is three orders of magnitude less than yours. Any questions?

    4. Re:Realism should only go so far. by dr_eaerth · · Score: 1

      Re: Postal

      Only a pyschotic could enjoy that game.

      God that was a fun game.

      Postal was short as hell ... way too short ... but it had details, fun, gameplay. I wouldn't call it realistic; it was exaggerated in a lot of ways. But it had a lot of playability, and just the right details to make it seem more realistic than it was.

    5. Re:Realism should only go so far. by ph0rk · · Score: 1

      >> Only a pyschotic could enjoy that game.

      I love that game :)

      --
      semantics are everything!
  49. To answer the title question. by kraf · · Score: 3, Interesting

    No.
    Games will continue to sell as always.
    And it's hard to prove they are destroying fun - it is a relative thing.

    I've been playing computer games since the mid 80's and I find that my definition of fun is changing.
    In the 80's it was fun to shoot alien spaceships on a 2d screen.
    Now the multiplayer games are much more fun, real opponents are more realistic (you cannot argue that), and they add to the game, not destroy it.

  50. Re:Summer Nights by Fucky+the+troll · · Score: 0

    Thanks for that.

    --






    Roadkill is yummy.
  51. Fantasy? by Khopesh · · Score: 2

    The included PlayStation screenshot of Britney Spears may alone tip the balance in favor of the fantasy folks.

    Wrong kind of fantasy there...
    that's realistic, not magical.
    ...bigger boobs ceased being magical when silicon implants became possible

    --
    Use my userscript to add story images to Slashdot. There's no going back.
  52. Fanboyism by oGMo · · Score: 3, Troll
    The last true game companies are Sega and Nintendo.

    If you mean the "last true game companies" that make first-party games for their systems with recognizable mascots to sell them, then yes, except Sega isn't making hardware anymore. Otherwise, I'd like to know how you define a "true game company," and I'm sure Konami, Namco, Capcom, Square, Sony, Rockstar, UbiSoft, Naughty Dog, THQ, LucasArts, Midway, and hundreds of others would like to know (were they not busy making triple-A titles).

    Sega was bullied out of business by the richer and more powerful Sony

    OK, this just sounds like fanboyism. Sega is out of the market because their marketting was full of crap, and their products were sub-par. (I'm sure there are slashdot readers here who would be happy to comment on how many defective units they've seen returned.) I'm not talking about games here; DreamCast, Genesis, Master System, even the Master Gear had some triple-A titles, but think of those systems: Sega has a really, really poor track record with promotion. (These are the people that brought us the Saturn, I mean, geez, look what they did with that.)

    Nintendo is the only system left which still makes games and not graphical shows/interactive movies.

    Nintendo fanboy now? Or just rabid anti-Sony/MS/Square? Now, one might consider some Square games to be "interactive movies" (although generally the people who say this are the ones who play about 5 hours of FFX and never really get into the game), but I've got a few PS2 games that are more than interactive movies:

    • Fatal Frame
    • Virtua Fighter 4
    • Frequency
    • Rez
    • Drakan
    • Final Fantasy X (no, this is not an interactive movie. Finish the game, then we'll talk.)
    • Kinetica
    • State of Emergency
    • Grandia 2
    • Klonoa 2
    • Jak and Daxter
    • Ico
    • Gran Turismo 3
    • Silent Hill 2
    • Okage
    • Evergrace
    • Summoner
    • Monkey Island 4
    • Grand Theft Auto 3
    • Metal Gear Solid 2
    • Devil May Cry
    • Gauntlet: Dark Legacy
    • Twisted Metal: Black

    The ones that I hilighted are probably the more recognizable titles of the system. None of these are "interactive movies," and they're all great games.

    Now, I'm not anti-Nintendo by any means; I'm going to get a GCN sometime this summer most likely. They make great games; I want the latest Mario and Zelda, too. But remember they're not the only ones who make games for their system. Take the Gameboy Advance. Would you consider Golden Sun, Advance Wars, and Castlevania: Circle of the Moon "real" games? These weren't made by Nintendo (or at least not solely). What about the latest GBC Zeldas (Oracle of Ages and Seasons)? Dual Nintendo/Capcom branding. Nintendo is good, but they're not it.

    If i buy any system it will be a gamecube, but i dont think i'll buy it for a few years, maybe i'll buy it for Zelda.

    Well, there are a lot of good titles lined up for the GameCube, so it's a good choice if you can only get one system. Fortunately Nintendo is going to make sure there are a decent lineup of RPGs for this system, too, after the N64.

    Xbox and PS2 however are just generic systems to me, they are PCish, and battle to see which one has the best graphics and looks more real.

    To you, perhaps. Perhaps because they don't have recognizable mascots, they're "generic", but (at least with the PS2) there is, as I demonstrated above, a long list of games that makes the system worth purchasing. (I'm not an XBOX fan. I don't like MS. I couldn't name any games that are real system-sellers, either, nor am I going to pick my brain for any, either ;-).) The PS2 architecturally is about as far-removed from the PC as you can get, but you seem to mean branding and mascots. Actually this is an interesting point, because Sony seems to be the first company to have an enormously successful, market-leading system without such marketting necessities. This should imply to you that there's something else there that must be selling the system. (The games, perhaps?)

    For now, I'll stick with the PC and games like diablo2.

    That's your call. You're the one playing the games. If you don't find any interesting on a platform, then you shouldn't buy it, because it's a waste of your money. If you need validation for your purchasing decisions, you'd better look elsewhere, though. I'm very happy with my "generic" PS2 and its "interactive movies", thank you. ;-)

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    1. Re:Fanboyism by Xenex · · Score: 2

      Err, your "PS2" game list is full of third party software, including software from Sega.

      Now, the magical thing about third party games is that they don't 'belong' to one console, but may be ported to the competiton as well (besides software that is signed as exclusive).

      Many of the games you've listed as "PS2 games" will appear on the GameCube, the Xbox, and the PC.

      Yes, Sony have a lot of nice second parties, as you've shown rather well. But Nintendo and Microsoft have the same third parties as well. The special thing about Nintendo is that they make their own high-quality software too.

      That is one of the things that the GameCube has going for it; a company that is all about making games supporting it, not a company that makes consumer electronics or operating systems.

    2. Re:Fanboyism by TRACK-YOUR-POSITION · · Score: 1
      For the record, if the first five hours of a game are an interactive movie, the game is an interactive movie!

      After all, only the first 90 minutes of many real movies are just movies.

      Really, Final Fantasy 2(US) and later is probably best described as an interactive movie--FFX's first however many hours just made it ridiculously uninteractive. No, that a game gets good 10 hours later does not justify the idiocy of the first 10 hours.

      I'd call Ico and Rez interactive movies too, for that matter. (You must not have played Rez if you think otherwise--it's an incredible interactive movie, but you're stuck on a rail shooting at enemies...) I haven't played most of the games on your list--but if I remove the games that aren't sequels or ports of games on earlier systems, it's seems like what you have left is innovation in Graphic Design, rather than Game Play.

      I'm not sure what you've got against Dreamcast--it's games are on par with any system out today and it came out way before. Sega lost a marketing war, not a technology war. It's all about network effects--everyone just figured DC wasn't worth getting because PS2 would win, and everyone thought PS2 would win because everyone else was buying PS2. The same network effects that bring us Windows.

    3. Re:Fanboyism by oGMo · · Score: 2
      Err, your "PS2" game list is full of third party software, including software from Sega.

      This and the rest of your post is pretty much my point; it wasn't meant to be a pro-Sony or anti-Nintendo (or even anti-XBOX) post. The original poster asserted that "Nintendo and Sega are the only true game companies left," and I wished to demonstrate that, no, Nintendo and Sega were not the only "true game companies" left.

      I think it's great we see cross-platform games; it means I have more of a chance of seeing a game on my platform of choice (whether that choice is because I like the manufacturer or just because I can only afford one platform is irrelevant). I don't have any great love for Sony. I like the PS2, but only because it has some great games. (Many of which are exclusive; in that list there are actually a decent number of first-party titles, like GT3, Ico, Frequency, and some others, plus Square is there, which is the reason I bought Sony.)

      Anyway, this is just another "XYZ is dead!" proclamation, of which we've heard many and seen little actual change. That was my point.

      Like I said, I want a GCN. Zelda looks cool, Metroid will hopefully be cool, it has great graphics, it looks cool, I've already got a GBA, and I'm hoping for a nice robust list of RPGs. When they start releasing a steady stream of good stuff (and my pocketbook can handle it), I'm there. :-)

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    4. Re:Fanboyism by stripes · · Score: 2
      Sega is out of the market because their marketting was full of crap, and their products were sub-par. (I'm sure there are slashdot readers here who would be happy to comment on how many defective units they've seen returned.) I'm not talking about games here; DreamCast, Genesis, Master System, even the Master Gear had some triple-A titles, but think of those systems: Sega has a really, really poor track record with promotion. (These are the people that brought us the Saturn, I mean, geez, look what they did with that.)

      Hmmmm, Sega seemed to have a lot of marketing at the launch of the Dreamcast, and for a while after. Mine never had hardware failures (still play Soul Caliber on it, I love that game). The Saturn seemed to have decent ads too, just no games that caught my eye.

      I thought Sega lost out because they mis-timed it and brought out the Dreamcast on a half generation step. It was better then the existing machines (the newest game console normally is), but didn't have the money to design a new one in the same time frame the other three players would bring out their boxes, leaving Sega with a box with a bunch of OK games, but a half generation behind everyone.

      Still, I haven't bought a new game console because I haven't seen a new kick-fu game I like. I hope there is a sequel to Soul Caliber (which I think is a sequel to Soul Edge on the PlayStation).

    5. Re:Fanboyism by newbiescum · · Score: 1
      Still, I haven't bought a new game console because I haven't seen a new kick-fu game I like. I hope there is a sequel to Soul Caliber (which I think is a sequel to Soul Edge on the PlayStation).
      Soul Caliber 2 is coming out some time this year hopefully, and for all 3 systems to boot, so no whining from any particular system's audience. In the meantime, check out Virtua Fighter 4. It's pretty indepth and still has pretty graphics so it pleases most crowds. It also has many different playing options and some "innovations" in the fighting game category (like an AI training mode to train your own AI character to fight other people like Black and White's creatures). Statistical performance and tips are also useful if you're really into fighting games instead of the button mashing.
    6. Re:Fanboyism by stripes · · Score: 2
      Soul Caliber 2 is coming out some time this year hopefully,

      Cool! I may have to find an arcade :-)

      and for all 3 systems to boot, so no whining from any particular system's audience.

      Oh, sure, now I actually have to figure out which system is better, I can't just automagically buy whichever game system SC2 comes out for... (whine whine whine....)

      In the meantime, check out Virtua Fighter 4.

      Yeah, I have seen a comercial for it (I may have a TiVo, but sometimes I back up to catch video game comercials). I'm not sure, I didn't really like the previous VF games. Maybe in part because of some bad blood between the CoinOp company I worded for long ago, and the first VF...but more likely, there is just something in it that I don't like that much. Too keep on topic I could accuse it of being too realistic :-)

    7. Re:Fanboyism by toriver · · Score: 1
      I'd call Ico and Rez interactive movies too, for that matter. (You must not have played Rez if you think otherwise--it's an incredible interactive movie, but you're stuck on a rail shooting at enemies...)

      And how on Earth does that make it an interactive movie instead of a game? Are you saying that e.g. Pacman isn't a game because you're stuck in a (warping) labyrinth? Can you please come up with a requirement for what you call a game if Rez isn't one? If you want total free-form playing, computer games simply aren't for you.

    8. Re:Fanboyism by ph0rk · · Score: 1

      a good many games out there are co-released by SCEA, a sony company. (like all the naughtydog/scea games, for example)

      and, i mean, there is always fantavision, right? ;)

      --
      semantics are everything!
    9. Re:Fanboyism by TRACK-YOUR-POSITION · · Score: 1

      I call it an interactive movie because 90% of it's appeal comes from visual content, 10% from gameplay. There is a game in Rez, but it's only something to do while you watch the visuals. You watch the video, and you shoot enemies that are on the video. it's just that in rez's case, the video is generated in realtime.

  53. Realism? by Anonymous Coward · · Score: 0
    However, I don't have the four or five real-time hours every night to devote to flying LGA-LAX.

    Maybe, then try LGA-WTC instead, its a shorter trip... After all, you still need some fuel at the destination.

    Oh, I forgot, the game producers are so afraid of realism that they removed the possibility to crash into buildings, once that was done IRL.

    1. Re:Realism? by CausticPuppy · · Score: 2, Informative

      Oh, I forgot, the game producers are so afraid of realism that they removed the possibility to crash into buildings, once that was done IRL.

      That option is turned off by default in FS2002, but you can easily turn it back on.

      --
      -CausticPuppy "Of all the people I know, you're certainly one of them." -Somebody I don't know
    2. Re:Realism? by JimPooley · · Score: 2

      But the FS2002 crashes don't look realistic anyway. It just freezes, with "BUILDING CRASH" in a message bar at the top of the screen.
      Now if you had the damage engine of IL2 Sturmovik, that would be far more realistic.

      --

      "Information wants to be paid"
    3. Re:Realism? by antic · · Score: 1

      Funnily enough, in the GameTraders store over the road from my office, they had MS Flight Simulator and the NYC add-on pack in the bargain bin.

      This was soon after Sept 11. The marketing fluff for the add-on had the wonderful lines that I'm sure everyone was itching to alter: "Fly between the World Trade Center towers!"

      --
      'Thats they exact same thing a banana wrench monkey.'
  54. Playthings by guttentag · · Score: 4, Funny
    Elaborate textures and sounds make earlier games seem like playthings.
    I think the author has lost perspective... let's recap:
    1. Early video games are playthings
    2. Modern video games are playthings
    3. They're just games
    4. Put the controller down and go reacquaint yourself with your family
    5. OK, fine. Just do it and you'll be rewarded with the key to the castle of Mur where the sword Excalibur lies in wait for you. The world is counting on you.
  55. 'Realism' doesn't necessarilt mean 'Realistic' by Anonymous Coward · · Score: 0

    I believe they are failing to realize that the realism movement in games today is not necessarily real in out terms of reality, reality can simply mean making that alien look more alive, giving it more expression, more intelligent AI, and when we kill it it doesn't just flop over dead but reacts, such as if we shoot it in the leg/tentacle/etc it will react differently then if we shot it in the head... realism in video games is the idea of making the enviornment the programmer creates more believeable

  56. "video games are incredibly stupid!" by kisrael · · Score: 2

    Robert Abbot's piece Video Games Are Incredibly Stupid! touches many of the same themes, and was making the rounds a month or two ago. You can see my studied (and illustrated) response back, and he's also posted many of the replies he has received.

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  57. GT3 by zzyzx · · Score: 2

    One game that veers way too far into the realism category is Grand Turismo 3. I was at a friend's house and I just wanted to race around the Seattle course like a madman. The game wouldn't let me. I had to pass a bunch of tests before it would unlock the course. That struck me as going too far.

    1. Re:GT3 by Mr.Spaz · · Score: 1

      I don't know that the developers of GT3 were shooting for realism in the "testing for licenses" phase, or catering to a market. They were definitely going for realism in the handling and performance of the cars, but for the licenses (especially since they have the "S" class license), I think the idea was for a certain appeal to the Japanese market. I don't know why, but history shows that the Japanese video game player likes the idea of having to "unlock" sections of games. I agree with you however; it could have done without the whole testing system (even if there really are racing licenses that some racing authorities require).

    2. Re:GT3 by Anonymous Coward · · Score: 0

      I don't know, my brother and his other 12-year-old friends really love unlocking everything in games, especially when they get an unexpected secret (like some of the weird characters in Tekken 3). It gives a sense of accomplishment, and you don't have to re-do it each time, so it gives a feel of progression. They were also working on getting a full garage of cars maxed out, but they didn't really care for spending the time on the fine tuning features that would let you really take advantage of the maxed-out cars, which I can definitely understand. Sort of like those boring "sports" games where all you do is manage the team, and don't even get to see them play (just some text commentary flashing by).

    3. Re:GT3 by JimPooley · · Score: 2

      But you can't really call any of the Gran Turismo games realistic, as they don't have car damage. OK. This is not Sony's fault, I gather the car manufacturers wouldn't allow their cars to be seen damaged. Boooo Hisss!
      But this possibly makes close racing more fun, when you can use other cars as mobile crash barriers to keep you on track round a corner and gain an advantage that way.

      --

      "Information wants to be paid"
    4. Re:GT3 by Brummund · · Score: 1

      I don't agree. GT3's license tests are excellent. Half of the fun is taking the licenses, and they actually train you for the races in the pro-league. (Without the license tests, I wouldn't have learnt how to do cornering properly etc.)

      Also, there are AFAIK cheat codes which will unlock the courses for you. GT3 is a great game, the only thing I miss is car damage. (At least tyre damage is included)

  58. Gameplay Realism by James_G · · Score: 5, Insightful
    I run a CounterStrike server. The CS mod is supposed to be fairly realistic, but ultimately, it's not - certain aspects of 'realism' have been sacrificed to make the game more fun to play.

    Recently, the latest Day of Defeat version came out, and I took a look at it - even considered running a server for it. Everyone was raving about how realistic it was and how much more fun than CS it was. So I played it for a while, and found that indeed, it was realistic. Storming the beach, for example; spawn, walk two feet, headshot from sniper rifle, dead, spawn, walk two feet, headshot from sniper rifle, dead, etc..

    Highly realistic, I'm sure. My history isn't as strong as it probably should be, but if you believe the beginning of Saving Private Ryan to be fairly indicative of events, it's reasonable to assume that the allies were cut down in their thousands before moving more than a few feet.

    Is it fun to play? Er, let's see.. NO. Realism in a game is all well and good, but if it's done at the expense of the playability, what's the point? I play games to escape. To unwind after a hard days work. The last thing I want is to be frustrated that the game is too realistic. I'm sure there are DoD players out there who will tell me I'm a n00b who doesn't know how to play the game properly. Maybe so, but I'm not going to make the effort to improve at a game that appears to make no effort to be fun to play.

