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A Gamer's Manifesto

Krimszon writes "The top 20 things you always knew were wrong about games, but were afraid to talk about, since you thought that was just the way is was."

823 comments

  1. Ahh.. jumping puzzles... by professorhojo · · Score: 4, Interesting

    Ah: jumping puzzles.

    The most annoying part of FPS games, which require you to take a break from gleefully blowing the crap out of your enemies to make meticulously-timed jumps across platforms, like you've suddenly turned into Mario or something.

    Personally, my biggest pet peeve is that the AI in strategy games hasn't advanced significantly in the past 10 or so years. More annoyingly, playing "harder" settings on these games doesn't change anything about the AI, it just lets the computer "cheat" to produce things quicker than you do.

    1. Re:Ahh.. jumping puzzles... by 0x461FAB0BD7D2 · · Score: 4, Informative

      (Good) AI and graphics require huge amounts processing power. The fact is that good graphics attract gamers more than good AI. Look at E3 2005. The demos were all about graphics and how realistic they were.

      Games use finite-state machines for AI simply because the range or variety of moves in each game is limited. And for each move or state, there is a logical reaction, not unlike rock-paper-scissors. It's hard to move forward on intelligence without expanding the variety of plays. Black and White worked because the range of abilities was far greater than any FPS.

      However, for people like myself that prefer strategy and thinking over gfx, we still have the time-tested games of chess, go and sudoku.

    2. Re:Ahh.. jumping puzzles... by Zangief · · Score: 1

      Jumping puzzles in Metroid Prime work very well, thank you very much.

      I didn't play Half Life completely (I didn't like it), but, as far as I got, jump puzzles weren't a problem either.

      That said, why can't I see the feet of characters in FPSs?

    3. Re:Ahh.. jumping puzzles... by Rirath.com · · Score: 5, Insightful

      Jumping puzzles in Metroid Prime work very well, thank you very much.

      I didn't play Half Life completely (I didn't like it), but, as far as I got, jump puzzles weren't a problem either. That said, why can't I see the feet of characters in FPSs?


      Metroid Prime should hardly be called a FPS. It's first person, and you shoot, but it's more a FPS / Platformer hybird. You don't really aim so much as you lock on, and dodge / fight like a platformer. It's unique in the field.

      If you didn't even finish Half Life, you're concerned about your feet in games (Halo 2), and these are the only two examples you give, I'm guessing you don't play too many FPS games. The end of Half Life had some really horrid jumping puzzles, for example.

      The problem has lessened since older games though, Alice was the last really jump-happy game that instantly comes to my mind. Doom 3 had some tricky jumps / platform fighting, but not a heck of a lot. If done right, jumping can add to the complexity of an environment and give the game depth. If done wrong, you are indeed jumping from floating / moving platform A to floating / moving platform B, C, D, and E for no good reason.

    4. Re:Ahh.. jumping puzzles... by MetalliQaZ · · Score: 0

      "Jumping puzzles in Metroid Prime work very well, thank you very much."

      no..No..NO!!

      The jump puzzles in Metroid Prime were even worse. You couldn't look down to see where you were jumping!! It was truly awful.

      Metroid prime was a pretty good game other than that and a few other failings. (see TFA)

      -d

      --
      "Here Lies Philip J. Fry, named for his uncle, to carry on his spirit"
    5. Re:Ahh.. jumping puzzles... by rathehun · · Score: 3, Interesting
      Anybody play Thief? Harder difficulty actually makes the guards/Hammerites/bad guys more sensitive to where you are, more responsive to your noises...bloody great game!

      Don't talk about loot glint. No really.

      R.

    6. Re:Ahh.. jumping puzzles... by angle_slam · · Score: 3, Informative

      If you never finished Half Life, you don't understand the complaint: after finishing a bunch of levels of the "Greatest FPS Ever" you get to a level that is merely a jumping puzzle where you have to jump from one thing to another. You'd swear you were transported to a Mario game. Half-Life 2 doesn't have that flaw. There is a tiny jumping part, but it is trivially easy, unlike HL 1, which was surprisingly hard.

    7. Re:Ahh.. jumping puzzles... by JayBlalock · · Score: 2, Insightful
      That Metroid Prime isn't really a FPS doesn't change the central issue - why is it that MP's jumping sequences aren't annoying, and in fact are even FUN, when most times having a first-person jumping sequence is the kiss of death?

      I've played through MP1 twice, and I'm now working on MP2, and I still can't entirely figure this out. What do they do right that no one else can?

      My theory is that, although it's very well-hidden by the art design, the platforms are in fact almost always a uniform distance away. You know instantly whether you can make a jump or not. (and, accordingly, whether you need to space jump or not) And you don't have to play any silly games of only holding down the jump button for x milliseconds, or else you overshoot.

      It also doesn't hurt that, as near as I can tell, they cheat the edges of the platforms to a rather ridiculous degree. I suspect that's why you can't see your feet - you'd be able to see that you were standing on thin air.

      --
      Bush: He's Liberal in all the wrong ways.
    8. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 0, Funny

      FUCK YOU XEN! FUCK YOU AND DIE AND GO TO HELL! Yeah, the entire end world of that game was one big jumping puzzle.

    9. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 2, Interesting

      I throughly enjoyed Myst up until you have to play that goofy organ by moving sliders on the wall. Because I'm tone deaf I couldn't get past that point in the game. Nowhere on the web could I find any visual representation of what position to set those sliders so I could carry on with the game, nor is there a screen shot in any book about Myst I've ever seen.
      Seems pretty dumb to make such a visually stunnning game which a hearing impaired person can't finish.
      On another note was there a script/bot problem here at /. that I never noticed before.

    10. Re:Ahh.. jumping puzzles... by Zangief · · Score: 1

      I liked how the view turned downwards, so you could see where you were going to land. I don't remember problems trying to land in an impossible platform. (maybe I'm imagining this part though :)

      I DO REMEMBER, the fucking metroids on your way to the last boss. They dropped me from the platforms, yes, but this worked just like in other games. Enemies tried to mess you up.

    11. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 0

      But I found that B&W cheated just like any other RTS AI. Even when I used the food/wood bug to make crazy amounts of stuff to build with, mysteriously, the AI tended to do just about as well as me.

    12. Re:Ahh.. jumping puzzles... by Dun+Malg · · Score: 2, Insightful
      Ah: jumping puzzles. The most annoying part of FPS games, which require you to take a break from gleefully blowing the crap out of your enemies to make meticulously-timed jumps across platforms, like you've suddenly turned into Mario or something.

      That's because kids nowadays don't have any problem solving skills. As my mother , a 7th-8th grade algebra teacher, complained to me last night, "They can't figure anything out on their own. Even their video games don't teach them problem solving. It's all 'jump-jump-squat', over and over again."

      --
      If a job's not worth doing, it's not worth doing right.
    13. Re:Ahh.. jumping puzzles... by chrisnewbie · · Score: 1

      I did enjoy jumping in jedi knight 1 and 2 !

      Jumping in fps game isnt all together bad, It's true they could at least put feet when you look down , at least you would know where your feet are landing!

    14. Re:Ahh.. jumping puzzles... by Rirath.com · · Score: 3, Interesting

      That Metroid Prime isn't really a FPS doesn't change the central issue - why is it that MP's jumping sequences aren't annoying, and in fact are even FUN, when most times having a first-person jumping sequence is the kiss of death?

      Well, personally I'd say that has to do with the game type, as well as the reasons you listed. Metroid prime did had great jumping control, it was easy to do, and the camera flowed so smoothly. Metroid Prime was a platformer by design in many ways. It was something you expected from the heritage, something the game planned for and allowed for. The jumping was to get to a new area, or to expand the level design upward and outward, in a more 3D manner.

      In your average FPS, you're not a bounty hunter in a power suit leaping and flipping like spiderman, you're some joe carrying a ton of weapons. When all of the sudden you go from Gordon Freeman, sneaking around Black Messa to Xen, suddenly trying to pointlessly leap around, it's just not built into the game. It kills the belief when you're suddenly leaping over bottomless pits onto little platforms.

      Basically I'd say in your average FPS, it's not just annoying when you miss, it's out of place. As the original poster said, suddenly you turn into Mario. A perfectly normal game starts giving you really silly jumps to make across obviously preplanned routes. It's like if all of the sudden, I was required to start jumping on enemies' heads.

    15. Re:Ahh.. jumping puzzles... by Zangief · · Score: 1

      You are right, I'm not into FPSs very much. I played my share of quake (multiplayer) and doom (1 & 2), though.

      I dropped out of them by the time Rainbow Six arrived. I played R6, and enjoyed it...for a while. When I got to the giant Dam level, I got bored out of the game. The same thing happened with HalfLife. It was all fine, until I arrived to some sewers, which were mostly empty, except for some soldiers scattered around.

      Big levels with nothing to do are a big turno off to me. I was snoozing on Half Life, then I realized this "greatest fps evarz" wasn't any fun, so I didn't played it anymore (In fact, I got through those sewers eventually, and then quit the game).

    16. Re:Ahh.. jumping puzzles... by CaseyB · · Score: 1

      Apparently you bought the version of Half Life 2 that didn't include the first antlion level. Yeesh.

    17. Re:Ahh.. jumping puzzles... by Zangief · · Score: 1

      Ooooh, yes. A friend of mine was into Half Life, and told me about the last level, the planet of the aliens, which was a nightmare to navigate around.

      I see your point.

    18. Re:Ahh.. jumping puzzles... by Rayonic · · Score: 1

      I must be the only person alive who doesn't mind jumping sequences in FPS games. Where are your feet? Directly below your POV.

    19. Re:Ahh.. jumping puzzles... by Dasch · · Score: 1

      Well, wouldn't you expect an intelligent enemy to take advantage of that bug too? Not that I'm suggesting that B&W's AI became aware of a bug in the game all by itself, but it's worth a thought...

    20. Re:Ahh.. jumping puzzles... by Various+Assortments · · Score: 2, Informative

      Alice had a jump reticle that looked like a pair of ghostly shoeprints. You always knew if you were going to make a jump or not.

    21. Re:Ahh.. jumping puzzles... by Various+Assortments · · Score: 1

      Could you replace that link with something actually offensive?

    22. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 0

      (Good) AI and graphics require huge amounts processing power

      Which is now readily available. If I am paying 400 bucks for a console, it sure as hell better have huge amounts of processing power.

      The fact is that good graphics attract gamers more than good AI.

      Gimme BOTH dammit. In the modern computing age, there is no excuse for not giving me both.

      Games use finite-state machines for AI simply because the range or variety of moves in each game is limited.

      What are you smoking? How long has it been since you compared playing unreal tournament bots against unreal tournament humans? There is so much room for improvement it makes me feel agroaphobic!

      we still have the time-tested games of chess, go and sudoku.

      Thats nice. Keep your TRS-80. On my PS3 I want something a little more mind-blowing. :)

    23. Re:Ahh.. jumping puzzles... by flyingsquid · · Score: 3, Funny
      The most annoying part of FPS games, which require you to take a break from gleefully blowing the crap out of your enemies to make meticulously-timed jumps across platforms, like you've suddenly turned into Mario or something.

      When they die, the guys who came up with these puzzles will go to their own personal hell. This hell will consist of a sea of molten, red-hot lava a hundred miles across which they must cross. To get to the other side, they must jump across moving platforms, elevators, and little tiny ledges. The tiniest mistake will cause them to fall into the boiling lava, and then they will have to go right back to the beginning where the last save point was. And they'll be forced to do this for all eternity.

    24. Re:Ahh.. jumping puzzles... by 0x461FAB0BD7D2 · · Score: 1

      In the modern computing age, there is no excuse for not giving me both.

      How about time? If games take longer to release because of extra work involving research and coding and testing because of AI, are you willing to wait? Is everyone else willing to wait?

      Agoraphobic? Fear of public places?

      Everyone wants it all. But the simple matter of fact is that you can't get it all, given the finite state of resources. And the quality of graphics, for a long while now, has determined the attraction of a game.

    25. Re:Ahh.. jumping puzzles... by Metasquares · · Score: 1

      Graphics attract gamers, but good AI keeps them playing. Unfortunately, since there is no extra money to be made once someone has bought the game, I don't think that the gaming industry cares very much.

      I wonder if the new business models involving online play and fees for installments will begin to change that. I'm not too happy about those, but at least it stands a chance of increasing replayability.

    26. Re:Ahh.. jumping puzzles... by Pxtl · · Score: 1

      That's the thing - I find the best action FPS games are the ones with no empty rooms, no nasty puzzles - just room after room of varied carnage, with the occasional puzzle that you perform incidentally with the violence.

      I think more FPS makers need to look at Halo II for a guide of how to make an FPS. Frequent checkpoints don't break immersion (instead of hitting autosave before you round each corner), ammo is plentiful but your inventory doesn't get crowded because you only carry 2 guns. No hunting for health packs (shields jump back to full if you get out of combat for a minute), no getting lost - just room after room of varied combat. Serious Sam is similar, although it has the old crap involving inventory fiddling and manually quicksaving.

      As for good AI, look at FPS online games like Quake 3 and UT2k4. The AI isn't genius, but isn't a moron either. UT2k4's AI plays generally like a human.

      Some of the complaints there I disagreed with totally - having onscreen text info is a good thing in games where immersion isn't the whole point - like UT2k4, there's tons of onscreen HUD data, and I love it.

    27. Re:Ahh.. jumping puzzles... by vsprintf · · Score: 1

      How about time? If games take longer to release because of extra work involving research and coding and testing because of AI, are you willing to wait? Is everyone else willing to wait?

      Given the price of games and the fact that video games are closing in on movies as top money maker, I'd be willing to wait longer. Do they release movies before they're finished? MOH Rising Sun was a perfect example of ripping off the customers instead of finishing a game.

    28. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 0

      for people like myself that prefer strategy and thinking over gfx, we still have the time-tested games of chess, go and sudoku.

      Er... sudoku was invented in the 1970s. Maybe you had something else in mind?

    29. Re:Ahh.. jumping puzzles... by Bun · · Score: 1

      As for good AI, look at FPS online games like Quake 3 and UT2k4.

      For a moment, I wasn't sure if I'd read the words "Quake 3" and "good AI" in the same sentence. Quake 3's AI is hardly better, unless you count pinpoint accuracy with zero aiming time as being 'intelligent'.

      --
      "Anyone that has ever gotten an idea based on any of my work and done something better with it-good for you."--J.Carmack
    30. Re:Ahh.. jumping puzzles... by Anonymous Coward · · Score: 0

      "Another solution is to count the number of notes on the keyboard and move the slider the same number. But this can be difficult if you have trouble moving the slider a single notch at a time. [If you use Windows, you can temporarily turn on the "Mousekeys" setting in the Accessability Control Panel to make it easier to move a single note at a time.]"

      "This puzzle isn't nearly as hard as it first seems, provided you get the first note right. Once you do, the next step is to line up the second slider with the first then slowly slide it up, counting off the notes as you go:

      Second slider: Align with first slider and move it up 12 notes Third slider: Align with second slider and move it up three notes Fourth slider: Align with first slider and move it up five notes Fifth slider: Align it with first slider and move it down two notes "...so just brute force it.

      Sheesh.

    31. Re:Ahh.. jumping puzzles... by 0x461FAB0BD7D2 · · Score: 1

      That's 30 some years ago. Sounds time-tested to me.

    32. Re:Ahh.. jumping puzzles... by Beardydog · · Score: 1

      I loved the antlion level! It was like playing hot lava...with a gravity gun.

    33. Re:Ahh.. jumping puzzles... by HardSide · · Score: 1

      "That means the next generation of games will likely play just like this generation. Only shiny." I couldn't have said it better myself, and this I beleive describes games since the Amiga days. The only game I ever was impressed with was a game created by Raven Software in the early 90's called "Strife" this kid I use to play with showed me it, for a early 90's game, the game still holds up with the best AI I have ever seen, sure they dont roll and jump, but they know exactly what to do to beat you. No idea how to explain it, I guess you would need to find the game and find a system to actually play it.

    34. Re:Ahh.. jumping puzzles... by angle_slam · · Score: 1

      I treated that level as a "run to the next rock then blast the 4 antlions chasing you" level instead of a jumping level. I tried it as a jumping level, and hated it.

    35. Re:Ahh.. jumping puzzles... by snotclot · · Score: 0

      So, obviously, you haven't played the Bunny Track maps for Unreal Tournament. (original). It's ingenious that people were able to the subtleties of the game and use them to form a new game type where it takes a certain amount of skill (you have to learn all the new ways to jump a certain height, or method, such as piston jumping or dodge ramp jumping), and then apply them skillfully.

      To me, the BT (Bunny track) maps for UT only indicate and point to a new direction in 3D gaming.

    36. Re:Ahh.. jumping puzzles... by yoyhed · · Score: 1

      If you didn't notice, in Metroid Prime games, when you jump (more noticeable when you double-jump), the camera points down slightly and you can see where you're jumping. Of course, this wouldn't work on a PC game such as Half-Life, where you have constant control of the view, since it would pull it away from you. Hence, others' arguments that it's the type of game (Metroid Prime not being a real "FPS" and therefore having a different control scheme) are correct.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    37. Re:Ahh.. jumping puzzles... by GraemeDonaldson · · Score: 1
      The fact is that good graphics attract gamers more than good AI
      I wouldn't generalise like that. I'm a big fan of the Gran Turismo series. GT3 had pretty decent graphics, and GT4's graphics are marginally better. The AI in GT3 was bad enough but it seems that GT4's AI is even worse. I for one would gladly accept slightly less realistic graphics (or even less cars; who needs 100 Skylines, really?) in exchange for improved AI. It would make the game so much more fun, and for me that's what games are about.

      YJRZWJR
      --
      I think, therefore I am. I think?
    38. Re:Ahh.. jumping puzzles... by zevans · · Score: 2, Interesting
      Graphics attract gamers, but good AI keeps them playing. Unfortunately, since there is no extra money to be made once someone has bought the game, I don't think that the gaming industry cares very much.

      They should - lots of people didn't buy GT4 because the AI in GT3 was so poor. (Not that it's -much- better in GT4, but at least they make the odd mistake under pressure now which means it's more of a race than a hot-lap contest.)

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
    39. Re:Ahh.. jumping puzzles... by Have+Blue · · Score: 1

      Metroid Prime has much more responsive air control than most FPSes; you are as maneuverable in the air as on the ground. Also, the Space Jump boots gives you a second chance at most jumps, and the ones that require their use are just a little bit more than you can handle without them, so hitting the button a second time lets you clear them by a huge margin. Samus will also look down a bit while airborne, which makes it easier to aim landings. Lots of subtle things like that.

      And on top of all that, there are no bottomless pits to land in and force you to load a save when you miss a jump. MP1 has no bottomless pits at all, and in MP2 falling off a cliff will only move you instantly back to where you fell from and deduct a small amount of health.

    40. Re:Ahh.. jumping puzzles... by analog_line · · Score: 1

      ...Alice was the last really jump-happy game that instantly comes to my mind.

      Alice was a 3rd person platformer with action elements. Comparing it to an FPS at all is pretty much wasting your breath. You could see your feet, for starts. The most annoying part of the game was not the jumping. The need to go check gamefaqs in order to find out how to beat some of the bosses was.

    41. Re:Ahh.. jumping puzzles... by PantsWearer · · Score: 1
      You do realize that's as much of a cheat as having the opponents just move faster, don't you?

      Now, if on "Hard" difficulties the guards had patroled more so that there wouldn't be so many shadows hanging around that they never look into or if they actually got into a defensive position when they were attacked that would be something

      Making them hear better isn't any different than making the same dumb-as-a-rock enemy be able to take one more hit than on "Easy".

      --
      Be glad life is unfair, otherwise we'd deserve all this.
    42. Re:Ahh.. jumping puzzles... by theVP · · Score: 1

      that's not really a good example. More of an example of the opposite, actually. What we're asking for is SMARTER AI, not an enemy with even more ability than before. Having them being more responsive to noises and more sensitive to where I am doesn't lead me to believe that they're any smarter. It just leads me to believe that the AI is cheating by knowing where I am more often. That's crap.

      --
      "No one is more miserable than the person who wills everything and can do nothing." -Emperor Claudius 10 BC - AD 54
    43. Re:Ahh.. jumping puzzles... by Eugene · · Score: 2, Informative

      Sadly it's true.. I've been wanting a game with good AI for years (turn based strategy, or RTS), but so far I've seen there's nearly nothing has good AI. either the computer cheats by peeking at what you are doing, or it's simply have more resource then you do. but the modern processor do have a lot of processing power to implement a good AI. just that no coder willing to spend the resource/time/money to do it right.

      but if you look at the AI topics/articles/publishing around the net and library.. most of them only center around a few topics (chess come to mind, and chess's AI isn't really true AI anyway, more of exhausted searches). Maybe it's time for programming to head to a new direction.....

    44. Re:Ahh.. jumping puzzles... by kisrael · · Score: 1

      No getting lost?

      I started Halo 2 on easy, I got to the point where my character (now the heretic or whatever) cleared out a hanger and I had no idea idea where to go. I was sick of being lost in the game by that point...playing co-op, we even had trouble figuring out the first big courtyard place where the first off-ship battle happens. Too few visual references...I know I'm a wuss gamer but I was still wondering, I have this frickin' supercomputer AI babe in my helmet, couldn't she throw me a map or at least give some verbal hints?

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    45. Re:Ahh.. jumping puzzles... by kisrael · · Score: 1

      Huh...I often think about the problem color blind people would have in certain games.

      I count myself fortunate to not have any significant sense impairement, save for common sense. and some astigmatism.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    46. Re:Ahh.. jumping puzzles... by joshsisk · · Score: 1

      They should - lots of people didn't buy GT4 because the AI in GT3 was so poor.

      Vice City (GT4) sold more copies than GTA3.

    47. Re:Ahh.. jumping puzzles... by AtaruMoroboshi · · Score: 1

      GT3 is Gran Turismo 3, not Grand Theft Auto 3.

    48. Re:Ahh.. jumping puzzles... by Sigma+7 · · Score: 1
      Anybody play Thief? Harder difficulty actually makes the guards/Hammerites/bad guys more sensitive to where you are, more responsive to your noises...bloody great game!
      That's Thief III, not Thief.

      The difficulty settings in the original Thief game affected monster placement and objectives - higher difficulty settings required you to perform more objectives, such as stealing additional loot, not killing civilians/anyone, and so on.

    49. Re:Ahh.. jumping puzzles... by Pxtl · · Score: 1

      Well, there were one or two spots, but nothing like the endless hunting on the map screen from Doom 2. In Halo, there were a few times when I almost just wanted the old Golden Axe brawler cliche of "the area is clear - go that way".

  2. What is the crap ? by Anonymous Coward · · Score: 0

    Is the article claiming to speak for all gamers ?....the voice of gaming ?....oh dear oh dear oh dear, now I understand why the site is called pointlesswasteoftime.com

    Oh yeah I didn't understand the mention of Perfect Dark Zero, I thought it was previewed on that MTV show and turned out to have Quake 2 level graphics.

    1. Re:What is the crap ? by Anonymous Coward · · Score: 0

      The mention of Perfect Dark Zero was demonstrating the bullshit of showing "in game images" which are actually from cut scenes.

    2. Re:What is the crap ? by Anonymous Coward · · Score: 0

      "now I understand why the site is called pointlesswasteoftime.com"

      A-HAHAHAHAHAAHAHAHAHAAAA!!!!!!

      Kill. Yourself. Now.

  3. Better AI: do you really want it? by Trurl's+Machine · · Score: 5, Insightful

    We get so overjoyed every time an enemy actually shoots from cover in a game that we forgive the fact that real, advanced A.I. is as much an unfulfilled promise as the flying car. Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

    While I generally agree with the author's complain, I can recommend him a game with quite decent enemy AI: Operation Flashpoint. However, this is also a good example why too good enemy AI can be bad for gameplay. In Flashpoint, you can really be killed by Russian sniper or sneaking soldier just behind your back - but it's as exciting as getting blue screen of death when playing. You just die - and that's it. Personally, I found it surprisingly boring and quite happily returned to totally unrealistic, AI-foolish "Max Payne 2".

    1. Re:Better AI: do you really want it? by MoonFog · · Score: 4, Informative

      The AI in OF isn't what I would call genious. Rather, it "cheats". I've experienced sneaking through the woods wearing nothing but black. Then lay down and try to snipe someone from 300 feet away. If I miss, he turns and shoots me with a goddamnt AK47 in pitch black without knowing where the shot came from.

      OF is a great game, but as you say, gets boring real quick.

    2. Re:Better AI: do you really want it? by JayBlalock · · Score: 3, Insightful
      I agree. I don't think most gamers WANT good AI. They want the experience of being super-heroes who can mow down fifty bad guys without breaking a sweat. This is FUN.

      While I know there are people who would truly enjoy the intellectual challenge of out-smarting a really great AI, I suspect those people are few and far between. They would be greatly outnumbered by those who found such contests stressful and very UNfun.

      I point at Metal Gear Solid. Remember how frustrating the Psycho Mantis battle was, until the trick to the fight was revealed? There you go. There's what computer AI could be, if the gloves came off. AI isn't really about making the computer smart enough to beat the player - it's making the computer dumb enough that the player can win.

      --
      Bush: He's Liberal in all the wrong ways.
    3. Re:Better AI: do you really want it? by VStrider · · Score: 2, Insightful

      I agree with you, but Operation Flashpoint was a simulation. Sometimes simulations can be boring or exciting; depends on your taste.

      AI will be the next big thing(tm) in games. Think an FP-RPG ala Morrowind, where the NPCs actually have their own lifes, travel between towns, or talk and react to you in an intelligent way, not just dumb scripting. Awesome! I cann't wait for a game like this and I wouldn't change it for all the gfx in the world.

      Btw since you mentioned Max Payne 2, I was really dissapointed with this game. I've finished the 1st(twice - I rarelly do that. the game was *that* good!) and it was an excellent game with a great story and an X-Files feel to it. The 2nd was very short, no effort on the storyline at all, and a major dissapointment. A cheap production, hanging on the good name of the 1st.

      --
      VStrider.
    4. Re:Better AI: do you really want it? by SilicaiMan · · Score: 4, Insightful
      However, this is also a good example why too good enemy AI can be bad for gameplay.

      Unfortunately, many game designers don't understand what AI in games is all about. It's not about making enemy units smarter so they can kill you faster, since that, as you noted, makes the game boring. The main purpose of AI in games should be to improve immersion and suspension of reality, so you can enjoy the game more.

      For example, in many games enemy units are triggered once you are within a certain distance from them. They will start shooting at you, but once you step outside this invisible circle, they simply turn around as if nothing happened. In this case, improved AI shouldn't be the ability to shoot more accurately, but rather to be able to detect motion at further distances, and react realistically.

    5. Re:Better AI: do you really want it? by Anonymous Coward · · Score: 0

      One of the developers of Hitman told me that they that they deliberately dumbed down the AI, to make enemies less cooperative. Apparently they concluded that the majority of players were not ready for superior AI.

    6. Re:Better AI: do you really want it? by balthan · · Score: 1

      One of the developers of Hitman told me that they that they deliberately dumbed down the AI, to make enemies less cooperative. Apparently they concluded that the majority of players were not ready for superior AI.

      That's a BS excuse. 'It's already done, and rather than put it in as really-super-duper-hard mode, we're just gonna take it out of the game.'

    7. Re:Better AI: do you really want it? by von_kaiser · · Score: 1

      "Think an FP-RPG ala Morrowind, where the NPCs actually have their own lifes, travel between towns, or talk and react to you in an intelligent way, not just dumb scripting." Uh, 90% of the NPCs in that game are carbon-copies of one another, and with the exact-same responses to your questions. Their "lifes" are hardly convincing; who works in a mine 24/7, without breaks? Or stands in one place? Maybe I just missed a subplot about how the denizens of Morrowind possess godly endurance and patience!

    8. Re:Better AI: do you really want it? by AltaMannen · · Score: 1

      "For example, in many games enemy units are triggered once you are within a certain distance from them. They will start shooting at you, but once you step outside this invisible circle, they simply turn around as if nothing happened."

      You've just described one major game AI problem, and the reason your idea needs more work is that you'd get a game where you walk just close enough to a small group of enemies to engage them, then walk backwards and shoot them from a safe point. This works well in some games and some games only do it for certain enemies but the strategy can become a little boring and to compensate for the strategic players the games that do this are generally tuned so that not walking backwards when you encounter enemies is too hard.

      The fact that in most games the enemies won't follow you beyond their range is a design decision that isn't easy to make.

      Also, if you include communication between enemies you'd suddently be running into all the enemies at once because once they are alerted they'd all go straight for you.

      My point is that any sufficiently competent AI will always be considered a cheater, and any weakening of that AI will always lead to a vulnerability that will make it seem dumb.

    9. Re:Better AI: do you really want it? by sv0f · · Score: 2, Funny

      The AI in OF isn't what I would call genious.

      Intentional or unintentional -- it works both ways.

    10. Re:Better AI: do you really want it? by BlueFashoo · · Score: 1

      I don't think I'd call a game that gets boring real quick great.

      --
      Nice Marmot
    11. Re:Better AI: do you really want it? by fbjon · · Score: 1

      An AI should not only be good enough to beat the crap out of puny humans in 5 seconds, it should be good enough that it has the sensibility not to do it.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    12. Re:Better AI: do you really want it? by rasty · · Score: 1

      I totally agree here. A game must be FUN, no matter how realistic but fun!
      Sometime realisms adds to the fun, sometimes not. The hard part is finding the perfect balance!

    13. Re:Better AI: do you really want it? by EEBaum · · Score: 1
      I'd say that's a side-effect of the desire for an impossible combination:
      • Military Simulator
      • Realism
      • Good AI
      • Not getting killed
      • Fun

      In the real world, if you run solo into the streets of sniper-infested WW2 Berlin, there's a good chance you won't make it out alive. Oh, and one shot means you're dead, not that your armor has gone down a bit.

      You can't have everything, and I think it's time people realize that you can't have a realistic soldier-oriented military simulator without a good chance of being dead.
      --
      -- I prefer the term "karma escort."
    14. Re:Better AI: do you really want it? by VStrider · · Score: 1

      I see you lost your reading skills, so I'll have to translate my previous post. Here it goes:
      [translation] Morrowind NPCs are dumb scripts. What I'd like to see in future games, and specifically in FP-RPGs similar to Morrowind, is superb AI where the NPCs have their own lifes and behave/talk/react in an intelligent manner. I'd give up all gfx for a world that's so lifelike. [/translation]

      --
      VStrider.
    15. Re:Better AI: do you really want it? by RoloDMonkey · · Score: 1

      I feel that I must weigh in on this. I have been thinking about game AI for a long time. When a player says he wants better AI, he may not even realize what he is asking for.

      I'll tell you what I want. No, I don't want a real life game where you can be killed arbitrarily, but I do want a game where the enemies are more "realistic."

      What I mean by "realistic" is two things, and he touches on both of these in the article. First, immersion, and he explains this very well so I won't elaborate on it. Let me jump on the ledges, explore behind the house, and solve the puzzle any way I please.

      Second, I want an enemy that has an agenda and a timeline. Let's say that I am told by a villager that the Dark Lord(TM) is heading for the Good Guy Temple(TM) to burn it to the ground, and then I decide to spend an hour wandering around the countryside fighting wandering monsters to level up. Well, when I show up, that temple should be burned to the fucking ground, and then the game should go on. I'm not saying there shouldn't be times when I can explore and experiment, see the part about immersion above. But, when the plot moves it should move, and keep going. If the Dark Lord(C) is collecting the Shards of Power(R) and he gets one before me, then he is going to store it somewhere, and it is going to be harder to find. If spend way too much time powering up, my enemy should get more powerful too.

      Now, I understand that making a branching plot thread would be challenging, but I don't think it would be impossible. Developers spend millions on games now. They could throw some of that money at a few code monkyes that could come up with the logistics. Or maybe they can go the Neverwinter Nights route, and let obsessed fans create the modules. Some of those are awesome.

      When I was playing Tales of Symphonia, it was so Final Fantasy VII formulaic that all I did was make sure I was sufficiently more powerful than the wandering monsters. When combat started, except for the boss fights, I would turn on the auto-combat, and then go get a snack. The AI was so bad, it couldn't even beat itself.

      Also, I know some people wouldn't enjoy a game that was too challenging. Difficulty levels should be revamped to resemble cheat codes. If I am in Godlike Destructor Mode(Q), I should be able to rampage across the country side destroying my enemies and the landscape, and only get hurt if I am stupid. Maybe I just want to blow off some steam. On the other hand, if I am in I Will Never Have a Girlfriend Mode(@), I want to be consistently challenged. If I spend weeks building a powerful character, the enemies should at least scale up to a percentage of my power. I shouldn't ever be able to put the game on auto-pilot.

      In fact there should probably be two scales: Power Level and Challenge Level. Power Level would range from Hobbit(LOL) to Super Sayan(RSVP), and the Challenge Level would be more like the traditional difficulty level. That way I could mix it up. If I wanted to play a character that has to sneak around because I have trouble defeating an orc, I should be able to. If my character is capable of blowing up a planet, I should decide if I can commit mayhem almost unchecked, or if my enemies can pulverize moons also.

      Again, this would be challenging to program, but not impossible, and some of it is addressed by offering entirely different games to different types of players. However, as the ability to create larger and more complex worlds evolve, developers are going to have to give some consideration to letting people play the game the way they want to play it, if they want to generate a large marketshare.

      --
      Long live the Speaker Bracelet
      Rolo D. Monkey
    16. Re:Better AI: do you really want it? by Deliveranc3 · · Score: 1

      Raven Shield 3.. on hard.

      Pretty damn good, doesn't flank well (Needs good pathfinding I suppose :(

      Or shoot through doors...

    17. Re:Better AI: do you really want it? by flydude18 · · Score: 1

      AI in OFP doesn't cheat a lot at all. 300 feet is not very far. In fact, it's very close. 300 meters is a farish engagement range, and it's quite possible to take out an entire AI squad from that range if you engage first, if they're in the open, and, most importantly, if you don't miss. Frankly, if you miss from 100 meters, you deserve to get shot.

      In fact, the AI is blind compared to humans. In the open, you'll notice them before they notice you, and if you're behind concealment, they'll walk right next to you without seeing you. They do detect you when you shoot (unless you're really far), but they are slow to react.

    18. Re:Better AI: do you really want it? by TechniMyoko · · Score: 1
      it's making the computer dumb enough that the player can win

      The makers of Perfect Dark said they actually had to dumb down the AI to make it fun

    19. Re:Better AI: do you really want it? by von_kaiser · · Score: 1

      i kill u

    20. Re:Better AI: do you really want it? by QuantumG · · Score: 1

      OF cheats alright, when you warez the game. Brillant copy protection.

      --
      How we know is more important than what we know.
    21. Re:Better AI: do you really want it? by AltaMannen · · Score: 1

      You mean like the villains in movies that makes a 5 minute speech about their evil plans before they kill you?

      But yes, there might be a way to stuff a "Entertainment" value into the weight of an NPC considering its options: "Kill" vs "Do Laundry"? "Do Laundry" has a low entertainment value but the time since the game started is too low to do "Kill" so "Do Laundry" for now.

    22. Re:Better AI: do you really want it? by gordgekko · · Score: 1

      I can tell you have no experience with real world combat situations because in real life a "very close" engagement is about 10 to 20 metres/30 to 60 feet, or five to ten times less than your ideas on the matter.

      Of course, we're comparing a video game to real life so I suppose we're both talking a bit out of our ass on this one.

      --
      You want to know who isn't running Firefox 2.x? They spell it "definately" and "rediculous".
    23. Re:Better AI: do you really want it? by gordgekko · · Score: 1

      I'm surprised after the D-Day portion of one of the Medal of Honour: Allied Assault games that people want that ultra-realism. I don't know about other people but I died six times before I got up the beach and only because I luckily bumped into a medic.

      --
      You want to know who isn't running Firefox 2.x? They spell it "definately" and "rediculous".
    24. Re:Better AI: do you really want it? by zaffir · · Score: 1

      They made the bots "dumber" by making their aim less accurate.

      A bot that gets 100% headshots all the time is nothing special. That's easy to do. A bot whose accuracy is realistically affected by how well you move in the game is another matter entirely.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    25. Re:Better AI: do you really want it? by SScorpio · · Score: 1

      Check out Elder Scrolls 4: Oblivion. It's supposed to have everything your looking for including ungodly graphics. Elderscrolls.com

    26. Re:Better AI: do you really want it? by Firethorn · · Score: 1

      I have to agree.

      300 yards, in the dark, with an AK-47? Way inaccurate, on average. 300-400 yards is considered extreme range for point targets with an M16, which is, on average, more accurate than an AK.

      I'd tend to say:
      300 meters: call for artillery, air strike, snipers, etc...

      --
      I don't read AC A human right
    27. Re:Better AI: do you really want it? by Anonymous Coward · · Score: 0

      You would think that 100% headshots are very hard to do since the droids in all Star Wars movies can't hit the broad side of a barn. And they should have way more processing power then todays PCs.

    28. Re:Better AI: do you really want it? by Anonymous Coward · · Score: 0

      Also, if you include communication between enemies you'd suddently be running into all the enemies at once because once they are alerted they'd all go straight for you.

      For naive implementations, yes. But consider real life. In real life, if an intruder is seen attempting to break into a military installation, would you seriously expect every soldier on the site to immediately go and try and catch them? Of course not. But you do expect everyone to know that there's an intruder.

    29. Re:Better AI: do you really want it? by Anonymous Coward · · Score: 0

      Think an FP-RPG ala Morrowind, where the NPCs actually have their own lifes, travel between towns, or talk and react to you in an intelligent way, not just dumb scripting. Awesome! I cann't wait for a game like this and I wouldn't change it for all the gfx in the world.

      Damn difficult to get right, though.

      Player: "I am the Promised One of legend. I seek the sage Fumblegeld, who alone can give me the key to the Forgotten Vaults."
      Acolyte: "Fumblegeld? Oh dear... he was kicked to death by another NPC's horse a week ago. I guess the world's doomed then."

      Morrowind itself already has this problem: by letting the player do anything and kill anyone, it lets you break the game itself, and they had to put in a lame "you broke the game, do you want to restart?" message for if you killed anyone too important.

      Not good for immersion, that.

    30. Re:Better AI: do you really want it? by VStrider · · Score: 1

      I'll definitelly look into it, since I'm a fan of the elder scrolls series. I don't keep my hopes up for AI though. Sure it might be improved but it'll still be scripting, since it's the norm in the games industry. The downside with scripting is that the developer needs to predict all your possible actions and NPC interactions, which is impossible. You'll inevitably reach a point where the dumb scripted AI is obvious.

      --
      VStrider.
    31. Re:Better AI: do you really want it? by borawjm · · Score: 1

      I disagree simply because the boom of multiplayer games being released tells me that players want more challenging "life-like" opponents. They want the satisfaction of defeating another human player in combat and bragging about it to their friends. This is why I think "mimicking" this human behavior in single players games would do wonders.

      Personally, I would rather have a more life-like or realistic AI controlling enemy objects. It would give me a greater sense of accomplishment when I defeat them. What's the point if my kid brother can mow down the same 50 guys in the same amount of time?

    32. Re:Better AI: do you really want it? by kisrael · · Score: 1

      Yeah, absolute agreement.

      Hardcore gamers are probably craving serious AI that can actually help train them for vs. human play or just generally be a challenge.

      For casual gamers, it would be too much like real war where you never see the bullet that gets you.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    33. Re:Better AI: do you really want it? by rAiNsT0rm · · Score: 1

      After reviewing all manner of games for some time, I hear all these people clamoring for better AI. They don't really want it that is why games don't have it. Most dev's spend time *tuning* the AI to be a nice average difficulty because if they didn't no one would play. Now at times dev's simply pull stupid attempts at AI like Gran turismo 3... that was pathetic. Killzone actually had pretty solid AI, but no one cared. Machines can be programmed quite easily to beat a human player using true AI and fuzzy logic, games would not be fun. Humans are better at finding patterns and that has been the defacto standard AI decision over true AI, it isn't that the hardware can't handle it.

      --
      http://teasphere.wordpress.com - A little spot of tea
    34. Re:Better AI: do you really want it? by gordgekko · · Score: 1

      The funny thing is that accuracy might even go down as you get into close quarters combat. I'm much more likely to blindly snap shots off at 30 metres between me and a responding target than I am at one at 100 metres.

      Either way, if it was easy hitting someone with an assault rifle they wouldn't have had to train us :-)

      --
      You want to know who isn't running Firefox 2.x? They spell it "definately" and "rediculous".
  4. Totally by Apreche · · Score: 3, Insightful

    I read this a few days ago, but I gotta agree with a lot of what this guy is saying. Some of his points can be debated, like save spots, but most of them are just dead on, like bad AI.
    I was thinking previously that in the next gen sony and MS were just going to make more of the same games, and that hopefully Nintendo would give us a real revolution in which there are new gaming experiences. However, after reading this I remember there IS still room for shittons of innovation in the current gaming paradigm of a screen, speakers and a gamepad. Nintendo is sort of taking an easy way out by innovating in other areas than these fundamental, obvious and real problems. If the other guys who are making plain old video games with the same old interface can address many of these issues you can be ready for some games that will sell by the millions.
    Maybe this is how there will be a PC gaming comes back. If the next gen consoles dont' fix these things, perhaps some newer PC games will buck the trend and we'll have us a revival.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Totally by gordo3000 · · Score: 1

      Unfortunately, he doesn't take the time to realize he is a hypocrit who just wants everything that he doesn't like in games to be there.

      How often do you see a Guard walking around with anything more than a pistol with one extra clip? Then get over the fact taht in the beginning of a game that starts all nice and cozy, thats all you get.

      You can't complain about these things and then bitch and moan about realism.

      The complaints about the jumping puzzles should really come down to a person being able to look down at their feet. The puzzle itself is still valid, it teaches you to get used to the body you are in. It was just designed poorly.

      His valid points are ones that have been made over and over, AI problems, imersion problems, etc. And of course, he asks businesses to stop caring about business. Sure, he talks about how it is short run that they are only looking at, but there he is just wrong. This just sounds like a person living in his parent's basement, bitching about things he has heard others complian about.

    2. Re:Totally by benjcurry · · Score: 1

      In agreement...the success or failure of a game is determined by whether or not you have fun playing it, not by how realistic it is. Or else the majority of games would be about sitting on the coach.

    3. Re:Totally by grumpygrodyguy · · Score: 1

      I read this a few days ago, but I gotta agree with a lot of what this guy is saying. Some of his points can be debated, like save spots, but most of them are just dead on, like bad AI.

      Yeah I agree, very good article. He had a lot of praise for Half-Life 2, but imo CS:Source has many flaws as a multi-player game.

      1) Basketball sized headshot boxes that turn what used to be a skill-based game into an AK/Para spray-and-pray festival, not fun.

      2) The dead-view camera now has momentum, i.e. it takes time to accelerate and it bounces off walls etc. Very dumb idea, computers are supposed to make life easier...the camera should be fast, manueverable, and not subject to nuisances like physical laws. Oh, and why can't I see the remaining health of the guy who shot me anymore?

      3) His remark about jumping over rocks was funny, reminded me of all the times I've bounced off a tin can or milk carton on the ground while playing CS:S. Stuff like this does nothing to improve fun, and everything to aggravate players.

      4) Jump lagging. It was a hack in CS1 to stop people from 'bunny jumping'(taking advantage of the half-life1 code to move faster). This should have been fixed with half-life2 and we should have our normal run speed back after jumping. Even if this did happen in real-life, why include it in the game? Not fun at all.

      5) Bumping into players. Implementing real physics including player body-momentum results in a practical bumper-car derby of players just trying to get past each other. It's distracting, irritating, and does nothing but suck the fun away from the game.

      I could go on...Don't get me wrong Valve deserves a lot of credit for Half-Life 2, but it's frustrating to see them sacrificing fun and common sense for exact physics in all situations.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:Totally by theVP · · Score: 1

      I completely and utterly disagree. I will ask you to recall the problems when the console gaming market crashed back in the very early 80's. PC Gaming DIDN'T SAVE GAMING. Matter of fact, it was, while minor, one of the factors leading up to the crash. PC Gaming is not an answer or solution to the gaming industry. Granted, some of the best games out there are PC games. The Half-life, Diablo, Warcraft, Starcraft, Doom, Baldur's Gate, and many other series that have hit the PC are usually referred to as some of the best games ever created. But these games are just not hitting enough people. I have countless friends who have been avid gamers since I've known them as kids, and they haven't TOUCHED a PC title in nearly 5 years. I can't say much better! Other than throwing in games of at least 2 years ago, I don't have much luck with the new stuff. It was half the reason why I got an Xbox, and let's face it, it isn't the only problem PC gaming has. Sure, it has it's benefits. Nobody can argue with that. But a lot of people that don't have a tremendous amount of money in their back pockets can't play the newer games until they are old and decrepit, or ported to a crappy console version. What do those nice benefits earn you if you can't even afford them? Nothing. This is why I am in support of Console Gaming. I don't think it's better. I've played my share of PC games. Hell, I grew up on them. But I play what I can play. And I can't play the newer stuff for the PC. My 8.00 an hour doesn't afford me the hardware I need to be able to handle that kind of gaming experience. And I know I'm not alone in that respect. It's pretty much, deal with what you've got. I play Doom 3 on my Xbox. No, it isn't quite as pretty as the PC version, which I have seen. But at least I can play it! How many people that post in the games section of slashdot every day can actually say that, if they're devoted to playing games on the PC only? Anyways, it's a horrible attitude to take, and while I don't like it, it's all I really can do at this point. The point is, PC gaming is too fucking expensive for anyone to claim that it will make a comeback. Console gaming is less expensive for a reason, regardless of how you feel about that reason. That very same reason is why PC Gaming will never take over, unless drastic changes take place. The situation just sucks as a whole, quite frankly.

      --
      "No one is more miserable than the person who wills everything and can do nothing." -Emperor Claudius 10 BC - AD 54
    5. Re:Totally by Stand+Ablaze · · Score: 1

      Dude, if you don't like CSS that much, play CZ. Much more fun, if less realistic. Also, if you hit the ` key to open the developer console it shows you how much damage was done by whom and to whom, if the server allows it. It's a server-by-server thing. I agree with you on most of the other points, but to me they seem kind of trivial in comparison with the good points of the game (better graphics, better bot AI, more realism in terms of game speed and damage. The only thing else I can think of is that grenades aren't capable of 100 damage anymore. People generally die if they're sitting on a grenade in real life.

      --
      Why don't presidents fight the war? Why do they always send the poor?
  5. All your base are belong to me by cyrix · · Score: 3, Interesting

    The simple fact is that gaming companies have dropped the "let's be innovative and unique" idea long long ago. What was the most innovative and unique game to come out last year? Katamari Damacy? Donkey Konga? And how many copies did these games sell? The bulk of the gaming world unfortunately resides in the teenager category. And what do these kids want? Well look at how they dress or what they're into. These kids want something that they think will make them look cool, IE: the most overhyped product to come out. Take GTA: San Andreas for instance, that game to me was a big fudge up compared to VC. First they promised us so many things, then didn't deliver. Some of the things they did give us were lacking some of the depth and options they said they'd give us. Very few game developers want to take a risk due to the high cost of development. And most studios won't let them even take that risk even if they have a cash cow. If the game does bad the company is basically done for given the fact it probaly cost them at least 5mill to develope it. So what do we REALLY need? Either lower development costs, or more expensive games. Why? Because the average gamers again doesn't care about what has great gameplay or something unique to it, they want what the game with the best graphics, the most hype, and the one they're friends are likely to get. Yeah I probably screwed that up somewhere.

    1. Re:All your base are belong to me by garett_spencley · · Score: 2, Insightful

      IE: the most overhyped product to come out. Take GTA: San Andreas for instance, that game to me was a big fudge up compared to VC. First they promised us so many things, then didn't deliver. Some of the things they did give us were lacking some of the depth and options they said they'd give us.

      I'd really like to hear some specifics. Because VC was probably my all time favourite game until SA came out... and now I find that going back to VC is like going back to GTAIII after playing VC .. there's just so many things that I miss.

      Honestly, I love how big SA is huge compared to VC which felt really small. I love how you can work on skill levels for weapons and driving and how you can build your stamina, muscels etc. I love that there's schools for learning to drive, bike, fly and ride a boat. How you can fly planes and parachute out of them.. all features which are missing in VC.

      VC is a great game but I seriously can't understand how you can say that it was better than SA.

    2. Re:All your base are belong to me by kyrcant · · Score: 3, Informative

      the bulk of the gaming community is NOT teens, its young men, 18-30.

    3. Re:All your base are belong to me by cyrix · · Score: 1

      1. We were supposed to be able to build our own casino. 2. We were supposed to be able to actually interact with a lot of peds on the streets (instead of just getting a random comment tossed at us and replying positively or negatively) 3. The rain effect? I can't tell if it's the game or if I have a bad connection. 4. The physics.....I'm not even going to go there. VC seemed more realistic. 5. The "pop up" has gotten wwwaaayyy worse than VC ever was, especially on the highways...no wait pretty much anywhere. 6. Trams were supposed to be jackable, they promised at least double the business opportunities, grave digging to hide corpses, carrying stuff in the trunk of your car....etc..etc... I can go on for days and days. The point is R* media raped this game to get it hyped up, then decided to cut out alot of things we were promised. Then of course they change quite a few of the things that we actually WANTED TO STAY in the game. Here's hoping the next is better.

    4. Re:All your base are belong to me by cyberfelon2k5 · · Score: 1
      I would agree with you, but there is one major exception that proves that the average consumer is not to blame. If people didn't want innovative, interesting, daring, different games then EyeToy wouldn't have sold well at all. The big difference between EyeToy selling well and a game like Katamari Damacy that didn't sell well is marketing. In the case of Donkey Konga all you'd need to do is advertise the hell out of it during kids shows in the lead up to Christmas and every kid would be begging their parents for it. Clearly that isn't the case.

      Ask the average, casual PS2 owner what an EyeToy is. Now ask them what Katamari Damacy is. The problem isn't that people don't like Katamari Damacy, it's that they don't even know what the fuck it is.

    5. Re:All your base are belong to me by EnderWiggnz · · Score: 1

      Last I checked, KD was #10 on the PS/2 all-time sales list.

      hardly a bust.

      --
      ... hi bingo ...
    6. Re:All your base are belong to me by Moofie · · Score: 1

      Well gee, since I didn't read any of the hype about GTA: SA, I was able to enjoy the game thoroughly (up until the last mission. You know, the three hour long one with no save point in the middle). Looks like that strategy worked well for me.

      A game developer overpromised and underdelivered? For heaven's sake, stop the presses! That's never happened before!

      --
      Why yes, I AM a rocket scientist!
    7. Re:All your base are belong to me by cyrix · · Score: 1

      Care to show some proof of this? Because I HIGHLY doubt that. Maybe in japan...but stateside? I know maybe 3 people who have even heard of it.

    8. Re:All your base are belong to me by cyrix · · Score: 1

      Oh your dry wit is so mind boggling. It's not just a little overhype and downfall, IT'S ALOT. The list is just enourmous as far as things we should be able to do and can't. You can try to downplay it all you want, keep tricking yourself into believing you're actually getting your moneys worth. I'll be out there finding more interesting games that actually feel complete while you sit there stumped as to why (insert glitch x) is fucking up your entire game (for the record SA is the glitchiest GTA yet...and not interesting glitches, glitches that screw up the game)

    9. Re:All your base are belong to me by Moofie · · Score: 1

      Tricking myself? I DID get my money's worth. I had a great time with the game. You didn't, which is your prerogative.

      I just think that basing ANYTHING on the hype about ANYTHING is a pretty bad idea.

      I didn't see any glitches. Your mileage obviously varies, but I had a blast. Sorry you didn't.

      --
      Why yes, I AM a rocket scientist!
    10. Re:All your base are belong to me by kisrael · · Score: 1

      The last board wasn't too bad if you got yourself fireproof--I'd recommend going to the desert to do the needed firetruck missions.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    11. Re:All your base are belong to me by stanmann · · Score: 1

      And I'm assuming by that comment you mean professionals making more than $8 an hour.. which is burger flipper pay.

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  6. On point 2: games are all the same by maynard · · Score: 2

    I eagerly bought one of the first generation PS2s when they came out, in the hope that ps2 game developers would continue the playstation tradition of releasing good war strategy games. Games like Command and Concur, or Allied General, or maybe a decent civilization type strategy game. But no. So now the damned thing sits idle because I got sick of playing car crash and kill games (grand theft auto), FPS games (red faction et all), I never liked the final fantasy games, etc etc etc. I like pretty graphics. But this 37yo wants a game that takes more planning than pressing a button to take out the enemy or jump at the right time. I'm bored with these damn games and haven't bought a new one in over a year. That can't be good business. How 'bout some better games folks? --M

    1. Re:On point 2: games are all the same by the+phantom · · Score: 5, Funny

      I must agree. Command and Concur was a great game. It is always nice when you give an order, and units agree to follow it. ^_^

    2. Re:On point 2: games are all the same by Punko · · Score: 4, Insightful

      2 comments on this:

      Don't buy a console for anything other than mindless FPS, side scrolling Mario gams, and racing games.