    Having said that, I'm sure there are circumstances where realism is a good thing, but then it comes down to what sort of product you're dealing with: Is it a game? Or is it a simulator? There's a distinct difference there, and my expectations go right along with how the product is projected.

  59. Messing with success by Kisai · · Score: 2, Insightful

    Certain games need a level of "realism" in order to be fun, but how much realism is actually required is subjective.

    Take SMB, the only realism in most of the games is the concept of gravity and mass (falling onto solid platforms, not through them.) Mario 64 added some more environmental realism (lighting, fog, water) but the game was still fun, because the realism didn't get in the way.

    RPG games are one of the areas where there is never enough realism. You can have a game like Ultima, which let's you do practically everything to Final Fantasy which you can't do anything but follow the story.

    I prefer more realism in RPG's, though sometimes it just get's in the way (how is leveling up realistic?) Like in MMORPG's the concept of dieing is non-realistic. Oops, I died, I'll just come back and try attacking that thing again. If the player had to start from scratch everytime he/she died, it wouldn't be very fun.

    On the other end of things, graphical realism. Sure something may look real enough, but our 3D hardware in PC's have only now just got to the point where radiosity might be possible. Untill low-end hardware can do radiosity and ultra-high-poly models(or maybe just flat out directly render nurbs or something better) most 3D games hardly look realistic. A lot of imagination is required to make a sims model look realistic, same with anything that appears in a FPS game. Sure, the person being torn into by your weapon of choice may look like a bloody pulp, but I don't think you'll be seeing gorefest's anytime soon. Many players prefer a higher framerate and turn off the visual realism for more framerate.

    Overall, some games benefit greatly from higher realism in game mechanics (open box, dump junk out from box, look through junk and find pouch of money, take pouch of money, have owner of pouch of money beat the tar out of you because you STOLE it.) Others just focus too much on eye candy and gameplay just takes a backseat or is non-existant (and you are watching a realtime-rendered or pre-rendered movie for most of the game.)

    What's rather nasty IMO is when a game doesn't focus on the gameplay, but makes more of the game's "playtime" just sitting there watching the game, and yet that isn't even interesting.

    Now stepping away from games for a minute...
    Anyone see those useless "talking, crying, and peeing" type of dolls on television? Seriously, these one-purpose dolls are useless. The companies attempt to add realism to it, and ultimately fail when the parents will not buy any more because THEY are sick of hearing the things, or the child is sick of hearing it. The ones that don't do anything are far better, leaves more to the imagination, plus they don't make any noise.

    With games, it's like having having an annoying "voice-over" for every character and not giving them the choice to turn it off. Or the person who is doing the speech can't sync up with the character talking. After a while, you would have preferred that there was no voices, just because they are too annoying.(A common complaint about some "english dubbed" games.) Some people would be more content with subtitles on the original language if it sounded better than to have a couple of bad voices spoil the game.

    Today, you can't return used games to the store, so if you buy something and the gameplay is terrible, you can't return it. So you have to either play it and suffer through it, or sell it to someone else at a loss.

  60. technological evolution has usurped creativity by Anonymous Coward · · Score: 0

    The thing about early video games that made them so interesting was that the focus was on the game itself, not some graphical representation of the game. With few exceptions, today the focus is is on getting the graphics better and better. Game design hasn't stagnated but it has slowed quite a bit. It is sad to see how game designers today just pick a standard game model - mid-90s was 1-on-1 fighting game, now first person shooter - and think "Hey, we'll sell a lot because we'll have more types of guns and better graphics." They cut out the creative process that comes before game creation, the part where you try to do something *different*. Ah, I'm a crotchety old 24 year old but I still prefer the days of Robotron, Time Pilot, Missile Command, Spy Hunter, etcetera, etcetera.

    1. Re:technological evolution has usurped creativity by rhakka · · Score: 1

      You know, to a large part I agree with this statement, however I do believe it's easy to say that creativity is being "stifled" by technology at this point... if you don't look a little deeper.

      First of all, games like pac man and donkey kong are still being made but now they are seen as passe and you'll only find them in little flash or java games. Why? because the creativity of 20 solid years of consumer electronic-based video games has zeroed in on things that people want to play!

      There are still fanciful arcade-esque games, like sonic/mario/crash bandicoot types, that have no bearing on reality whatsoever. They are still fairly popular too. But a substantial number of gamers are of the "sim" type; they want to do things larger than life, not necessarily just some abstract contest. Cards and board games are fine for that end of things. For the "sim" focused gamer, heightening the suspension of disbelief, "being there" is what gives the rush, whether it's combat, FPS, or adventure game.

      Let's not ignore the large Real time strategy games either; they still use complex interactions coupled with great graphics to acheive a wonderful gaming experience, yet with an unavoidable level of abstraction.

      You can boil down the games being released today into a very few basic categorys: RPG, RTS, FPS, combat, racing, sport, maybe one or two others I am not thinking of right now. Now it's easy to say that indicates a lack of creativity, but look at the options we had twenty years ago: a side-scroll "jump and bop", maze game, top view shooter? There weren't that many different ideas really, it's just everything was so abstract (and so new!) it was harder to see the rip offs.

      In short, the only thing different now is the originals of the genres have been created. I can't forsee too many new separate genres coming up, I mean, how long can it really continue? Movies are not inventing new genres very often because most of them HAVE BEEN DONE already. different scales (massively multipler for example) may continue to alter things but overall I would say the creativity is still there; we're just in a mature stage in video game developement. The basic structures are settling, the creativity is in the details now.

      Not to say people don't just release eye candy hoping it'll sell with no concept of what makes a good game; but good games and creativity is still there in spades IMO, it's just gotten more subtle because of necessity.

  61. Is it just me, by Adhoc · · Score: 1

    or was that article a little to Katzian?

    Maybe someday, Katzin will be used to described all vague, tech oriented writed which takes itself, and its topic, too seriously.

    Katz, the next Lynch :)

  62. Re:Gameplay Realism by Anonymous Coward · · Score: 0

    I find it ironic a Counterstriker is complaining about realism in a game. Of course, I'm into Quake 3. I don't enjoy 2 second combats followed by a minute-long wait for the round to end. Unfortunately the majority of players seem to. www.gamespy.com/stats shows tens of thousands of people playing your game. I'm actually bitter about that. Realism isn't fun, but it's taken over online gaming. (Counterstrike / Urban Terror / Tactical Ops / Navy Seals / Day of Defeat / Soldier of Fortune / etc)

  63. We like exaggerations by sunhou · · Score: 2

    In games and in movies, we often like to see things exaggerated to match our imaginations. E.g. when you kick someone they go flying across the room and smash into the opposite wall. Were the acrobatics and fight scenes in The Matrix realistic? No, but they depicted a kind of idealized/stylistic imagine that many people imagine, when they picture a super-skilled warrior fighting. Another example would be the Chinese wu xia novels, one of which Crouching Tiger, Hidden Dragon was based on (or various other Hong Kong martial-arts movies).

    When I play Grand Theft Auto 3, I'm impressed by the "realism" in the way cars skid and bounce around, but on the other hand I know that if the physics in the game were truly realistic, I wouldn't have as much fun skidding and bouncing around (and then still being able to drive away afterwards). If I want more realism, I'll play Gran Turismo.

    Mario Kart 64 is still one of my absolute favorite games, and it's set in a cartoon universe. There is an entire spectrum between the two poles the NYT article mentions; sometimes it's fun to play in a completely cartoon-like universe, sometimes it's fun to play in a reasonably accurate simulation of the real universe, and most of the time, it's fun to play in a world which is a mixture of the two, as long as the designers did a good job in designing the laws of physics in that world.

  64. I must admit I skipped the article by drinkypoo · · Score: 2

    Because I'm going to say what I'm going to say anyway.

    Reality in video games can only be a good thing, whether you are talking about the content (subject matter) or the physics. In fact, the ultimate game engine would be completely physics-based, using a skeleton/skin system. A sufficiently advanced system would be able to model anything you were interested in, though of course the more general you make your physics model, the more CPU time is required.

    Also, in order to really get good physics you need to at least do some CFD pre-processing for most objects to determine aerodynamic drag at least; Cars will need lift and downforce, airplanes need more, a skateboarder can work by approximations due to the low speed. So basically, the processing power just isn't there right now, but we're getting closer all the time.

    But the fact of the matter is that we want realistic games. Then again, we also want unrealistic games. Personally, I want a massively multiplayer physics-based system that allows me to have hovercraft, cars, tanks, airplanes, and pedestrians all operating in the same environment. Different interfaces would let you control different objects.

    As to the issue of how real is too real - Some people are unhinged. While a violent videogame could be the thing that pushes them over the edge, the wrong unkind word at the wrong moment could do it just as easily. It's not like we do a psych eval before we let people buy a handgun, and if we were going to control what people bought, we would be far better off controlling guns more and video games less. Mind you, I am against most forms of gun control, and don't want to start a flamewar thereof. Suffice to say that video games are not the problem (research backs this up quite adequately) and that's not the issue.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  65. Not Quite by HanzoSan · · Score: 2, Troll


    I'm not a fanboy of Sega, I'm just anti Sony.

    Sony is like Microsoft, they use their money and hype to sell stuff, They bribe magazines to enhance their hype, Remember the 60 million polygons per second, hell magazines were saying DC was dead ever since PS2 was announced, you act like money cant bribe people and buy marketing?

    Sega had less money, Sega got bullied out of the market, sorta like how Microsoft is trying to bully apple and redhat out of the market with their money.

    Face it, Sega could have had the best system in the world (actually they did with dreamcast) and the best games (they DID have the best games), and good marketing (Their marketing wasnt that bad)

    Theres absolutely no way in hell they are going to be able to out spend Sony, Sony can just buy more ads on more stations, even with shitty ads, they'll still be well known, Sony can afford to bribe third parties and gain support from the whole industry, Sony can afford to bribe magazines and get articles printed on how Sega is dead, dying, articles about 32x, Saturn printed,

    thats what I call bullying, using your money to beat out a much smaller company, Sega was just out of their league with 2 billion going against 20 billion Sony, 10 billion Nintendo, 40 billion Microsoft.

    Xbox has good games, lets list some, ok you are right i cant really list any "good" games, but theres some decent games

    Sony has maybe a few good games, but mostly decent games.

    Neither system has great games.

    Sony didnt need a mascot or first parties to be successful because Sony has the money to bribe third parties and gain support.

    Do you think all the third parties supporting PS2 and ditching Dreamcast was by accident? Do you think they ditched dreamcast because their games werent selling? (Soul Calibur from namco sold over a million copies!) Obviously thats not the reason.

    The reason everyone ditched Sega is because Sega was a 2 billion dollar company, with no real business plan or even business sense, they were losing money on EVERY consolee they were selling, and they were in debt at the same time, Everyone KNEW Sega would be forced to pull out because Sega could not afford to SELL dreamcast period, in fact quotes from interviews with Sega's president who is now deceased has said Dreamcast launching was a complete accident, that Sega never had the money to launch it because they were in debt when they launched, this guy had to use his OWN money to pay for the launch, and his own money to keep selling DC, he was determined to make DC a success even if it took his last dime, This man however died and a month later DC died with him.

    Sega is now a software company, their fanbase is mostly DC owners, who are now pissed off and wont buy their products, lets see 10 million DC owners, if half of them get a PS2, the other half a game cube, Sega's sales will be less because their market is segmented.

    I think Segas biggest mistake now, and biggest mistake with the Dreamcast, too much innovation.

    They should have released Sonic Adventure 1,2,3, Night, Virtua Fighter 4, and games they know will sell 1 million, Sega made the mistake of releasing too many new games (more games than people can buy)
    having too many third parties (100 games made a year) spending $80 million dollars to make shenmue, spending hundreds of millions making games no ones ever heard of.

    Segas a good company, but they have absolutely no business sense.

    Nintendo I have more faith in, they create a few high quality games a year each which sell by the millions, they have a few GREAT first party teams and they make games for a specific purpose, to make as much money as possible.

    Mario, Zelda, Pokemon, all of these games took the dying N64 and made it a profitable system.

    Hopefully Microsoft and Sony dont push Nintendo out off the market, if Nintendo keeps with their routine, they have nothing to worry about even if their system were to come in 3rd they would still make a fortune.

    --
    If you use Linux, please help development of Autopac
    1. Re:Not Quite by Xenex · · Score: 3, Interesting

      "Hopefully Microsoft and Sony dont push Nintendo out off the market, if Nintendo keeps with their routine, they have nothing to worry about even if their system were to come in 3rd they would still make a fortune."

      Exactly.

      Nintendo have shown with the N64 that they are quite happy to be number two while raking in the money.

      And quite honestly, I'm quite happy with that. I keep buying their consoles, they keep putting out great first party games, I keep buying their great first party games. I'm happy. Nintendo's happy.

      You don't need a stranglehold to profit. Just ask Apple.

    2. Re:Not Quite by MaxQuordlepleen · · Score: 1

      uh.. I love my dreamcast, but the biggest problem with DC was that most of the games were dog shit.

      I can count on one hand the games with serious re play ability on DC. More often, they were content light substandard quality clones of the games available for other systems (Blue stinger anyone..)

    3. Re:Not Quite by professortomoe · · Score: 2, Funny

      No way, no no no no way. Dreamcast has some of the greatest games ever created. First off, you've got some really excellent RPGs, like Skies of Arcadia, Phantasy STar Online, Grandia 2, and more. They've got sports titles that can't be beat, some really great fighers (Soul Calibur) and now, with it pretty much "dead", you can buy games at rockbottom prices. I still love my Dreamcast more than my Gamecube... until RE remake comes out for Cube :D

      --
      If I wasn't so lazy, I'd have a sig.
    4. Re:Not Quite by Xerithane · · Score: 2

      Sony is like Microsoft, they use their money and hype to sell stuff, They bribe magazines to enhance their hype, Remember the 60 million polygons per second, hell magazines were saying DC was dead ever since PS2 was announced, you act like money cant bribe people and buy marketing?
      Wrong.

      Sony produces fairly high quality units, with a great array of games and a strategic and well targeted marketing campaign. Sega never did that. Ever. Sega is out of the market because Sega sucked as a marketing company, end of story. The dream cast was dead before the PS2 came out. I got my DC (before the PS2) and 4 games for $150 on clearance -- that is a dead console.

      PS2 does have some great games to it, if you are just plain ass too stubborn to admit that it's your own loss. Sony won the market by making great consoles that had great games on it.

      You are just a troll.

      --
      Dacels Jewelers can't be trusted.
    5. Re:Not Quite by ZaMoose · · Score: 2

      The Lone Gunmen called. They want their conspiracy theory back.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    6. Re:Not Quite by Anonymous Coward · · Score: 0

      PS2 got some great games, but it is a shitty console. Developers only went for it because they knew the Sony hype machine would overwhelm Sega, even though the Sega console was much easier to develp for and has better image quality.
      Ps2 games are just ugly, which isn't a surprise since the PS1 was pretty ugly compared to voodoo1, 3do, etc.

    7. Re:Not Quite by professortomoe · · Score: 1

      * facefaults, anime style. Funny? I wasn't joking... :/

      --
      If I wasn't so lazy, I'd have a sig.
    8. Re:Not Quite by HanzoSan · · Score: 2



      Oh and some people believe Microsoft makes high quality software.

      Thats not the point, the point is, they "Microsoft" and "Sony" dont make the BEST software.

      Their software is never innovative, its never ground breaking, its always "me too" or "after you" software

      Basically they wait until Sega makes something like Daytona, or Virtua Racing, then Sony comes along and makes their own racing game, Sonic clone, Mario Clone, Sony has never made an original game with exception of parapa the rappa.

      As far as making hardware, Sonys hardware is ok, its never the best, and its always the most hyped.

      The Saturn was more powerful than the PSX overall, PSX was easier to program for, so while PSX never had anything to compare to virtua fighter 2, dead or alive, or nights in the graphics catagory, PSX was easier, this was the excuse for it getting more support.

      Lets not forget N64 was more powerful than PSX as well, PSX did have one ability above these 2 systems, it could render more flat shaded polygons on screen than both of these systems, but in terms of textured polygons on screen, PSX rendered the same amount of textured polygons as saturn, and SATURN had specialized CPUS allowing 2d/3d mixing along with Saturn having more ram and thus better textures.

      N64 had more special effects, Sony told third parties that N64 was flawed because it was cart based, Nintendos own ego killed N64 while Saturn died due to Sega making it too complicated.

      PS2 currently is the Saturn of the game industry right now, its powerful, but thats not what matters, no one can make use of this power but Sony, why is PS2 hard to use yet successful?

      Because Sony has more money.

      Dreamcast was dead before PS2 came out correct, DC died because the president of Sega died, the president of Sega was using his money to fund DC, Sega was in debt and didnt even have the money to launch DC, so even if DC was a success Sega could not afford to keep making them and selling them at a loss. 10 million sales in 2 years in my opinion is a success.

      I'm a troll because I dont like PS2? I dont like Sonys games, Sony is not a game company, I dont lilke Microsofts games either. I dont have a right to like what I like and dislike what i dislike? Look if i want a PS2 i'd go buy one, i have the money, i dont WANT one.

      Sony won the market by making great games and consoles? What games did "SONY" make?
      Parapa the Rappa?
      Gameday?

      Please!

      --
      If you use Linux, please help development of Autopac
    9. Re:Not Quite by Anonymous Coward · · Score: 0

      you are just a troll. see http://slashdot.org/~hanzosan/ for evidence.

    10. Re:Not Quite by dirkdidit · · Score: 1

      Look, I'm a fan of Sega but they did not get bullied out of the game hardware market. They screwed themselves. First of with releasing game systems too early, i.e. Sega CD, Saturn and Dreamcast. Also Sega's marketing effort was crap. They spent very little money to market their very good systems. But the lack of 3rd party development for Sega game systems certainly didn't help either. just my two cents

    11. Re:Not Quite by John_Booty · · Score: 2

      The Saturn was more powerful than the PSX overall, PSX was easier to program for, so while PSX never had anything to compare to virtua fighter 2, dead or alive, or nights in the graphics catagory, PSX was easier, this was the excuse for it getting more support.

      I'm going to take issue with you here. I've never seen 3D graphics on a Saturn game that could match the PSX's best. Saturn may have had more pure CPU power, with its dual CPU's, but the hardware wasn't really oriented towards 3D.

      I'm not dissing the Saturn- I'm seriously thinking of hunting down a used one- but I just don't think it could match the PSX in 3D from the games I've played.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    12. Re:Not Quite by Anonymous Coward · · Score: 0

      I, for one, would not like to see Nintendo pushed off the edge of the market either through either Microsoft or Sony intervention. However, I never knew that releasing too many new games could be a bad mistake (especially if it is from 3rd party sources and not from Sega/Sony/M$/Nintendo themselves). In addition, it was Sega's massive market failure with the Saturn that really contributed to the Dreamcast itself failing, not the fact that too much innovation when into their product. In fact, Ive seen and played a lot of good games on the Dreamcast...which brings me to my next point. The dreamcast was incredibly easy to pirate for. I had a friend who bought a dreamcast and maybe 1-2 games and pretty much pirated the rest. No company that is just building a console will make money off of the console itself (a pretty obvious fact, I know), they usually lose money; an example is the loss M$ is taking from the slacking XBox market over in Japan and the $5 billion gamble they made with advertisments. Looking back onto Sega failing in the hardware market, I think their decision to forgoe hardware and go into software was a great idea. The game console market may have room for 3 systems, but 4 systems ready to compete with each other quickly becomes ugly and mired down in politics and even more horrendous flames and such. This is enough, I think. People say "this is the best game" is just opinion, however, you saying that the DC and its games "were the best" (paraphrasing) come off as fact to my eyes, rather than a strong opinion.

    13. Re:Not Quite by rseuhs · · Score: 2
      PS2 currently is the Saturn of the game industry right now, its powerful, but thats not what matters, no one can make use of this power but Sony, why is PS2 hard to use yet successful?

      Because Sony has more money.

      Wrong, because it's backward compatible to the bestsold console of all times.

    14. Re:Not Quite by ph0rk · · Score: 1


      >> Sony is like Microsoft,

      Sony is not like Microsoft, Sony shit -works-.

      as for using money and hype to sell stuff, how is nintendo any different? these companies are not our friends, they exist to suck money from us like leeches.

      hell, the mox for the gamecube displayed a linked GBA, which didn't work until the release of Sonic Adventure 2, months later! (well, i guess it worked, but no games used it).

      much like the MS "we have broadband" crap, broadband which won't work until this summer according to the xbox manual.

      I'm sure Sony has had some marketing hype that ticked someone off, but i can't think of any at the moment.

      as for the flighttyness of game developers, i think namco was making quite a few games for the psone well before there even was a dreamcast, and any developer with their salt will avoid exclusive game contracts like the plague, that was one of my favourite things about sony back in the 90's, they didn't seem to care if developers also released games for other platforms, nintendo was ruthless about that back in the NES days, the same behavior people are sneering at MS for, in fact.

      You say that Sony used their money to 'hype up' the ps2, but i don't see that. They released it at a good time, and were able to leverage the fact that there were a truckload of old games for it, something that kicked the DC in the face when it came out. ten games? please. at least there were 28 or so ps2-only games out.

      Sony is a big big company, but it isn't as if they've included free ps2's with all their tv's and dvd players or something.

      >>Mario, Zelda, Pokemon, all of these games took the dying N64 and made it a profitable system.

      as i recall, mario rpg came out with the system, and zelda soon after. they didn't take a dying platform and make it profitable, they were along for the whole ride.

      --
      semantics are everything!
  66. Re:Gameplay Realism by Dolly_Llama · · Score: 2

    Funny, I had the same problem getting into Counter-Strike. Even worse is the lurking period between rounds (lengthened by the fact that Id get killed so early). I found CS so damn frustrating that I almost gave up on it several times. It was only after I finally killed someone, much, much later.. that I got hooked. That a frag for me was a real challenge and thus a real reward coupled with consequences for dying (having to wait out the end of the round) made the game truly rewarding to me.

    --

    Somewhere, something incredible is waiting to be known. -- Carl Sagan

  67. Diablo is dead. All hail Dungeon Siege by Wraithlyn · · Score: 3, Informative
    "For now, I'll stick with the PC and games like diablo2"

    Dude... run out and get a copy of Dungeon Siege. (In stores as of yesterday)

    THIS is the game Diablo II should have been. I haven't been this instantly addicted to a game in years.

    The graphics are phenomenal, and the game is by Chris Taylor (Total Annihilation guy) so the mechanics and interface are just perfect.

    Some gameplay features:
    • ZERO loading once in game. You can walk from one end of the earth to the other, up the highest tower or to the deepest dungeon, without ever seeing a load screen. Perfectly seamless.
    • Control up to 8 characters, you can hotkey different weapon configurations and party groupings. Multiple, expandable formation types. 27 combat AI options (3 movement settings x 3 attack settings x 3 targetting settings)
    • Packmules!!! You can buy mules that follow you around. They are like regular characters, but with no stats, and 3 times the inventory space. They try to stay out of combat, but will kick with hind legs if they get cornered.
    • The map is so good you can play the entire game from it... it's like a subset of the graphics engine that just looks straight down.
    • No classes. You just choose what your character looks like and start playing. Whatever you do, you get better at.
    • It actually runs smooth at 640x480x32, low detail on a Celery 400 + TNT1. (But runs much better on my Athlon 1200 + GF2 :)
    • Co-operative campaign multiplayer
    • Extremely moddable. The community for this game is going to be HUGE. They're releasing all the tools they used to build the campaign for free in May. AI scripting language (Skrit), even a scriptable special effects engine (Siege FX)


    OK enough gushing. Back to the game... :)
    --
    "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
  68. Realism / Surrealism is not the issue. by Anonymous Coward · · Score: 0

    Trying to compare a fullblown flight simulator into the category of games as a whole is rather silly. Simulations like that are meant to calculate this sort of thing to insane detail, and may as well have their own category of games.

    The real issue, with normal games, is twofold. The first, and the most important, is -internal consistency-. You want a game to feel like what you do is consistent with the game world, and there are no holes. Those who scream for 'realistic' games often prefer consistent, or more thorough content, games IMO. This excludes sim buffs, as they're a whole other category by themselves.

    The second is simplicity of interface. Too often games require you to know many, many different things in the _interface_ just to play them. Part of the allure of the old, old, old NES games is that there are only a few buttons so the game has no choice but to be incredibly simple, and from that point onwards everything is based on skill.

    Many games these days have access to lots of controls, and also do not have a clear design focus, so they tend to bloat things up beyond enjoyment. Where you spend so long just learning how to play that you don't have the time to actually get good at things in the duration of play.

    There are not many games that evade this too well, although "oldschool" platformers/shooters do well. Even those have lots of problems; a constant barrage of new things to do and new things that are available work against the playability, because you are constantly readjusting your play style, rather than breaking past a certain point and going for skill/mastery.

    That's not to say the experience is unnecessary, but 'hardcore'(read: plays anything, and has played a lot) gamers often prefer something that takes real skill to get good at. (Something like, say, Rez does a good job of being stylistic yet still getting the hardcore folks)

    And I think I've rambled enough for now.

  69. NO by DeadBugs · · Score: 2
    Is Realism Destroying Video Games? NO

    What is destroying Video Games:

    High Prices - $50 a game is just crazy

    Poor Game Play - Excellent game play is the core of any good game

    Steep Learning Curves - I may just be old but some games are near impossible

    People Like Me Complaining About Them - Word of mouth

    --
    http://www.kubuntu.org/
  70. ambivoulous. by Kortec · · Score: 1

    Im not sure that realism is such a bad thing. I personaly enjoy have a highly interactive and realistic environment, as in GTA 3 and more so in Opp. Flash., but the other side has its benifits as well. RPG's should have a certian degree of realism though, its totaly useless to have a party of super characters who are totaly invincable. i think that this, as in many things, balance is the most important factor.

    --
    "My heart is in the work." - Andrew Carnegie
  71. Re:RIT by Zppr · · Score: 1

    But Carnegie Mellon (also mentioned in the article) does: Entertainment Technology Center

    The Entertainment Technology Center (ETC) at Carnegie Mellon University offers a two-year Masters of Entertainment Technology degree, jointly conferred by Carnegie Mellon University's College of Fine Arts and School of Computer Science. Carnegie Mellon is relatively unique among U.S. Universities in being able to offer this kind of degree, as we have both top-quality fine arts and top-quality technology programs.

    The ETC also has an undergraduate course called Building Virtual Worlds - check out the class's final project.

  72. There's a difference by BarakMich · · Score: 1

    If you ask me, I like realistic games in non-realistic settings.

    Lemme rephrase that. I like games that, for all intents and purposes LOOK, SOUND, and FEEL real, but are in a universe completely different from my own.

    One example is Everquest. Though I don't own an account, I've had ample time to play at it (or rather, watch a friend of mine play at it). What makes it fun, in some reguards, is that you have REAL people in semi-REAListic 3D environments in a completely FANTASY world.

    Or, my personal favorite example is the Final Fantasy series. For years, Square has been pushing towards making the most realistic feeling game that they can, facial animations and all. I don't care what you think of the latest installment, Final Fantasy X, all you need to notice is that they're TRYING to make things look real with facial animations, rendering hairs, etc.

    Does that mean that it's realistic to cast Ultima or to summon Bahamut? Not in the least. But I'll be darned if it doesn't feel like you're actually witnessing it, as though it WERE real. In a few years, I would love to see what spell casting and summoning will look like.

    If you want to look back in time, there were books. Books. They pushed the envelope for realism for some time. Writers wrote in characters and events that were close to real. And your mind acted as the GPU in this case. Does this mean that these characters existed or that these events happened? No; that's what makes it fun.

    So you can't say that realism is a detriment to gameplay. Just remember that gameplay is determined by what HAPPENS in it. How it looks only adds to the fun; the more realistic, the better.

  73. Realism == Good by dscottj · · Score: 2, Interesting
    I get sick of the dips that complain "it's just a game, turn unlimited ammo on", or "it's just a game, turn the flight model down some so I don't fly into the ground so much", or "it's just a game, turn the icons on so I can find the badguys".


    It's not just a game, it's a simulation. We're here to learn what it might have been like to fly a WWII russian plane (Il-2 Sturmovik), or drive an F-1 race car, or fight squad combat. It lets us be a hero without worrying about getting ourselves killed. Pardon me for not wanting to cater to your inability to cope.


    You want a game? Fine, go pick up Serious Sam or Crimson Skies or the latest Mario Brothers racing game. Leave the simulations to those of us that like mastering something that's difficult enough in real life, let alone inside a computer.


    And just stop whining about it.

    --
    AMCGLTD.COM. Where cats, science fictio
  74. lunis user help? by Anonymous Coward · · Score: 0

    Dear Ask Slashdot,

    I am running a Jedi Knight 2 server on my "lunix boxen" in the office, and I want to keep all these asshole windows useres off my server. How can I set up my boxens so that only my home PC is the only windows client and everyone else has to be using linus? Thanks,

    -Mr. Samuel Bruchey, Newsday

  75. on a related note: DigiPen by NFW · · Score: 1
    DigiPen has 2-year and 4-year degree programs (AS or BS) in "real time interactive simulation" which they readily admit is basically an euphemism for "game development."

    I'm not a spammer, honest, it just happens that DigiPen is located just a few blocks from my house.

    --
    Build stuff. Stuff that walks, stuff that rolls, whatever.
  76. Re:Gameplay Realism by Stormalong · · Score: 1

    I classify them as "realistic setting" as opposed to "realism". And some realism factors come into play (fall too far, you die) but as you say, TRUE realism is sacrificed for fun, which is good.

    As for DoD, I'd suggest you give it another try, but avoid that beach map. I feel it is HOPELESSLY unbalanced. Maybe I've just never played on a server that had a GOOD Allies team, but the Axis kick their ass every time. There are only two ways up from the beach. Put two MG guys at each point and they can hold back an infinite number of attackers. Maybe they designed the map this way (true to what actually happened at Omaha) but I don't find it fun. Even playing as Axis, where half your team can just screw around doing nothing and you'll still have no trouble holding back the Allies. Not fun.

    However, some of the other maps ARE really fun. The inner-city maps (I think Cannes is my favorite) are really fantastic. Part of the fun might be that these maps are very complicated, and it can take a long time to learn all the little secrets. Unlike most CS maps where you can learn the patterns and strategic points pretty quickly. (Note: I was, and still am, a CS addict.) But they have put a HELL of a lot of work in DoD, and I'm impressed. The atmosphere of the game (background sounds, explosions, bullets whizzing throught the air, etc) is about the best I've ever seen.

  77. Games that aren't just visually realistic by Cornelius+the+Great · · Score: 1

    I strongly agree. You can't compare the fantasy games and the ones that emulate the real world.

    But I've seen the trend shift in a new direction. Realism isn't just about the graphics, it's about freedom. I guess that the freedom to play a game the way they feel is much more appealing than linear gameplay, and not just for replay value either. Freedom gives the player a chance to be creative. This IMHO is the reason why The Sims and Grand Theft Auto 3 are so popular among the gaming community.

    --
    Sigs are for losers
  78. I want non-realistic games damnit! by Com2Kid · · Score: 5, Interesting

    The original Half-Life death match rocked.

    A lot.

    (still does for that matter)

    Fractional of a second response times, dodging rockets, long jumping, flying off that cliff, launching a contact grenade at the exit that your opponet was trying to follow you out of. Doing a 180 turn in mid air and lining up an SOB in your sights and pulling the trigger before he even realizes what is happening to him, landing on the way down right outside the ledge of a doorway (what you thought I was going to fall down to the bottom of the cliff and die?) blasting two contact grenades in either direction down the hallway and running in there as you watch your kill count rise up.

    Yanking out your shotgun and side stepping into the hallway to the main battle room, long jumping into the middle of the fray, *BAM**BAM**BAM* sweeping the room clear of all opponets, quickly leaping between bodies to gather your booty, fragging a late comer to the fray who realizes right before he dies that he shouldn't have taken that last left turn.

    Remembering to breath.

    Realizing you just got 7 frags in the last past 9 seconds.

    Kick. Ass.

    1. Re:I want non-realistic games damnit! by Anonymous Coward · · Score: 0

      You are a decent writer, dude. That was fun
      just reading it.

    2. Re:I want non-realistic games damnit! by ObeyTheWerejackal · · Score: 0
      Realizing you just got 7 frags in the last past 9 seconds.

      Realizing your elbows, wrists, and shoulders all have massive nerve damage from repetitive motion, and that your ass is stuck in the chair from being too big, and that the ants have given up on living underground because it's just easier to stand under you and wait for the crumbs to fall.

      What a life!

    3. Re:I want non-realistic games damnit! by joib · · Score: 2

      Hey I remember once when I was playing the wolfenstein MP demo. I was a german equipped with a tommy gun. Ok so I was killed in the trenches by a bunch of inbound enemies. While waiting for respawning I saw that all others on my team were in the trenches, nobody in the basement. So when I respawn I rush as fast as possible to the war room. I arrive there at the same time as 6 enemies. I kill 1 guy as he is just entering the door into the war room. Then I just rush into the room and kill 3 of them at _point blank range_ (I came in through one door, they came in through the other). Then I reload and do a 180 deg turn just in time to blast the remaining 2 enemies who had gone the other way to ambush me (again at point blank).

      I just thought OMFG!!! Having just killed 6 enemies in a few seconds, and saved our team from certain defeat. Man what a rush! And I'm by no means a good FPS player, I usually don't play much games. Wolfenstein MP demo was just convenient as it works on linux, and it's free.

    4. Re:I want non-realistic games damnit! by Anonymous Coward · · Score: 0

      Funniest response I've read in a while...

    5. Re:I want non-realistic games damnit! by abdulla · · Score: 1

      half life? foo, what ever happened to the real deal death match, quake/quake3

    6. Re:I want non-realistic games damnit! by Com2Kid · · Score: 2

      I just thought OMFG!!! Having just killed 6 enemies in a few seconds, and saved our team from certain defeat. Man what a rush!

      Called good incentive to keep on practicing until you can pull that off regularly.

      I knew of one player in the HLDM community, damn guy was a natural. He had never played FPSs before and from the second he first started playing HL he was at a MINIMUM of a 200:1 kill to death ratio.

      He could reguarly get into the 1000:1 kill to death ratio area. Amazing guy, named Doc. More then one person goes by that name now and I believe he stopped playing a few years ago (can you blame him? When the game is that easy. . . )

      Hell I remember playing against him for a good 4 or so hour session and going from being barly a 1:1 kill to death ratio player to being a 3:1 kill to death ratio player. He was intense.

      Damn nice guy too, LOL.

      Man I wonder what in the hell makes somebody blessed with God Given reflexs like that? I mean the guy almost NEVER missed, in a few hours of play he may miss ONE shot. He'd swear and about it too, LOL. He was on the forfront of the power of the Tau cannon being discovered (for the first year or two few people if any at all in the HLDM community realized exactly HOW FUCKING POWERFUL those things were. WOH! Heh. Once it was discovered that they not only went THROUGH walls but killed EVERYTHING behind them. . . . well, hehe. The average life span of players in HLDM dropped dramaticaly. :) ) and was accused of being a bot long before any bots were around for HL (I can remember telling player's on servers that "There are *NO* bots for HL!" How times have changed. :( :( :( )

      Man he rocked. A lot. There were some other players who claimed to be as good as he was (and might have been) but they all tended to be pompious assholes, Doc was a nice friendly guy who didn't have this huge inflated ego about being able to kick everybody in the worlds ass in HL.

      Other FPSs just don't do it for me, the weapon balance is ALL off.

      Half-Life had PERFECT weapon balance. And I mean perfect. Well until the Tau was discovered, then things kinda got a bit nuts, but. . . .

      Half-Life Death Match was the ultmate fantasy deathmatch. You jumped off of cliffs, dodged around corners, and launched rockets that actualy well hell, felt like f*cking rockets.