      Stop the developers from lowering the standards of gameplay to suit consoles. Thief: Deadly Shadows was a middling-quality game utterly ruined by the limits imposed so the publishers could sell it to xbox owners. They had to dumb the game down, and sever the levels into small pieces to suit the xbox. This ruined the immersive environment totally.

      --
      If only we could fall into a woman's arms without falling into her hands
    3. Re:On point 2: games are all the same by nemostultae · · Score: 2, Funny

      I concur!

      --
      Measure once, cut twice
    4. Re:On point 2: games are all the same by Anonymous Coward · · Score: 0

      command and concur.

      reminds me of that scene in catch me if you can. oh, why didn't i concur?

    5. Re:On point 2: games are all the same by fafaforza · · Score: 1

      Very true about Thief. It no longer mattered what sort of surface ou were walking on. You could be briskly walking upright on brook, and as long as you were in a shadow, a nearby guard would not hear you.

      In Thief 2 you actually needed to slowly creep forward to mitigate the impact of your shoes against stone, which reverberated through a room. Often you took it one stap at a time, literally. In Thief 3, you can move around as if you were playing Quake 2.

      I never got beyond the second mission. Right now I'm going back to plaing T2X: Shadows of the Metal Age, an expansion for Thief 2.

    6. Re:On point 2: games are all the same by Punko · · Score: 1

      I'm playing it now, too! In a way, I do miss the guards not casting their own shadows (T:DS), but I'll take the expansive levels anyday.

      I'm also really looking forward to what the Thief community can do with the editor for Deadly Shadows as well as the darkmod project http://www.thedarkmod.com/ for Doom 3 (using the Doom 3 engine to make a thief-like game engine).

      --
      If only we could fall into a woman's arms without falling into her hands
    7. Re:On point 2: games are all the same by Atragon · · Score: 1

      If you want a few games that require more thinking you may want to take a quick look at Naval Ops Commander. However most strategy games seem to be for PC at the moment, something about keyboard and mouse, oh yes, and higher resolution displays... (though that may change with the new generation consoles, though I doubt it personally)

    8. Re:On point 2: games are all the same by rikkards · · Score: 2, Interesting

      This is true with Racing games as well. I noticed this with NFS Underground compared to prior games. The interface was simplified and certain features were removed almost like it was made for a console than a PC (which it was)

    9. Re:On point 2: games are all the same by Vaevictis666 · · Score: 1
      But this 37yo wants a game that takes more planning than pressing a button to take out the enemy or jump at the right time.

      Have you tried any of the tactical strategy genre of games? The canonical example on the original playstation was Final Fantasy Tactics, but some of the more recent ones for the PS2 by the japanese studio Nippon Ichi are actually quite fun. In particular, their games are Disgaia, La Pucelle, and Phantom Brave, with the first generally regarded as the best of the bunch.

    10. Re:On point 2: games are all the same by Shaper_pmp · · Score: 3, Interesting

      With all due respect, that does seem rather like buying a hammer so you can bang screws in more efficiently.

      The reson for your complaints? That would be because all the strategic, intellectual, clever, thoughtful games for the PS2 are... on PC.

      Seriously, dude - you buy a console, aimed squarely at fast-paced arcadey twitch-gaming (the occasional good strategy/RPG notwithstanding), then slate it because it doesn't do well what it patently isn't designed for?

      Like I said, there's a market segment catering to the very areas you identify - it's called PC gaming. You even list your "ideal" games in the post - C&C, Allied General, Civilisation - see any connection? They're PC games.

      Buying a PS2 for lobotomised knock-off PC strategy titles is like buying a hammer to install screws. You might be able to do it, but it's patently obviously The Wrong Choice.

      The console marheteers know their audience - you've just bought the wrong product, is all.

      --
      Everything in moderation, including moderation itself
    11. Re:On point 2: games are all the same by maynard · · Score: 1

      Seriously, dude - you buy a console, aimed squarely at fast-paced arcadey twitch-gaming (the occasional good strategy/RPG notwithstanding), then slate it because it doesn't do well what it patently isn't designed for?

      As I pointed out in the prior post, I bought it (in 2001) because those games did exit for the PS1. Why should I have assumed, at the time, that such games wouldn't have been written for the PS2 as well? As for the PC strategy game market, well I own a Mac. And while some have been ported to the Mac, I happen to use my computer to do work. It's a tool primarily used to make money. I will not buy a PC just so I can play a game. IMO, that's what "game machines" or "consoles" are intended for. But, no doubt, I appear to be mistaken - as such games were not aggressively marketed on my platform. *sigh* --M

    12. Re:On point 2: games are all the same by Anonymous Coward · · Score: 0
      Games like Command and Concur, or Allied General, or maybe a decent civilization type strategy game.

      Uh, those are all PC games ported over to the Playstation. And there have been plenty of others where those came from.
    13. Re:On point 2: games are all the same by Shaper_pmp · · Score: 2, Interesting

      "As I pointed out in the prior post, I bought it (in 2001) because those games did exit for the PS1. Why should I have assumed, at the time, that such games wouldn't have been written for the PS2 as well?"

      Fair play if you didn't know that then, but I thought everyone understood consoles were for "arcade" gamers, PCs were for "thinking" games.

      Of course, I'm overgeneralising here, but the very platforms are designed with the different games in mind - the PC has always been geared for stateful, number-crunching simulation and "deep" games (witness the years and years it took for the PC to get decent sound and graphics capabilities compared to consoles). Consoles, on the other hand, have been designed from the get-go to have pretty graphics and pick-up-and-put-down gameplay (lack of storage capability, limited input capability of controllers vs. keyboard/mouse, etc).

      That's not to say that you can't now get decent strategy games for the console and "arcade" games for the PC, but the general culture of the platform has solidified around those two positions, so decent games in the "other" genre tend to be the exception, rather than the norm.

      "I will not buy a PC just so I can play a game."

      I understand your frustration, but you obviously made the wrong choice and them's the breaks - for "deep" games the PC is the platform of choice, for "arcade" games choose a console, and no matter how inconvenient it might be, that's just the way it is. Perhaps a little more research might be in order before spending hundreds of dollars on technology next time?

      "IMO, that's what "game machines" or "consoles" are intended for."

      ObSlashdot Car Analogy:

      You can drive places in a Formula 1 car or a 4x4 beach buggy, but don't expect the F1 car to be any good on the beach. And always check what you want to use the car for before parting with your hard-earned cash.

      "But, no doubt, I appear to be mistaken - as such games were not aggressively marketed on my platform."

      Well there you go - it was never historically a big "strategy" platform, and they never advertised it as a big "strategy" platform, so you can't really blame them for not producing many strategy games, can you? Not to sound sarcastic, but the problem is obviously an incorrect purchase, rather than anything inherently wrong with the product or marketing, right?

      Apologies if you were just sounding off and I'm inadvertantly pissing on your bonfire, but it honestly sounded like you didn't understand why it had happened...

      --
      Everything in moderation, including moderation itself
    14. Re:On point 2: games are all the same by syrinx · · Score: 1

      Buying a console to play strategy games is like buying a car to drive to the moon. It might sound like a good idea (the console plays games! the car goes places!) but, in fact, it won't work at all.

      The solution to your problem is called a "computer", maybe you've heard of it.

      --
      Quidquid latine dictum sit, altum sonatur.
    15. Re:On point 2: games are all the same by Anonymous Coward · · Score: 0

      I concur.

    16. Re:On point 2: games are all the same by Zangief · · Score: 1


      I understand your frustration, but you obviously made the wrong choice and them's the breaks - for "deep" games the PC is the platform of choice, for "arcade" games choose a console, and no matter how inconvenient it might be, that's just the way it is. Perhaps a little more research might be in order before spending hundreds of dollars on technology next time?


      You are just being elitist. I know that consoles have never been the home of strategy games, but that doesn't mean every console game is shallow.

      Example: Street Fighter 2. A simple game, you say? wrong. One of the most complex games ever, It is not a twitch game. You still need hand eye coordination, but you also need it for Starcraft, don't you? Tactics and mind games in high level Street Fighter players is more important.

      Like that, there are countless examples. The only difference, is that console games are more accesible. But the deep is there, if you look for it.

    17. Re:On point 2: games are all the same by Shaper_pmp · · Score: 1

      Apologies if I came off as elitist - I wasn't trying to say "this is right", or even "this system is better than this one". I was only trying to say "systems are predominantly designed for, better for and marketed for particular genres of game".

      "Example: Street Fighter 2. A simple game, you say?"

      I also didn't intend to imply console games were simplistic, only that they were comparatively "simple" - to flee into the jargon of game theory for a minute, the state space (number of all possible states the game can be in) of something like SF2 is orders of magnitude of smaller than Civilisation, or even chess. I know how comparatively deep and complex the tactics in a good beat-em-up can get, but you can't seriously suggest that that the split-second (if clever) tactics you consider in the midst of a SF2 round compare to the hours-long strategies involved in a well-played game of Civilisation, can you?

      "(SF2 is) One of the most complex games ever, It is not a twitch game."

      Ummm, yes, it is. Almost by definition. Just because you can hatch complex tactics when you're very, very good at the game doesn't mean it doesn't rely on twitch reflexes for you to be any good at the game at all.

      I'm not classifying everything into "twitch or not-twitch" - it's a spectrum, with Civilisation on one end, and SF2/Wipeout/whatever at the other.

      "You still need hand eye coordination, but you also need it for Starcraft, don't you? Tactics and mind games in high level Street Fighter players is more important."

      Of course you need hand-eye co-ordination for Starcraft, but it isn't nearly as important as in SF2, is it? Yes, Starcraft can get pretty hectic in a large battle, but the majority of the game in any RTS is base-building, mining resources and consolidating your territory - you can often even survive a strong attack simply by having a sufficiently large pool of resources that you can keep churning out troops to defend yourself.

      You seem to be interpreting "twitch-game" as a term of disparagement, but I never implied that. Reactions-based games can be much deeper (when played well) than they appear, it's just that you can't seriously compare tactical decisions like those to the deepness you get from a turn-based (or often even RT) strategy. No value judgement implied, and one isn't better than the other (I regularly play games of both genres) - they're just different.

      --
      Everything in moderation, including moderation itself
    18. Re:On point 2: games are all the same by Zangief · · Score: 1

      The numbers of possible states in Civ is big, yes, but lots of them are similar, so a lot is pruned that way.

      For a player to start using deep strategies in SF2, of course you need good reflexes. But once you have that, the game isn't decided by reflexes, but cunning.

      On Civilization, most of the time you are micromanaging your settlers and making sure every city is producing something useful. Yes, I know tactics and strategies are different. Most of the time, in gaming, they are used as synonims.

      If we are getting to that level, the most time in strategic games like those, is spent in logistics. Not exactly deep, most of the time is just bookkeeping. In the end, this means that most people learn by heart one or two obuilding orders in SC or Civ. This is just as learning combos in fighting games. Something you must know how to do efficiently, but not necessarily creative once you learn it (because a lot of people just copy combos/build orders of the web).

      Street Fighter (or any decent fighting game), demands that you observe the patterns of your opponent, how he plays, what mistakes you can force on him, etc. Strategic games most of the time just demand to put a few spies here an there (and clean off your opponent's spies), to have your opponent in check. Prediction is important, yes, but due to the lack of information (fog of war is almost always present), just knowing what the opponent is doing is almost enough. Not so with fighting games, where knowing what the opponent WILL do is key (since you see everything, like in chess).

      Simplicity doesn't imply lack of deepness. It just means that you don't have to read manuals and help files and go through tutorials for a couple of hours before actually playing.

    19. Re:On point 2: games are all the same by Shaper_pmp · · Score: 1

      Good points all, and though we disagree in specifics I think we agree generally that both types of game have something to offer.

      FWIW you make a good point about the reactivity (if that's even a word) of SF2, but I think you underestimate Civ - those tiny little choices you disparage as write off as logistics (touché on the link ;-) can make a huge difference in the game, it's just that (like tactics in SF2) they only start to really matter when you're playing someone really, really good.

      My (badly-expressed) point was that (even if many of the game-states are similar, which I contest), you also have much more information to retain and process within each state, not just between them - you have the economic level and disposition of every one of your cities (even ignoring units) on the Civ map to plan for, versus one fighter who can be in one of only a few states (stance x, y or z, stage x, y or z of a jump, finishing move x, y or z, etc).

      --
      Everything in moderation, including moderation itself
    20. Re:On point 2: games are all the same by Lord+Graga · · Score: 1

      Conquer.

    21. Re:On point 2: games are all the same by Daetrin · · Score: 1

      Some others have pointed out tactics games such as Disgaea, but you might also want to consider strategy games such as the Romance of the Three Kingdoms series from Koei. I've really enjoyed Rot3K7, and 8 and 9 are out for the PS2 as well i believe.

      --
      This Space Intentionally Left Blank
    22. Re:On point 2: games are all the same by grumbel · · Score: 1

      ### Stop the developers from lowering the standards of gameplay to suit consoles.

      The only type of games where consoles are really a problem are complex things like flight simulators where even a PC keyboard doesn't provide enough keys so every key is at least mapped twice. Such games really don't work on consoles, since you simply lack the buttons and resolution to display all that detail. But basically everything else would work if the developers just would try a little bit harder. A XBox controller provides 12 buttons, two of them analog, a digipad and two analogsticks, while you might not be able to assign a button for each and every weapon you can work around that via pie-menus and the like rather well. Yes, you might need a little bit of auto-aim, but then aiming with a mouse doesn't feel like holding a real gun either, so nothing really lost. Same with the size of the levels, while the RAM might be quite a bit less, that can be worked around by either streaming the levels or by cutting down the level of detail a bit. There is really nothing technical that would prevent basically every PC game to be ported to a console from a gameplay point of view, sure you might need to cut down a little bit on the graphics, but thats acceptable given that a console costs a tiny fraction of what a PC costs.

      The problem in the end are the publishers which have a weird view of whats acceptable for the audience, so they dumb everything down and was once was a great game on the PC just becomes a pure successor on the console. Not to long ago publishers also thought that RPGs wouldn't be suited for european audience, so CronoTrigger, FinalFantasy3 and the like didn't even make it into the shops of europe, luckily that has changed since then and those types of games seem to sell rather well. Maybe one day we will see the same for other types of games.

  7. Unrealistic expectations by yotto · · Score: 1, Redundant

    While I agree with the author's frustrations, I think his complaints are a bit vague and airy.

    Do you really think the game programmers of the world are sitting there, reading this article, and smacking their foreheads? "Oh! They want BETTER artificial intelligence! Damn it, why didn't they say that before!? And they want ORIGINAL games. Thankfully, I have all these original ideas for games that nobody has ever though of before!"

    1. Re:Unrealistic expectations by GrievousMistake · · Score: 1

      A lot of people have good game ideas, and a lot of game programmers would love to challenge themselves writing damn good AI's. Thing is, the designers need to sell their game ideas to a company, and because of today's huge development costs, they are very cautious of funding a game they're not sure will sell. (Leaving mostly licenced games, doom clones, and fad genres, like MMORPG's)
      The programmers are given resource allowances, both in time spent on development, and cpu and memory usage. In FPS's it will be deprioritized for graphics. (Good AI doesn't show up in screenshots.) Sure, they will hype their revolutionary AI, but words are cheap. When was the last time an AI lived up to the promises? But, hey, by the time you discover that, you already bought the game!
      If there is an percieved interest in innovation and believable foes, and if rehashes stop selling, games will be made to accommodate the market.

      (This is my understanding of things, I Am Not A Game Programmer. All above info may be wrong.)

      --
      In a fair world, refrigerators would make electricity.
  8. Re:Europe is really going downhill by Cutie+Pi · · Score: 0, Offtopic

    France is the number one maker of computer games outside Japan and the US.

    Care to quote your figures?

    The EU constitution put Europe in a much stronger position to leverage the world gaming market and push superior products into the channels.

    Again, care to back it up?

    Being in the UK, it irks me that people can be so selfish... the French are basically pissed at Chirac so they have to go punish Europe, and the gaming world, at large.

    Although anger at the French government probably played a part, the voters were also pissed that their taxes were going to fund programs in the poorer Eastern European nations (added to the EU without their consent BTW), at the same time these nations were stealing their jobs. With unemployment so high in France, this is not an appealing situation. And the Netherlands is next, along with the UK, in voting NO for similar reasons.

  9. My favorite scenario... by Kjuib · · Score: 3, Funny

    You walk into a room full of traps and puzzles to disarm them... you are well on your way to getting through the room.. when suddenly.. BAM! You have just stepped on a tile that locks the way out. What do you do now? Leave the way you came in... and PRESTO! all the traps are reset and everything is back to how it was before you entered earlier.... that always gives me a chuckle or two...

    --
    - Your stupidity got you into this mess, why can't it get you out? -Will Rogers
    1. Re:My favorite scenario... by fbjon · · Score: 1

      Actually, that's just part of the puzzle, making sure that you won't get stuck. That would kind of ruin the gameplay, wouldn't it?

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    2. Re:My favorite scenario... by EnderWiggnz · · Score: 1

      bard's tale 2. if you ouldnt solve the puzzle, you're ass died.

      --
      ... hi bingo ...
  10. Impatient characters...SUCK by Anonymous Coward · · Score: 0

    For crying out loud, why do they have to tap their feet or nod hypnotically while the game is paused.

    It's annoying as hell. So annoying that I'd rather not play than have that crap going on while momentarily diverted to some actual paying work

    1. Re:Impatient characters...SUCK by mink · · Score: 1

      Ahh, but it is cute when the character starts to flex and make silly faces, or go to sleep and stay laying there asleep until it senses input.
      The trick is make it something that eith fits with the character, or make damn sure you ahve enough animations that players dont get sick of seeing the same two.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  11. Re:He doesn't know what he's talking about by Kjuib · · Score: 1

    Obviously if this guy thinks AI is bad.. he has never played Counter-Strike with a group of 6 bots on hard... they use different guns, and distractions, and autohead shots... well.. 2 out of 3 aint bad.

    --
    - Your stupidity got you into this mess, why can't it get you out? -Will Rogers
  12. From TFA by lunar_legacy · · Score: 1

    More than half of your potential customer base are penisless. They have money. They like doing fun things.

    1. Re:From TFA by RichM · · Score: 3, Insightful

      In my experience the girls I know actually prefer playing Dead Or Alive 3 as the women characters with attitude & huge bouncing breasts rather than play "cute" and "girly" games - they get some kind of escapism out of it, just like us men do when we fire up Rainbow Six...

    2. Re:From TFA by Rirath.com · · Score: 3, Insightful

      And this is years after analysts told developers that women would happily play games if they didn't feel so objectified by them, and several decades past the point where they should have even needed to be told that There is hope however. Like all industry, it is inevitable that females will eventually forge their place in the world of game design. The female designers will burst on the scene soon enough, heaving their giant bosoms of talent and creativity and brandishing their black thongs of diversity.

      They feel objectified by them? Seriously, that's what you get for taking the word of analysts. In the real world, a good deal of actual girl gamers aren't bothered by such things just as men aren't bothered by the hulking warriors and shirtless fighters. The demographic he's pointing to is the casual, non-gamer... and let's face it, they don't know what they want. Odds are, they don't want anything... they're not gamers. People need to realize there's a crowd that just won't be sold to, regardless.

      As for female developers / designers, more power to them! In fact, what the heck is taking so long? I'm sick of seeing complaints from females and males on behalf of females about the gaming industry. You don't like it? GET IN IT AND 'FIX' IT! In truth, the girl gamers I know just don't care enough to try and change anything. We'll make our games, you make yours... everyone is happy.

      The arguement I usually hear back is that nobody will fund the idea. I know good and well that it's hard to break into the gaming industry, but if the female population /really/ cared about making THEIR games, they would use today's tech to do it. I don't care less if you hate UT2k4, it's been modded into everything from a racing sim to a GOLF GAME. It's been modded into a top down shooter, a 2D shooter, and even a platformer game! There are countless engines like this, and plenty of open source solutions too.

      It all reminds me of a post on Newgrounds a good while ago. Some anon woman basically flamed Newgrounds for not posting anything she liked, speaking on behalf of all girls that the site was bias. The result, after a good deal of laughter, was 1) A lot of offended site regulars who were women, and 2) a general agreement that Newgrounds is a COMMUNITY site and it is what you make it. If you want that kind of content, make that kind of content! Nobody is going to do it for you.

    3. Re:From TFA by Anonymous Coward · · Score: 0

      " When we're on our deathbeds, we're going to wish we could reclaim the time we spent wandering around for save points long after we were done playing every night Imagine if your word processing program did this, refusing to let you save your progress until you typed six more paragraphs. Or, made you retype your last paragraph six times while zombies tried to shoot your cursor... "

      He says this like it would be a bad thing... I think I might actually get more work done. Maybe Sun can add this option to the next ver of Open Office? "Must type X amount more before save and exit." Think about how much Xtra work would get accomplished?

    4. Re:From TFA by Anonymous Coward · · Score: 2, Insightful

      the women characters with attitude & huge bouncing breasts rather than play "cute" and "girly" games

      I don't think that the author meant that "cute" games should be developed, but that the characters shouldn't be potential pr0n stars.

      Why not have a sniper game where you can choose a woman character (with an A- or B-cup figure instead of DDD)? When you have a separate physics engine for a character's cleavage there's a bit of an issue.

    5. Re:From TFA by Anonymous Coward · · Score: 0

      As a female gamer, I completely agree with your assessment of how offensive cheesecake is to my ilk. I mean, sure, it's kind of insulting when a company tries to pass off a bad game by luring you in with boobs *coughTombRaidercough* but I think that's more to do with the general offense of assuming gamers are stupid.

    6. Re:From TFA by Anonymous Coward · · Score: 0

      Rainbow 6, Ghost Recon etc. do have woman characters.

    7. Re:From TFA by hchaput · · Score: 1
      In my experience the girls I know actually prefer playing Dead Or Alive 3 as the women characters with attitude & huge bouncing breasts rather than play "cute" and "girly" games

      Maybe the point is that these shouldn't be the only two options. The most popular games among females have been Pac Man, Tetris and The Sims. And what's been great about these games is that they were popular with women and men. Maybe we shouldn't focus on making games for women, but instead focus on not making games exclusively for men.

    8. Re:From TFA by Rirath.com · · Score: 1

      As a female gamer, I completely agree with your assessment of how offensive cheesecake is to my ilk. I mean, sure, it's kind of insulting when a company tries to pass off a bad game by luring you in with boobs *coughTombRaidercough* but I think that's more to do with the general offense of assuming gamers are stupid.

      Indeed. For what it's worth, most male gamers I know are equally offended in their gamer pride by Tomb Raider XVI, BloodRayne, etc. Nobody plays these games (past the original TR), nobody honestly cares about the horid character design or Babe Du Jour. It's a non-issue when the game itself is so dang unplayable it'll be in the bargin-bin in 3 months.

      There are some very talented, very impressive women working both professionally in the game industry, and as hobbyists in the community. I find it a joy to play female created content for the fresh perspective it brings, and would honestly like to see more. There are also several highly skilled and competitive female players out there in several genres, and I'm happy to say more all the time.

      I would just like the see this oft mentioned "casual, non-gamer" female crowd that is said to be so opressed to just realize, unless they themselves get active in the community, nothing is going to change that quickly. They have all the same tools, and there's just no reason they can't create their own content the way they want to see it.

      Start small, build an audience, and bam... you've got the next Counter Strike. Except this time, it's theirs. It's worked for ages, and it'll work for the casual female gamer too if the audience is truly there.

    9. Re:From TFA by king-manic · · Score: 1

      They already made the perfect girl game, the sims. It's already like 75% girls who play it, and every girl I know has had an addiction to it at some time.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    10. Re:From TFA by MoneyT · · Score: 1

      Because where sniper games are concerned, no one cares who the character is, because the player imerses themselves in that character. Notice the games with the ubar chested women in scant pieces of fabric are almost exclusively third person games.

      --
      T Money
      World Domination with a plastic spoon since 1984
    11. Re:From TFA by jimi+the+hippie · · Score: 1

      Show me one man who liked The Sims and I'll show you one man who's not really a man.

    12. Re:From TFA by prockcore · · Score: 1

      In the real world, a good deal of actual girl gamers aren't bothered by such things just as men aren't bothered by the hulking warriors and shirtless fighters.

      Give me a break. If there were a male version of DOA Beach volleyball (with sweaty dudes wearing euro-style swintrunks), most guys would avoid it like the plague. A bunch of girls bouncing around = normal, a bunch of guys = obviously homoerotic.

  13. I loved the "loading" part by Nonoche · · Score: 3, Interesting

    "How in the name of Islamic Fonzie did we ever let games get away with "Loading..." screens? The Gamecube doesn't have those, not on the games made by Nintendo. Hell, the 8-bit NES didn't have load screens 20 years ago."

    Bwahahaha... that guy gotta be kidding on that one

    1. Re:I loved the "loading" part by Conspiracy_Of_Doves · · Score: 4, Interesting

      From elsewhere in the article...

      Did you know you can't have mini-games during a loading screen because of patent law?

    2. Re:I loved the "loading" part by Koiu+Lpoi · · Score: 1

      Then change the name. You're no longer loading, you're "loaderizing". Or "Getting the stuff to make the game work, hang on." Or "Zinging the files into memory". Or "Dancing Like A Monkey". It doesn't have to have anything to do with loading. Just tell the gamer to wait, he will. And, with these new names, put in a mini-game!

    3. Re:I loved the "loading" part by Anonymous Coward · · Score: 0

      What about Invade-a-load on the Commodore 64 (Mastertronic I think it was - half the time it was better than the game, so you'd just end up stopping the tape and playing it)

      surely that counts as prior art?

    4. Re:I loved the "loading" part by Anonymous Coward · · Score: 0

      A-men, brother. That's not a bad idea :)

    5. Re:I loved the "loading" part by MilenCent · · Score: 1

      Namco must have patented it back from the old days -- wasn't there a game in which the player could play Galaxian during a loading screen?

      In any case, while most of the article was unusually interesting, this point was best of all. +10 Informative. Sorry Namco, you just lost a large chunk of the good will you got from me for Katamari Damacy....

    6. Re:I loved the "loading" part by Kyouryuu · · Score: 1

      You might be thinking of one of the Ridge Racer games. Namco had a habit of placing their old games into them.

  14. best games are often the cheapest by gullevek · · Score: 4, Insightful

    seriously. One of the best games I have ever played is Lumines, and it was the cheapest game for my PSP.

    Anyway, the article is so right in every point, and it just shows my double why I don't play much games anymore, and why I haven't bought a PC in more than 5 years ...

    FSPYQIS ... I know I am bloody registered!

    --
    "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
    1. Re:best games are often the cheapest by jdludlow · · Score: 4, Insightful
      OB reference to... NetHack. Still one of the most amazing and fun games ever made. If you don't cheat (i.e. play from backed-up save games) it's really frustrating, but in a good way. You know why you died, and almost every time you know that it was squarely your own fault and easily avoidable. (Yes, gnomes sometimes step on polymorph traps, turn into a mumak, and trample you to death, but those are rare events.)

      The game keeps you coming back for --more--, time and time again.

    2. Re:best games are often the cheapest by Anonymous Coward · · Score: 0

      gasp! you heretic! cheating in Nethack?!

      What would Mr McQuade have to say about that!

    3. Re:best games are often the cheapest by Koiu+Lpoi · · Score: 2, Informative

      Roguelikes in general are really quite amazing. I prefer Angband, but we've all got our tastes.

      For an absolutely amazing game series, try Geneforge. Low on graphics, but includes almost non-linear gameplay in an incredible RPG. Best of all (I think) they give you a HUGE demo to play around in - the first quarter of the game or so, maybe a bit less. And, there's 13+ endings in each of the games, so you keep coming back for more. Completly awesome games.

    4. Re:best games are often the cheapest by jdludlow · · Score: 1
      Yeah, I may have worded that a bit poorly. My personal stance is that NetHack is zero fun if you cheat. It's a very easy game in that case. If you play it as intended, then it's much more fun and challenging.

      For anyone who may not be aware, in NetHack you get one life. If you die, the game ends. If you load a saved game the save file is deleted, which is where the "backed-up save game file" cheat comes from. When you're a newbie, you die a lot from a lack of knowledge (starving to death, trying to fight things that are too hard for your level, equiping cursed items, rusting your weapons and armor to oblivion, etc.). When you are more experienced, you die more often from impatience and greed. It's a turn-based game, so you never have to rush anything. But almost always, after you die, you'll see something in your backpack that could have saved you if you had simply planned better.

    5. Re:best games are often the cheapest by Boronx · · Score: 1

      Nethack is great, but lately I've begun to prefer Linley's Crawl. It's more earthy, IMHO.

    6. Re:best games are often the cheapest by Anonymous Coward · · Score: 0
      The game keeps you coming back for --more--, time and time again.

      Maybe it keeps *you* coming back for more, I cheat the hell out of it and then give up for a few years. And that's not just copying saved games cheating, that's modifying the code so I start out with nifty toys cheating.

      And yeah, generally I've come back to it after a while, but we usually part soon enough on unfriendly terms.

      And WTF is this?
      Slashdot requires you to wait 2 minutes between each successful posting of a comment to allow everyone a fair chance at posting a comment.

      It's been 6 minutes since you last successfully posted a comment
    7. Re:best games are often the cheapest by Anonymous Coward · · Score: 0

      Nothing against classic games here - I grew up on Zork and the Scott Adams adventures, along with cheesier things like Hunt the Wumpus.

      I tried to get into nethack a few months ago, but failed. I dunno, maybe i just needed to give it more time. But here's why it was frustrating to me.

      I'd be moping along, doing fine, on maybe dungeon level 3 or so. I find a scroll. The only way I've discovered so far to figure out what the scroll does is to read it. So I read it, and *boom*, I'm instantly dead, because it somehow created a create cluster of creatures that instantly killed me.

      No warning, no chance to do anything to avoid it. Just blind luck. It might have been a good scroll, but this one wasn't.

      I could go on with about 20 other scenarios like that where I have died with, as far as I could see, no reasonable way to plan for it in advance.

      I got frustrated and quit :-(

    8. Re:best games are often the cheapest by Anonymous Coward · · Score: 0

      So don't read the scrolls as soon as you pick them up? Read the Guidebook that comes with the game and you'll get other pearls of wisdom.

    9. Re:best games are often the cheapest by gullevek · · Score: 1

      yup, plus have to type in this retard code? for what? because I am alraedy logged in? perhaps they should send and auth to all users, so the user is authenticated. doing that for each post, when I am logged in as a user, this SUCKS

      BKXKTDS

      --
      "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
    10. Re:best games are often the cheapest by Anonymous Coward · · Score: 0

      It was your fault for taking the change to read an unknown scroll. You could have waited to identify it.

    11. Re:best games are often the cheapest by arose · · Score: 1
      I could go on with about 20 other scenarios like that where I have died with, as far as I could see, no reasonable way to plan for it in advance.
      After the first time you can. Then it's just YASD. :-D
      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  15. List of Games Used for Screenshots by Anonymous Coward · · Score: 0

    Can anyone please give me a list of the games and mods used for making these screenshots?

    Thanks.

  16. This guy by Monkelectric · · Score: 4, Insightful
    This guy has *really* put his finger on exactly whats wrong with videogames.

    Maybe it goes back to what you grew up with, but the videogame "Type" that I always loved the most was "Adventure Games". I was a major Sierra and Lucasarts junkie as a kid ... I lived for each release of Kings Quest, Monkey Island, Quest for Glory, Sam and Max, Day of the Tentacle, etc ... then then doom came out (yes I know wold3d was first, but doom was the *BIG* hit) and Adventure games stopped getting made, and videogames got dumbed down forever. Instead of intellecutal challenge and witty writing, we got button mashig, searching for ammo, and looking for what switch opened that door. Grim Fandango (1998) was the last *GREAT* Adventure game. To put it in the words of a friend of mine, "I actually feel a sense of loss that the game is over, like someone has died and won't be a part of my life anymore." Has anybody ever felt that way about a FPS?

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:This guy by Nogami_Saeko · · Score: 4, Insightful

      I was expecting a fluff piece, but it's surprisingly accurate when it comes to listing the weaknesses of modern games.

      Allow me to add one more:

      NO MORE DAMN 5-CD INSTALLS!

      We've had DVD-ROM drives for YEARS, and most people have burners now. PUT THE DAMN GAME ON A DVD AND QUIT WASTING OUR TIME!

      It's much easier to install (and store) a single DVD than the massive CD case that comes with the game (or an armload of flimsy paper sleeves (ala WoW)).

      N.

      --
      "Nothing strengthens authority so much as silence." - Charles de Gaulle
    2. Re:This guy by luna69 · · Score: 1

      I agree. It's ridiculous that I have to sit and tend the keyboard during an install - I should be able to stick a single disc in, click the button and go clean my toenails or something.

      At least it's not like the old days when we had to constantly switch discs in-game depending on where we were because hard discs were wither not really common/affordable on the desktop yet or were too small to consider copying an entire game to. Heck, I remember swapping 143k 5.25" floppies in-game... :)

      --
      No gods, no demons, and no masters. Secular Humanism!
    3. Re:This guy by Anonymous Coward · · Score: 0

      To put it in the words of a friend of mine, "I actually feel a sense of loss that the game is over, like someone has died and won't be a part of my life anymore." Has anybody ever felt that way about a FPS?

      Yes, I have. Doom 3 was the most recent, but others included Quake 1, Deus Ex, and the biggest one, Pathways into Darkness. The Marathon games fall under that category as well (no Halo game comes close).

    4. Re:This guy by big+ben+bullet · · Score: 1

      there still are:
      - runaway: a road adventure
      - black mirror

      and if you like rpg (fps)
      - morrowind

    5. Re:This guy by Ithika · · Score: 1

      Yeah... I was gonna be developing one [an adventure game] over the summer (through a competition with a local university) but we didn't make it past the second round.

      The interviewing judges were representatives from various software houses. They all said they were really keen on a new adventure game, and would be really happy to see it revived as a genre. But then they ignored most of what we said in our proposal, and turned us down.

      So yeah, other people feel your pain too. One day I may try making the game myself.

    6. Re:This guy by sunwolf · · Score: 1

      GREATLY seconded, especially in regards to WoW - it took something like a day to install because I'd leave one CD to load, only to come back hours later to a "Please Insert Disc No. 2" screen.

      And what really bugs me is that burning the game to one DVD would take longer than installing it without.

      So to all those developers out there, burn your games to DVD or serve it up through my fat broadband pipe, damnit!

    7. Re:This guy by toad3k · · Score: 1

      No doubt, I made the mistake of getting an xbox without doing research, and discovered there's no game on that piece of crap that takes more than 2 weeks to beat.

      I miss these old games too :( I used to love king's quest games, space quest, leisure suit larry and all those games that were really really frigging hard, but made you feel really good once you finished them.

      I realized I have only bought a couple games in the past year and with the new consoles looking as they do, I might stop buying games altogether, as they are not meeting my entertainment or budgetary needs any longer.

    8. Re:This guy by Monkelectric · · Score: 3, Insightful

      Yes! God damnit yes! I buoght a copy of "Psychonauts" (done by the grim fandango guy)... It comes on 4 cds... The game barely runs on my pentium 4 3.2 ghz (which has a farely recent video card). And yet It comes on cds!! Anybody who doesn't have a dvd-rom *DOES NOT* have a computer fast enough to play this game.

      --

      Religion is a gateway psychosis. -- Dave Foley

    9. Re:This guy by blackicye · · Score: 1

      I agree completely.

      DVD drives are ubiquitous now, DVDROM if not a burner. And they are inexpensive, if you're buying a $50.00 game, you can afford a DVDROM drive and a burger at the same price.

      WoW was "only" 4CDs..HL2 sticks you with 5 disks.
      And even stupider was having to buy the "Collectors Edition" to get it on DVD.

      bleh

    10. Re:This guy by DrLex · · Score: 1

      I really liked Myst. That was truly an innovative game. The only thing the manual explained was how to install the game. Finding out what the goal was and even how to play it, was part of the game. At least this was the case with the original Mac version. It wouldn't surprise me if they screwed this up when the game became really popular.

    11. Re:This guy by garett_spencley · · Score: 1

      That's not necessarily true.

      I have a very fast PC... but still only a single CD drive .. which is my CDR. Why ? Becuase I have no reason to buy a DVD-ROM yet. I don't watch DVDs on my PC, software doesn't come on DVDs yet and I don't burn enough data to CDs to warrant the move to DVD-R.

      Writable CDs are cheaper than writable DVDs too .. as are the drives themselves. So until I absolutely need a DVD-ROM / DVD-R I have no reason to buy one.

    12. Re:This guy by balthan · · Score: 1

      So until I absolutely need a DVD-ROM / DVD-R I have no reason to buy one.

      As soon as game companies start using DVD, maybe you'll see a reason to shell out twenty measly dollars for a DVD-ROM.

    13. Re:This guy by m50d · · Score: 1

      You're very wrong. No way do most people have a DVD drive. I don't, and I only know one person who does.

      --
      I am trolling
    14. Re:This guy by Anonymous Coward · · Score: 0

      I agree... mostly. IIRC there was a piece of fiction that was not included with the game covering the discovery of the first book in the library and falling into it. That part would have been nice to know as a "this is where you are" introduction.

      Since it's been about a decade since I played, I now hope that that wasn't actually included and I just forgot about it.

    15. Re:This guy by Sage+Gaspar · · Score: 1

      I don't know if you tried The Longest Journey. It's an amazing game and a pure graphic adventure. The sequel will apparently have action elements, so I dunno...

      Also, there's Syberia, but I didn't like it nearly so much as TLJ. The last two Myst games were pretty good, but I don't think it's quite the experience you're aiming for.

    16. Re:This guy by garett_spencley · · Score: 1

      The cheapest DVD ROM I can find online is $39.95 (Canadian) and it's only 16x. At 16x I'd much rather install a game off of 4 cds using my 52x CD drive. Even though I have to change the cd it will still be installed much faster.

      But you're right .. if software were released on DVD it would press me to go buy a DVD-ROM. Until then I'm content with CDs.

    17. Re:This guy by Elbereth · · Score: 1

      You need a new video card. My girlfriend can play this game without any problems at all. Very, very smooth.

      She's got the following system:

      Biostar nForce 4 Ultra motherboard (NF4UL-A9)
      AMD Athlon64 3200+
      One gigabyte of DDR400 RAM (two sticks of 512MB)
      Chaintech nVidia GeForce 6600GT
      Onboard sound (Realtek ALC850)
      Standard 7200 RPM SATA hard drive, DVD-RW, USB gamepad, etc.
      XP Home (32 bit version)

      I think your video card isn't all that great, you've got too little RAM, or you're infested with spyware, because my girlfriend's system doesn't sound any faster than your system. And she's using the integrated sound...

    18. Re:This guy by Nivoset · · Score: 1

      16x dvd and 16x cdrom speeds are different as far as i remember. so compairing the two isn't to...

      accurate to speed changes from a 16x and a 52x


      also. anyone else hate this damn script word comprimation. the last 3 i got (just to post this) were to line ridden to tell o's from q' and 2's from b's (lots of lines over it all the same thickness as the letters and over lines) its begining to piss me off. start maybe doing colors or something? something to let people differentiate them all

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    19. Re:This guy by Nivoset · · Score: 1

      yes there are... there just played through an emulator on the xbox to play nes/snes/mame games... oh wait... you mean good games on a new console? silly, there more "interactive movies" than games now-a-days

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    20. Re:This guy by Monkelectric · · Score: 1
      You need a new video card. My girlfriend can play this game without any problems at all. Very, very smooth.

      I would that I could ... its a laptop and thus the videocard is very unreplacable. If memory serves its a Geforce to go 5800 fx or something likething like that.

      Interesting to know thuogh :) Ive been putting off buying new machines until the dual core stuff is out

      --

      Religion is a gateway psychosis. -- Dave Foley

    21. Re:This guy by Randle_Revar · · Score: 1

      A 16x DVD drive is much faster than a 52x CD drive.
      A 1x CD is 1.4 Mb/s while a 1x DVD is 11 Mb/s

    22. Re:This guy by Elbereth · · Score: 1

      I've been trying to hold off on upgrading, too. I made some minor upgrades over the past few years, but nothing too crazy. Waiting for the dual core systems seemed like a great idea at first, mostly because I'd waited so long already; however, it seems like we're not going to be seeing much in the way of dual core computers for the next few months. Months. Ugh. Forget about them and just buy a good system today, then upgrade to a dual core system in a year. I for one am getting tired of waiting, and I don't want to deal with shortages and high prices (driven by lack of demand and slow production).

      I can't wait for dual cores to finally become standard, because I've been using dual processor systems ever since the Pentium II days. My dream system was two dual core Opterons, but that doesn't seem to be panning out as well as I had hoped. Too expensive and too hard to find.

      Good luck with your laptop -- it sounds very high end, just not top-of-the-line, like you'd need to play a recent game (on a laptop, at least). If you want some suggestions on other games, send me an e-mail (krachtm@yahoo.com) or IM (cynicalnihilist on AIM), and I'll pass on some games my girlfriend liked. You two seem to have somewhat similar tastes, if you both bought Psychonauts. It's definitely not my kind of game. :)

    23. Re:This guy by Suppafly · · Score: 1

      I've yet to get the captcha thing when I post.. is it related to karma or what?

    24. Re:This guy by Nivoset · · Score: 1

      not sure. but i think it was put on for all the spam bots posting to the site recently. so i understand it being around.

      but man, there hard to read sometimes


      nzfmfmz

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    25. Re:This guy by Anonymous Coward · · Score: 0

      I'd suggest you have a look at "The Moment of Silence". Sure, it's not great, and if I ever get a hold of the QA guys you'll be sure to see my mug on the news, but if you have the chance to testplay it, try it.

    26. Re:This guy by Anonymous Coward · · Score: 0

      And did you purchase any of the 4-6 Myst sequels? I think there was even one out last year. Maybe that's why they don't make adventure games anymore.

    27. Re:This guy by Monkelectric · · Score: 1
      I don't know if you tried The Longest Journey. It's an amazing game and a pure graphic adventure. The sequel will apparently have action elements, so I dunno...

      I very much enjoyed TLJ although it had some problems, and the voice acting was very strange... it was a very good time. I purchased syberia years ago and havent played it yet... have you heard of this game "Return to Mysterous Island" ? Saw it the other day, looked interesting

      --

      Religion is a gateway psychosis. -- Dave Foley

    28. Re:This guy by fbjon · · Score: 1
      Uh, that's 16x DVD-speed. Not CD-speed.

      1xDVD : 1,32MB / second
      1xCD : 150KB / second

      Notice the difference?

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    29. Re:This guy by squidsoup · · Score: 2, Insightful

      I'll second this. The Longest Journey is a really marvellous adventure game. If you enjoyed Grim Fandango, please get yourself a copy of this game :)

      Developers simply don't have the balls to make an adventure game these days. There's a game studio in Auckland called Binary Star I visited about a year ago. At the time they were developing a game called Homeland which was most definately a Lucasarts style inventory based 3rd person adventure game. Over the last year, due presumably to some sort of financial pressure, or maybe sheer idiocy, it has turned in to an fps 'with adventure elements'. I suspect this is typical of the entire industry, and is a pretty depressing state of affairs.

      There are still intelligent and innovative games made today, like Katamari Damashii for example, but sadly the adventure genre really does appear to be dead.

      Lucas Arts - how about a new indy adventure game to tie in with the movie?

    30. Re:This guy by solarium_rider · · Score: 1

      You're complaing about 5-CD installs? I guess you don't remember the days of the 15 3.5" disk installs. Not to mention it would probably come with 20 5.25" disks, in case you didn't have a state of the art 3.5" drive. After buying a few games, you're entire 100 disk capacity caddy would be full. Don't even get me started with games that used low density floppies...

      That being said, when the first cd-rom games came out, a lot of people used the extra space to make really horrible games. I remember one game I received for free that was 3 CD's, which was unheard of, when most people had 1-2x speed cd-roms. The entire game was a movie, and every 2-3 minutes of script, you were able to make a choice of what to say next, to then watch another 2-3 minutes of script. Okay, if you're gonna make a movie and put it on cd's, thats one thing, but to make a movie and have me click every 2 minutes is not fun.

      I don't remember the name of the game, but it was something along the lines of stopping a nuclear war or something.

      --
      -- How many sigs are as useless as this one?
    31. Re:This guy by Che+Guevarra · · Score: 1

      okay

    32. Re:This guy by nunchux · · Score: 1

      Did you assemble the system yourself? It's pretty darn rare to find anything but the lowest of low end systems without a DVD drive these days (and these would be completely unsuitable for gaming anyway.)

      Regardless, you're the exception. Most potential gamers have DVD drives, and it really does not make sense to release games on CD. It's simply much more convenient-- swapping disks is a PITA, and I can't tell you how many times over the years I've had disk 3 of a 5 disk set fail making the whole package useless.

      Though I could see the PITA factor being some sort of anti-piracy tactic, where it's more of a hassle to share multiple disks or disk images than one DVD...

    33. Re:This guy by Anonymous Coward · · Score: 0

      try playing "the longest Journey" or Syberia... both great games...

    34. Re:This guy by toddestan · · Score: 1

      With the terrible reliability of DVD drives, most systems I have that started out being able to read DVD's can now only read CD's. Since I don't have any real reason to need DVD capabilities, I haven't replaced them yet.

    35. Re:This guy by jp10558 · · Score: 1

      Sounds like Silent Steel, a submarine game that I got with my Aptiva in December of 1995. PITA game, I never got beyond about 10 minutes into the story. No one I know did. I'd swear there *was* no correct choice there, I thought I'd tried every possible combination over the course of a year or so, on and off.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    36. Re:This guy by Moofie · · Score: 1

      I've got three, and everybody I know has one.

      So my anecdote totally invalidates yours.

      --
      Why yes, I AM a rocket scientist!
    37. Re:This guy by Rallion · · Score: 1

      Psychonauts is NOT a hardware-intensive game...it runs like smooth melted butter on my Athlon XP2100+, Radeon 9600XT, and 768MB DDR400.

      Also, lots of games do come on DVD these days. The thing is, a single-disc install is something they can charge more money for. You mentioned WoW, well, the Collector's Edition included a DVD and a CD set. I believe the UT2k4 collector's edition came on a DVD too. Myst 4 comes on TWO DVD's.

      The only reason to put a game on DVD instead of CDs is if it's more profitable. If you have a Collector's Edition, it can make more people buy the more expensive version, but otherwise, 4 CDs are still cheaper to buy and burn.

    38. Re:This guy by SScorpio · · Score: 1

      If you want a dual core system but don't want to wait, just built a socket 939 Athlon 64 system right now. The AMD dual core Athlons are supposed to just require a BIOS upgrade to get dual core processors running in them. Sure you'll spend money on the single core CPU, but you won't have to wait, and just buy a cheap 3000+ or something.

    39. Re:This guy by Anonymous Coward · · Score: 0
      Ya, and your also a cheap fucker who can't be bothered to spend $50 to buy a nice NEC dual layer 16X DVD+-RW burner from NewEgg.com.

      Also watch sales ads and you can easily get a DVD-ROM for $20-$30 after a rebate, but it's better to just get the burner.

    40. Re:This guy by Anonymous Coward · · Score: 0

      Have you ever actually seen a DVD?

      Just curious. They're cheap, man. Just buy one and stop crying.

    41. Re:This guy by Anonymous Coward · · Score: 0

      I don't know that it's a matter of "balls."

      More a matter of adult gamers not having the free time to spend typing in various combinations of "drink chamber pot" and giggling. (Kings Quest II).

      The move to the point and click adventure game was really the end. All you had to do to win was move your mouse around the screen until the cursor changed.

    42. Re:This guy by MoneyT · · Score: 1

      You're right. I can't be bothered to spend $50 on a new drive when I can spend that same $50 on a new game, which comes on CDs, which can be read by my CD drive.

      --
      T Money
      World Domination with a plastic spoon since 1984
    43. Re:This guy by balthan · · Score: 1

      I didn't care a whole lot for The Moment of Silence. The premise was ok, but the execution left a lot to be desired. Worst aspect has to be the movement controls. It is a real pain in the ass trying to get the character to go where you want him to sometimes.

      The best adventure game I've played in a long while is Still Life.

    44. Re:This guy by Anonymous Coward · · Score: 0

      I really liked Myst.

      I hate you.

    45. Re:This guy by toddestan · · Score: 1

      Like I said, if I needed the DVD capabilities, I would buy a replacement DVD drive. But I don't need it, so I would rather keep my $20.

    46. Re:This guy by hkmwbz · · Score: 1
      "Writable CDs are cheaper than writable DVDs too"
      Yeah, a CD is cheaper than a DVD. But then again, a DVD can store several times the amount of data. DVDs are probably cheaper if you count how much you pay for each MB.
      --
      Clever signature text goes here.
  17. #9: Immersion and the invisible hand of God by jdludlow · · Score: 4, Interesting

    Almost every game does this. In Lord of the Rings: Return of the King there's actually a "run out of a crumbling building" level and where stones rain down on your head and block your path. So the biggest difficulty in the level is that you can't jump over a knee-high stone because THERE IS NO FUCKING JUMPING IN THE GAME.

    This one really hits home, because it's exactly the reason that I didn't buy Guild Wars. Yeah, it might be a really fun game otherwise, but it's like your character is on rails. Hey, there's a cliff. I think I'll run off the edge... hmmm, nope there's an invisible wall preventing me from moving. In a game that's supposedly a cross between FPS and MMORPG, this is just super lame.

    For all of it's fault, at least in WoW I could explore terrain, climb mountains, and roam aimlessly if I wanted to.

    1. Re:#9: Immersion and the invisible hand of God by back_pages · · Score: 1
      This annoyed the hell out of me in the Everquest for the PS2 (the only version of Everquest I'll admit to having played, thank you). There was no jumping and the camera angles were so constricting that playing the game eventually made me feel claustrophobic.. in expansive outdoor environments.

      The only way I could escape that was jumping off of cliffs or off the top of the Dark Elf cave. They have a huge skull shaped mountain entrance, and there is (or was) a way to climb up to the very top of it and jump off the front.

      That was about the funniest and most amusing thing you could do in Everquest on the PS2. I am deadly serious. That game disables large portions of your brain.

    2. Re:#9: Immersion and the invisible hand of God by luna69 · · Score: 2, Insightful

      This one does hit home. I'm plaing brothers in arms, and after playing FarCry obsessively for the last year I'm constantly trying to jump over small obstacles without success.

      A similar annoyance is not being able to lie down in BIA - I'm a soldier! Why can't I go prone? It's nuts!

      --
      No gods, no demons, and no masters. Secular Humanism!
    3. Re:#9: Immersion and the invisible hand of God by Jamu · · Score: 3, Funny

      The inability of my character to make fatal plunges off cliffs doesn't spoil my game at all.

      --
      Who ordered that?
    4. Re:#9: Immersion and the invisible hand of God by Nivoset · · Score: 1

      i thought that in doom, where i would see a lip.... just taller than a staircase... nope, cant climb up it. you have to run all around til you find a staircase/ect


      its one of my annoyances with FFxi, though its less aparent in that game. Jump is so much well ingraned, if you dont have it, you shoudl be able to pass junk on the field in somehow believable ways. like say, stepping over it.

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    5. Re:#9: Immersion and the invisible hand of God by Walkingshark · · Score: 0

      This, and the invisible wall thing, are probably two of the most frustrating contrivances I've come across in gaming. I've never understood why my highly trained marine is totally incapable of climbing a tree that an 8 year old child would conquer in a few minutes. I get so sick of not being able to climb things in games, or knowing I could jump up to something (when I can jump) but not being able to get there because the magical hand of invisible walldom is blocking my way.

      --
      The world you experience is only a close approximation of reality.
    6. Re:#9: Immersion and the invisible hand of God by dcam · · Score: 1

      This a question for map designers.

      I was playing CSS the other night and the admin turned the gravity to something like 1/10 of what it is normally. Did you know that Dust 1 has a glass ceiling? You do now.

      --
      meh
    7. Re:#9: Immersion and the invisible hand of God by jp10558 · · Score: 1

      Speaking of Far Cry, I just installed it. Can you give me a hint on making the graphics not look like crap?

      I'm running an A64 3400+, 1GB PC3200 RAM, GeForce 6600GT gfx card... And what it gave me is stuttery performance on XP SP2, and graphics that look like the original Half Life -- i.e. Crappy.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    8. Re:#9: Immersion and the invisible hand of God by luna69 · · Score: 1

      Hmm...well, it's possible that your drivers or DirectX need to be updated? I must admit to knowing little or nothing about nVidia cards, so I don't know how your 6600 ought to be performing. What graphics quality settings are you using in FC?