      Nobody died from a one hit head shot wound, (well, except for with the crossbow or charged Tau, but standing still in HLDM with a crossbow would get every played on the map out after your ass and shooting somebody in the head with a Tau earned the shooter kudos and the shootie couldn't complain. After all, they were stupid enough to not be moving fast enough to dodge the Tau shot. :) and firefights could take you all the way across an entire map and back again.

      I repeat.

      It.

      Rocked.

    7. Re:I want non-realistic games damnit! by Com2Kid · · Score: 2

      Quake3 is for pussies.

      Period.

      Gameplay is horribly unbalanced, any time you can sit and shoot at some fool for 2 or 3 seconds at point blank range with a machine gun and have the poor asshole get up and move without a damn problem means that some Serious Balance Issues exist.

      ID has this awful habit of making machine guns the 'least' powerful weapon in a game.

      Bah.

      50 or so rounds of lead into somebody should mean a dead somebody, not no living some'body.

      Rocket suck too. What in the hell is up with the fire rate on thos things? Shiiity. BOom boom boom boom boom Lots of them and almost no damage. Half-Life had a MUCH better system in my opinion, you had to THINK about were you fired your damn rocket at. And think HARD. You didn't just go shooting off big ass explosives willy nilly, hell no.

      Not that rocket jumping was impossible. If you started out from two stories up, fired a rocket, got it to hit'in the ground when you were one story up, the blast could propel you if you were REALLY good onto a third story ledge.

      Course you'd have damn well no life left, but hell, THATS WHAT A ROCKET DOES TO YA.

      Tau cannons for jumping, not no rockets. :)
      (fact annoyed me at first too, but you get used to it, no really, you do.)

      Rockets ROCKED in Half-Life. Nice medium sized blast radius, and a reasonably long load time meant that you didn't just fire them indiscriminantly.

      Of course having limited (arguable, nobody ever figured out if it was limited on purpose or if Valve just couldn't program a laser guidence routine worth a shit. :) ) laser guidability helped too, wooosh!

      Hell even that was balanced, more then one fool thought he was going to be cleaver with a laser guided rocket up somebody ass until the person on the other side of that ass spotted a little red dot wandering around, whipped out their Cross-Boy and showed ol' rocket boy what well aimed precision can do to ya.

      Shotguns in Quake3 also suck. A lot. HLDM has a shotgun that makes you feel like a man. Not some little loser carrying around a losers weapon, hell no. In HL your shotgun was your best friend. *BAM* *BAM* *BAM*. Damn near doubled as a room sweeper, until your aim totaly sucked, then some asshole with a pistol could easily finish you off.

      Which was perhaps the greatest thing of all about Half-Life.

      EVERY WEAPON WAS EQUALLY BALANCED

      yet each successive one was more powerful then the last.

      Let me repeat that for you stubborn ones out there who may be thinking that is impossible.

      EVERY WEAPON WAS EQUALLY BALANCED

      yet each successive one was more powerful then the last.

      Yup, thats right. In the hands of a skilled Half-Life player ANY weapon could be used to defeat any other weapon with ease. Well mabye not with ease, but it was damn well fun.

      I was witness to Crowbar masters who'd take on people with rocket launchers.

      And win.

      And who can forget the infamous sachel campers. Hell if you got hit by one of them you gave of a "nice kill!" rather then some lame-o scream about campers.

      And when you spawned next to one guy with an MP5 and all you had was your little Pistol, no worries.

      You could take the SOB. Cuz if you can't

      well hell

      If you can't take the SOB, you don't deserve to the damn frag now do ya? Hell you don't deserve to live, die and get your ass off that serve you little pussy, real men fight with anything they've got. You just got a Cross-Bow in a head to head fight? Well now you sure as hell better win it cuz if you don't you ain't worth play'in against now are ya?

      Play hard play fast and play to have a shitpot load of fun.

      Now excuse me I gotta go give spellcheck.net a seizure with this post.

  79. Jet Grind Radio, Mad Dash, Cell Damage, etc. by RockyJSquirel · · Score: 1

    I used to work in games, and I've always disliked the rush toward (imagination and style-free) realism and ever more gory violence.

    Anyway I've noticed that there are some new and very good games that have stylized artwork. Check out Jet Grind Radio, Mad Dash and Cell Damage on the XBox (Cell Damage may be too hard, but I like the Warner Bros. look).

    There's also lots of fantacy games that don't fall into the mindless violence game classes. I've played Ico on the PS2 and Shadow of Destiny on the Dream Cast and there are untold more.

    Fewer Japanese games fall into the style-free category I whined about than American ones, but that's probably just a sign of overall quality.

    The article didn't actually have much direction, but anyway...

    There's a sort of esthetic that allows games to be games instead of insisting that they have to be representations of reality, and I've always prefered that esthetic. Besides there are moral issues involved in war, for instance, but no moral problems with playing go or chess, so I far prefer my strategy problems to NOT be disguised as murder.

    Anyway I think part of the lack of style was just caused by the lack of sophistication that comes with new tools and technology.

    Rocky J Squirrel

  80. RIT by Apreche · · Score: 0, Offtopic

    I am a student at RIT. We kick ass. yeah, mod me down whatever. I'm a cs major, maybe I'll go for the game developement master. WHo knows. ph33r.

    --
    The GeekNights podcast is going strong. Listen!
  81. You know what? by PlaysWithMatches · · Score: 4, Insightful

    I spend most of my gaming time playing classic games that are by no means realistic. But they are FUN . Those old Atari arcade games are a blast, and platformers like Sonic, etc. really rock my world. If I want realism, I'll go outside and look up at the marvelously rendered clouds in the sky. I play my games to have fun, period.

    --

    Mozilla's a nice operating system, but it needs a better browser.
  82. Re:Diablo is dead. All hail Dungeon Siege by crisco · · Score: 2
    This is a sweet game. It eliminates a ton of little issues DiabloII has and its graphics and environments are gorgeous. But besides the eye candy, it has some decent gameplay, much less clickfest for one thing.

    Multiplayer has some issues with what is saved and what isn't, it will take some getting used to after Bnet. But if you have the time to finish one little quest at a time (I've been averaging about 45 miniutes) you'll feel like you're making progress through their multiplyer world. Although they want you playing on the Zone, they aren't pulling a Blizzard and trying to tell you where you can and can't play, their internet games work just fine.

    The forthcoming tools look like they'll be awesome. I'm even thinking of ressurecting some long dead ideas and doing something with them.

    --

    Bleh!

  83. NES by snyrt · · Score: 1

    i just bought an original NES because the old games were better. it was from back in the day when a game had to rely on a good plot, or at least good gameplay rather than using graphics as a crutch for a bad game.

    --
    -"Hey, Baby. It's not a rash, it's textured love."
  84. 3D-FPS hype vs. good games by Knacklappen · · Score: 1

    I think we should differenciate a little.

    Clearly, Simulations (like FS, F1GP (etc)) only profit from more realism. After all, that's the idea.

    Then, in the opposite corner, there are arcade games like DONKEY KONG or the beloved GIANA SISTERS. They are meant to be surreal. Again, that's the idea!

    And then, there are all sorts in between. Like the first part of COMANCHE which was a chopter arcade game, rather than yet another simulation (like GUNSHIP) by MicroProse. OK, i forgot the cool LHX which came long before COMANCHE, but you are getting my point.

    Wolfenstein3D was the first sign of 3D-FPS becaming feasible. DOOM was a revolution and the first night after playing DOOM, I had bad dreams! And I loved it!!! And DARK FORCES, a DOOM with vectors and within the StarWars universe...!

    But somewhere there, the software companies fogot that there is a need for simplier games, too.

    Nowadays it seems that everything has to be 3D and superealistic in order to be a big seller. Man, I loved the LucasArts Adventures a lot (MANIAC MANSION 1+2, ZAK MC KRACKEN, LOOM, INDY3+4, MONKEY ISLAND1+2+3, SAM & MAX just to name some)... but then, MONKEY ISLAND 4 had to be 3D...!! Why, oh Good Lord (I mean, George)??? They ruined the perfect Point & Click environment. In my mind, that was one of the points that made the LucasFilm/LucasArts games superior to Sierra's...

    Talking about SIERRA/DYNAMICS: Anybody remembering THE INCREDIBLE MACHINE? This was a great game, totally unrealistic but great! No, sorry, it was great _because_ it was unrealistic.


    Sorry for this long posting, I guess nobody will ever read it anyway. But my point is that software companies and developer teams are just so obsessed with the graphics and sound, that they forget the very essence of a great game. Sure, it is hard to identify exactly what it is that makes lifts a game to cult status, but it ain't nice gfx and sfx alone (proved by ACTIVISION and OCEAN with tons of horrible games based on licensed movie characters/plots)

    Counter example: DEUS EX. But, is it _really_ a counter example? I loved it for the incredible dense plot and the paranoid athmosphere... Something, QUAKE never had.

    --


    Excellence: Moderate (mostly affected by comments on your karma)
  85. Realism may already have killed gaming. by Tokerat · · Score: 3, Interesting
    When I was seven years old, I got a Nintendo for Christmas. After playing it for nearly an hour, my parents began to laugh at the way I was playing the Super Mario Bros. The gameplay was so emmersive I would actually move the controller around when jumping to try and make Mario jump, as if the movement would "push" him further along. Of course once I realized it made gameplay more difficult by not holding the controller still to keep my hands ready to hit the buttons I tried to stop, only to find that breaking this habbit was more difficult. THAT was gameplay.

    This inspired me. I wanted to make a game of my own, and was delighted to discover a kit that allowed players to create their own games, but disheartened to learn it was only availible in Japan. This however was what got me into computers, learning programming and eventually techniques for making games. It was much easier than I thought! Basic concepts of computing simply applied to graphics, double buffering was just a few extra memory moves, man this was great! I would be able to make any kind of game. And then 3D came along.

    For those who don't know (which I would think would be few of you, but let me state my point), 3D is a WHOLE other ballpark. It's complex, it takes alot of skill and a TON of math and programming. To the point where creating most games in 3D is fruitless, all the development time is spent on making the game look good and work as a 3D game, not on the story, or most importantly, the gameplay. The graphics, that's all. Game companies can barely afford to spend time in other areas because "it has to look better than the others." Roving cameras, pinpoint detail, cutscenes, it's all become such bloatware. Many developers have forgotten: I play games to do exactly that. Play them. If you gameplay sucks you are NOT doing your job.

    Some games have taken steps in the right direction, such as The Legend of Zelda series. It may not be your favorate type of game but if you've played it you know that's innovative gameplay. The assignable buttons, the Z-Targeting system is especially nice, and the ease of which different activities can be performed with the A buton, depending on your current situation. Few games take time for this.

    Another thing is that no one takes the time to be creative. Reality may be the most difficult thing to simulate, but why does it need to be simulated every time? You have before you a blank page where imagination is the limit, but the imagination seems to only conjour the same thing over and over, a push back to reality.

    Now, some games are realistic and that's good. The Gran Turismo series, for example, absolutely beautiful. But is that all you've got? 3D worlds that look like outside my window? (no, there are no cars going 150mph out there but you get what I mean. ) I agree with a pervious poster who claimed Nintendo and Sega where last of the real gaming companies.

    SO enough rant, here's where it stands: Any platform that has a few realistic (looks and gameplay) titles, a few cartoony action games which are fun to play, a few well thought out and crafted puzzle games and some adventure games thrown in for good measure is where I'll stay. If I want interactive movies I'll watch pr0n.

    "One GameCube, please."

    --
    CAn'T CompreHend SARcaSm?
    1. Re:Realism may already have killed gaming. by Knacklappen · · Score: 1

      Exactly my point.

      The shining exception: Deus Ex. 3D but great! I got early home from work and stayed up until 3a.m. just to play it through. And when I did... I started over in the hardest level, just to prove to myself that it can be done. 3 intense weeks but... wow... I loved every single day.

      There are very few other occasions where I went that crazy about a game, the first PRINCE OF PERSIA maybe and INDIANA JONES 3 (the adventure from LucasFilm). Oh yes, COMANCHE of course (3D and realistic scenery but more arcade-style than simulation).

      Hmm... OK there may be a whole bunch of games that I went crazy about... but... I agree: "Realism may already have killed gaming." Or actually, the wrong impression of the software industry, that a game simply have to be realistic 3D in order to sell well... Who has planted this stupid idea in their heads??

      --


      Excellence: Moderate (mostly affected by comments on your karma)
    2. Re:Realism may already have killed gaming. by Tokerat · · Score: 1
      I'm not sure but hopefully enough of the up-and-commers in the industry realize this and maybe the next generation of game companies will start sprouting up with more of a "game" oriented approach, I know mine will be. ;-D

      One can only hope it becomes a catchy trend, so the suits push for it.

      --
      CAn'T CompreHend SARcaSm?
  86. Wait. What are we talking about? by CleverNickName · · Score: 5, Funny

    They ARENT real, they [are] clearly as fake, they are more fun...

    Are we still talking about Britney? If so, I agree, completely.

    1. Re:Wait. What are we talking about? by haystor · · Score: 1

      That's a different argument that was setttled 15 minutes after the first fakes when everyone agreed with the "who cares?" counterpoint.

      --
      t
  87. Not the old "Realism" vs "Fun" argument again! by UnknownSoldier · · Score: 2

    Can realism destroy the amount of "fun" in game?

    That *completely* depends on the game!

    If I want to play a simulation, I want as much realism as possible.
    i.e.
    Flight Sim, Driving Game, etc.
    i.e
    If I hit a stationary object at high speed, my car should roll, tumble, and be smashed to pieces.

    For other games, I want as much "fun" as possible *at the expense* of realism.
    i.e.
    Diablo and Dungeon Siege don't have encumbrance. Why? Because it's tedious, and slows down the gameplay.

    Fun and Realism are orthogonal concepts in games.
    A game can be:
    1) Fun and unrealistic,
    2) Fun and realistic
    3) Unfun and Realistic
    4) Unfun and unrealistic.

    Confusing the two, shows a lack of understanding game design.

    The hard part is trying to nail down how much realism a game needs.

  88. Realism -vs- gameplay by aelfwyne · · Score: 1, Insightful

    I have always been adamant that realism belongs in games so long as it does not interfere with the player's ability to enjoy the game.

    For different people, this means different things. For some, having an impossible challenge is what it takes to enjoy the game, and in some cases, realism provides this, since in real life, some things are nearly impossible!

    However, for some losers like myself, I don't want to feel like I'm in real life while playing a game. I don't have 20 hours a day 7 days a week to hone my skills for each and every game that comes along.

    In fact, when a new game is released, I often will try it at a friend's house first.

    As soon as it puts me up against a situation where I have to spend hours on one menial task (jumping across a bridge a certain way, or killing a "boss" that can and does kill you instantly while it takes you 40,000 hits to kill it, etc), I put the game down FOREVER.

    My reason? Sure... coming up to that challenge might be rewarding for some... However, the challenge of real life is rewarding enough for me, and the games, well, they're an escape from real life. As soon as you make a game as challenging as real life, or moreso, I feel that at that point it is time for me to choose the challenge that gives me the most reward: Real Life.

    So, keep realism for Real Life, and keep Games for play.

    --
    -- If it ain't broke - overclock it more.
  89. Realism isn't destroying games, however........ by Y-Crate · · Score: 5, Insightful

    Half-assed realism where a strong effort was made to achieve realism only to be dumbed-down for mass-appeal is extremly repugnant and annoys the hell out of me. When you have something that strives to be true to life, only to be peppered with a number of regulation "goofy" or cartoon-ish elements you destroy the value of even caring about realism and working to acheive it.

    You end up with a game that is neither likely to please the realism freaks or those who are looking for a little lighthearted fun.

    Sure, it might sell, and to many people that is all that matters, but to others, it is just a waste of time.

    Furthermore, I don't see any problem with realism itself. People often tell me, if you want realism, go outside. But that completely defeats the purpose of fantasy. Which is not always to introduce radically new worlds and situations - in essence an entire universe's worth of new rules - but to offer the chance for the player to entertain some of their personal fantasies, whatever they might be. A lot of people I've talked to seem convinced that if you aren't offering a Dungeons and Dragons or Toliken-type world then you are just wasting your time.

    I'm sorry, but most of my fantasies don't involve Orcs, Hobbits or Elves but being able to take a different path in life, one that I can see in front of me every day, but would never get to experience. That is my kind of fantasy. And it is not intended as a replacement for real life, but to offer a window on life that someone would not otherwise have.

    And I would like those precious glimpses onto alternate paths to be true to life as possible. To give me a feeling of what it would be like to follow them without actually having to.

    I don't consider it mindless escapism, though there is certainly a strong element of escapism in every game imaginable, but rather the ability to become more well-rounded as a person, to experience life in new, and different ways that are far different from what I ever could. And give me a perspective on the world I would not have otherwise had.

    Realism gives us the chance to be anyone, to go anywhere and to step into anyone's shoes. It's not about replacing your day to day life, but about giving you the chance to see how someone else's is. Those who oppose it most likely don't understand this very important fact, or perhaps have different tastes or, perhaps are just unwilling to attempt to go to the trouble to implement it in their works, and perhaps fear the day where it would be expected of them.

    For it is far easier to write your own rules, and to create your own bounderies than to take your concept, your dreams and to mold them into the realities of our world.

    1. Re:Realism isn't destroying games, however........ by PaddyM · · Score: 1

      It isn't? I beg to differ :)
      Ain't I shameless?

    2. Re:Realism isn't destroying games, however........ by greydmiyu · · Score: 1

      Or to put it in shoter terms for the Sesame Street crowd we have here.

      Realism isn't a problem. Why? Becuase in the real world I'm not going to take my '97 Eclipse GSt, mod it heavily, enter it into a class A circuit race and turn 6 laps in a 6 car heat.

      I'm not going to take my Lancer Evo VII and go blazing through the wilds of the third world on several rally special stages after another.

      I'm not going to arm myself with a Sig Sauer P226, an M-16 and take on a half dozen terrorists at some random airport.

      I'm certainly not going to hop into a time machine, sign up for the army and storm Normandy with my M-1 and Colt.

      But I sure as hell would like to know what it might be like with something approaching realism otherwise what is the point of playing out those particular scenerios? Why have a rocket launcher in WWII? Why have it so I have trampoline boots so I can hop infinitely to foil the terrorists aims while retaining perfect aim myself? Why have a rally car that drives through mud like it is on tarmac and why have a street car on tarmac act like it is on ice? By ruining the realism in the game you ruin the fantasy the person wants to portray!

      --
      -- Grey d'Miyu, not just another pretty color.
  90. It's all stale by presearch · · Score: 1

    Just like the music and film industries, the game companies keep churning out the same thing:

    80% puppet manipulation
    10% vehicle manipulation

    Then again, that's a lot like real life.

  91. this is an irellevant discussion by Anonymous Coward · · Score: 0
    did that get your attention as 'troll'?

    regardless, this is much like if I wrote an article commenting on 'is chocolate flavor destorying the ice cream industry'

    depending on what the 'genre' is, that will be the deciding factor for how real something must be. Also, it is not a linear scale. In a true RPG, you would be able to have a lasting impact on the 'world', be able to fully customize your character and in the end be able to assume the character as if it is a shirt. However, most would agree that things like pooping, sleeping, etc have no place in a game, at least a real time game (persistent world). The SIMS on the other hand, are more about the little things and the eating, peeing, excercising and social time are factored in as part of the challenge (much like real life, how to correctly time manage all the activities you would 'like' to do)

    As an example of how to NOT do it take this. Let us say you are playing an online RPG (massive, persistent, yadda yadda yadda) Now, if you are an RPG and not an action/adventure game, then you will not have levels, nor will you have the ability to ID people you never saw or met because of an odd etherial floaty name thing above their head. But most self labled RPG's are anything but. Rather they are fantasy action/adventure games. Not to say they are not fun, quite the contrary... but let us call them like it is in order to better focus on the elements we can add/augment without getting to much into that odd territory of marketing to the masses, where in the long run, the game pulls in less money because it has no special appeal to anyone. It is fun as a 'new thing' to all, but does not last because it has no niche.

    Remember the context... in a FPS, it is all about the twitchy ability of the player. Most character advancements outside of stabalizing aim and such, will be useless. While NPC's can justify charismatic and linguistic 'upgrades', this is useless against people. The game is not about immersion, it is about stomping the life out of another person, who is very very unrealistically 'spawned' back into life later, so that you can hopefully stomp his guts out again before someone does it to you.

    In an RPG however, it is not about twitching skills. Your character is what is the deciding factor. however this does not mean that (and should not, IMHO) tactical and even large scale strategic elements brought forth by the player(s) can not be used. The problem is when the game creates such an artificial (not to be confused with virtual) reality, that it limits your ability to choose and act. Many online RPG's suffer from this, through design they do not allow strategic thinking on any level. (choice of weapon is not strategy) The cookie cutter mentality is the worst way to do it. That basically takes the limitations of an FPS and places it in the RPG, but the RPG does not benefit from the openness of the FPS. So you have pretty graphics and sound, with NPC's of elves, dwarves and magic but no real content or actual rewarding gameplay experience.

    oh well, just my thoughts and hopes for future games. I love many types of games, and often enjoy those that combine 'genre elements' however I believe in doing those parts well, not sacrificing quality for quantity of these elements. Then it sucks all around and appeals by no measure. that is something EA does not yet comprehend, Sierra didn't but may be figuring it out, and not Interplay is competing with EA for the 'shortsighted we let the marketers make business plan decision' award of stupidity. THAT is why I took my money out of them... when the boat goes down, I don't want to be trapped within.

  92. The untapped potential of the Xbox controller! by mriker · · Score: 1

    "...the bloated Xbox controller has eight buttons, two triggers, three toggling switches and untapped possibilities." Wha?? No one has yet to untap the potential of the Xbox controller?!? Somebody get to work! Free those possibilities! Perhaps I can only dream...

  93. Re:Gameplay Realism by mister+sticky · · Score: 1

    To tell the truth, one of the things that I like about CS over DoD, is the waiting period for the round to end.

    It's nice to have a break (although annoying that you got killed) that allows you to watch other players and pick up tips, or laugh at noobs. Also having the chance to chat with other players/friends is fun, and allows strategies to be set up.

  94. Did the invention of the camera destory "Art"? by smugskii · · Score: 1

    If you are going to buy property, then I would look for "Location,Location,Location". If I'm buying a game, I'm looking for "Gameplay,Gameplay,Gameplay" (if I ever start a games company, I'm going to gall it G3 for that very reason).
    Does realism destroy games? Yes and No. It can if you end up with software of the quality that early games on CD had (remember the Amiga CD32 anyone). But would I go back from the games we have today, and hark for the nostalgia of yester year - NO! (well, apart from Elite on the BBC B). What matters is the style of play. Pretty graphics go a long way to creating atmosphere (System Shock 2 scared my girlfriend sensless), but in the end it is the mechanics that drag you in. Doom had the predicable masses, with the satisfaction of gunning down 200 enemies before breakfast. Unreal had the challenge of a few nimble and 'intelligent' enemies. The satisfaction is not in the absolute reality, but in the difference between expectation and what we receive. But this is an exercise of comparing apples with oranges.
    In the end, the OPTION of extra realism is a tool, and a welcome one. It can be used to create beatiful games on top of superb mechanics, or to create some brochure wear that will be rejected by all but the suckers who judge a game by the cover art.
    (BTW, what was the turkey of a game released on the CD32 back in 91/92)

  95. Re:Diablo is dead. All hail Dungeon Siege by Trracer · · Score: 1

    You obviously never tried it in multiplayer. One of the sort of good things with Diablo II is the central storing of characters, this is NOT done in Dungeon Siege, easily allowing outrageous cheating. Altho, I still find Dungeon Siege interesting, but with single-player cheats already out (and yes, you can "import" single player chars) it will be impossible to play online. I dont want to run into 100 chars with all stats at 150, with unlimited money, etc etc. Great idea with the game, but they have ruined the multiplayer part which could have been awsome.

    --
    English is not my first language, so cut me some slack -: Om du kan lasa det har sa kan du Svenska :-
  96. Realism by CFBMoo1 · · Score: 1

    Personally I like my games with less realism. I play them to avoid reality at times and let out pent up frustrations. I just think too much realism is wrong for games. There may come a time when certain people won't be able to tell VR from RL.

    To clarify my references to realism it's not the phyiscs or fact that people have actual hair. My concerns would be simulating real life events in a game. If there are people like this in the world. Then there's definatly a need to take a step back and say are we doing too much to get realism if people act like this over fantasy games? Personally I'm a fan of games like Quake and Doom. Realism isn't what makes a game fun for me. It's the ability to make me come back to it again and again and not many game companies can do that like iD has.

    Realism is good, but there may be some things that need looked out for in order to have it for games because of the less then stable members of society.

    --
    ~~ Behold the flying cow with a rail gun! ~~
  97. Re:Gameplay Realism by Galvatron · · Score: 1
    (true to what actually happened at Omaha)

    Yeah, seriously. I'm drifting offtopic here, but after RTCW and MOHAA, I decided to do a bit of reading up on Omaha beach. For every company that made it off the beach and captured Axis strongpoints, three were shattered and ineffective. There were entire landing sectors where the only survivors were those that walked along the bottom of the ocean, keeping their noses above the water, moving forward with the tide. Entire boatloads of men lost literally every single man aboard with to concentrated fire from two machine guns.

    Part of the problem seems to have been that the planners didn't fully appreciate the difficulty of seizing the BEACH. They thought securing the initial position would be easy, but the hard part would be preventing the troops from being thrown back into the sea. Therefore, the focus of the initial landings was on clearing paths for tanks and landing boats, to enable swift troop buildup. Unfortunately, this was an impossible task with machine guns beating down on the engineers, and so only 4 paths were cleared through the obstacles, of which only one could be marked (making the rest useless).

    The other big problem was weather. Simply put, Eisenhower didn't want to miss this landing window, so he gambled on the weather, and lost. As a result, the bombers were unable to bomb the beach for fear of hitting the landing boats. Instead, they bombed inland, depriving the infantry of the bomb craters they'd been expecting to use as cover. Also, the poor visibilty meant that many boats didn't know that they'd drifted off course until they were almost upon the beach, at which point they realized they had no idea where they were.

    Again, sorry, totally off topic. I agree, any truly realistic simulation of D-Day would not be any fun to play.

    --
    "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
  98. Rental: the first hour of play is critical. by yerricde · · Score: 2

    Now, one might consider some Square games to be "interactive movies" (although generally the people who say this are the ones who play about 5 hours of FFX and never really get into the game) ... Finish the game, then we'll talk.

    Finish the game? On a rental? One of the purposes of rental is to promote the game so that players will buy it. The "learning curve" theory of psychology shows that the first impression sticks strongly in the player's mind. In fact, Mr. Miyamoto (a prominent producer at Nintendo) helped re-design the first two levels of Star Fox 64 at the last minute to improve the critical first hour. If the first hour of a Square game isn't fun, it won't sell, and sucks to be Square.

    --
    Will I retire or break 10K?
    1. Re:Rental: the first hour of play is critical. by ph0rk · · Score: 1

      uh huh. thats right. square games don't sell. FFX only sold a measely 4 million copies as of february.

      I think square's games are selling just fine.

      --
      semantics are everything!
  99. I Don't Know by circletimessquare · · Score: 2

    I have no idea if Realism is destroying Video Games.

    But I do know that ever since I bought Civilization III, Video Games have been destroying my Reality.

    ;-P

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  100. I believe you are missing the point by Anonymous Coward · · Score: 0

    I believe you are missing the point.

  101. Re:Diablo is dead. All hail Dungeon Siege by Anonymous Coward · · Score: 0

    but there's no linux port!

  102. I agree by Anonymous Coward · · Score: 0

    LOL, I feel the same way.

    CS players... bah... They play CS because they can't handle a real shooter like the Quake series. After talking with many people who play CS I can honestly say that is the reason why 90% of people play CS. "It's slower, I can sneak around and shoot my rifle, etc." versus the high-speed (more fun) action of Quake. They just can't handle it.

  103. Mods here are sony fanboys lol by HanzoSan · · Score: 2

    I got modded troll because I like DC, you got modded funny lol they think DC games are a joke,

    its a shame everyone is hating on DC

    --
    If you use Linux, please help development of Autopac
    1. Re:Mods here are sony fanboys lol by professortomoe · · Score: 1

      Yah, I guess. I love my Dreamcast to no end, hehe. OH well, what can you expect...

      --
      If I wasn't so lazy, I'd have a sig.
  104. Who knew JonKatz wrote for the NYT? by cryptochrome · · Score: 2

    I know it says the author is Edward Rothstein, but such hyperbole and implicit bias is unmistakeable. Must be a pen name.

    --

    ---If you can't trust a nerd, who can you trust?

  105. Re:Diablo is dead. All hail Dungeon Siege by Anonymous Coward · · Score: 0

    A host has to allow single-player importing. Here's an idea, Einstein, don't join hosts that allow it.

  106. Lack of money by HanzoSan · · Score: 2

    Thats why Sega failed, IF Sega were Sony, Nintendo, Microsoft or anyone else they would have dominated.

    Every DC sold, Sega would lose $100. Tell me how you can be in debt, and be losing $100 on every system sold, to top that all off you have the most successful launch in history, and you sell 10 million systems in 2 years, also you spend hundreds of millions of dollars on games like shenmue;

    It was Segas lack of a business plan, the same reason dot coms failed.

    --
    If you use Linux, please help development of Autopac
    1. Re:Lack of money by stripes · · Score: 2
      Thats why Sega failed, IF Sega were Sony, Nintendo, Microsoft or anyone else they would have dominated.

      Thing is, from my little view of the world they were dominating. Even past when Sony hyped the PSX2. People were buying new ones. I didn't know anyone who used a PSX that didn't have a Dreamcast (I'm sure there were many such people, but I didn't know any). They threw in the towel before the PSX2 hit the market.

      Every DC sold, Sega would lose $100.

      Losing money on console hardware isn't uncommon, they get a fee for every game sold (which is the real reason they are closed platforms, not to avoid the Atari 2600 mess). It is common to lose money unless 2 or 3 games are bought (and normally they are, except with the newer generation of consoles that can also serve as DVD players...I heard the PSX2 had a problem with too many people only buying a game and using it as a DVD player mostly).

      It was Segas lack of a business plan, the same reason dot coms failed.

      Could be, but it seemed to be pretty much the same b-plan other console makers had. Design a system that can be sold for $200, slap fees on games to make up the difference between build cost and store price. Make all the money on the games and add-on controlers and stuff.

    2. Re:Lack of money by HanzoSan · · Score: 2


      Thing is, from my little view of the world they were dominating. Even past when Sony hyped the PSX2. People were buying new ones. I didn't know anyone who used a PSX that didn't have a Dreamcast (I'm sure there were many such people, but I didn't know any). They threw in the towel before the PSX2 hit the market.
      It was because of DCs GREAT sales that Sega lost so much money, Sega didnt expect DC to do as well as it did.

      Losing money on console hardware isn't uncommon, they get a fee for every game sold (which is the real reason they are closed platforms, not to avoid the Atari 2600 mess). It is common to lose money unless 2 or 3 games are bought (and normally they are, except with the newer generation of consoles that can also serve as DVD players...I heard the PSX2 had a problem with too many people only buying a game and using it as a DVD player mostly).

      Sega was a 3 BILLON DOLLAR company back in 1998 before DC launched. They spent about a billion launching and selling DC that first year, they went from a 3 billion dollar company to a 1 billion dollar company.

      200 million on marketing first year
      - $100 per system sold (5 million systems sold the first year)
      Game development 100 titles made first year and Shenmue was a big project almost $100 to make.

      Add this all up, in their first year they lost a billion dollars. When Sega launched DC they DIDNT have a business plan, they didnt plan how much it would cost for them to pay for that launch.

      You see, it would have taken each DC owner buying 10 DC games in order for Sega to get out of debt and break even. This is no joke, Sega was selling a system at a loss WHILE THEY WERE IN DEBT, with NO way of making the money back.

      Then to top it all off, PS2 gains hype, causing Sega to need an advantage, so they launch Seganet, What Sega didnt realize was, the launch of Seganet equaled the death of dreamcast.

      Sega launched Seganet and the president of Sega Mr Okawa I believe, Gave Sega 100 million dollars, this saved Sega.

      Mr Okawa said that the launch of dreamcast was a mistake, that Sega as a company did not have the money to do so but did it anyway, he also said that he'd use his own money to make DC a success.

      Sega went through their Sega and final year on the money provided by Mr Okawa, in this year in order for Sega to make a profit Sega would have had to sell less DCs and more games.

      The more DCs sold, the more games per DC user would have to be sold, the problem ended up being Sega running out of money when Okawa died. When he died there was no one backing Sega, Sega was in debt and they were FORCED to shut down DC production.

      Sega only had a billion dollars left, and was in debt, instead of Sega immediately firing all their development teams, Okawa had them broken up so that they would be able to develop on other platforms, the plan was to do DC on a chip, this plan however would have required money to produce more DCs and hardware

      Okawas death sealed DCs fate, the change of plan became to sell software and forget about the whole hardware industry.

      Sega can survive by becoming more like EA, and making games, this is Segas only chance for survival, if Segas games dont sell soon, Sega will go the way of atari, the development teams which make games which dont sell will be dropped/fired and this is why all of the sudden Yu Suzuki is releasing VF4 on the PS2 instead of new stuff like shenmue

      This is why Yuji Naka is releasing Sonic on gamecube instead of something new

      Sega has to cut costs of developing their games, and Sega has to make a profit fast, Sonic made them some quick cash, VF4 should make them some cash,

      Sega must learn to do business or they will go out of business. Its that simple, it happened to SNK and Sega is next.

      --
      If you use Linux, please help development of Autopac
    3. Re:Lack of money by jerkface · · Score: 1
      It was because of DCs GREAT sales that Sega lost so much money, Sega didnt expect DC to do as well as it did.

      Wrong, the DC sold much worse than they expected, particularly in 2000. As a matter of fact, they even lied about the sales numbers to make the Christmas 2000 sales look less-bad than they actually were. This, incidentally, is one of the reasons Irimajiri had to step down from his role as president. And while I'm at it, your estimate of Sega's loss per console is probably far too high.

      Your whole view of the DC's history is inconsistent, and more than a little hysterical. Mostly it is an unstructured series of vague or untrue claims ("When Sega launched DC they DIDNT have a business plan"). But there is a shadow of an argument in it. First you claim its failure was all Sony's fault. Then you point out that Sega has poor business sense. But then you blame its demise on the loss of Okawa, even though all he was doing was throwing good money after bad by largely continuing the pattern of mistakes, i.e., showing poor busienss sense. These three reasons can't all be true at the same time. Also, it doesn't help your arguments any that you can't seem to find the period key.

      Yes, much (most) of the PS2's early hype was terribly unjustified, and this had some role in hurting Dreamcast sales - but most of the blame rests squarely on Sega's shoulders. Their marketing was poor and they spent massive - even unprecedented - amounts of money on games that didn't sell very well. And they did exactly what so many gamers were betting they'd do: they abandoned their loyal customers yet again, just like they did with the 32X and the Saturn.

    4. Re:Lack of money by 0x0d0a · · Score: 1

      "For every DC sold, Sega would lose $100. Tell me how you can be in debt, and be losing $100 on every system sold..."

      Yes? And?

      Every console manufacturer runs into this. They sell below cost, and eat it on the initial cost, and make their money back on games. They have to sell enough consoles and then enough games per console to win out. Sega would never have made the initial investment if they didn't plan to follow through. They aren't stupid -- they did the math.

      They just failed to sell enough consoles and enough games per consoles.

      Sega is probably the company that most impressively exemplifies awful product release timing that I know of. They released the Master System...which was overshadowed by the NES. They released the Genesis...not long before the SNES came out. In each case, they were technically behind their primary competition for the majority of the life of the product.

      Then they went into a spastic series of releases of all sorts of bizarre systems. Nomad. 32X. Saturn. Each system they sold cost them money, each incompatible system splintered the game market and resulted in game developers less willing to develop for the market, and hence less game sales and less money for themselves.