      The game is beautiful on my Radeon 800XT, even with less than the highest quality settings. With quality set to max, it's just amazing, fullscreen 1920x1200, with AA and Anisotropic filtering on.

      --
      No gods, no demons, and no masters. Secular Humanism!
    9. Re:#9: Immersion and the invisible hand of God by Anonymous Coward · · Score: 0

      you can actually build a tower of players to send a teammate to run on top of de_dust.

    10. Re:#9: Immersion and the invisible hand of God by Anonymous Coward · · Score: 0

      Yes, maps are built in a box that defines they're 3-dimensional size. And yes, every mapper is aware of that.

    11. Re:#9: Immersion and the invisible hand of God by snuf23 · · Score: 1

      While the game plays best on ATI cards - the Nvidia card should handle it fine. I would check and see if there is a patch or updated drivers. I know the 64bit patch for Far Cry has some graphical glitching.
      My 6800 GT plays it decently, but I can't crank up the resolution as high as on Doom 3 or Half Life 2.
      But if the graphics LOOK bad (i.e. texture detail, model detail) there is something whacked going on.

      --
      Sometimes my arms bend back.
    12. Re:#9: Immersion and the invisible hand of God by snuf23 · · Score: 1

      I on the other hand prefer to have the ability to jump to my doom if I so choose. Especially for example when some mobs are chasing me down and killing me. I laugh and jump off a cliff, knowing at least that they won't have the satisfaction of my death.
      (feeling the need to deny AI mobs of the satisfaction of the hunt, now I admit there may be something wrong with me)

      --
      Sometimes my arms bend back.
    13. Re:#9: Immersion and the invisible hand of God by Anonymous Coward · · Score: 0

      Uh nowhere does Guild Wars claim to be "part FPS" or part anything its more like Diablo than Quake. There was no jumping in Diablo or Diablo II (sorry Barbarian's combat jump skill doesn't count) and Guild Wars was programmed by former employees at Blizzard who worked on Diablo and Battle.net.

      GW is a MMOG but it is not a persistant world, and the last time I checked you don't need to have a persistant world to call it a MMOG.

  18. boobies by cwebb1977 · · Score: 0, Offtopic

    Hey, I think I just saw boobies in there! A must-read!

    --
    www.weberseite.at
  19. Great Article by DrugCheese · · Score: 1

    I consider myself a good game critic. This article was right on about just about everything ... except:

    As a rule, a console is a better game machine than a cheap PC because all it does is play games.

    A console is a DUMB PC COMPUTER! All it does is play games - of one variety. I can play console games from multiple consoles on my PC.
    And it's upgradeable.
    AND ... ... free pr0n.

    --
    *DrugCheese rants*
    1. Re:Great Article by 2nd+Post! · · Score: 1

      Or a PC is an EXPENSIVE console.

      I'm not sure why you think consoles only play games of one variety? I've played platformers (Kingdom Hearts), rpgs (Xenogears), sneakers (Metal Gear Solid 2), racers (Gran Turismo), dance (DDR), puzzle (Puzzle Fighter), and fighter (Soul Caliber) on a single console.

      People always bitch about Macs as expensive PCs, where you pay anywhere from a 10% to a 50% markup over a similar PC. Well, a PC is a similarly overpriced console. I got my PS2 for $149, where a similarly equipped PC is 200% to 3000% more expensive.

      Do you really get 3x to 100x the fun from a PC? Or do you just like paying more?

    2. Re:Great Article by PSVMOrnot · · Score: 1

      On the other hand being dedicated gaming machines means that consoles don't have to have as bloated an OS as PCs do. Added to that you know when you buy a console game that it is definately going to work on your console (what with the homogeneous hardware environment). Basicly its the whole "I just want it to work!" thing. Consoles just work, where as PCs work when you have prodded then with a big stick a few times (and once you have done so proceed to whup a consoles ass). All that said, I'm still a PC fan and wouldn't go buying any new console simply because: a) strategy games and consoles don't mix b) games last longer on PC. (modding, on a console? *laughs* c) I can get most of it on my pc anyway.

    3. Re:Great Article by Jamu · · Score: 1

      Don't underestimate what a difference having a mouse and keyboard (as standard) can make to a game platform.

      --
      Who ordered that?
    4. Re:Great Article by Anonymous Coward · · Score: 0

      "3x to 100x the fun from a PC"

      Yep. UT2004 alone is worth it, the sheer number of mods and maps has kept me playing 10 times longer than any console game. Likewise for Total Annihilation. Most PC games are pretty equivalent to console games, but a few are absolute stars and justify the entire platform.

      That said, you really need one of everything to get all the good games. Tekken 3, Monkey Ball 2, Advance Wars, Ninja Gaiden, Rez, Mario 64, Katamari Damancy, Lumines, WarioWare Touched, Radiant Silvergun, MarioKart, Sonic... almost every console ever has a game so good it justifies buying the system. I just wish I had the money and the space... at least I can emulate the classics on my PC :)

      -PC and console owner.

      p.s. from your list, Soul CalibUr was a Dreamcast game, you're thinking of SoulBlade.

    5. Re:Great Article by Anonymous Coward · · Score: 0

      "People always bitch about Macs as expensive PCs, where you pay anywhere from a 10% to a 50% markup over a similar PC. Well, a PC is a similarly overpriced console. I got my PS2 for $149, where a similarly equipped PC is 200% to 3000% more expensive.

      So, by your rationale, a Mac is the stupidest most expensive and unfun gaming purchase you can make?

      Hmm..actually I concur ;)

    6. Re:Great Article by Anonymous Coward · · Score: 0

      "p.s. from your list, Soul CalibUr was a Dreamcast game, you're thinking of SoulBlade."

      Well Soulcalibur came out on the PS2, and technically all those games listed and more could be, and have definately been played on a PS2 ;P

      ***I swear I'm not a fucking robot, quit asking slashdot!

    7. Re:Great Article by damiam · · Score: 1

      I already own a PC. The only additional expense for games is a $100-$200 video card, which will play any modern game fine. So for pretty much the same price as a console, I get a lot of the same games (usually with better graphics and controls than the consoles) and a lot of PC-only games (especially strategy type stuff), and I get to play them at 1600x1200 instead of 640x480 or whatever TV resolution is. I'm not claiming that PC's are the ultimate game machines or that consoles don't have a place, but consoles are certainly not the be-all and end-all of gaming.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    8. Re:Great Article by NeoSkandranon · · Score: 1

      To be fair, certain genres do lend themselves to a console controller (Platformers, fighting games, and sports games in particular, IMHO)

      However, watching or playing an FPS on a consle makes me cringe due to the nature of the analog stick controllers (Remidns me of playing a PC shooter with mouse acceleration on and cranked up)

      Ditto RTSs and RPGs, but that's more due to the fact that a keyboard lends itself ot alot of hotkeys, which both those genres do bett
      er with.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    9. Re:Great Article by 2nd+Post! · · Score: 1

      Granted, but likewise we shouldn't underestimate what $500 can do to make a game platform as well.

      A decent PC to play FFXI and Half Life 2, vs a PS2 plus 15 games (including FFXI).

    10. Re:Great Article by 2nd+Post! · · Score: 1

      Nothing has ever stopped a console from having a keyboard.

      You can game on a $99 PS2, or a $1k PC. You can't reasonably game on a $499 PC without first spending $150 on an average video card, $200 on a decent one, or $300 on an outstanding one; then factor in the ram, the hard drive, etc, and you've got roughly 10x the cost; do you get 10x the pleasure?

      I understand there are FPS and RTS gamers, but I think they are dwarfed by the number of casual gamers and non FPS or RTS gamers. For that reason 'investing' in a console is more cost effective for the majority, while gaming PCs will continue to go up in price as they become more niche (relatively, just as Macs have been relatively expensive as PC prices go down).

    11. Re:Great Article by 2nd+Post! · · Score: 1

      I can't disagree. But the same logic says the PC is a similarly stupid gaming purchase. Spend $99 for a PS2, or $999 for a PC? Of course they have different games, and if you want to play UT or HL2, you have to buy a PC.

      That's why I buy a Mac for my computer (10% more expensive, 2x more effective), and a console for my games (10% of the cost, 10x more effective). Each person has their own criteria, of course, for what is fun and what is cost effective.

    12. Re:Great Article by wolrahnaes · · Score: 1

      "modding, on a console? *laughs*"

      So all the mods I have for Halo, Halo 2, Morrowind, KOTOR, GTA3, and GTAVC on my Xbox don't exist?

      Modding console games isn't much different than modding PC games. It's a bit harder to gain popularity, just due to the typical need for a modified console, but look at Halo NMP2 or Halo CXE. Both of those are on almost every modded Xbox out there.

      --
      I used to get high on life, but I developed a tolerance. Now I need something stronger.
    13. Re:Great Article by PSVMOrnot · · Score: 1

      Good point, and point taken.

      "It's a bit harder to gain popularity, just due to the typical need for a modified console"

      Out of interest, what exactly does this modification entail? is it hardware or software based?

    14. Re:Great Article by Anonymous Coward · · Score: 0

      Pedantic GP: Actually, that was Soul Calibur 2... but OK, close enough.

    15. Re:Great Article by KillShill · · Score: 1

      and you actually own your computer's processor(s).

      aka no DRM.

      how evil DRM truly is. in the future, more and more of the public will find out. that's the good news. the unknown is if they will do anything about it.

      --
      Science : Proprietary , Knowledge : Open Source
    16. Re:Great Article by KillShill · · Score: 1

      except a pc is yours to do with. it can do far more things than a console can.

      so if your mac costs 1.5-2x as much as a pc, do you get 1.5-2x the pleasure?

      what you spend your money on is basically no one elses business.

      as long as you own your own property, do with it as you please.

      --
      Science : Proprietary , Knowledge : Open Source
    17. Re:Great Article by jp10558 · · Score: 1

      Oh, I don't know. I've never met anyone who bought a gaming console for anything but gaming.

      But lots of people buy a PC for lots of reasons. If you've got to get a PC for some reason, you've already got it, and likely it will play some games, if not most (due to the way salesmen tell people they need the $2k PC for e-mail to make a better commission).

      Now, most people in the console market will already have a PC for work, school etc... A console is an additional cost.

      Also, there are many more games on the PC. There are web games, java games, flash games, all the big FPS, RPGs, MMORPG is big now too. And those aren't (yet anyway) on consoles.

      Also, most PC games have noticablly better graphics, or can. Now, the next gen consoles *might* change that, but again all PCs come with a high resolution monitor. Not many people are going to drop the cash for a HD TV to go with that new console - just for the console. Boy would that change the cost dynamics quickly :)

      I think consoles are great for certain games, but I also think PC gaming is FAR from dead.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    18. Re:Great Article by Anonymous Coward · · Score: 0

      More importantly, the PC brings us free pr0n, which is, of course, worth thousands of dollars.

    19. Re:Great Article by cafard · · Score: 1

      I'm not sure whether you're voluntarily closing your eyes or if you really can't see that not all kind of games do run on consoles.In my personal case, i love simulators.

      Tell me, which console offers me *one* flight simulator? And please, i *mean* simulator, i don't mean 'a game featuring a plane'. Where are the equivalents to MS Flight Simulator, X-Plane or FlightGear?

      I do also appreciate submarine simulations. Where are Jane's 688 games or the Silent Hunter titles? Nowehere near.

      I also happen to play wargames. I *mean* wargame here, not RTS. What the heck on a console comes close to the Combat Mission series?

      Even when looking at game styles also present on consoles, there *are* huge differences. I enjoyed a lot the first game of Thief series and the first Deus Ex. I hated the last Thief, and the second Deus Ex. Guess what? Both titles were designed to *also* sell on consoles. In both cases, the games have been dumbed down. The gaming style seemingly did not fit to the mainstream console public.
      I could go on to find more examples, but i suppose you get the point. Consoles do *not* provide everything. And please don't think i have anything against consoles: i have very good times playing FIFA/NBA/etc sports game, as well as GTA:SA on my PS2, and i'll probably buy some next-generation console. But there is no way i can ditch the PC as a gaming platform, and i'm far from being alone in that case. It *does* provide lots of games which simply have no equivalent on consoles. Do you really think that PC gamers are stupid enough not to buy a console instead of a PC if it was *really* doing the same thing?

      It's probably not that modern consoles can't accomodate such games, as they now are gaming-oriented full computers. It is more of a decision by the game editors/designers. You don't find every genre on a console, and even in the same genre, the gaming style sometimes vary as the public is not the same...

      --
      This post is awesome.
    20. Re:Great Article by 2nd+Post! · · Score: 1

      No, I understand there are PC centric genres, such as sims, FPSes, MMOs, and other games that consoles can't/won't/don't touch. I was providing a counterpoint to the OP who thought consoles were dumb PCs with the implication that they were stupid because they weren't as flexible and general purpose as PCs.

    21. Re:Great Article by NeoSkandranon · · Score: 1

      Considering that I'm a regular LAN gamer, I'd actually be inclined to say that I do get 10x the fun out of my PC than I would a console.

      I realize we could gang together a handful of Xboxes or whatever, but multiplayer on a console (most notably the screen-sharing issue combined with TV resolution and size) makes the experience, IMHO, abysmal compared to multiplayer PC gaming.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
  20. CIVILIZATION by kyrcant · · Score: 1

    The Civ games are a perfect example of a failed AI, and many RTS games are similarly crippled. When you played on a higher difficulty in CIV (all of them) the AI player didn't get any better, he just got a bigger and bigger attack and defense bonus, and got ten extra turns before you were allowed to start playing. It resulted in situations where my fusion-tank unit would attack their bow-and-arrow barbarian unit, and LOSE!!! The same thing happens in RTS games, where the AI gets a resource bonus, and extra time to play before the player gets to start. LAME!!! I'm not even a very good programmer, but I can write a better AI than Sid Meier?

    1. Re:CIVILIZATION by jdludlow · · Score: 3, Insightful

      Actual programming likely has very little to do with making a good AI. If you want to outdo Sid Meier, you need to be able to describe, in very generic terms, how to play Civ III well. The game is outstandingly complex, with all of the different civ interactions going on at once. I seriously doubt that most people could succeed with this task.

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

      Atari has a RTS called Act of War. I bought it just for somthing new to play with knowing it would be what this guy calls a knock off, but it actually has some good AI. If I surround my camp with towers, then enemy will actually send tanks to the one unprotected spot on the back side of my camp I failed to protect. Quite aggrevating when I have to bring all my defenses back down there to kill one take, but at the same time refreshing that the computer is smart enough to take advantage like that.

    3. Re:CIVILIZATION by TrevorB · · Score: 1

      Unfortunately, (and if I recall correctly) Sid's solution to different complexity levels was simply to change the number of shields required for the AI to build units and buildings. At the lowest levels the human had the advantage 14/10, where the highest had something like a 6/10 ratio.

      I did manage to beat Civ 1 at Emperor level ONCE. I've not yet duplicated the feat on Civ 3.

    4. Re:CIVILIZATION by Anonymous Coward · · Score: 0

      Civ II AI opponents are easily crushed at Emperor level using the Fundamentalist Government strategy, which calls for continuous warfare. But Civ III is just plain brutally difficult at the high settings.

    5. Re:CIVILIZATION by patio11 · · Score: 2, Informative

      True, but its sort of a cop-out. Galactic Civilizations manages a MUCH better AI than CivIII by the conceptually simple, programatically difficult solution of multi-threading the AI code, which means that when you take five minutes and hit end the AI already knows what he's going to do on his turn. In Civ, the AI only starts thinking when the end button is pressed, and because its a real-time application and the user won't tolerate a 5 minute thinking period between turns, so instead it tries to cram all the calculations in to 5-15 seconds, which means you really have to skimp on your algorithms (like, for example, cruddy pathfinding so you can't efficiently use rail networks despite the fact that that should be a 100% solvable problem).

    6. Re:CIVILIZATION by Zangief · · Score: 1

      Unfortunately, (and if I recall correctly) Sid's solution to different complexity levels was simply to change the number of shields required for the AI to build units and buildings. At the lowest levels the human had the advantage 14/10, where the highest had something like a 6/10 ratio.

      I did manage to beat Civ 1 at Emperor level ONCE. I've not yet duplicated the feat on Civ 3.


      Civ 1 was a great game. I never was able to beat it at Emperor, just King.

      Did you know that, through hex editing, you could get at least another level of difficulty, with the computer building shit like there is no tomorrow?

  21. I don't agree by xv4n · · Score: 2, Insightful

    He's only complaining about his gaming preferences. I don't think the FA applies in full to every game-player.

    1. Re:I don't agree by Anonymous Coward · · Score: 0

      Wow, that's really insightful.

    2. Re:I don't agree by NickFortune · · Score: 2, Insightful
      Disagreeing is of course your privilege. However the interesting thing about this article, really, is the degree to which the author's preferences reflect the consensus of the gaming community.

      Personally, I've yet to seean article that says "I want stupider monsters, more ammo starvation, I don't think I pay enough per minute for my MMOGs, nd every game in the world should be a post-apocalype first person shooter". Of course, that may say more about the sites I read than it does about by gamer consensus.

      So what would be really useful for this discussion would be if, rather than just disagreeing, you told us what you disagreed with and why and what you'd prefer in its place.

      That way the community gets a chance see if your preferences resonate more strongly with their own experience.

      --
      Don't let THEM immanentize the Eschaton!
  22. Some good points, some not-so-good by Anonymous Coward · · Score: 0

    1. The fact that the next generation of consoles won't have CPUs that do out of order execution has nothing to do with AI. It has everything to do with the fact that nobody knows a good way to make AI that "thinks" beyond following a bunch of rules. We know how to make better graphics, though, so we do that instead. Figure out a better way to do AI, and we'll do it.

    2. Katamari Damacy. Rez. The whole "party game" genre, which didn't really exist 5 years ago. There are games out there that bring something new to gameplay, but you have to look for them. Oh, and if you want more games with innovative gameplay, buy them instead of the ones that look pretty but are just a rehash of the same old thing.

    3. It's like a nuclear arms race. Whoever disarms first is in a bad position. See item 2 for how to fix this.

    7. Less to do with copy protection than high seek times and low bandwidth with current optical disk technology. That plus increasing quality of content to satisfy the graphical arms race, which compounds the problem.

    8. Sure. Just don't complain when the game costs more to cover the week long voice recording sessions.

    9-11. Good points. But how are we supposed to tell the gamer anything about their status without breaking the immersion?

    12-20. Yup.

    1. Re:Some good points, some not-so-good by CashCarSTAR · · Score: 1

      Katamari Damacy is an off-shoot of Marble Madness/Super Monkey Ball/what have you. The ball rolling games.

      Rez is a take of Space Harrier/Panzer Dragoon.

      Both games are great. But they are evolutionary, not revolutionary. In fact, most games out there are evolutionary to some degree. You just have to have your eyes open enough to realize it.

    2. Re:Some good points, some not-so-good by StocDred · · Score: 4, Insightful
      Oh for fuck's sake. If you're going to demean Katamari because it has a rolling sphere in it just like Marble Madness and Super Monkey Ball, you must be the biggest inconsolable anti-gamer ever.

      "Hey man, want to play DK Jungle Beat? You use the bongos!"
      "No thank you sir, it's simply a 20 year old Mario designs married to an overpriced, single use gimmick controller."

      "Hey man, want to play DDR? You totally have to use your legs to play!"
      "No thank you sir, I grew tired of that sort of thing with the NES's power pad."

      There are times when the use of the word "innovative" is incorrect. Katamari Damacy is not one of those times. There is more to the innovation in the game than just rolling a ball. The easy-to-grasp concept and controls, the cute/bizarre art and music design, the level and size scaling, the original IP. Combine that with ball rolling and you still get innovation. Katamari deserves all the credit and good word-of-mouth it received, which is more than you can say for just about every mainstream game out there.

      Oh wait, they completely ripped off "The Little Prince" with those small planets in the game menus! INNOVATION IS DEAD.

    3. Re:Some good points, some not-so-good by CashCarSTAR · · Score: 1

      Oh don't get me wrong, I LOVE Katamari. In fact, it was my personal Game of the Year for 2004. Ok? I'll be getting the sequal the day it's released. It gets more playtime in my PS2 than really any other game.

      But it's not "revolutionary". It's has a wonderful execution (in fact that's why it's so much fun), but it does stand on the sholders of giants.

      My point is, well I'll give an example. Over the weekend I rented Cold Winter. It's a strictly derivitive FPS..and yet...cover actually DOES stuff in this game. You can kick over a table and crouch behind it and take out the guys and you take less damage. You can get the armor off of the foes, and the better you dispacth them, the more armor you recieve. The targetting is not exact, and to be honest the game is dark and clunky.

      But it does have touches of evolution in it that do make it worthwhile. And that's my point. Only a few games released these days lack any sort of evolutionary touches to make things a complete rehash. Everything has some new angle, something new to bring to the table that makes things fun.

      Because of this, today really is the best day to be a gamer. IT DIDN'T USE TO BE THIS WAY. Things used to be much worse for constant rehashes of the same old thing.

    4. Re:Some good points, some not-so-good by Zangief · · Score: 1

      The sad part, is that any time someones says innovation is dead, the ONLY counterexample people can point to, is Katamary.

      1 game, in a console (PS2) with a library of more than what? 500 games, 1000 games? more?

      (Well, most savvy people can also point to Rez).

      Face it, people don't want innovation; they want better graphics. Katamary Damacy has been used just as an excuse so people do not feel guilty.

    5. Re:Some good points, some not-so-good by king-manic · · Score: 1

      The sad part, is that any time someones says innovation is dead, the ONLY counterexample people can point to, is Katamary.


      At almost any point in history you can make the same statement about anything. When was the last time you heard about a new genre of novels? How about a new television genre? How about innovating a new genre of movies? Those innovations come fast and furious at the beggining of the medium then petter off after, there are only so many possible ideas out there. Doing a well define genre well is better then just innovating for the sake of it. Castlevania:SOTN was a simple 2d game in the same vein as super metroid. It was fun, well done, and one of my favorite games of all time. It's net innovation was 0 but it still is a great game. DDR is an innovative game, but I feel like a monkey when I play it, and despite beign asian I'm nto good at it so I don't like it. Innovation has nothign to do with what is fun.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    6. Re:Some good points, some not-so-good by Zangief · · Score: 1

      I'm not saying that Katamary Damacy represents a new genre of innovative games. I am saying that every time innovation is talked about, everybody just mention KD as the only thing needed to prove innovation is still important, and then they all go back to Madden.

      ...and despite beign asian I'm nto good at it so I don't like it.

      Hey guy, do not discriminate yourself.

    7. Re:Some good points, some not-so-good by StocDred · · Score: 1
      The sad part, is that any time someones says innovation is dead, the ONLY counterexample people can point to, is Katamary.

      Only because it's the most recent and, admittedly, one of the best examples... largely because it came out of nowhere. There's plenty of innovation out there, and always has been, but because the bulk of high selling titles are cookie cutter sports and shooters, it's easy to go into hand-wringing mode and weep for the future.

      Innovation doesn't have to mean every single aspect of the game is absolutely original... that's impossible. As soon as you use a button to shoot or a directional stick to move, you're aping Space Invaders. That's why I have little patience for folks who charge into the discussion trying to point out why Nifty Game X doesn't measure up. Slamming Katamari because it features a rolling ball? That's just nuts, and that attitude isn't good for the hobby... plus, as another poster pointed out, it's completely indefensible when applied to other media, so why would we accept it as a legitimate criticism of video games?

    8. Re:Some good points, some not-so-good by Kyouryuu · · Score: 1

      To be fair, Katamari can be easily likened to a very crazy variation of Pac-Man. It's an analogy Namco itself made, and not coincidentally, Namco made Pac-Man. :)

    9. Re:Some good points, some not-so-good by StocDred · · Score: 1
      To be fair, Katamari can be easily likened to a very crazy variation of Pac-Man.

      That's not fair in the least, despite the harmonious Namco connection. For example, you can say that any deathmatch FPS is "a very crazy variation of Pac-Man." You run around a maze, collecting items that either help you exit the level or help you fight the enemies in the level, and sometimes the enemies kill you and other times you kill the enemies. No one can ever talk seriously about video game progression, innovation and development if you're going to simplify things down that far.

    10. Re:Some good points, some not-so-good by Kyouryuu · · Score: 1
      Namco itself says it.

      "Play is controlled with the analog sticks only. No buttons to press. No combos to cause distress. Featuring ball-rolling and object-collecting gameplay mechanics of mesmerizing fluidity, reduced to Pac-Man simplicity, through pure absurdity."

    11. Re:Some good points, some not-so-good by Westacular · · Score: 1

      The sad part, is that any time someones says innovation is dead, the ONLY counterexample people can point to, is Katamary.

      That's more a comment on people's short memory spans and tendencies towards sensationalism than anything else.

    12. Re:Some good points, some not-so-good by StocDred · · Score: 1

      You'll note there that they didn't call Katamari a "variation of Pac-Man" as originally posted. They called Katamari as simple to play as Pac-Man. I agree with that. My point is that there is no call to discount Katamari's gameplay or innovation simply because other games in the past featured rolling balls. That line of reasoning can only lead to no new game ever being lauded as original or innovative ever again, and is an extremely close-minded way to examine things.

    13. Re:Some good points, some not-so-good by Kyouryuu · · Score: 1

      You're blowing what I said way, way out of proportion. I'm merely pointing out that if Katamari has an ancestor, it probably lies with Pac-Man. In general, Katamari is a very innovative and interesting new idea, particularly with regard to the style with which it portrays it.

  23. On the high cost of development by CortoMaltese · · Score: 3, Interesting
    Today, console games have high cost of development because the systems are so locked up. You need to license a development console and the SDK from the console provider for big bucks, and not everyone gets the license anyway. Then you need to pay the console manufacturer for each box sold.

    It's just impossible for a small company to create a small, nice, innovative game for a console. A new great idea along the lines of Tetris would never make it, no matter how addictive or playable the game was. All the new games are gigantic with minimized risks and huge budgets, and the price will be set accordingly. (The Sega Sports NHL/NBA/NFL 2K5 games being a notable exception to the rule.)

    Game budgets have risen to the same ballpark as movie budgets, but, for console games, there is no alternative analoguous to independent films.

    I have these new games that are pretty to look at and everything, but why do I miss a bunch of old, simple games from the C64 and Amiga days?