      Finally, the DC is (IMHO) the worst-engineered game console I've used, at least from an external perspective. It's my least favorite of Sega's offerings. The case is flimsy, the drive loud, the analog stick flimsy, the buttons not rubberized, the D-pad blister-inducing, the whole controller bulky, and idiotically enough, the memcards mounted on the controllers. How are you going to sell replacement/alternate controllers if you have to include the cost of a memcard interface on everything? Just plain bad engineering.

      Sega had a business plan. They screwed it up, but they were hardly a dot com. They didn't sell enough games. Some of it was bad luck, some of it bad timing and engineering on their part, but at the bottom of it, Sega was largely to blame for Sega eating it.

      Sega has never had as many decent games as their competitors. The Genesis/SNES era was when Sega had the most going for it, and even then there wasn't much for Sega. I've never liked the Sonic series (well, or the Mario series :-) ), some of the really good games were available on the Genesis and SNES (and frequently more technically advanced in the SNES version), and there were simply more SNES games. Besides which, after using six buttons, three was just plain too few.

    5. Re:Lack of money by stripes · · Score: 2
      It was because of DCs GREAT sales that Sega lost so much money, Sega didnt expect DC to do as well as it did.

      Now that makes zero sense. Selling more consoles lets you spread the NREs over more units and drive production costs down, and buy parts in bigger lots at lower prices. None of that makes things worse for Sega.

      You could be right that they totally messed up on costs and they had to sell 10 games per DC to make up for the loss, but I would like to see that information from another source since (no offense intended) you seem a little biased. However even then selling more DCs doesn't make things worse, if they hadn't sold any they would have lost huge on the NRE and lost face by having "another Saturn". If they sold half as many DCs they would have lost more money on each one. In any case selling them at too much of a loss would doom them, not selling too many of them.

      The more DCs sold, the more games per DC user would have to be sold, .

      How? If each DC is $100 worth of parts loss and it's share of advertising and design costs then selling one DC means it is a billion dollar loss so you need to sell a tenth of a billion games to everyone who bought a DC. If you sell a billion DCs you only need to sell $101 worth of games to each DC owner.

      That still ignores all the places where building more of something costs less -- that $100 isn't inflexible. It also won't go to zero though.

      Sega can survive by becoming more like EA, and making games, this is Segas only chance for survival,

      Well that's sure true. The question is weather or not Sega blundered their way into this position, or if they really did play a good game and lose anyway (or if they even could have made another console but decided this was "safer"). Few people claim NeXT were a bunch of morons who sold the cube at under cost and drove themselves out of the hardware business (or the same for Be), mostly people claim they went into a hard market and didn't make it. (Actually I think NeXT's hardware was an extremely poor choice, mostly the CPU choice, but lots of people disagree with me).

      This is why Yuji Naka is releasing Sonic on gamecube instead of something new

      Well, we both agree on where they are, just not how they got there.

    6. Re:Lack of money by stripes · · Score: 2
      And they did exactly what so many gamers were betting they'd do: they abandoned their loyal customers yet again, just like they did with the 32X and the Saturn.

      Was the 32X popular? I didn't get the impression the Saturn was which is why I was unsupprised to see it die.

    7. Re:Lack of money by jerkface · · Score: 1
      Was the 32X popular?

      No. By most accounts, the only really good game for it was Knuckes Chaotix. Sega supported the console for less than two full years, and they supported it poorly during that time. Everyone could see the console was just going to be abandoned soon, so both gamers and 3rd party developers mostly stayed away.

      I didn't get the impression the Saturn was which is why I was unsupprised to see it die.

      The Saturn sold a grand total of almost 10 million consoles, which isn't terrible but it's not a success either. The overwhelming majority of these 10 million were sold in Japan, so many of the great games were never localized for other markets, forcing American gamers to import Japanese copies of many games. The Saturn was a respectable system, and it had a lot of superb games. Compared to the N64 and PSX, the Saturn was far better at 2d graphics and this fact is reflected in its rich library of excellent 2d fighting games and shooters. But Sega only supported this console for about 3 years after its release - this is something they've developed a track record for doing, and IMO it's one of the major reasons people stopped buying their consoles. There are some other factors, including poor marketing decisions on Sega's part WRT to the Saturn. But Sega has used up most of the goodwill their hardcore fans used to give them, in fact it's the hardcore fans they've been the least considerate to. They make great games but they've been shafting their most loyal customers for a long time.

    8. Re:Lack of money by stripes · · Score: 2
      Compared to the N64 and PSX, the Saturn was far better at 2d graphics and this fact is reflected in its rich library of excellent 2d fighting games and shooters.

      I think when it had come out I had just recently left a compony that did 3D CoinOps, so I was focused on 3D...fixated even. Plus as you said most of the "good stuff" never came to the USA, so I didn't know about it.

      But Sega has used up most of the goodwill their hardcore fans used to give them,

      Yeah, that seemed obvious when the DC came out, lots of people liked it, but lots of people avoided it because it was Sega. It being the first Sega system I bought I didn't understand...

      I'm not sad I bought it though, I got my monies worth. In fact I just got finished an hour of SC (player vs. player -- as replayable as it is the computer play just doesn't last 3 years...)

  107. Re:Diablo is dead. All hail Dungeon Siege by Trracer · · Score: 1

    Anyway, since chars are stored locally, it's prone to cheating. 'nuff said Mr A Coward!

    --
    English is not my first language, so cut me some slack -: Om du kan lasa det har sa kan du Svenska :-
  108. WWII Online Balancing Act by Mittermeyer · · Score: 1

    The WWII Online folks started out on the fanatical simulation side and still maintain, such that a tank round checks penetration due to range, speed, inertial power, armor, etc. and then bounces around inside differently with each shot. Unlike virtually every other game it is also going to go into logistical supply, so for instance cities will be targets much more for their railroads then anything else. Very very whack and important to us WWII freaks.

    But it won't sell to the Quake crowd because war is realistically lots of boredom punctured by a few seconds or minutes of stark terror and probable death. So they are going to have to make concessions to the quakers and allow faster return into battle so everyone gets their jollies.

    So for the sim freaks for online systems compromise will be the name of the game to keep the player numbers up.

    --
    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
  109. This article is not interesting. by sandalwood · · Score: 1
    I'm sorry but the article has nothing interesting to actually say. It casts around searching for an intelligent point to make, but it doesn't do it.

    The author also seems to be misinformed about some things - he calls the setting of Dead or Alive 3 "premodern," as if it took place in medieval times or something, even though the storyline (such as it is) of the series is basically sci-fi, including genetic modification, cloning, etc.

    His other examples don't hold water either, and his statement "the ante- and anti-technological content of these games provides a peculiar counterpoint to the boasts of technological advancement made by the game systems" makes no sense in light of the fact that plenty of earlier games had an anti-technological element to them as well (Sonic the Hedgehog, for one example). He also doesn't realize that Nintendo's "Super Smash Brothers Melee" isn't a new game, it's the sequel to the older N64 "Super Smash Brothers," and that the game isn't about nostalgia as much as it promotes Nintendo's other current games with those same characters.


    He ends the article without having given the reader a single example of how improved graphical power has taken the "fun" out of games. The only thing he's right about is the Xbox controller being bloated.

  110. That's supposed to be Britney? by Blaede · · Score: 1

    Coulda fooled me.

  111. Physics-based games by Animats · · Score: 2
    In fact, the ultimate game engine would be completely physics-based, using a skeleton/skin system.

    As someone who works on making that happen, I can report that it's not necessarily what you want.

    Driving games with good physics are commercially available. But the physics is often deliberately distorted for playability. It's common to put the simulated car's center of gravity well below the ground, making it impossibly stable. Otherwise, only people who can drive real cars at 200MPH would be able to drive game cars at 200MPH. Besides, driving a real car fast with a game pad does not work; the control isn't subtle enough.

    It's also common to tweak the physics so that when a car rolls over, there's no damping while the car is upside down. This results in almost all rollovers ending up with the car upright, without it being too obvious that the simulator is cheating to help the player.

    For cars, the user interface problem is understood. Controlling characters is much tougher. Trying to control a human body directly with a gamepad is hopeless; you have to operate at some higher level of abstraction. This tends to lead to a third-person type of game where the character has some modest level of intelligence built in. In Tomb Raider, for example, Lara won't walk off a cliff, but will run off one if commanded to do so. Players will need more low-level reflex help like that.

    Progress is being made. We're seeing the end of those lame fighting games where a sword can go right through a character without being detected. That problem, at least, is well understood. But even there, players complain when some dangling object snags on a doorframe. Again, the player needs a little help from the game system.

    1. Re:Physics-based games by Chris+Johnson · · Score: 2
      No, sometimes it's desirable, but only with certain sorts of games.

      I have the flight sim 'X-Plane'. The way I 'play' X-Plane is by using its plane designer (it models all planes with blade element modeling, no lookup tables) to invent new and untried planes. I design them as best I can and then I take the prototypes out for test flights and try to come back alive :) this is the gamey part, as the demands made on such a test pilot can be absurd. To make it more interesting, X-Plane also models issues like directional stability, laminar flow pockets on airfoils, making it all too possible to build a really unforgiving plane. In the case of X-Plane the way I play it, literally the more realism the better- the whole fun of it is thinking of aircraft design concepts and then having to deal with unforeseen weak points, such as flying the plane out of an airport with moderate gusty winds, or landing it.

      But then, there are a lot of action games where realism is simply not going to be fun. Doomlike games with damage modelling can be like that- if a leg wound slows you down in a 'deathmatch' situation you might as well have been just plain blown up- being slowed down and weaker is not going to add any fun or interest to the game unless there's a strategic aspect to it, and if there was, you wouldn't be in first-person perspective.

      I guess there's a distinction between gameplay consequence realism, and eye candy realism. If I'm playing Marathon, I'd be delighted to have more realistic explosions! At the same time I might use them with the mod I made where you can fire grenades 6 a second and they go off like missiles... because it's fun to create absurd amounts of make-things-go-boom, even though it's totally unrealistic. And if you're doing so, it's fun to make the BOOMS realistic, as long as there's still a game there.

    2. Re:Physics-based games by drinkypoo · · Score: 1
      Hmm. As someone who works on game systems you should have known better than to mistake my saying that I wanted a completely physics-based game system for saying that I wanted a simple control as well. I am not. I even specified in my comment that you would have different kinds of control systems for different situations.

      Now, naturally you are going to want to have abstractions in certain situations... But a true physics model doesn't necessarily mean you can't have them. You just have a fudge factor associated with certain games. You can also require people to use certain object flags to specify if something is a tire, for example. Or produces thrust. Then you actually can use some shortcuts... but I don't need to tell you this, right?

      And also, a lot of car games have active stability control and the like. Those devices actually have quite a bit of CPU power, compared to the usual onboard computers for handling such trivial tasks as fuel delivery, so right now they are impractical to model along with your physics, and of course in a mere driving game you don't want to, you just work in generalities, and turn down your real tire behavior. In Gran Turismo, for example, there are "simulation tires" that use their most realistic physics model. You can also turn off traction and stability control.

      But wouldn't it be cool to model actual traction control's behavior? Optimally I'd like enough CPU power to model the fluidic behavior of my limited slip differential in realtime, but I think I'll have to wait for that. It could be an unprecedented training aid someday, though.

      As for an object snagging on a doorframe, you want (again, optimally) to have enough CPU to avoid accidental collisions and whatnot; More processing power means more time for more checks and thus less uncontrolled collisions, even I know that. And you want to do kinematics to decide how you move up and down stairs, and some sort of simple learning algorithm (nothing fancy, I swear!) to decide where to put your feet, et cetera. I know, I know, where does all this CPU power come from? Damned if I know, but we'll have it eventually. I mean, we're going in the right direction with all the new more powerful CPUs coming out, and especially the AMD chips with their new bus which makes SMP easy (tm)...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  112. WHO WANTS TO BE A MILLIONAIRE! by Anonymous Coward · · Score: 0

    Hell yes!

    When Regis asks me if I want to go to $1,000,000 it's actually like I'm really there! I do the lifeline thing and do the other thing if I have it, but it is so cool. I always get it wrong but I could get there. If I could get past the third question! This game is a simulation! All for 10 bux!!111111111
    I think they should put a HRM on the computer so you couldn't dis Regis and just guess! They should make the chamber for you home that you could answer how many states there are in 10 seconds or less wheil having your balls slowly cut off. That would be like the a complicated flight sim like WIN98 but much better!

  113. I'm agreeing with HS for once :~( by Anonymous Coward · · Score: 0

    The dreamcast has nice hardware. It's a shame that the BBA costs $100+. Uploading test programs at 3K/s is quite the exercise in patience.

  114. crappy stories/gameplay ruin games. by zer0*ryok0 · · Score: 1

    realism? cmon you know those are fake, no one has breasts that big on that body size

    --
    the only fact is that everything is an opinion
  115. Britney looks hideous and some other observations by Edmund+Blackadder · · Score: 2

    That rendering of britney will not tip the scales for realism because she looks hideous.

    But lets ponder another question, when technology finally allows us to render britney in her real life hotness (judging from the nytimes photo that tech is 50 years away at least) would there be video games where the player has sex with brittney?

    Would she license it ?(well i know the answer to that - yes)

    Would that ruin sex with normal people?

    Dsicuss

  116. Virtual Britney sex by No+Such+Agency · · Score: 2

    Would that ruin sex with normal people?

    Nah. It'd just remind us how much better sex with real people is - give me the flabby bodies, stretch marks, zits and bad morning hair of the real world over the bland, generic perfection of a digital Realdoll any day.

    --
    Freedom: "I won't!"
  117. Re:Diablo is dead. All hail Dungeon Siege by Jaysyn · · Score: 1

    Looks great, but for what it's woth, it's just more money in Microsofts war chest.

    Jaysyn

    --
    There is a war going on for your mind.
  118. Polygon Count by eples · · Score: 3, Funny


    I think they used more polygons to model her cleavage than they did for her face...

    --
    I'm a 2000 man.
  119. A subject that is near and dear to me... by Uncle+Gropey · · Score: 1

    There are 2 ways to approach video game development, in my 20-years-of-viedo-game-playing opinion... 1: Go for ultra-realism (Probably feasable now, but not cost-effective) 2: Go for entertainment value (Has been feasable for the entire length of video game history) One of the most realistic video game experiences I've encountered in my 30 year life is the Day of Defeat mod for Half-Life. It is a great, great game, but when I'm playing it I don't feel as if I *actually am* storming the fronts or defendning Deutchland's interests in WW2, but I do have to admit I feel the nostalgic "sense" of the time and battles. I believe from experience that as technology continues to follow Moore's Law that the arena of video games will continually offer more and more realistic experiences, but until I truly believe that I am actually driving a tank or shooting down Nazi swine or whatever, I would say that the best games will be because they are fun to play and not because they offer "ultra-realism".

  120. Forced to write good games? by Christopher+Thomas · · Score: 2

    there is currently a trend in the computer game industry where graphical realism is considered a suitable substitute for creativity. Most people posting on this board seem to be too young to even be aware of what games actually used to be like, so they don't really understand it, but basically with the games of the 80's and early 90's the developers were essentially "forced" to be very creative in devising interesting, abstract gameplay strategies, simply because realism wasn't an option.

    I think you underestimate the memories and/or age of most of the people here.

    I further think that you're just *remembering* only the good games. Garbage games have been around for as long as there have been platforms to write them for. Read up on Seanbaby's "20 worst atari games" feature for an example.

    Crap games certainly exist. See my original post. Before garbage could be marketed based on polycount, it was marketed based on which movie they'd bought the rights to. Programmers and (especially) gaming companies have never been "forced" to write good games, no matter how restrictive a platform they've been developing for.

    In summary, I don't buy the "old games were better" argument.

    1. Re:Forced to write good games? by Anonymous Coward · · Score: 0

      I further think that you're just *remembering* only the good games. Garbage games have been around for as long as there have been platforms to write them for.

      Did you read my whole post? I mentioned precisely that.. I realise it does tend to skew peoples recollections.

      I find various new games fun and many old games fun, but there is something different about the new games .. theres just a vague feeling that something is "missing", or rather, that the old games just had something that the new games don't. Its subtle and I can't quite put my finger on what it is that the old games had, but I know I'm not the only one who feels this way.

  121. a way to get past NYTimes free registration... by Kedyn's+Crow · · Score: 1

    ...is to type in "slash2001" as both the username
    and password.

    --
    "The moment "pride" is lost, "freedom" is also lost." - Ramza.
  122. Shenmue! by MsGeek · · Score: 2
    they are more fun than say shenmue, because they are innovative and imaginative, with very good play mechanics.

    I would beg to differ on all counts.

    Innovation? Shenmue was incredibly innovative... I know that games like The Sims go very in-depth about what your "Sims" are doing, including eating and...uh...ablutions, but Shenmue has the perfect balance of basically becoming someone else (Ryo) without becoming a bore-fest.

    20 minutes of exploring usually equals one day, which is about right. You have until April 15th 1987 in game time to complete the game, (The game starts in November, 1986...don't exactly know why Suzuki Yu chose that time, but that was his decision and his prerogative) so it is infinitely more satisfying to savor the game and play through it at a relaxed pace.

    Time actually speeds up in a very harrowing way in the QTE fighting sequences, where you have to push the same button as the flashing icon on the screen as fast as you can. Luckily you can usually "do over" QTE sequences until you get them right. They are a real adrenaline pumper.

    And of course...the fights. If you know Virtua Fighter you already know the interface, pretty much. Remember, Suzuki Yu designed that game too.

    Also there are two "classic" video games in their entirety on the first Shenmue: Hang On and Space Harriers. Again, another two SEGA classics created by Suzuki-san.

    Don't tell me the combination of the three isn't innovative! It is, big time. Also it pushes the Dreamcast to its limit as far as gorgeous eye-candy goes. The cutscenes are so impressive looking they were all edited together as the Japanese OAV "Shenmue: The Movie."

    One thing the animation in Shenmue has over just about any CGI animation I have seen, including some theatrical stuff, is that characters all seem to be influenced realistically by gravity. In "Shrek", all the characters seemed to be moonwalking through the film. They walked unrealistically. Physics were funny. This was the behavior of helium-filled balloons, not creatures with weight. I understand they used a lot of motion capture with Shenmue, and in this case it really works.