    1. Re:On the high cost of development by Elbereth · · Score: 1

      So don't play games on a console. I don't. I'm fairly satisfied with what I buy on the PC. I don't see why any game should cost $15,000,000. Holy crap. For that much money, I could hire Steven Spielberg to make my life story.

    2. Re:On the high cost of development by RoloDMonkey · · Score: 1
      Game budgets have risen to the same ballpark as movie budgets, but, for console games, there is no alternative analoguous to independent films.

      I have to disagree with this one point. With current, web-based development environments like Java, Shockwave, and Flash, which include 3D rendering libraries, it would be possible to create the game equivalent of an independent film. Alien Hominid made it from the web to the console, others could to. In fact, consoles as we know them are disappearing anyway. The PS3 and the XBox 360 are being touted as multimedia machines. In the end the console will be the PC, and vice versa. In a race to claim the PC, phone, and the entire entertainment center the winner will be the first "console" to bring the price of an SDK down to the price of Visual Studio .NET, or lower.

      --
      Long live the Speaker Bracelet
      Rolo D. Monkey
    3. Re:On the high cost of development by FlyingPostman · · Score: 1

      Try out Lumines for the PSP, very good quality game, addictive and simple like Tetris.

  24. This is so typical by FlynnMP3 · · Score: 1

    This is so typical of online gaming review sites these days. I blame MTV for the whole smash. People these days have so little attention span that extreme hyperbole is used just to ensure that people will read for more than 5 seconds.

    I only found one item in there that was valid. The rest was over the top free porn! attention grabbers.

    Oh look, but I can do hyperbole too. The designers of that game took time to make sure that the emotes for the female characters are very evocative. And - as an added bonus, body parts jiggle when subjected to sudden movements.

    Playing with pixel dolls has reached new heights! Who the heck needs AI with jiggling?

  25. Unreal AI is good by mnmn · · Score: 2, Insightful

    UT AI impressed me. The bots fire in the direction youre running, not where you are. And they actually hide and make mistakes like people do too. I wished the aimbots of counterstrike 1.5 had that kind of intelligence, rather than vibrating all around and having a really good aim

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
    1. Re:Unreal AI is good by antiMStroll · · Score: 2, Funny

      Sounds like the bot skill was set to a low level and auto-adjust off. UT2k4's AI has a number of problems. At high skill levels the bots break off fighting each other and attack non-bots simultaneously during a frag, their aim becomes riduculously accurate with the most basic weapons and they detect your presence from a distance and fire headshots faster than any human could. They become a teaming clan of 12 year olds with wall hacks and aimbots.

  26. Hooray! by ledow · · Score: 1

    Finally, sense has prevailed and someone has wrote down all their pet peeves and, guess what, they are pretty much what every gamer has been saying since the dawn of time.

    The author must be a mind-reader because I've always had the same concerns in mind. Now, let's just hope that someone "up there" with a brain listens to him and Half-Life 3 breaks none of these sacred rules.

  27. My favorite quote from the article by Anonymous Coward · · Score: 0

    This comes from # 16 - Don't use the online capability as an excuse to release broken games

    The first time we hear the word "patch" in relation to a PS3 or XBox 360 game, we're taking the console back to the store. Filled with our shit.

  28. 100% Ack by usrusr · · Score: 5, Interesting

    "Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?"

    this is obviously just another example of the ironic fact that most gamers would make very bad games if they were to design one.

    it's simply amazing how many of them have no idea of what makes a good game.

    they always cry for more, more AI, more realism, more micromanagement etc.

    but all those things have nothing to do with a good game. they might make a good simulation, but games are supposed to be fun, a good simulation would be as frustrating as real life. excluding /. i have real life around me 24/7 and that's for free. if i invest precious time and money for playing a game, i certainly don't want more of the same.

    --
    [i have an opinion and i am not afraid to use it]
    1. Re:100% Ack by benjcurry · · Score: 1

      Right. The universal "Good Game" (not just a good video game), has nothing to do with how real it is or how real it seems. A game as humans make them up encompasses a subset of what we know or what we can make up, slaps on some rules and puts you in a contrived situation where you try to satisfy the conditions for "winning". The basic fact that is often lost on your "Hollywood" gamers is that the basic experience of playing Half Life 7 1/2 and Tetris is THE SAME.

    2. Re:100% Ack by von_kaiser · · Score: 1, Insightful

      Take the original "Dragon Warrior" for example. Much like real life, you had to practically spend the entire game saving your schillings and leveling up. It was a good primer for the wonderful world of minimum wage! :D :D

      On a side note, a scantly-explored facet of rpgs is the business world. Seriously, merchants are never more than price-fixing bastards. What's the story? Is there a nefarious medical-herb cartel? A command economy? Are Enix a bunch of wannabe Stalinists?

    3. Re:100% Ack by flyingsquid · · Score: 3, Funny
      but all those things have nothing to do with a good game. they might make a good simulation, but games are supposed to be fun, a good simulation would be as frustrating as real life.

      You don't think real life makes a good video game? I have to disagree. I mean, I thought "Overweight Pimply-Faced Virgin Living in his Mom's Basement" was a blast. The graphics are wicked- you can see every little button on the remote as you're watching "Star Trek: The Next Generation" reruns. And the AI is really tough- no matter how you try to get away from them, those junior high school kids track you down and beat you up and steal all your comic books.

    4. Re:100% Ack by MSBob · · Score: 3, Insightful
      but games are supposed to be fun, a good simulation would be as frustrating as real life.

      Flight simulator would be a good illustration of your point. While I'm sure it's great for aviation freaks it's just cumbersome and tedious for the average player such as myself.

      --
      Your pizza just the way you ought to have it.
    5. Re:100% Ack by Anonymous Coward · · Score: 0

      In multiplayer games, people sneak up on you all the time. It's realistic. Multiplayer playing is much more challenging and fun than dumb AI.

    6. Re:100% Ack by QuantumG · · Score: 1

      When was the last 3d flying game that was actually fun? I'm thinking "Red Barron" but even that had a "realism" mode.

      --
      How we know is more important than what we know.
    7. Re:100% Ack by GaryPatterson · · Score: 2, Funny

      In *real life* people attack you like that?

      Wow. You must be on edge all the time.

      For me, real life is filled with people who come up behind me, and then *don't do anything*. They sit down on the bus, or stand in line at the cinema, or whatever. The lack of sudden, lethal attacks is (for me) one of those things that distinguishes real life from the game world.

      Good luck against those ninjas though. I hear they're pretty bad this time of year.

    8. Re:100% Ack by Sigma+7 · · Score: 1
      Flight simulator would be a good illustration of your point. While I'm sure it's great for aviation freaks it's just cumbersome and tedious for the average player such as myself.


      Flight Simulators won't be a problem if:
      - There is a tutorial that teaches how to take off and land and explains the different controls.
      - If the player can't land (e.g. there isn't an explicit tutorial that would be useful), there would be an option for automatic landing. (OP Flash does this, or at least simlifies it so that you don't have to worry about crashing.)
      - That the human and AI players follow the same flight model. (Fair Strike would be one example - player is bound by simulator rules, but AIs get to fly their choppers in action mode. This means they can take extra damage as well.)

      Flight simulators don't need to be frustrating. All that's needed is an option to add realism as the player skill progresses, as in the many combat flight simulators released in ~1992-5.
    9. Re:100% Ack by DarkZero · · Score: 2, Insightful

      "Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?"

      this is obviously just another example of the ironic fact that most gamers would make very bad games if they were to design one.


      I beg to differ. One of my favorite parts of the original Half-Life was the two scenes where you're faced with government assassins in a fairly dark room. In the first room, there are only two of them, but their AI and their movement speed are so perfect that the game initially fools you into thinking that they're "cheating" by teleporting around the room, only to soon let you realize that they're actually running around just like you are. And thanks to the fact that they're using light weapons and armor and you're using the exact opposite, you have plenty of chances to get hit in the back, turn around and figure out where they are, and then head them off and shoot them.

      I don't think I've ever had that much fun fighting only two enemies in a video game, let alone two enemies that can only take one hit each from a powerful-but-limited weapon like the six-shot Magnum. It was an awesome little break from the standard Half-Life "crawling around and getting surprised by headcrabs" action.

    10. Re:100% Ack by kiddygrinder · · Score: 1

      A reality simulator that is exactly like real life would be fun simply because of the fact that there are no moral boundries imposed by it. That's partially what makes the GTA games so fun, there is the element of reality without the boundries.

      A game where you live your own life would actually be quite enjoyable because instead of going to work you could steal your neighbour's car and go find some street racing or something.

      I'd say the lack or excess of realism is not anything to do with the enjoyment level, it's more the boundries imposed by the game.

      Naval warfare with extreme realism would be pretty dull for most people, where as Virtual Orgy with extreme realism might be a bit more enticing.

      --
      This is a joke. I am joking. Joke joke joke.
    11. Re:100% Ack by Dan+D. · · Score: 1
      I played this game at the arcade where you fly a passenger plane in Japan. You go through take-off and you go through landing (and if you pass you continue on.) It was pretty fun, and when I smacked into the ground I didn't *actually* kill 140 people.

      I've never quite understood the whole "I have real life around me" arguments, because I wouldn't mind walking in someone else's shoes for a bit. Restaurant manager, Oil Tycoon, Airplane pilot. The only thing really wrong with games like that is I'd have a hard time spending $50 on it, so yeah its not practicaly and it probably won't be popular, but I still don't think its an obvious thing to say "oh that's like real-life and therefore boring." Real-life simulators can be really interesting. Especially with save/reload.

      --
      People who quote themselves bug the crap out of me -- Me.
    12. Re:100% Ack by rayde · · Score: 1
      try the Ace Combat series... highly entertaining, imho.

      http://acecombat5.namco.com/

    13. Re:100% Ack by Anonymous Coward · · Score: 0

      Oh boy am I glad to hear you say that. Come on over and take my job in this used book store where you can answer stupid questions from people who should really stick to watching sitcoms and soap operas, hear old folks tell you their life stories and have grubby, mud-stompin' hillbillies try and sell you crap that looks like they pulled it out of a garbage can so that they can get their crystal meth fix. You get to do this ALL DAY LONG. I KNOW you're looking forward to this. Don't be shy. Come on down.

    14. Re:100% Ack by Dan+D. · · Score: 1
      How about no. You should improve your critical thinking skills. It might help you find a better job.

      The part where you needed to read between the lines was where I assumed that when I was walking in someone else's shoes it would be in a game experience. I'm more than happy with my life choices, so far, and don't desire to swap.

      I don't think my personal shoes would make a very interesting game experience. Your job however sounds like it would be an amusing game (sorta like watching an interactive Chapelle Show episode,) but I'm pretty sure I wouldn't be paid enough to do it all day long.

      --
      People who quote themselves bug the crap out of me -- Me.
  29. AI really sucks by Anonymous Coward · · Score: 0

    I really hate it when people squawk about AI in games! AI is only fun up to a point, and I have a very strong belief that any game with a strong AI should be designed to last only as long as that AI is going to be "fun." Therefore, you're automatically limiting the replay value of your game by including AI. In order to counter that, you'd have include some other features (that have probably never been seen before).

    I personally play games to do one of three things: kill some time, challenge a friend (read: human opponent), or develop myself mentally or physically (chess/ other strategy games). AI is not the end all be all for me. Others may view it differently, but AI is not going to make a FPS game "more fun" for me unless that game has my emminent boredom in view as a design feature.

    Some genres may benefit from AI more than others, but in the end AI is only 1 of many features of gaming, and focusing on it without a much broader scope in sight is not going to make significant advances in game design. Sure it would be nice to have smart enemies, but it's only going to be as good as it is implemented, which takes us back to having a good design in the first place.

    A developer can't magically make "bad design" elements go away. At some point a designer has to do something that he knows will hurt his game. Either because of a techinical limitation, or by the direction of a project lead bad things end up in games. A clever designer will make the player accept their failing, almost as if it were part of the game. But a bad developer makes no effort to disguise, or soften-up their bad design features. So yeah... I don't thnk gamers should be asking developers to do away with bad design elements altogether, as they are inevitable, but rather to disguise them better. design your problems into your games. This is great game design. What most gamers are asking for is pretty much impossible.

  30. The article sounded reasonable until: by Alef · · Score: 5, Insightful
    It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    Wherever did he get this idea? It is completely unrelated. "Unpredictability" only harms in-order processing at the scale of single assembly instructions (nanoseconds). A good bot should hardly do something unpredictable more often than once every other second.

    And for that matter, more advanced AI algorithms, such as ANN or SVMs, are usually massively parallelizable and very easy to predict. The Cell would be ideal for such applications.

    1. Re:The article sounded reasonable until: by bnenning · · Score: 1

      Glad I wasn't the only one whose BS detector went off. The idea that 3 3.2GHz PPCs aren't sufficient to have moderately intelligent AI because of the details of instruction scheduling is ludicrous on its face. I don't care how inefficient per-cycle they are, at some point the megahertz myth is no longer a myth.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    2. Re:The article sounded reasonable until: by Sinical · · Score: 1

      Real AI code is branchy. In order execution doesn't allow for moving instructions around to fill branch delay slots. Therefore, performance on branchy code is reduced by pipeline stalls. Perhaps a tightly targeted compiler can compensate. But due to the dynamic nature of the code, I think that is unlikely.

      Maybe there's speculative (predicated) execution, though I don't remember that PowerPCs have that.

    3. Re:The article sounded reasonable until: by Dolda2000 · · Score: 1
      I'm not sure that I get this. I was very surprised when I read this in TFA -- aren't PPCs out-of-order by nature? Is out-of-order execution just some kind of "plugin" or similar for PPCs? Can someone shed some light on this?

      In all else I agree with the parent -- why should in-order execution hinder unpredictability? It's not like it makes the CPU less Turing-complete... :-?

    4. Re:The article sounded reasonable until: by KillShill · · Score: 1

      a non-drm "computer" would be ideal.

      --
      Science : Proprietary , Knowledge : Open Source
    5. Re:The article sounded reasonable until: by Zangief · · Score: 1

      PPC are not out of order by default. There is a part of the chip that does this.

      If you take out that part, you get a simpler, faster and cheaper chip. (Then the marketing dept. comes in, and then people is all like "OMG, look at the GHz and TFLOPS!!!")

      This is not a bad thing per se, as the cell chip has 8 (I think) auxiliar cores, that can parallelize the AI a little. It still in the hands of the developers at the end. I think that the current generation can handle simple pathfinding and decision, and the next one will take that a step further.

    6. Re:The article sounded reasonable until: by An+Onerous+Coward · · Score: 1

      Point of order: If the processor performed each multiply by printing out the numbers to be multiplied, mailing it to a small hovel in Bangladesh, and waiting for a small child to grow up and learn his times tables before sending back the result, it wouldn't make the computer any less Turing-complete.

      As it is, there is the off chance the author has a point about new architectures being architected for maximum graphical throughput, at the expense of other sorts of processing. But it did sound like an awful lot of gobbledygook to me.

      --

      You want the truthiness? You can't handle the truthiness!

    7. Re:The article sounded reasonable until: by Corngood · · Score: 1

      Real AI code is not branchy, the kind of hacked controller logic used in most games today is.

  31. IAAGD by MaestroSartori · · Score: 4, Insightful

    I was going to write a long point-by-point discussion (and partial refutation) of the points listed in this article thing. It would of course take forever, no one would read it, and the problems would still be there at the end of it.

    Most of the things in the article (having shorter load times, better AI, no invisible borders, etc) are things decent game developers strive to do on every title. However, many of these problems are hardware-bound (you can only stream data from dvd so quickly regardless of how you optimize your code), knowledge-bound (AI isn't exactly a solved problem is it!), or practicality-bound (yeah, "come up with a new genre" is easy to say, you do it, find funding, get it published, etc.)

    Another few quick points -

    "bullshit" about graphics is indeed bullshit, but it *sells games* and people put up with it for some reason. Trade description laws might well apply, if they do, use 'em!

    Save points are a fairly nice way of saving progress in a completely linear world, like for instance Halo. Less so in free-roamers like Resident Evil, but thats just my opinion. I can see why developers use them, and I've worked on games which have them in, and its better than the alternative. They're not there to save space!

    Sports game commentary will suck for quite some time, game DVDs aren't 9Gb (usually, anyway), and commentary is difficulty not because of how much speech you record...

    "Superimposing shit" on the screen is going to happen until you can come up with a way of conveying all information without text (or sound, because deaf people play games too y'know). Even cunningly hiding it like in The Movies isn't getting rid of it.

    And do you have some kind of magical map that shows you floor layouts of places you've never been before? No? Didn't think so. How do you find your way around? Exactly.

    Hmm. This turned into a huge post. :(

    1. Re:IAAGD by ffrinch · · Score: 4, Insightful

      And do you have some kind of magical map that shows you floor layouts of places you've never been before? No? Didn't think so. How do you find your way around? Exactly.

      Yes. It's usually on the wall of the lobby.

    2. Re:IAAGD by Screaming+Lunatic · · Score: 1
      Most of the things in the article (having shorter load times, better AI, no invisible borders, etc) are things decent game developers strive to do on every title. However, many of these problems are hardware-bound (you can only stream data from dvd so quickly regardless of how you optimize your code), knowledge-bound (AI isn't exactly a solved problem is it!), or practicality-bound (yeah, "come up with a new genre" is easy to say, you do it, find funding, get it published, etc.)

      I agree. This guy is clearly not a developer. AI is not a solved problem. Even if it was, solving it in real-time would be a magnitude harder on top of that. And issues like loading time can be solved. But the next generation of consoles would cost $1000 -$1500 and he would complain that the hardware was too expensive.

      And on top of that, users don't actually know what they want. Even though they think they do. This goes for software outside of games especially. Give them what they ask for and they will still complain. You have to really sit down and watch what they do and try to solve the problems that they encounter. Joel Spolsky has written a few articles on solving customer problems while ignoring customer requests. He's dead on with most of his observations on this topic.

      Plus on top of that. Everything that the original articles asks for is very male, 18-35 centric. Don't we listen to these guys way too much already? That is what has gotten us into this mess in the first place.

    3. Re:IAAGD by drxray · · Score: 1

      "And do you have some kind of magical map that shows you floor layouts of places you've never been before? No? Didn't think so. How do you find your way around? Exactly."

      Google Maps?

      --
      Slashdot - Mutual Assured Discussion
    4. Re:IAAGD by bwalling · · Score: 1

      Save points are a fairly nice way of saving progress in a completely linear world, like for instance Halo. Less so in free-roamers like Resident Evil, but thats just my opinion. I can see why developers use them, and I've worked on games which have them in, and its better than the alternative. They're not there to save space!

      No, I'd prefer to save when I want to, thank you very much. For those of us with lives, kids, etc, sometimes you just need to save right then and be done.

      Sports game commentary will suck for quite some time, game DVDs aren't 9Gb (usually, anyway), and commentary is difficulty not because of how much speech you record...

      Sucks just as much on TV, so why would a video game be any better. Just play some music.

      And do you have some kind of magical map that shows you floor layouts of places you've never been before? No? Didn't think so. How do you find your way around? Exactly.

      Well, there's either a map supplied by the building, or I ask someone. No, I don't wander aimlessly for hours.

    5. Re:IAAGD by MaestroSartori · · Score: 1

      Examples of places where this might not apply - top secret underground bases, space, outdoors. Some games involve going into these places.

      Also, most of these maps are fairly detail-free, not to scale, and don't have a flashing arrow showing where you are on them, so are of limited use in a game environment.

      I do know what you meant, though. It's worth noting that many games have signs telling you where to go, and some games do even have lobby-maps as textures on objects in lobbies. Just not hugely useful, really.

    6. Re:IAAGD by Poeir · · Score: 1

      "I'm a white male, age 18 to 35. EVERYONE listens to me, no matter how stupid my ideas are!"

      (Pulls out a jar labeled "Nuts and gum, together at last!")

      --
      Sigs are like bumper stickers.
    7. Re:IAAGD by i · · Score: 1

      "Most of the things in the article (having shorter load times, better AI, no invisible borders, etc) are things decent game developers strive to do on every title. However, many of these problems are hardware-bound (you can only stream data from dvd so quickly regardless of how you optimize your code),"

      Soo... then why can I play my game uninterrupted when my backup program is running in the background taking a backup of my HD ??
      When apparently e g Half-Life 2 can't load the next part of the game in the background ???
      When I have > 1GB of memory ????

      --
      Mundus Vult Decipi
    8. Re:IAAGD by Mornelithe · · Score: 1

      Plus on top of that. Everything that the original articles asks for is very male, 18-35 centric.

      You're right! Especially point 5, where he talks about how games objectify women too much. What a fucking moron he is!

      As far as I can tell, there are like 2 or 3 points that are "male, 18-35 centric." How does "use hard drives, get rid of save points" fall into that category? How about "get rid of loading screens"? Or "make games about gameplay, not graphics/other features"?

      Or are you saying that girls/older men only like games that do lots of loading, focus more on graphics than gameplay, and require you to replay significant portions over and over because you can't always save appropriately?

      --

      I've come for the woman, and your head.

    9. Re:IAAGD by Anonymous Coward · · Score: 0

      Examples of places where this might not apply - top secret underground bases, space, outdoors

      Damn, I was wondering where my map of Houston went. Must have retroactively ceased to exist when you posted this ;)

    10. Re:IAAGD by Anonymous Coward · · Score: 0
      top secret underground bases

      Almost certainly there're maps someplace, if for nothing other than exit routes in case of fire. If you're in the top secret base, it's hardly a secret. Not much harm in giving you a map at that point, especially compared to personel getting lost in an emergency.

      space

      If you don't know where things are in space, you're dead. There's just too much nothing to wander around in.

      Gah! slashdot hates me!
      Slashdot requires you to wait 2 minutes between each successful posting of a comment to allow everyone a fair chance at posting a comment.

      It's been 30 minutes since you last successfully posted a comment
    11. Re:IAAGD by DarkZero · · Score: 1

      Save points are a fairly nice way of saving progress in a completely linear world, like for instance Halo. Less so in free-roamers like Resident Evil, but thats just my opinion. I can see why developers use them, and I've worked on games which have them in, and its better than the alternative. They're not there to save space!

      Right now I'm playing Metal Gear Acid for the PSP. Whenever I turn the console on, I'm right where I am when I turned it off. No loading screens, no time wasted on waiting for the game to boot up and show all the corporate logos, no clicking endlessly through the opening movie to get to the load screen, no time wasted selecting my save, and no time wasted getting from the non-existent "save point" to where I left off. In fact, the only reason why there's a "save" option is so multiple people can play the same game on the same memory card, such as family members.

      Why is this not a PERFECT solution for every single game system? The only possible drawback I can see is that it forces every game's developers to make sure that there's no way to complete screw your save. That's it.

    12. Re:IAAGD by KDR_11k · · Score: 1

      Not when the game plays in continental Europe, the middle East or any other region that's not in the Google map database.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  32. Re:He doesn't know what he's talking about by luna69 · · Score: 5, Insightful

    > it's evident that he doesn't know what he's
    > talking about.

    Something is a challenge for the developers, therefore he doesn't know what he's talking about? He didn't say "adding good AI is easy, get on it"; he said that good AI was a seriously lacking element in modern games. And he's correct.

    I think he's pretty much right on on every point, and the fact that developers would have a lot of work cut out for them has nothing to do with whether he "knows what he's talking about".

    --
    No gods, no demons, and no masters. Secular Humanism!
  33. I've got one to add: by bsquizzato · · Score: 1

    How about someone out there makes a good hockey game for the console (or any other sport other than football, for that matter)? Well, not that I care much anymore because I've been taken over by PC FPSs, so now I hate consoles...

    But, back when I played on Gamecube/X-Box I had always wished there was a hockey game out there with really good gameplay that actually looked somewhat realistic, where the players in it looked like they knew how to skate and where you couldn't make a 180 turn in a split second like you were some super skater.

    I think as far as sports games go (team sports at least, this doesn't include racing or whatever), nothing really lives up to the football games out there on consoles. I guess it's just really hard to make games like basketball and hockey work as video games.

  34. where's this game, you ask? by kertong · · Score: 1

    The author asks for a game where you're on a desert island, and surviving for food, building shelter, and the likes.

    Well, here you go, buddy.
    Survival Kids (gamespot.com).

    One of the greater games that just slipped under the radar (like so many of them often do).

    1. Re:where's this game, you ask? by kertong · · Score: 1

      oops, ign, not gamespot. sorry, i'm a bit hung over this morning. (plus I've got a case of the mondays).

  35. A suggestion for the author of the article by Adrilla · · Score: 2, Funny

    DECAF!

    --

    "Plans are for fools! Oglethorpe, the plutonian (Aqua Teen Hunger Force)
  36. Re:He doesn't know what he's talking about by pandymen · · Score: 1

    Well, this was just one long troll article. True, in recent times, the gaming industry has turned "Hollywood." That is, they are putting out franchise games, movie-based games, and other crap because they do not want to risk spending development money on a flop. Better AI would probably just cost too much more to program, so they use what they already have. I think alot of these accusations are true for PC games in the last few years, but the consoles have been full of innovative games (see Nintendo GameCube). Needless to say games like GTA were quite innovative at the start.....but after about 5 installments, it does get somewhat old.

  37. True by Renraku · · Score: 3, Insightful

    Its so true.

    If you want a game that's truly a challenge, it will have to be against human opponents.

    Things like Counter-Strike (without cheats), fighting games (Tekken, DoA, etc), or occasionally strategy games (C&C, Empire Earth, Civ).

    Everything else is too easy. The only difference between easy and hard on some games is the amount of enemies. Granted, yes, that does make it harder, it doesn't make it any more exciting. There's only so much enemy-slaying you can do before it loses its excitement.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:True by Tri0de · · Score: 4, Interesting

      You might be right, but for those of us with lives and families online gaming can be a pain.

      I only have a few hours a week to play games, and those come at odd an unpredictable times; thus it is a royal pain to log onto a server of join a clan, etc.

      Hell, I play games because I want to gedt the hell away FROM having to interact with other people! :-)

      Give me the following:

      1- GREAT AI
      2-unpredictible replay
      3- DVD install
      4- supreme realism (e.g if you get shot with a 9mm round your subsequent performance WILL be seriously impared, DOH)
      5"good enough" graphics - nice but will not make up for bad design as afar as the immersive experince goes.

      Do the above and I'll gladly pay $100 or so several times a year for a good PC game. I'm 44, I've been playing games since Spacewar in 1976 and rebuilt my whole PC to play Wolf 3d when it came out; cost is not an issue, quality is.

      No slam on teens and 20 somethings, was there and still think that the average gamer is above average intelligence, but my demographic is a little different.

      --
      "Everyone is entitled to their own opinion, but not their own facts."
    2. Re:True by Zangief · · Score: 1

      If the developers do all of the above, the game will be in development for 3, 4 or more years, and it better sells in the millions, or it will spell death for the industry.

    3. Re:True by jamescford · · Score: 1

      1- GREAT AI
      2-unpredictible replay
      3- DVD install
      4- supreme realism (e.g if you get shot with a 9mm round your subsequent performance WILL be seriously impared, DOH)
      5"good enough" graphics - nice but will not make up for bad design as afar as the immersive experince goes.

      I agree with most of this, but I'd put replayability at #1 and AI down with "supreme realism". I think AI means different things to different people, and that it can also mean different things in different types of games. What I generally want is more like "AP" (artificial personalities) than AI, which is why I think it fits in with realism... but then I tend to play CRPGs rather than FPS games.

      I'm playing Jade Empire now and I tend to think the replayability is relatively low. I've already tried a few characters, but there seems little point in playing them through more than the first chapter, since after that point similar options are available for any character now matter how they started out (although the different dialog options for male and female characters are quite amusing). Morrowind remains one of my favorites, primarily because of replayability.

      Jamie

    4. Re:True by Anonymous Coward · · Score: 0

      If you haven't already played it, give SWAT 4 a try. It's got all the things you're looking for in a game (except a DVD edition, I believe).

      The demo can be found here: http://www.vugames.com/downloads.do

    5. Re:True by Anonymous Coward · · Score: 0

      "still think that the average gamer is above average intelligence"

      You would doubt this opinion if you read the forums at G4tv, IGN, Gamespot, GameFAQs, and others. Or the text message junk that fills a lower part on G4 (which I have with my TV package and watch simply for Call For Help and some other Canadian G4 show).

      =(

    6. Re:True by KillShill · · Score: 2, Insightful

      finding a decent human to play with is the achilles heel of the gaming industry.

      the day that bots start saying "SFTU FAG" etc etc is the day i will.... uh convince the developers to reconsider...

      argh, and don't forget the massive cheating, vulgarity, a**holes, etc.

      if they stop making single player games.. i guess i'll have to find a new hobby.

      --
      Science : Proprietary , Knowledge : Open Source
    7. Re:True by KillShill · · Score: 1

      "Hell, I play games because I want to gedt the hell away FROM having to interact with other people!"

      amen brother.

      --
      Science : Proprietary , Knowledge : Open Source
    8. Re:True by jp10558 · · Score: 1

      How does Neverwinter Nights fit into that? Specifically the modules you can install to play? I think games like that may well go a long way on making games "last longer" because of fan content.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    9. Re:True by Anonymous Coward · · Score: 0

      As it's only a 2 disk game it's not too bad. 4-5 disk games should really be put on DVDs though.

    10. Re:True by Anonymous Coward · · Score: 0

      Try America's Army
      www.americasarmy.com

  38. A good read. by Asterax · · Score: 1

    That manifesto is surely filled with angst. Although I can't imagine why anyone wouldn't be with the state of game consoles. I liked the point about the dehumanization of women.

  39. Honestly now... by Goosey · · Score: 1

    Half of the gamers are now over age 18, and almost a quarter are over age 50. So only about a quarter of gamers are between 18-50 years old? Come on! Don't make up statistics out of your ass and expect me to take them seriously.

    --
    --- "End Of Line" - MCP
    1. Re:Honestly now... by Crimson+Dragon · · Score: 2, Insightful

      That is incorrect mathematics.

      Half of the gamers are over 18. That is .5. A quarter are over age 50. That is .25. The set of gamers that are over age 50 is a subset of the gamers that are over 18. The two events are not disjoint. In other words: .5 * .25 * 100% = 12.5% of gamers are over 50 years old.

      Which means 50% - 12.5% = 37.5% of gamers are between ages 18 and 50 by the statistic cited.

      I am unsure of his truth, but he stated it quite clearly. That's basic probability and statistics I used there.

      Besides, the point in the article was sound without the statistic: making game environments juvenalian gives no incentive to mature gamers to play it. Is it true? Possibly... who knows. I side with that point.

      --
      The Crimson Dragon
    2. Re:Honestly now... by SomeGuyFromCA · · Score: 1

      ambiguity:
      article> Half of the gamers are now over age 18, and almost a quarter are over age 50.

      i read that as "almost a quarter (of all gamers)"; therefore 50% under 18, 25% 18-50, 25% 50+.

      you're reading it as "almost a quarter (of the gamers over 18)" are over 50, therefore

      parent> .5 * .25 * 100% = 12.5% of gamers are over 50 years old. Which means 50% - 12.5% = 37.5% of gamers are between ages 18 and 50 by the statistic cited. That's basic probability and statistics I used there.

      but the problem was stated in non-technical language.

      --
      if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    3. Re:Honestly now... by OG · · Score: 1

      Well, that's not necessarily true. Perhaps the article writer can have been more clear, but there are two interpreations of the text. One is that 50% of all gamers are over 18 and 25% of all gamers are over 50%, which is how the original poster interpreted the statement, and with that reading, his numbers are correct.

      Alternatively, 50% of all gamers are over 18 and 25% of those are over 50. With this reading, your math would be correct.

      Based on the original article, I'm inclined to believe that the original poster has the correct interpretation, and that the 25% over 50 was relative to all gamers, not only those over 18.

    4. Re:Honestly now... by Cliff.Braun · · Score: 1

      I think he meant to say half of the gamers are over age 18 and almost a quarter of those are over age 50. Which makes 12.5% and that seems much more reasonable.

  40. The "arbitrary barriers" are what annoy me... by JayBlalock · · Score: 5, Insightful
    I've gotten really sick of arbitrary level design. What really irritates me is that they don't even TRY. They *could* make the door some sort of super-duper HellForce-powered starship-grade forcefield... but they don't. It's just a door. And despite having enough weaponry on you to level Myanmar, you have to find a key.

    Basically, I think the rule is: a gamer should NOT be aware of the cruel hand of God fucking with him.

    If you ever say, "Damn you, (programmer)!" then there is something wrong. (well, unless Will Wright is peeing on you, but that's another story) There should never be moments so arbitrary or evil that you're snapped out of the game universe to curse the designer. A door which you JUST walked through should not suddenly be locked, for no reason at all, just to prevent you from going back to that save point you passed two rooms before. (I'm looking at you, Metroid Prime 2 - and your older brother DIDN'T DO THIS!)

    Or if you're near the endgame... You've got all the keys and magic spells... And all you have to do is march into the Temple and kill the evil wizard... this is NOT the time to make you go on a scavenger hunt all over the fucking map for a ludicrously high number of pieces of an arbitrary key which has no purpose except to draw out the last act! *cough*WindWaker*cough*

    (if I pick on Nintendo, it's because if any game design company should know better, it's them)

    It's really simple. Just ask yourself - if this were a MOVIE, would I believe in this event? (Paul Anderson and Uwe Boll movies excepted) Would I believe that the characters need to spend three months item-gathering? Would I believe it's necessary for the heroes to take a break from the plot to crossbreed giant chickens? Could I conceive of a world in which a character is unable to climb over a ten-inch high barrier?

    If the answer is "no" then there is no excuse for having it in the game.

    --
    Bush: He's Liberal in all the wrong ways.
    1. Re:The "arbitrary barriers" are what annoy me... by Anonymous Coward · · Score: 1, Interesting

      Oni was one of the last first/third person games I really enjoyed playing, mostly for the fact that the levels were so damn huge and well designed. I read someplace they had actual architects working on them.

    2. Re:The "arbitrary barriers" are what annoy me... by bVork · · Score: 1

      Oni had piles of bugs, though. My particular favourite was the one where Oni crashed and somehow managed to remove my 3D drivers.

      Incidentally, ICO manages to avoid many of the complaints levelled at most games in the article - the castle is very well designed, the puzzles in the game are internally consistent, there are NO onscreen indicators whatsoever (which I think really adds to the immersion), and the AI is decent though quite simplistic. I think the AI's entire goals can be summarized as "get Yorda unless ICO is being a problem, in which case knock ICO to the ground and resume trying to kidnap Yorda."

      I also agree with the grandparent poster about arbitrary barriers - I'm currently stuck in Metroid Prime 2 because I want to get to an area where I can open a door via one of those translation tablets. I've been there before, but I think I was blocked off when I left that area for the first time. Metroid Prime 1 is much better, in my opinion.

    3. Re:The "arbitrary barriers" are what annoy me... by Rirath.com · · Score: 1

      It's really simple. Just ask yourself - if this were a MOVIE, would I believe in this event? (Paul Anderson and Uwe Boll movies excepted) Would I believe that the characters need to spend three months item-gathering? Would I believe it's necessary for the heroes to take a break from the plot to crossbreed giant chickens?

      Wait wait... I believe you're referring to Chocobo breeding when you say 'crossbreed giant chickens'. If so, come now, that was one of the cooler parts of FF7. Role Playing games allow you to do stuff like breed chocobos on the side simply because they're role playing. Maybe your quest does involve needing a giant chicken... who's to say?

      Games designed as movies are nice for the crucial moments or action games, but as gamers we tend to want content... lots of content. Especially in our RPGS. I love games like Morrowind that let me play however I feel like, and can stand up to 3 months of item gathering.

      I, for one, welcome our inbred giant chicken overlords.

    4. Re:The "arbitrary barriers" are what annoy me... by Anonymous Coward · · Score: 0

      Taking cues from TFA, you need some cheese with that whine? The crying can be heard half-way around the world today.

    5. Re:The "arbitrary barriers" are what annoy me... by Walkingshark · · Score: 0

      Yeah, the locked door blocking my character who is wielding a fusion cannon has really started to get on my nerves. Then again, tossing off fusion blasts inside a wooden building to get through doors should also eventually bring the structure down on your head. I'd like to see the ability to do either, with each having unique consequences in the game world. Having to find the red key to unlock the red door is kind of dumb when even I, the chair bound computer nerd, can walk up to and kick down 90% of the doors in the world.

      --
      The world you experience is only a close approximation of reality.
    6. Re:The "arbitrary barriers" are what annoy me... by KillShill · · Score: 1

      those types of mini games are boring as hell for me and mucho pointless. even more so when it's required to advance further. i don't like tamagotchis, analog or digital.

      --
      Science : Proprietary , Knowledge : Open Source
    7. Re:The "arbitrary barriers" are what annoy me... by JayBlalock · · Score: 1
      Yes, that was a Chocobo reference. I love the Final Fantasies, but sometimes they drive me slightly nuts.

      It would have been a great side-quest - in another game. Or, at best, placed in the FIRST half of FFVII. But I found, in the second half, when supposedly you just had a couple weeks before certain doom (with the giant evil planet hanging overhead) that goofy breeding subplot took me COMPLETELY out of the game.

      I understand there wasn't REALLY a time limit for the second half, and that's the problem. It should have FELT like there was. And including side quests like that killed the immersion.

      --
      Bush: He's Liberal in all the wrong ways.
    8. Re:The "arbitrary barriers" are what annoy me... by Mornelithe · · Score: 1

      It's been a while since I played FF7, so refresh my memory: was chocobo breeding actually required to complete the plot?

      I can only recall needing to do it to eventually get Knights of the Round, which isn't at all necessary for the game, and in which case you could have successfully ignored it.

      You could spend time getting all your characters up to level 99 or getting Bahamut Zero materia for every one of your characters before beating the game and not have the meteor crash into the planet. Wouldn't that kill immersion in the same way?

      --

      I've come for the woman, and your head.

    9. Re:The "arbitrary barriers" are what annoy me... by snuf23 · · Score: 1

      "And despite having enough weaponry on you to level Myanmar, you have to find a key."

      That's priceless. The next time someone asks me what I'm doing as a slam dozens of rockets into the damn door I don't have the damn red, blue, yellow or mauve key for, I'll have a proper answer.

      "I'm leveling Myanmar, dammit."

      --
      Sometimes my arms bend back.
    10. Re:The "arbitrary barriers" are what annoy me... by grumbel · · Score: 1

      ### And despite having enough weaponry on you to level Myanmar, you have to find a key.

      ACK, thats one of the things I loved in DeusEx and Obscure, when there was a door with a window you didn't need to find a key, just use your baseballbat or gun, break the glass and you could easily open it. It really gave the game a much more realistic feel then those other games were everything is indestructable and you have to follow exactly that one 'true' path as designed by the level designer. The key/door pattern is really way overused these days and does really nothing then stretch the length of the game a bit.

  41. XBox? by Gulthek · · Score: 1

    Numbers: 1, 2, 5, 6, 7, 9, 10, some of 11, 12, 13, 14, 16, 17, and 18 are all well answered by the Splinter Cell series, especially SC3 (the squad tactics used against the player in SC3 are scary. I remember one mission where two enemy combatants alternatively laid down suppressing fire while the third came up and flanked me). It seems like this guy has been doing too much lame gaming on the PS2 and older PC games.

  42. Re:He doesn't know what he's talking about by Ingolfke · · Score: 1

    "GIVE US BETTER AI!" Yeah, like it's that easy.

    Most of the graphics we have today, were at one time in this same category "of yeah that's easy". If you were to say in the days of Commander Keen, "I want a 3D game where you can run around multi-story levels hunting various types of bad guys and have realistic lightining effects and I want to be able to play with my friends who live 1000 miles from me" you could have said the same thing. The point is that adding better AI can be evolutionary and it doesn't have to be true "AI"... the enemy characters don't actually need to have self realization and contemplate whether what they're doing is good or bad... they just need to have more complex alogrythms that allow them to cooperate, or take advantage of the terrain around them. It shouldn't be that hard to program a simple alorythm that says, when under fire and there is a door near by, take cover or call for backup. Start with simple behaviors like this, and continue to build the AI engines and over time you'll have truly sophisticated AI that will kick the crap out of you every single time.

  43. AI impossible my ass by Xavier+CMU · · Score: 1

    The article makes the insinuation that 'PS3's Cell CPU uses "in-order" processing' making real time AI impossible, however the system specs for the PS3 released by sony indicate that they have 7, yes SEVEN parallel processors running on this guy. What is he talking about?

    1. Re:AI impossible my ass by Alef · · Score: 1

      Besides, as I pointed out in a post above, the in-order nature of the Cell has nothing to do with AI being unpredictable. On the contrary, I would say the Cell opens up a whole area of new possibilities, since it should be able to handle many modern AI algorithms very well.

    2. Re:AI impossible my ass by adamwood · · Score: 3, Insightful

      It's fair to say that the Cell design isn't optimised for AI. Although with all that compute power there should be more time to do AI than there is on current consoles.

      Blaming in-order processing misses the point though.

  44. Bah! Back to the future by Anonymous Coward · · Score: 0
    You want randomized maps? Real AI? Real gameplay?

    We don' need to steenken' teraflop, multi-core gizmo for that, you maggots, we've had it for years -- NETHACK!!!

    Nethack is the One True Game!

    Nethack will not divorce you!

    Nethack will make you 'l337!#@

    Nethack!

    1. Re:Bah! Back to the future by fishbowl · · Score: 1

      Nethack is on the short list of games that can actually deliver in the immersion department. Relatively few seem to be willing to invest the sort of playing time required in order to comprehend that, or else their imagination isn't functional enough to be able to immerse themselves in the character's situation, without graphics to spell it out explicitly. But the immersion is there, and there are many different scenarios in every game, even if the overall quest is always the same.

      I actually wish for something like a Squad Leader implementation based on something very close to the nethack engine.

      --
      -fb Everything not expressly forbidden is now mandatory.
  45. Curious... by Grendel+Drago · · Score: 1

    I'm really curious about that. Didn't the first CD-based games have Space Invaders to play while they loaded or something? (Hell, I kinda wish Warcraft III did, and I play that off my hard drive.)

    I would like to know who hold the patents on 'spherical camera controls' (I'd also like to learn what the hell that actually means) and decent force feedback.

    'Cause I'd never heard of this stuff before, and I'm kind curious.

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
    1. Re:Curious... by Conspiracy_Of_Doves · · Score: 1

      'Curious', yeah. That's what we'll call it.

      We both know that we just want to get our hands on these guys and do horrible things to thier most valued bits until they release the patents.

    2. Re:Curious... by DarkZero · · Score: 1

      I'm really curious about that. Didn't the first CD-based games have Space Invaders to play while they loaded or something? (Hell, I kinda wish Warcraft III did, and I play that off my hard drive.

      The creators of one of Crash Bandicoot games that was released in the last couple of years had an interview with EGM awhile ago. They asked what happened to the cool loading screen minigames that were present in every single preview copy of the game, but were suddenly absent when the game went gold. They told EGM that their lawyers had found that someone had recently patented the use of minigames during load screens, so they were legally obligated to remove them.

      And I believe there have been numerous Slashdot articles about a small, relatively unknown company suing Sony, Nintendo, and Microsoft for "stealing" their force feedback "idea". I'm pretty sure Sony has to pay a royalty to them now.

  46. Missing genre... not by Espectr0 · · Score: 2, Insightful

    Why isn't a there a spy game where we actually get to be a real spy rather than a hallway-roving kill machine? You know, where we actually have to talk to contacts and extract information and tap phones and piece together clues, a game full of exotic locales and deception and backstabbing and subplots? A game where a gun is used as often as a real spy would use it (that is, almost never)?

    I take it that he didn't play Deus Ex (the original). I think it is the best game of all time. It is rumored that you could win the game without shooting a bullet.

    1. Re:Missing genre... not by ultramk · · Score: 1

      I take it that he didn't play Deus Ex (the original). I think it is the best game of all time.

      Yeah, I guess if you like hiding behind boxes.

      m-

      --
      You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
    2. Re:Missing genre... not by balthan · · Score: 1

      Deus Ex was great until about halfway. One time through, I was playing as a "company man", winning praise from my superiors for the way I dealt with the terrorist, and complaints from my brother for showing no mercy. Then they force you to betray UNESCO. It seems like they ran out of either time or money to develop that path.

    3. Re:Missing genre... not by Anonymous Coward · · Score: 0

      Or an older game called SpyCraft. It's quite close to what he describes. You only use your gun two times, and once is a training exercise.

    4. Re:Missing genre... not by KillShill · · Score: 1

      if you want to play a real spy, you'd have to find ways of overthrowing "unfriendly" governments, introduce biological agents into massively populated regions full of brown and black people in order to reduce the population / experiement on / sterilize them, also last but not least, you would have to disguise yourself and commit heinous and brutal crimes and blame them on "terrorists" in order to sway public opinion to go along with your plans of world domination.

      we could even say these spies belong to such unknown organizations as CIA , Mossad and MI6.

      it's kind of tricky but why not, let's find a developer who would be willing to try.

      --
      Science : Proprietary , Knowledge : Open Source
  47. Re:He doesn't know what he's talking about by Anonymous Coward · · Score: 0

    If you play Quake 3 and want a better AI I suggest taking a look at Spiterbot. It eats away a lot of CPU, but the programming of that bot is just amazing. I would say this is definently one of the top AI programming I ever wintessed.

    http://www.progamer.ru/download/view.php?id=28

  48. good AI by MaroonWarrior71 · · Score: 1

    because who wants an enemy that actually fights back, right?

  49. Save points by Anonymous Coward · · Score: 0

    I have to take issue with the quick save argument. Some games are ruined by the ability to quick save as it removes all challenge from the game as you can just reload to the point a few seconds before you died. It removes any fear of death

    I'm more in favor of well placed save points.
    Preferably auto save points like Halo has.

  50. my two cents by SomeGuyFromCA · · Score: 0, Redundant

    > 1. Give us A.I. that will actually outsmart us now and then.

    they did in the privateer remake. some enemy ships shoot just as well as the player does, use the full capabilities of their ships, and fly in this really annoying sort of tight corkscrew that ruins autoleading.

    of course, these are wing commander players, so they're masochists who enjoy reflying a mission 20+ times. (kurasawa 2, anyone?)

    >

    The Sony Playstation 3 is going to cost $465.00.

    In the desolate economic climate of post-apocalyptic 2006, I'm thinking that's going to be a lot of money. Now, it's true that at E3 Sony was boasting the Playstation 3 could crank out 1.8 TFLOPS, or 1.8 trillion FLOPS. If that many FLOPS were piled together they would fill the Grand Canyon, assuming each FLOP were the size of a muskrat. So what do gamers want from all that money and FLOP? Just ask them.

    20 things gamers want from the seventh generation of game consoles

    1. Give us A.I. that will actually outsmart us now and then.

    Look at the little guy. The one on the left. The one who's just a head.

    I mean, let's face it: strategy is all that guy's got going for him. He has no limbs and he's already on fire.

    And yet, did anyone stop being impressed by Doom III long enough to notice he and the other bad guys were flailing at us with the same straight-line Ulysses S. Grant calvary charge that failed them twelve years ago in Doom 1? Even Far Cry had bad guys that went into spinning seizures when they got confused.

    We get so overjoyed every time an enemy actually shoots from cover in a game that we forgive the fact that real, advanced A.I. is as much an unfulfilled promise as the flying car. Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

    "Do NOT duck inside those doors, men! Honorable warriors need no cover!"

    Chances of that happening...

    Almost zero. One, there's more and more focus on multiplayer for this sort of game. This takes some of the pressure off programmers because in multiplayer, other humans supply their own A.I. Even the ones who are complete morons.

    Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    That means the next generation of games will likely play just like this generation. Only shiny.

    Article continues after this ad...

    2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    Why isn't a there a spy game where we actually get to be a real spy rather than a hallway-roving kill machine? You know, where we actually have to talk to contacts and extract information and tap phones and piece together clues, a game full of exotic locales and deception and backstabbing and subplots? A game where a gun is used as often as a real spy would use it (that is, almost never)?

    Where's the game where we're a castaway on a deserted island and the object of the game is to find food and clean water and build a shelter, a game where we can play for one month or six months, because whether or not we get rescued is randomized? Where every time we restart we get a different island with different wildlife and vegetation and water sources?

    Where's the game where we play a salty Southern lawyer who has to piece together evidence to exonerate a black man falsely ac

    --
    if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    1. Re:my two cents by KillShill · · Score: 1

      that's what MS said about the first xbox... having 1Tflops.

      so if i were you, i'd take their bullshit with a grain of airwick.

      --
      Science : Proprietary , Knowledge : Open Source
    2. Re:My two cents by Sigma+7 · · Score: 1
      1. Let me play the game at the most difficult level RIGHT AWAY. I absolutely hate playing a game through twice. I'd rather play a hard than a game where I have to play it on an easy setting, and then 'get' to play it again on hard.


      And that's not all... the harder difficulty level simply gives the player less hitpoints (which doesn't do a thing since health packs simply re-heal by a raw number rather than a percentage), and gives monsters more hitpoints (requiring trips between the combat area and the pub that supplies ammo).

      2. Include more multiplayer options. Why can't we play multiplayer on every one of the singleplayer maps? They're obviously in the game. I understand if MP isn't the focus, they don't want to spend a lot of time on extra maps, but at least let us play on the ones that are there.


      Multiplayer doesn't always work on singleplayer maps. For example, the map is designed to be more linear.

      Doom/Doom 2 is a good example here - there are some areas that are closed until the player presses the a switch to open the door (or when another player opens it from the other side.) In some cases, certain places only open in Deathmatch, such as the BFG room in MAP07 - leading to questions about why you can't enter those locations.
  51. Popups? by Anonymous Coward · · Score: 0

    No, but I'm using adblock, which kills a number of external .js scripts as well.

  52. Re:Unreal AI is *dang* good by ScytheBlade1 · · Score: 5, Funny

    I have a friend, who in playing the UT2k4 campaign, was in a 1 on 1 deathmatch with a bot. He stayed one or two ahead of the bot the entire match, up until he was one kill away. The bot then owned his soul, up until the point where he was just one ahead of my friend.

    The bot then hid for the entire rest of the round, and waited for the time to expire.
    It ran away from him, and waited out the clock, causing it to expire.

    They also say that UT2k7, they're completly revamping the AI, to be much, much, much harder. That's perfectly okay with me, I could use a good challenge :)

  53. gah, overpaste by SomeGuyFromCA · · Score: 1

    > 1. Give us A.I. that will actually outsmart us now and then.

    they did in the privateer remake. some enemy ships shoot just as well as the player does, use the full capabilities of their ships, and fly in this really annoying sort of tight corkscrew that ruins autoleading.

    of course, these are wing commander players, so they're masochists who enjoy reflying a mission 20+ times. (kurasawa 2, anyone?)

    >6. All of the new consoles will have hard drives. Use them.

    (in short - save points bad. quicksave good.)

    this i disagree with. quicksave leads to people playing the game like this: take two steps forward, save, see enemy, restore, take one step forward, ambush enemy, take 2% damage in ensuing fight, restore, take five steps back and launch rockets at enemy's general position.

    i watched a friend of mine play through half-life like this - he said it was boring, too tedious, and never challenging. gee, i wonder why.

    > points 9-11: immersion, immersion, immersion.

    not being able to jump an obstacle - bad. invisible walls - bad. but they're both conventions to aid in two things. a) so you have some fucking clue where to go and b) so the game designers don't have to map every nook and cranny and can concentrate on the parts of the level you're actually supposed to play. as far as heads up displays and such overlays, again, the amount of immersion they break is directly compensated for by the gameplay benefits, as long as they're done well. a giant floating hand telling you where to go? bad. car radar in the 1930s (as in mafia)? good, because it compensates for not having mirrors or a realistic field of view. iff in crosshairs, hell, crosshairs themselves in FPSes (or even disabling the trigger when your gun is aimed at a friendly)
    - good, compensating for the expertise and eyesight your character is supposed to have.

    > 19. NO MORE JUMPING PUZZLES IN FPS GAMES

    agreed. if i wanted jumping puzzles, i'd play mario. or i'd play a third person game that lets me see what the fuck i'm DOING - ie oni, jedi outcast/academy, prince of persia:sands of time...

    for more, video game design cliches and video game design flaws [although that has more to do with the classic ones, like being killed by falling off the bottom of the screen to a place you just came from.]

    --
    if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    1. Re:gah, overpaste by bigdavex · · Score: 1


      >6. All of the new consoles will have hard drives. Use them.

      (in short - save points bad. quicksave good.)

      this i disagree with. quicksave leads to people playing the game like this: take two steps forward, save, see enemy, restore, take one step forward, ambush enemy, take 2% damage in ensuing fight, restore, take five steps back and launch rockets at enemy's general position.

      i watched a friend of mine play through half-life like this - he said it was boring, too tedious, and never challenging. gee, i wonder why.