    Flaws: hands in Shenmue look strange. For all the discussion of using mo-cap for realistic hand motions and live studies for modeling, the hands still moved like doll hands. And the animals, including that damn kitten (those who have played the game know what I'm talking about) kind of look like stuffed animals. Fur is also wrong, but what do you expect from a system which only has 16MB of system RAM??? "Monsters Inc."? I don't think so.

    Shenmue is amazing. I look forward to finally finishing it...I am halfway through and haven't had time to play it much. Shenmue II is way too expensive at this point...either you have to get it as an import and use a boot disk to kick it over on Dreamcast or wait until it comes out on XBox, pony up the money for the BillyBox and then the game.

    There has been a Resident Evil movie and a Final Fantasy movie. State of Emergency and Grand Theft Auto have both been optioned for movies. However, Shenmue, with its cinematic scope and rich story, should be made into a real movie. Give Suzuki Yu a translator and a really good screenwriter and a Pixar or Blue Sky-level CGI animation studio and you'd have something amazing.

    Or just do it live-action and film in the actual places that inspired the games...little Japanese harbor towns (do towns like that still exist? Sugoi!) and Hong Kong. Maybe even get John Woo or the guy who did "Crouching Tiger/Hidden Dragon" to direct. It would rule.

    I doubt anything great will come of a State of Emergency movie. But this could be amazing. Shenmue is way more than the sum of its graphics.

    --
    Knowledge is power. Knowledge shared is power multiplied.
  123. Generic Flame by ObeyTheWerejackal · · Score: 0
    People like you are what is wrong with (name of country)! Who the hell are you to tell other people how to (activity)? (name of country) is supposed to be (adjective phrase)! Ever heard of (vauge political concept)? I know your type. You're one of those (religions freaks/commie athiests/racists/sexists/serial killers/pedophiles/crossing guards/slashdot trolls/other undesirable class) that's always trying to stomp out anyone and anything that doesn't fit with your narrow view of the world. (Implied: my view of the world is abosolutely correct.)

    ANY POST FOLLOWING THIS TEMPLATE SHOULD BE MODDED +5 INSIGHTFUL

  124. Yet another DC post... by MsGeek · · Score: 2

    Unfortunately the DC had a lot of strikes against it, and SEGA had a lot of downright BAD LUCK during the period when they were trying to sell it.

    However, there is one bright spot...the DC seems to be the most developer-friendly console ever made, and there are scores of people looking to make sure that there are new games...Open Source games using Kallisti!OS and Linux.

    The platform is self limiting, alas...the console has been out of production since early 2001 and when a DC dies, in all practicality IT'S DEAD. Repairing it is going to be an exercise in futility a few years down the road.

    My heart wants to cheer on the grassroots DC developers. But my mind says that maybe that energy should be better spent making Linux games better. In all likelihood the x86 architecture or something better but backwardly compatible will be with us for a long, long time.

    The Nvidia Nforce chipset is the first totally-integrated mobo that is usable right out of the box, and could be the key to an Indrema-like Linux-based console game/convergence box that would beat the XBox at its own game. Heh, rumor has it MS is looking to use it for the next gen XBox.

    Poor Dreamcast. Too fast to live, too young to die.

    --
    Knowledge is power. Knowledge shared is power multiplied.
  125. When dark humor may be a mistake by Reneumann · · Score: 4, Insightful

    Yes, I'll take the karma hit for a post that is off-topic from the original subject; I think there is a valid point to be made about where dark humor may not be completely appropriate, and I believe it strongly enough to not post as an AC as I first intended.

    The majority of international opinion asserts that Israel's current actions seem to be reaching across the line from defense into some degree of unjust persecution, and without saying that the following comparison itself is accurate, a significant and growing minority of observers have compared the most recent Israeli actions to Nazi treatment of German Jews in the immediate pre-war period, with organized military killing of civilians in their homes (other than the organizations specifically responsible for the the suicide bombings, ie. who provide the explosives). A joke based on the bodies shown massacred in early WW2, 60 years ago, made while the events were taking place, would be considered today to have been in very bad taste -- and, more to the point of this discussion, decidely unfunny -- by anyone who has the advantage of knowing that it was, in fact, as bad as the worst rumors suggested. I do appreciate dark humor in many situations, but this is not one in which I believe the attempted joke helps anyone to cope, except for people who do have enough doubt about the justice here to be bothered by their conscience, and would prefer to laugh it off. US citizens support Israel's military through massive aid derived from their income tax; it's appropriate to have real concern when you're partially responsible for something as open to doubt as the actions going on now.

    Compared to most people I know, I don't "pretend" to know which versions of events being reported are accurate--I certainly think there is potentially as much reason supporting Israel's actions as condemning them--but I do care enough to not make jokes like this at the expense of people being killed in what may turn out to be war crimes, as some have alleged, or about any terrorism (I haven't heard a single WTC joke yet). I would certainly not feel comfortable joking about the technically superb carnage in a scene of the hotel suicide bombing from late last month.

    I think the joke was simply rash, not intentionally offensive (although I felt extremely uncomfortable about the 'joke' after reading the photo's caption--in fact it's the first time I've felt actually sickened by anything to do with the events going on in the mideast); I was satisfied with the "-1 Decidedly Unfunny" pseudo-mod someone left, but as long as others are going to post that such humor is always appropriate and can't be criticized, I must explain why I disagree. I understand some people honestly don't care; I respect their right to speech, but hope that some consideration is given to using that right thoughtfully. When I was younger, I had a friend who would have fun re-enacting the misfiring pistol execution scene from Schindler's List; I thought he was funny as hell and didn't understand why other people, who didn't have any personal involvement with those events, could be so upset by his joking. I do now; it's part of growing up to realize that your tacit acceptance of situations like this can often play a huge role in their perpetuation.

    1. Re:When dark humor may be a mistake by joib · · Score: 2

      You haven't heard a WTC joke yet? Well let me enlighten you.

      Q: Which chain opened a store at the WTC site after Sep 11?
      A: The Body Shop.

      As for the stuff you wrote, yes I think you have a point. On the other hand I strongly feel that society is way too politically correct, and it's getting worse all the time. So let's just agree to disagree, shall we? ;-)

      PS: The Body Shop: Chain which sells shampoos, facial cremes and all that kind of girly shit.

    2. Re:When dark humor may be a mistake by MagnusDredd · · Score: 1
      You do have a point here.
      The majority of international opinion asserts that Israel's current actions seem to be reaching across the line from defense into some degree of unjust persecution, and without saying that the following comparison itself is accurate, a significant and growing minority of observers have compared the most recent Israeli actions to Nazi treatment of German Jews in the immediate pre-war period, with organized military killing of civilians in their homes (other than the organizations specifically responsible for the the suicide bombings, ie. who provide the explosives).

      This basically amounts to what could be called state sponsored terrorism, at a smaller scale than that which we all like to trash Saddam Hussein for. (At least the Israeli's are not using chemical weapons.) But I digress. The Israeli's have all of the military power in the area and they are abusing it to a great degree. Which I strongly disagree with. However unlike the way the "Muslim" world likes to pretend, this is going on in many many more places than we'd like to believe. This is happening on a daily basis all over the African continent. This is happening in South America, daily. This is also happening in the Middle East in other countries other than Israel. However they, like many people in the US apparently don't have the brain power or force of intellect, or maybe the self-honesty to admit that the Israelis are not the only bad guys. I didn't see them step up to the plate and demand justice when Saddam Hussein was killing entire villages of muslims with chemical weapons. I don't see them bitching about anything that happens to anyone who isn't muslim (apparently in their eyes if you aren't muslim you dont' matter, and if they don't collectively feel that way they really don't express it publicly).
      I do appreciate dark humor in many situations, but this is not one in which I believe the attempted joke helps anyone to cope, except for people who do have enough doubt about the justice here to be bothered by their conscience, and would prefer to laugh it off. US citizens support Israel's military through massive aid derived from their income tax; it's appropriate to have real concern when you're partially responsible for something as open to doubt as the actions going on now.

      Now here is where you begin to really lose any hope of retaining respectable logic. Here is where you come across with the terrorist "noone is innocent" bullshit line. Does this Mean that it is acceptable to erase the main population of Iraq since they indirectly support Saddam Hussein's mass killing of the Kurdish muslim population? I don't think so.

      You also sound deluded into some strange thinking that the US is a free country. What the hell ever gave you that idea. While I personally detest what Isreal is doing I am not giving my government money to give to Israel. My government is taking my money from me to give to Israel, and they don't give a shit how I feel about it. That's like if someone steals my car from me and then kills someone with it, blaming me for the death. That logic is pretty broken.

      The average citizen of the US is basically working at their job simply trying to make sure that their bills get payed on time. Most people in the US probably don't know where on a world map the West Bank is unless they have just seen one on TV. Most people in the US don't understand what is going on anywhere else in the world. Actually most people in the US don't want to give money to any nation unless it is for food or medicine. Furthermore it's not like the US system allows a serious choice. Vote democrat and Isreal/whomever gets money and guns. Vote republican and Isreal/whomever gets money and guns. Vote indepandant and Israel/whomever will most likely get money and guns.

  126. Adjustments ? by AftanGustur · · Score: 2


    Now, they only have to inclued the so called "facial damage engine" and I will buy the game ;-)

    --
    echo '[q]sa[ln0=aln80~Psnlbx]16isb572CCB9AE9DB03273snlbxq' |dc
  127. Selling DCs is why Sega lost all that money by HanzoSan · · Score: 2

    Sega does not make MONEY for selling the DC, so Sega saying poor DC sales is their cause for failure sounds better to stockholders than Sega saying lack of a business plan is their cause for failure.

    10 million DCs in 2 years? Come on, thats better than N64, better than PSX, better than Saturn, better than Genesis, better than SNES and better than NES sales, basically no system ever sold faster than DC at that point in time

    The poor sales would have HELPED keep Sega alive due to Sega not losing so much money on system sales.

    Tell me how Sega could lose more money by selling LESS than they would be selling more,

    Its their lack of game sales which caused them to lose money. Their DCs sold great the first year, and good the second, they had around 8-9 million systems, more than all 4 years of saturn sales, more than 3 years of PSX sales and more than 3 years of N64 sales, Sega did this in 2 years.

    This is good, at this rate they would have sold 20 million systems by now. Sega however couldnt afford to make 20 million systems.

    Money is the key issue,
    \\Mostly it is an unstructured series of vague or untrue claims ("When Sega launched DC they DIDNT have a business plan"). But there is a shadow of an argument in it. First you claim its failure was all Sony's fault. Then you point out that Sega has poor business sense. But then you blame its demise on the loss of Okawa, even though all he was doing was throwing good money after bad by largely continuing the pattern of mistakes, i.e., showing poor busienss sense. These three reasons can't all be true at the same time. Also, it doesn't help your arguments any that you can't seem to find the period key.//

    Okawa was head of CSK, Okawa was dying of cancer, you cant blame him for poor business plan, he didnt even launch the DC. Okawa took over after he saw how much money Sega was losing, Okawa was also head of CSK Segas parent company and main shareholder.

    Lack of business sense, Sony Monopoly and Hype, Lack of money after Okawa died.

    Yes all 3 reasons, the DC shouldnt have even been launched, Sega was in debt when they launched it and had no way of even paying for the launch, Okawa stepped in because Sega was in debt and because of his pride, he saved Sega from going out of business when the DC first launched.

    //Yes, much (most) of the PS2's early hype was terribly unjustified, and this had some role in hurting Dreamcast sales - but most of the blame rests squarely on Sega's shoulders. Their marketing was poor and they spent massive - even unprecedented - amounts of money on games that didn't sell very well. And they did exactly what so many gamers were betting they'd do: they abandoned their loyal customers yet again, just like they did with the 32X and the Saturn.\\

    Exactly, Lack of business sense on Segas part, you dont make new innovative expensive games when you want massive sales, you do this after you are out of debt. Sega made games which didnt have proven track records, great games but unproven games.
    Their marketing was great, they sold 10 million systems in 2 years, thats better than any system before it, and you claim DC had bad marketing?

    Sega abandoning their customers is due to Segas lack of business sense.
    You do not launch a product without a plan on how to make money on it.

    Imagine Apple launching the imac series and then spending 2 billion dollars on OSX and selling OSX seperately.

    Imagine Microsoft selling Windows in a store instead of packing it in.

    Sega screwed up because Sega didnt know how to run a console business, I dont know who they fired after the success of the genesis, or perhaps that success was a complete fluke, but Sega was a very STUPID company in terms of business

    You dont spend billions of dollars when you are in debt launching a system, Sega shouldnt have launched DC at all, they should have gotten themselves out of debt first. Imagine if you were chairman of Sega, you just stepped down after the success of the Genesis, and you allow a new guy to run the company, he launches 32x and Saturn and your company loses a billion dollars and your company goes into debt,

    Now imagine this same guy decides to launch the DC while your company is STILL in debt and loses a billion more dollars. You are a billionare and you bail your company out, you fire the guy, but what can you do to save the company now? You can keep paying from out of your pocket until the company is making a profit as option number 1, option number 2, accept another half billion dollar loss and pull out entirely.

    Oh and dont forget you need to launch Seganet.

    Face it, Sega was fucked from before they launched DC, launching DC was Sega goingg out of business, but Sega was bailed out more than once by Okawa, Okawa eventually became too sick and died, the guy who destroyed Sega with the Saturn, 32x, and poor business practices took control again.

    Why do i think Sega will go out of business now? not because their games suck, or even because their games are bad, but because the guys running Sega now that okawa is gone, have no business sense at all.

    Okawa brought business sense back to Sega before he died, he broke up the third parties and made them all seperate companies so Sega itself couldnt go down because AM2 spent a billion dollars on Shenmue 3 which wont sell.

    And Okawa had the idea to make a Sega PC graphics card, a PDA chip, and games for cellphones,

    When Okawa died, all of Segas hardware plans died with him because it was HIS money that kept Sega alive on the hardware side of things.

    Its really simple, businesses which dont make money fail no matter how good the product is, or how well it sells, Apple could sell a billion imacs, if they sell it at a loss, they lose money, its that simple.

    Also lack of third party royalties kept Sega from making money on third party game sales, dont forget about that

    --
    If you use Linux, please help development of Autopac
    1. Re:Selling DCs is why Sega lost all that money by jerkface · · Score: 1
      10 million DCs in 2 years? Come on, thats better than N64, better than PSX, better than Saturn, better than Genesis, better than SNES and better than NES sales, basically no system ever sold faster than DC at that point in time

      You are wrong in every instance, except about the Saturn. All of these consoles have had 2-year runs with over 10 million sales, although not in every case was it the first 10 years.

      The poor sales would have HELPED keep Sega alive due to Sega not losing so much money on system sales.

      You have it totally backwards. First of all, the Dreamcast's launch price was supposedly less than the unit cost of making the hardware, so that's not exactly why they were losing money. They were losing money because they manufactured far, far more Dreamcasts than the public was buying, which is why ultimately they had to drop the price from an initial $250, down to $50, and they still weren't able to sell them all within 2 years. It is also known that Sega still had a very large inventory of unused PowerVR chips which ultimately will probably have to be liquidated at a big loss. So it was slower-than-expected sales that helped cause Sega to lose money.

      Okawa brought business sense back to Sega before he died, he broke up the third parties and made them all seperate companies so Sega itself couldnt go down because AM2 spent a billion dollars on Shenmue 3 which wont sell.

      See, this is why I called you hysterical earlier. AM2 did not spend a billion dollars on Shenmue. I've heard it was $70 million, which is still far too much, but you are off by an order of magnitude. Also, Okawa did not "break up the third parties," he split off Sega's development studios, which were first parties.

      Also lack of third party royalties kept Sega from making money on third party game sales, dont forget about that

      Perhaps it's just sloppy wording on your part, but if you mean to say Sega didn't charge licensing fees, you're wrong. Part of the reason licensing revenues were relatively low was that developers kept jumping ship because they saw Dreamcast console sales were below expectations. 2000 and particularly 2001 was just a series of one cancelled game after another - adding insult to injury, some of these cancelled releases were Sega games. Anyway, this phenomenon explains why lower sales had a tendency to hurt Sega's finances, not help them. I still can't believe you hold the absurd position that lower hardware sales would have helped them.

    2. Re:Selling DCs is why Sega lost all that money by HanzoSan · · Score: 2



      Well it was the middle of the night and i was tired
      lets go over what you just said.

      You are wrong in every instance, except about the Saturn. All of these consoles have had 2-year runs with over 10 million sales, although not in every case was it the first 10 years.

      Launch 1994
      This is from a PSX biased site,

      PlayStation launched in Europe; within six weeks the UK installed base had risen to 50 000. Around 350 000 units were in customer's homes across Europe by Christmas 1995. Price £299.

      350,000 compared to Dreamcasts 5 million. Big diffrence.


      May 1995

      Japanese sales exceed 1 million units of hardware.

      1 million the first year. Pathetic compared to dreamcasts 5 million.

      January 1996

      34 PlayStation titles have now been launched in Europe, 18 of them by third party licensees

      Global sales of PlayStation hit 3.4 million units with 518 000 of those units sold through in Europe



      3.4 million in Jan of 96.

      3.4 million systems sold in the first year, commpare to dreamcasts 5 million.

      August 1996

      PlayStation game consoles cumulative production and shipment as at August 1996 reached 7.2 million units worldwide.

      Japan 3.5 million


      7.2 million units sold

      PSX is selling good, but DC still had a faster start. DC was at 9 million systems when Sega killed it, and sold a million more soon later, reaching somewhere around 10 million systems.

      The PSX reached 10 million systems

      PlayStation Worldwide Shipments Hit 9 million units

      during xmas 1996

      IT launched in 94, so PSX and DC were at the same level, DC was set to domonate, lets not forget xmas of 96 is the same year the N64 launched,
      PSX2 wasnt supposed to launch for another year when DC was killed of, Sega had the fastest selling system ever, the sales of PSX and DC leveled out after the first 2 years, PSX went on to sell about 12 million systems in feb 97, DC could have easily been successful with this many systems sold, Sega killed DC because Sega either didnt have a business plan and over produced (I really doubt Sega would over produce DC with all the PS2 hype) or Sega didnt have enough money,

      I'm thinking Sega didnt have enough money, Sony got away with over producing the PSX, and they took a loss for a long time, but this is Sony.

      Sony was taking a HUGE loss on PS2, once again this is Sony we are talking about.

      See, this is why I called you hysterical earlier. AM2 did not spend a billion dollars on Shenmue. I've heard it was $70 million, which is still far too much, but you are off by an order of magnitude. Also, Okawa did not "break up the third parties," he split off Sega's development studios, which were first parties.


      not hysterical, tired. It was late at night. The first parties were broken up, AM2 spent too much money on their games, period, and their games werent proven games like VF4 and Daytona. In the arcade industry AM2 could make their money back easily, this isnt true for the console industry. AM2s lack of business sense, and Segas lack of authority caused them to lose hundreds of millions from AM2s Shenmues.


      Perhaps it's just sloppy wording on your part, but if you mean to say Sega didn't charge licensing fees, you're wrong. Part of the reason licensing revenues were relatively low was that developers kept jumping ship because they saw Dreamcast console sales were below expectations. 2000 and particularly 2001 was just a series of one cancelled game after another - adding insult to injury, some of these cancelled releases were Sega games. Anyway, this phenomenon explains why lower sales had a tendency to hurt Sega's finances, not help them. I still can't believe you hold the absurd position that lower hardware sales would have helped them.


      Sega lost their third parties, mostly due to Sonys bribing, and Sega was in the situation Nintendo was in with N64, Sega however made too many games and wasted all their money, Sega could have had a successful system with DC easily if they didnt spend all their money up.

      Thats my point, hardware sales being higher or lower wouldnt matter much, most of the money was lost on software development, low game sales, seganet, I mean having 10 million DC users is enough to make money, N64 made money with 10 million, PSX made money with 10 million, Genesis made money with 16 million.

      --
      If you use Linux, please help development of Autopac
    3. Re:Selling DCs is why Sega lost all that money by jerkface · · Score: 1
      I've snipped the part where you cherry-picked a console (the PSX) showing only its years of slowest sales, and compared it to the Dreamcast. All you've proved is that you can make a case for anything if you just drop enough context. And I don't know what the hell you think you're proving by pointing to Japanese-only sales and UK-only sales. We are talking about worldwide sales.

      IT launched in 94, so PSX and DC were at the same level, DC was set to domonate,

      No, it wasn't set to "domonate." Even after Sega more than halved the DC's initial price, sales continued to slow down. Also, do you realize how inconsistent your claims are? First you claim Sega shouldn't have launched the DC. Then you claim they shouldn't have killed it, since it was poised to take over the world, according to you.

      Sega lost their third parties, mostly due to Sonys bribing,

      You are one of the most blinded fanboys I've ever seen. Sony didn't bribe anybody. It's just that everyone could see that the PS2 was going to sell faster. And they were right - worldwide PS2 sales were about 8 million for Jan.-March 2002.

      Sega was in the situation Nintendo was in with N64

      Except that Nintendo was still the most profitable video game company in the world during the N64 years. Whereas Sega experienced losses for three years straight.

      N64 made money with 10 million, PSX made money with 10 million, Genesis made money with 16 million.

      I'm not sure what you mean by these numbers, but every one of these consoles eventually sold far more than those amounts.

    4. Re:Selling DCs is why Sega lost all that money by HanzoSan · · Score: 2

      No, it wasn't set to "domonate." Even after Sega more than halved the DC's initial price, sales continued to slow down. Also, do you realize how inconsistent your claims are? First you claim Sega shouldn't have launched the DC. Then you claim they shouldn't have killed it, since it was poised to take over the world, according to you.

      I said Okawa said they shouldnt have launched it and they shouldnt, no matter how well DC could have sold, unless each DC owner were to purchase 10 games, Sega would not be able to get out of debt, then after out of debt they'd have to sell even more games to make a profit, DC had no business being launched by a company in debt

      You are one of the most blinded fanboys I've ever seen. Sony didn't bribe anybody. It's just that everyone could see that the PS2 was going to sell faster. And they were right - worldwide PS2 sales were about 8 million for Jan.-March 2002.

      Ok, Microsoft is an honest company too, so is AOL, these commpanies never use their money to bribe anyone, they never abuse their power.

      Come back to reality man. These are big companies, do you honestly think they dont bribe people?


      Except that Nintendo was still the most profitable video game company in the world during the N64 years. Whereas Sega experienced losses for three years straight.

      Exactly, Nintendo knows how to run a business, Sega doesnt. Sega only knows how to lose money.



      I'm not sure what you mean by these numbers, but every one of these consoles eventually sold far more than those amounts.


      Eventually? My point was DC was the fastest selling consolee ever, I admit DC sales slowed during the end of the second year, this is when third parties dropped Sega and were dissing Sega at every chance they got, magazines and third parties which i believe had to be bribed, were claiming DC would fail for no real reason considering these third parties were selling sometimes millions of copies of their games.

      Its simple, Sony is a bigger company, its not hard to understand, bigger companies influence magazines and third parties, through bribes, stock, politics, also remember, smaller companies like partnerships with bigger companies, such as squaresoft.

      Last most third parties and even the magazines KNEW Sega didnt know a damn thing about business and thats the main reason why none of them had any faith in Sega.

      --
      If you use Linux, please help development of Autopac
    5. Re:Selling DCs is why Sega lost all that money by Anonymous Coward · · Score: 0

      Ok, I wanted to keep my mouth shut on all this, but I have to say something. Hanzosan, You're very wrong! I worked at Sega through most of the life of the Dreamcast, and watched it die. Let me make this 100% clear you're numbers are incorrect.

      The Dreamcast did not die because we sold too many, it died because we sold too few. Sega killed the Dreamcast, not Sony. They killed the system with a few little weapons like the 32X, Sega CD, and of course the Saturn.

      Sega planned for the release of the PS2 before the DC was released. Their plan was to have enough of an install base that they would be immune to their issue of lesser technology (which really isn't that much of an issue in this case.) Anyway my point is they did not reach this install base, and after strike three they are out of the Hardware business.

      I can honestly say that I never sat in a company meeting at Sega where the COO said "Folks, we just sold too many Dreamcasts." That is totally absurd! Let's hope I didn't violate my CDA here.

  128. My favorite part... by Jagasian · · Score: 2

    ...is when the USA TV reporters got Arafat on the phone, as he was pinned in his building by Israeli tanks, soldiers, etc... Israelis were killing Pals left and right... and the USA TV reporter asked him why he won't stop the violence. ... ... Uhhh, if that alone doesn't show you the USA media bias against Arafat and the Palestinians, then I don't know what will.

    Also, since when was killing police officers NOT considered terrorism? Oh, the second Israelis did it? Is that it?

    When Israel does it, its a military acting in self defense, but when Palestinians do it, its terrorism. Duhhhh, I thunk I saw a putty tat.

  129. Tit for tat by Jagasian · · Score: 2

    Tit for tat makes about as much sense as "war for peace". Also, you know that Nazis would use similar excuses for the execution of Jews? "Big deal, for all you know those Jews are responsible for the murder of dozens of Aryan children.

    Israel is the modern day Nazi Germany. Go read a good book called "The Scarlet Letter", to see an example of how this kind of thing happens.

  130. How much USA citizens pay to Israel... by Jagasian · · Score: 3, Insightful

    Over 5 billion dollars a year is given to Israel from the USA. This doesn't take into consideration the millions of dollars donated by tax deductable charities in the USA.

    Anyway, next time we (the USA) are attacked, and our leaders say "its nothing to do with our foreign policy"... think for a moment. You might just be getting lied to, and yes history tells us that our government lies to us... I am not trying to evoke some conspiracy theories or anything. Sometimes the lies are lies by ommission, commission, white lies, small lies, biases... anyway, its all to socially condition us to buy into what the professional politicians want us to think.

    Take Iraq for example... we are and have been under a light subtle conditioning for the past few months. We are being conditioned to think that another war is justified. Innocent people will be killed, and our government wants us to know that we aren't terrorists... we just kill allot of people for peace's sake. For those who don't know:

    "killing people" is not equal to "peace"

    or in C:

    killing != peace

  131. Nothing to see here, move along now... by Jagasian · · Score: 2

    ...it's Arafats fault. Why won't he stop the violence? They are all terrorists. What? No weapons? Don't worry about that, uhhh, we, uhhh yeah, they were throwing rocks at us. Anyway, nothing to see here, don't look, don't listen, don't think, just accept what you have been told.

  132. You want fast, high-intensity deathmatch? by Jagasian · · Score: 2

    If you want fast, high-intensity deathmatch, then Quakeworld (Quake1 Internet Client) is your best bet. It's open source, and even after being released way back in 1996, it is still actively played today (updates, mods, levels, and skins are still being made for it too). Team Fortress made its debute with Quakeworld, as did CTF, Rocket Arena, and many other great mods.

    Typically, on free for all servers, the frag limit is set at 50, and the matches last for 2 minutes because the top player ends up getting 50 frags within that 2 minutes. That works out to a constant sustained frag rate of about 1 frag every 2 seconds for the top player. I know that in other deathmatch games, there are small bursts of high-intensity fighting, but only in Quakeworld does the fighting stay at that fast pace for the entire match!

    Half-Life, Quake2, and Quake3 are a day in the park compared to QuakeWorld deathmatch. You really have to get in a zone to come out on top of free for alls like that. I totally agree with you that realism is of no concern. Give us fun play. Stories, realism, graphics, etc... those are all second place to fun fast play.

    Of course, when I want something slow, I play Starcraft or something like that.

  133. Two words to back you up by Anonymous Coward · · Score: 0

    "Elite 2".

    'nuff said?

  134. playabilty vs realism by PaganRitual · · Score: 1

    agreed ... the bottom line is that this ends up becoming a another "vs" argument, instead that this time instead of graphics vs playability its realism vs playability, and as before, playability comes out on top.

    it can look as good as you like, and it can simulate the precision driving of a car or the passage of a bullet thru the human body down to the last millimetre, but if its not fun to play, it will maybe have a small following in the simulation fans, and the rest of us that wanna play games cause they are "unreal", and fun, are gonna ignore it.

    a bit of basic realism (ie, things fall in an arc when thrown, cars roll when you ... screw up the driving) is always gonna be required, but if it becomes too much real life, its just gonna plain suck.

  135. realism in those crappy virtual sex games ... by PaganRitual · · Score: 1

    does this mean that now instead of just clicking on her picture really fast to get her going, im gonna have to stick my willy in the disk drive???

    man, if its gonna get that realistic, thats not gonna be any fun, and if its not gonna be any fun anymore, i might as well just get a real girlfriend!!!

  136. when I was a kid... by ellem · · Score: 2

    I played Adventure, Hack and Zork (et al) fanatically.

    Those just seemed to be better games.

    in my 20s Pirates! ruined my 4.0 GPA

    Nothing has really held my interest since.

    Nascar Racing online has been fun and Warcraft to some extent but the reality I created in Zork, & to a lesser extent Pirates! was far better than the blood splats of Quake & the like.

    So I vote Yes

    --
    This .sig is fake but accurate.
    1. Re:when I was a kid... by ph0rk · · Score: 1

      Different types of games.

      no, quake and unreal aren't exactly thinking man's games (though i've heard unreal called the thinking man's quake before), but there is just something about a heated deathmatch or a CTF match where everything just clicks.

      I love it when a plan comes together.

      --
      semantics are everything!
    2. Re:when I was a kid... by ellem · · Score: 1

      I have played a bit of Unreal (my wife LOVED Quake 2) but I never got the sense of story...

      --
      This .sig is fake but accurate.
  137. For the same reason by pommiekiwifruit · · Score: 1

    that people who are abused as children tend to abuse their children later on. (Not guaranteed, but it increases the chances). They think that's how life is and that's how you should behave.

  138. Israel thinks everyone by pommiekiwifruit · · Score: 1

    in the palistian military is a terrorist (they've already arrested 1200, which they think of as just a start). By that logic, since every israeli is in the military (apart from a few conscientious objectors), every israeli is a terrorist. I don't agree with that logic.

  139. USA supports israel by pommiekiwifruit · · Score: 1

    because they think stealing other people's land and then killing them is the way you form a country - it's what the USA was based on after all! Afterwards you can create lots of propaganda movies (Westerns) to show yourself in a better light.

    Of course, I am on shaky ground here myself since the Taranaki land confiscation was a blatent breach of the treaty of Waitangi (and dumb to boot, treating rebel tribes and loyalists alike) but at least the govt. is trying to sort that out...

    1. Re:USA supports israel by Jagasian · · Score: 2

      Well, you would hope that even though sins have been committed in the past, that we could try to compensate for these sins through humanitarian based charities AND by trying our best to not allow these sins to be committed again.

  140. Ico?!?! by Anonymous Coward · · Score: 0

    Ico is a platform puzzle game. A platform game with a slightly different style than most games. To call it an 'interactive movie' is insulting.

    Moreover, FFX *is* an interactive movie, as you say. And yes, it takes a lot to finish. But if you don't want to buy a game with 60+ hours of gameplay in it (120+ h to solve) then *don't*. I love that game, it took me *weeks* to beat. Do you know how long its been since I got that much value out of a game? Since Baldurs Gate II.

    Hooray for Square!

    1. Re:Ico?!?! by TRACK-YOUR-POSITION · · Score: 1

      Hey, hey, I didn't say I didn't like FFX. But it IS an interactive movie. I call Ico somewhat of an interactive movie because (from what I could see) there was generally one path to take, and it emphasized visuals over gameplay. (Really damn amazing visuals) Every one who plays through ico is going to have about the same experience--solve the same puzzles, seeing the same scenary, etc. Ico is an awesome game, but on the spectrum between interactive movie and platfrom puzzle game, it's closer to the former than to the latter.

  141. Moon Buggy! by cassandy · · Score: 1

    It's Moon Buggy ^-^

    --00-- ---000---
    ----------------
    ^-^
    It's a classic ^-^

    --
    Have you thought about what you're looking at today?
  142. Sounds like nostalgia to me :). by Christopher+Thomas · · Score: 2

    I find various new games fun and many old games fun, but there is something different about the new games .. theres just a vague feeling that something is "missing", or rather, that the old games just had something that the new games don't. Its subtle and I can't quite put my finger on what it is that the old games had

    This sounds like nostalgia to me :).

    I felt this way once, and dusted off my old copy of Populous. And was appalled at how horrid and difficult to use the interface was, among other things. The game was still ok, but hardly the playground of infinite fun that I'd remembered.

    Ditto when I dusted off the TRS-80 I programmed on as a kid.

    Ditto when I tried playing Warcraft I again.

    I don't believe that new games are fundamentally worse than old games. I get that "spark of wonder" feeling thinking about some of my older game escapades... but then I think back a year later and get the same feeling about the games that I was considering mundane when I was first waxing nostalgic. This "good old days" feeling seems to be something that my mind adds after the fact.

    Thus, I am doubly doubtful of the "old games just *felt* better" argument, as I've been seduced by it myself.

    This doesn't mean old games aren't fun; I still play Civ. It just means they weren't any more magical than current games.

    1. Re:Sounds like nostalgia to me :). by Anonymous Coward · · Score: 0

      Could be :)

      I actually do play the old games sometimes, and I still enjoy them. I think the thing I like about them is that they tend to have more personality than newer games. Theres something "friendly" about them, they each had some distinctive character (character as in personality not as in the games characters). I'm talking about like really old games like Manic Miner, Monty, JSW, and also some old but not quite as old games like Loom, StarConII etc. The personality of the developer(s) seems to come through in the games, which you don't see very clearly in modern games, which are generally more slick and polished, and "professional". Its a more mature industry.

      Maybe its just nostalgia. But I generally have somewhat quirky tastes in most things.

  143. Sales != fun by yerricde · · Score: 1

    <sarcasm>uh huh. thats right. square games don't sell.</sarcasm>

    How many of those 4 million FF8 discs were sold to people who had already played FF7 (and possibly 6, and 4, and 1)? Franchise titles such as sequels and movie licenses have different laws of economics than original titles; some players will buy just on the brand name, no matter how sh*tty the game play is. (Not that I'm saying FF is sh*tty or anything; I'm specifically referring to sickeningly linear Di$ney-themed games such as Capcom's Aladdin and Virgin's Pinocchio.) Sales != fun.

    For somebody new to the FF series and not used to its conventions, or for a reviewer who has only one day to spend playing a game, ten hours of interactive movie plus 70 hours of game does not equal fun. Heck, most feature films are under 2.5 hours.

    --
    Will I retire or break 10K?
  144. Re:Gameplay Realism by greydmiyu · · Score: 1

    Nah, I won't tell you that you're a n00d. I'll tell you that you've got your games backwards. CS was good but take a look at what DoD has to offer. No bunny hopping, no insta-kills from sniper shots zooming in, no run-by accurate shots from hell. The new shot system is awesome, it rewards those who plan and work as a team over those who can twitch. There is a lot of balance in the game as well. Sure an MGer can hold a lot of territory but all it takes is one grenade to ruin his day. Why? Grenade goes off in 3-5 seconds, MGer takes that long to pull up his bipod and stand.

    Ohama is not the best map to start off on. If you have a sucky allied team you'll get hosed. A decent team can at least keep the beach clear. Try Caen2 which is the classic map from DoD 1.x redone for 2.x.

    Finally let me point out that your description of DoD maps perfectly with my first experience with CS back in the Beta 4 days. Run forward, sniper hits me, plunk, wait for end of turn. Run forward, sniper hits me, plunk. wait for end of turn. Guess what happened? I learned the game, learned the maps and ended up having a blast from B4 all the way up to the 1.x series before decided to go to DoD. If you're getting nailed by something repeatedly check your assuptions and alter them.

    --
    -- Grey d'Miyu, not just another pretty color.
  145. Other types of Realism by Anonymous Coward · · Score: 0

    IMO, MUDs such as Dragonrealms can be just as realistic as any other excellently graphical games, it's all about imagination.