      I'll second that. I replayed doom I without allowing myself to save. It was a much more immersive experience. I was *afraid* of monsters instead of annoyed with the prospect of having to repeat a section.


      Donkey Kong probably wouldn't be fun with only one life, but I think modern games can make the penalty for death be large and adjust the game difficulty appropriately. Furthermore, the problem with going back to repeat a section in a lot of games is that the section was boring.

      --
      -Dave
  54. Innovation...Why? by B5_geek · · Score: 0

    This entire manifesto is nothing more then self-serving bitching and moaning.

    "...we need more innovation in games...."
    I call BS. Goto any library and you can classify ANY book into one of two 'genres'.
    Fiction & Non-Fiction

    Everything else is a sub-classification or sub-genre.

    We don't need NEW ideas for games, we just need a better evolved game.

    My wife has a handfull of games that she loves. The Sims, RollerCoaster Tycoon, Creatures, Lemmings, Zoo Tycoon.

    None of those were groundbraking at the time, they are simply evolved from an existing game style.

    Repeat after me: Just because it's old doesn't mean its bad.

    Games do not need to be shiny or flashy to be fun, some excellent old games just need a tune-up to be awesome again. (MOO2, Space Taxi, DOTT, Civ2 (great job on FreeCiv guys), Tribes (if it could only be patched to use OpenGL. Legends always crashes on me).

    Here is an idea: look at the games that were made for the C64, and let those evolve! It was a very large "game-platform" and because of limited resources focused on gameplay.

    --
    "The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
  55. He's not a gamer, he's a simmer by lokedhs · · Score: 2, Insightful
    I don't play many games. The main reason I don't is for the same reasons he lists.

    However, I do play a lit of simulators. Mainly flight simulators, but also more "down to earth" simulators like Operation Flashpoint. These games need to have great AI, because they would be completely unplayable if not. They also usually have a physics model unparallelled in any other type of game. Take a look at IL2 Sturmovik for a good example.

    Imagine that... There already exists games without artificial barriers, with great AI, with real physics, no indestructible doors and realistic movement.

    I guess the problem is that as soon as you make such a game, it suddenly becomes a "simulator" and therefore not interesting anymore for most game-playing consumers. That's why unrealistic crap like Ace Combat sell way better than the realistic counterparts.

    1. Re:He's not a gamer, he's a simmer by Anonymous Coward · · Score: 0

      I would like to echo the distinction a little more clearly.

      Video games can be divided into two distinct camps. There are games and there are simulations. A game has objectives that one must complete within the limitations of the system. A simulation provides an environment to play in and evolves a set of objectives from that.

      Generally true games seem abstract and "unrealistic." Simulations are more likely to be criticized to "be about nothing."

      I think simulations and simulation gamers need to start realizing what they really are. They are ruining the game industry by detracting from gameplay. Stop criticizing a perfectly good game because it isn't a simulation about the content. The content is merely dressing for a unique and deep game. If all "games" were meant to reflect all the facets of reality then they will all become variations on the exact same foundation. Hence the reality of the games industry today.

    2. Re:He's not a gamer, he's a simmer by lokedhs · · Score: 1
      They are ruining the game industry by detracting from gameplay.
      As a fan of simulations, I obviously disagree. The simmers can just as well blame the gamers for ruining their experience.

      I feel that just because you introduce some simulation aspects into a game it automatically becomes a bad game. However, it's very hard to do so since it's hard to keep agood storyline if the player is allowed stray away from the designated path.

      The story mode of Operation Flashpoint suffers from this where the player can decide to run off in a completely different direction where the mission designer didn't put any enemies and therefore he is able to take a different route and complete the mission in a way that could easily be accused of "cheating".

      The solution to this is to create a dynamic campaign engine such as the one seen in Falcon 4.0 (arguably the most advanced combat flight simulator ever made) but it is extremely difficult and expensive and ultimately was what killed that product (it has since been revived after the source was leaked and people started fixing the bugs).

  56. Re:He doesn't know what he's talking about by Anonymous Coward · · Score: 0

    No, he does not know what he's talking about. AI is not something you just polish up like "we want darker storyline."

    True AI is an open problem in academics. Open means unsolved, by the way. It's like asking for anti-gravity elevators!

    "AI" as 99.99% of laymen seem to call it is merely an elaborate hack. I could directly script a line of actions and with a relatively small number of branch points most people will think "wow! that's a smart AI." When it's not a smart anything, it's just a bunch of decision trees I wrote by hand.

    Core AI hasn't gotten anywhere since it all started decades ago. They don't even know what they're really looking for they keep chipping off new, unrelated fields of research like linguistics.

  57. Well, some things are getting fixed... by JFMulder · · Score: 1

    Where's the game where we're a castaway on a deserted island and the object of the game is to find food and clean water and build a shelter
    This game looks like it could fit that description.

    Where's the game where we play a salty Southern lawyer
    Here's another.

    Where's the game where we get to play as Dr. House and diagnose mysterious illnesses while crushing the patient's spirit with cruel insults.
    That would be fun, but there's a surgeon game coming out for the DS too. :)

    I find it interresting that both his examples are games that are coming out in the near future. But I do get his point : these kind of different games are very few and very far between.

  58. Cell processor vs AI? by NitsujTPU · · Score: 1

    It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    I'm sorry, I completely fail to follow why this is a limiting factor in the games artificial intelligence. Could somebody please explain for me?

    1. Re:Cell processor vs AI? by MaestroSartori · · Score: 1

      I had to go and read the linked article to work that one out. The argument is as follows:

      In-order cores are much smaller, cheaper, and easier to design than out-of-order cores. Therefore, hardware manufacturers use in-order cores.

      In-order cores are harder to use efficiently than out-of-order cores, as the developer has to do more work. Therefore, more effort will have to be expended to get the same amount of work done.

      Game developers are bad at programming, therefore will write poor AI code because...

      And that's where I get kind of lost. I'd always thought that games programmers were meant to be one of the last proponents of hardcore optimization skillz0rs. Certainly the guys I've worked with have been pretty good at it. I've never had to optimize (as a formal task) myself, but I know the general approaches. Why having in-order cores is meant to hurt AI, I don't know.

      The shiny graphics point I think is a reference to the current focussing on GPUs, shading languages and so on, which people seem to think is to the detriment of the rest of the game. I'm of the opposite opinion - having used shaders in games, it leaves you more time to focus on gameplay (well, it leaves you more time with which you *could* focus on gameplay, but that's a different discussion) ;)

    2. Re:Cell processor vs AI? by NitsujTPU · · Score: 1

      Hrmm. I don't know. I honestly don't think that any amount of CPU power could help the situation on AI problems that need a significant amount of CPU boost.

      My understanding, from an EA developer who works on a Sims project, is that quite a bit of AI is involved in "The Sims" games.

  59. What is in-order execution? by richardcavell · · Score: 2, Interesting

    From TFA...

    "both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily."

    That is more than a simplification. The in-order processing eliminates the transistors used for out-of-order execution, and puts the burden on the compiler writer to avoid dependencies/cache misses.

    Some of the extra transistors are used instead on the other cores. Overall, this means way more processing power and should mean better AI... if the programmers can code good AI in the first place.

  60. Number 8 by alphax45 · · Score: 1

    It's so funny because it's true! Had me laughing so much I just got Coke all over my desk.

    --
    K Man
    1. Re:Number 8 by Anonymous Coward · · Score: 0

      Had me laughing so much I just got Coke all over my desk.

      Have you considered maybe you're laughing so much BECAUSE you have coke all over your desk?

  61. Might I reccomend by jearbear · · Score: 3, Insightful

    Uplink a fantastic small game by introversion and ported to the mac by ambriosia (whom I adore) - yes, it's not a PRETTY graphics based game, and it can be a bit cheesy at times, but VERY immersive, and puts you in a fundamentally different role than a shot-em-up or make-my-army-win kind of game. Darwinia isn't half bad either.

    1. Re:Might I reccomend by Oracle+of+Bandwidth · · Score: 1

      I really love Uplink too (Ambrosia are the demi-gods of mac gaming). The only problem I had is that the game was a bit too linear, the lower level missions just stop coming, and if you didn't buy exatly the right programs you can't complete any more missions

  62. Spoiler Warning: Star Wars movies have it too by Latent+Heat · · Score: 5, Interesting
    Spoiler Warning: I guess it is not much of a spoiler because Attack of the Clones was shown on Fox TV a week ago to get you to go out to see Revenge of the Sith at the movies.

    OK, I am not a gamer and I hadn't seen Clones until last week on TV, but I am interested in graphics and adventure/SF/fantasy/whatever-the-heck-Star-Wars-i s-supposed-to-be. I also channel-flipped into Clones about halfway through, where in a great piece of Lucas dialog, Padme orders Anakin to "follow my lead" and they go into the battle droid factory.

    Something about that part of the movie seemed so cheesy for something as big-budget and hyped as Star Wars, and I couldn't put my finger on it. Padme and Anakin go down this long corridor when suddenly all of those buzzing winged monkey creatures come out of the walls, and then Anakin defends himself and Padme by hacking them up with his light saber. I guess Padme leads by crawling through a hatch to fall into the actual droid factory with Anakin following that lead into the same mess, where they have escaped the buzzing winged monkeys but Anakin not only light saber all of the droids but also dodge these stamping presses of the droid assembly line while Padme rides around in a foundry ladle.

    If it weren't for all of us being fans of the Star Wars franchise, when you think of it, this kind of hero and damsel in peril cliche gets much, much better treatment by the Indiana Jones movies. But there was something I just didn't get about the Clones scene until I read the Gamer's Manifesto post. The hero triggered the alarm and had to fight off hundreds of BWMs (buzzing winged monkeys), for no good reason to the plot or the character or the story apart from when you walk down some long corridor with nothing in it, hundreds of BWMs will appear from seemingly nowhere -- it is just the formula. Also, after escaping the BWMs, you will have to fight droids and have to engage in what I guess is called a jumping puzzle -- avoiding the stamping presses, and I guess, also jumping across moving platforms now that I think about that scene in Clones.

    Not only is single-handed combat against hundreds of BWMs followed by a jumping puzzle a gaming cliche, it has crossed over to become a movie cliche, and I guess it is just as lame in the movies as it is in games.

    1. Re:Spoiler Warning: Star Wars movies have it too by NutscrapeSucks · · Score: 2, Insightful

      I was thinking the exact same thing -- the entire sequence seemed like a live action version of a bad SNES game. It wouldn't suprise me if Lucas only put it in there just to sell a video game, much like the Podracing scene in Ep1.

      --
      Whenever I hear the word 'Innovation', I reach for my pistol.
    2. Re:Spoiler Warning: Star Wars movies have it too by Nasarius · · Score: 1

      Exactly. It was something straight out of the Super Star Wars games.

      --
      LOAD "SIG",8,1
    3. Re:Spoiler Warning: Star Wars movies have it too by Altima(BoB) · · Score: 1

      That reminds me of the commentary of Attack of the Clone done by Toastyfrog (www.toastyfrog.com) on his Thumbnail Theatre section (now defunct.)

      After pointing out how much the factory sequence was like a platform game, when they got to the climactic battle with Count Dooku, Obi Wan says "Watch out Anakin! Considering this whole film has been ripped off from video games, when you kill him he'll probably turn into a giant two headed angel or something!"

      --
      Yup...
    4. Re:Spoiler Warning: Star Wars movies have it too by Shadarr · · Score: 1

      Revenge of the Sith had a much better jumping puzzle scene in the Senate.

    5. Re:Spoiler Warning: Star Wars movies have it too by Taulin · · Score: 1

      After the advent of games, Lucas geared all of his movies for gaming ports. Especially Ep1 and 2. Pod racing?

    6. Re:Spoiler Warning: Star Wars movies have it too by Josuah · · Score: 1

      How is this that much different from a chase scene which have been in movies since before video games? Instead of your BWMs, you're getting shot at and shooting back at the other guys, and have to dodge random cars or buildings or people.

      Single-handed combat against a bunch of people followed by escape or whatever has been around since the first James Bond movies. Or, go to Asia and look at all those "Kung Fu" movies (not all of them are bad).

      This isn't anything new.

    7. Re:Spoiler Warning: Star Wars movies have it too by zevans · · Score: 1

      Pod racing? Yeah, but that was a GOOD game in the arcades, really felt fast. Not quite the same with a poxy controller and a 14" telly I dare say.

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
  63. pretty enjoyable article :) by dindi · · Score: 1

    Good points ... really, some 30+ games are on my shelf for simple mistakes like these ... probably will never touch them again ....

    I have a shelf for "finished" games ... and what really pisses me off, are the ones that are only missing the final boss ...

    Not mentioned, is the good tendency of being able to set difficulty during a game/campaign ...
    while does not sound fair for some games, it is really annoying to restart a whole game because you just cannot beat the one whatever monster on the 12th map .... (SW 3, doom 3, others have it on xbox)

    Super hard games: some hate, I really like the "post apocalyptic" view of terminator (the new game driving/shooting) however that was the most annoying "no save/reply it 100 times" annoyance I encountered in the last 3 years ....

    playstation especially japanese import games have a tendency to be super hard ....

    I agree, sometimes you only want to have 30 minutes of fun ... running around, complete one mission, "destroy/burn/shoot some stuff" ... very few games allow you that ....

    "Dinner is ready" OKOK "gotta find a save point"
    reply: yeye see you in an hour :(

  64. AI and In-order fetch by divisivemind · · Score: 1

    Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily. That means the next generation of games will likely play just like this generation. Only shiny. In the way of factual correction, in-order fetching relates to how a processor chooses the next instruction. In-order vs (you guessed it) out-of-order fetching generally relates to how processors deal with dependancy issues in pipelines. Out-of-order is considered to be more technically sophisticated in that it attempts to mitigate stalls (periods where no meaningful instructions are being run) caused by cache misses, memory loads loads, or pipeline length differences between instructions. Processor fetching style would have no effect on the AI quality of a game. It does NOT introduce any randomness or modify the end result of AI code . I'm not sure what the author's implication is here, but from my POV, fetching isn't the problem, its AI routines in general. We generally take for granted the ability for high-level abstraction of concepts and information. Add to this the inherently scripted nature of game AI, and it becomes intractable to see a real, coordinated assault from bots. In parting, carefully consider how hard it is to coordinate activities with other humans. If it were such a simple concept, we would have no need to train our Army in room-to-room and in-city combat, and traffic accidents would be a thing of the past. Furthermore, consider how to arbitrate disagreements bewtween various humans or AI bots. If you can write code that can handle all of this dynamically and are crippled by in-order fetching, please let me know so I can steal your code and make millions. =)

    --
    Blog: http://richardrandomrants.blogspot.com/
  65. Speaking of crates... by Markus+Registrada · · Score: 2, Funny
    Probably to most of you this will mean nothing. For those of use who grew up in the 70s, though, and saw these damn posters everywhere...

    Gamer's Desiderata

    1. Re:Speaking of crates... by Koiu+Lpoi · · Score: 1

      Nope, that means nothing. But This does

  66. Gamers never know what's good for them by Illserve · · Score: 3, Insightful

    It's a good thing the gaming industry doesn't listen to players, because we'd all quit playing within a week.

    This guy does have some good points, especially re: obnoxious savepoints, misleading advertising and jumping puzzles, but many times he's asking for things that would destroy the fun of games.

    For example, having instant-save anywhere sounds fun until you have it, at which point you realize there's no challenge to a game. You can just play like an idiot and rewind whenever you make a mistake. At that point you could throw your console controller into a paintmixer and it would eventually "win". Fun = gone.

    And the parents point about "good" AI is excellent also. we enjoy beating up lots of stupid guys in a game because it puts us in the driver's seat, controlling the game flow. If this guy wants good AI's with a selection of weapons, he should fire up some bots in Quake or UT and get his fill of immaculately aimed rail guns up his ass every 5 seconds. Wheee!!!

    That said, a few elements of good Ai *used sparingly and appropriately* will do wonders to enhance immersion.

    Back to the main point, people don't often realize that the things they are aggravated about during gameplay are the same elements that make them enjoy the game when it's done.

    1. Re:Gamers never know what's good for them by Madmonky1 · · Score: 1

      "For example, having instant-save anywhere sounds fun until you have it, at which point you realize there's no challenge to a game. You can just play like an idiot and rewind whenever you make a mistake. At that point you could throw your console controller into a paintmixer and it would eventually "win". Fun = gone."

      After playing several RPG's on emulators, I've found it's much more "fun" to be able to save state anywhere, than to have to run back through ten minutes of cutscenes and random battles just to get to where I already was.

      "And the parents point about "good" AI is excellent also. we enjoy beating up lots of stupid guys in a game because it puts us in the driver's seat, controlling the game flow. If this guy wants good AI's with a selection of weapons, he should fire up some bots in Quake or UT and get his fill of immaculately aimed rail guns up his ass every 5 seconds. Wheee!!!"

      If I want to beat up lots of stupid guys I'll set the difficulty level to easy. If I set the level to hard I want a challenge, more than just having less health boxes or receiving more damage from each shot.

    2. Re:Gamers never know what's good for them by anagama · · Score: 4, Insightful

      For example, having instant-save anywhere sounds fun until you have it, at which point you realize there's no challenge to a game.

      I think the point was that a challenging game would have an inherent challenge. A game is not challenging merely because you have to replay 10 minutes of stuff you've already seen to get to the part causing you trouble ... over and over and over and ... That merely challenges one's ability to perform repetitive actions. A truly challenging game would not be harmed by the ability to save your position.

      --
      What changed under Obama? Nothing Good
    3. Re:Gamers never know what's good for them by Flounder · · Score: 1

      Simple answer. Use save points, but have them right before boss battles.

      --

      No boom today. Boom tomorrow. There's always a boom tomorrow. - Cmdr. Susan Ivanova

    4. Re:Gamers never know what's good for them by fbjon · · Score: 2, Informative
      I always start out a game on easy. Good example: Half Life 2. So much nicer to have a relaxed game of shooting the crap out of hapless minions, while looking at the graphics and surroundings, checking out the details, wondering if it's possible to reach that ledge over there somehow. I don't want a game to stress me out constantly.

      And if the game is good enough to play again, I'll play it again on a higher difficulty.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    5. Re:Gamers never know what's good for them by Madmonky1 · · Score: 1

      "Simple answer. Use save points, but have them right before boss battles."

      So then what happens if you die or have to stop playing five minutes before a boss battle?

    6. Re:Gamers never know what's good for them by DeafByBeheading · · Score: 1

      Actually, I really like the HL2 approach: allow save-anywhere, but also use automatic save points. This gives me a feel that I don't need to worry about saving every step because it's taken care of for me, but if I feel I just got past something particularly difficult, or I'm in a particularly hairy situation, I can take saving into my own hands. Of course, the rest of the HL2 save system was FUBAR (no ability to rename or organize saves in any way), but that's another matter...

      --
      Telltale Games: Bone, Sam and Max
    7. Re:Gamers never know what's good for them by Anonymous Coward · · Score: 0

      Fun = gone? I don't understand how having to redo the past hour of a game is more fun than loading from the point where you fucked up.

    8. Re:Gamers never know what's good for them by that+_evil+_gleek · · Score: 2, Insightful

      Ya, some good points, but at the end comes across as a whiner. I've noticed a lot more of the type lately, games
      have become more a status symbol, I personally like a game that's hard, if its rewarding. Basically, I don't think this guy could hack defender. When I saw him dig on Resident Evil for its limited ammo, I definitely pegged him.

      For those who don't know the time when the coin-op Defender was released in its arcades, it had good sound, and good graphics for the time, and 1 of the most complicated control system for a game of the time, basically gamers could be
      classified by the game, those who get over the initial intimidation of the controls, those who were too scared to even approach the game, and those who gave up quickly, who'd then hang around way too long, asking you "how can you deal with the controls?", and "wouldn't it be better if they changed it so...", and other lameness. Either you could play or you couldn't, if you don't like then don't like it,

      His AI gripe, I agree with, and I'm also disappointed there, and the point that he makes about when the speed improvements are made tend toward more graphics. He makes a good point about the cut-scenes as screen-shot rip, and
      that may in fact have a lot to do with the push on graphics side as opposed to the AI, everything they improve the graphics technology they get another chance to sucker people again w/ the cut-scene con.

    9. Re:Gamers never know what's good for them by Snowmit · · Score: 2, Insightful

      For example, having instant-save anywhere sounds fun until you have it, at which point you realize there's no challenge to a game. You can just play like an idiot and rewind whenever you make a mistake. At that point you could throw your console controller into a paintmixer and it would eventually "win". Fun = gone.

      Yes, it's true! No (Half-Life) game (Max Payne) has (Thief) ever (Advance Wars) let (Starcraft) you (Splinter Cell: Chaos Theory) save (Psychonauts) anywhere (Baldur's Gate) and been any good.

      Imagine if there was a game series where you actually could rewind (Prince of Persia) time. It would totally suck and not recieve any critical (Sands of Time) or commerical (Warrior Within) success and would certainly not spawn a third sequel.

      Good luck with your paint-mixer AI though.

      --
      I have a lot of opinions about Cyborgs and Architects
    10. Re:Gamers never know what's good for them by Shadarr · · Score: 1

      No, the simple solution is to design your levels as if there will be limited saves and then implement save anywhere. The problem isn't that players can save/reload their way through the game, it's that some areas are so hard that they have to. All save points do is force the player to replay the same shitty level fifteen times to figure out exactly how to get through it. How is that fun? With save/reloading every fifteen seconds, you may not be having any more fun but you're wasting a lot less time getting through the shitty level.

    11. Re:Gamers never know what's good for them by macshit · · Score: 2, Insightful

      Exactly.... anyway, it would make more sense to me if you could save anywhere except that there would be certain "no save" periods, for instance during boss fights. [Probably it should allow you to save then too, but restore your save to the beginning of the no-save period you were in.]

      One thing that drives me absolutely nuts is when there's a hard boss, but also a 10 minute annoying trudge from the last save point to the beginning of the boss. I can deal with the boss fight (well, actually I like it), but the pre-boss trudge is just stupid (same thing goes for extended FMV sequences which often precede a boss). There are many games I've just given up on rather than repeat the same mind-numbing walk to the boss for the 27th time. A more user-oriented save system could help alleviate such bogosities.

      --
      We live, as we dream -- alone....
    12. Re:Gamers never know what's good for them by Mornelithe · · Score: 1

      And the parents point about "good" AI is excellent also. we enjoy beating up lots of stupid guys in a game because it puts us in the driver's seat, controlling the game flow. If this guy wants good AI's with a selection of weapons, he should fire up some bots in Quake or UT and get his fill of immaculately aimed rail guns up his ass every 5 seconds. Wheee!!!

      That's not better AI. That's just proving that the computer knows exactly where I am at all times. I can get pretty damn good at FPS games, but the computer can always aim better, because it knows exactly where I am, and doesn't have to deal with clumsy things like eyes and hands.

      I play Quake 3 (against bots; yes, I'm lame) a lot, and I'm really good with rockets on one level. I can often shoot a rocket and predict where it will knock a bot, and send another one to meet it. I can predict where bots will fire their rockets, and side step and avoid them a fair amount. I can outmaneuver them, because I can figure out what's going to happen a little before it happens. Against hardcore bots, I can consistently win with a score of about double the best bot.

      When I switch to nightmare, I can't win. Why? Am I now being outsmarted? No; the reason I can't win is that now the bots can hit me from across the level with every bullet in their machine gun, and they do significantly more damage than I do. They're not (much) smarter than hardcore bots; they just have much better 'hand-eye coordination' than I do.

      Making the AI better doesn't mean making the computer twice as accurate (as many people here seem to be suggesting); it means making the computer aim about as well as me, but making it use better tactics to defeat me. Have it hide, or predict my actions a little. Something like that.

      Yes, I know it's difficult, and I don't expect it very soon. However, arguing that Quake and UT have the better AI than we can possibly handle is misleading, because a lot of that is not about, "the computer can outsmart me;" it's about, "the computer can point at things better than I can." (disclaimer: UT2003 and 2004 may have been better in this regard, I never got too into them; but Quake 3 certainly doesn't fit the bill).

      --

      I've come for the woman, and your head.

    13. Re:Gamers never know what's good for them by Sigma+7 · · Score: 1

      I play Quake 3 (against bots; yes, I'm lame) a lot, and I'm really good with rockets on one level. I can often shoot a rocket and predict where it will knock a bot, and send another one to meet it. I can predict where bots will fire their rockets, and side step and avoid them a fair amount. I can outmaneuver them, because I can figure out what's going to happen a little before it happens. Against hardcore bots, I can consistently win with a score of about double the best bot.


      I've checked the source code, and Nightmare skill bots do the exact same damage as the player. It only seems to do more damage, since the enemies are perfectly accurrate with shotguns and tend to grab every single item they can get.

      Bots are also limited by available weapons - for example, Ranger in Q3DM1 is weaker than Phobos in Q3DM2 because of available weapory (and perhaps their AI parameters as well.) While bots are perfectly accurate with rockets, a skilled player can dodge them without too much problem - they have a velocity. However, Q3DM2 puts more reliance on Plasma and hitscan weaponry, where projectile velocity is faster and harder to dodge.

      Making the AI better doesn't mean making the computer twice as accurate (as many people here seem to be suggesting); it means making the computer aim about as well as me, but making it use better tactics to defeat me. Have it hide, or predict my actions a little. Something like that.


      This is the general route that developers should be taking. However, there isn't much tactics to do when playing with moving turrets aside from point and fire. In some cases, no tactics are possible as the Quad damage powerup gives a tell-tale glow.

      The best that can be done is determine which choke points exist at a given time, and to find an alternate route. Other than that, it's a matter of who gets to hit who first - and there isn't really any other difference between the last two difficulty levels other than accurracy.

      Yes, I know it's difficult, and I don't expect it very soon. However, arguing that Quake and UT have the better AI than we can possibly handle is misleading, because a lot of that is not about, "the computer can outsmart me;" it's about, "the computer can point at things better than I can." (disclaimer: UT2003 and 2004 may have been better in this regard, I never got too into them; but Quake 3 certainly doesn't fit the bill).


      After playing Quake 3 and UT2004, I'm not sure which one has the better AI - they both have their own attributes (e.g. Quake does supressing fire, while the UT AI has it's own distinctive strengths. ) However, I'd ultimatly recommend the latter, as it has a bit more potential to know how to play a given map - in addition to having eight difficulty levels. However, difficulty is still ranked in enemy reaction and accurracy (where Inhuman is as tough as it gets without going up against highly accurrate bots.).

      I've noticed with UT2K4 that bots are a bit less willing to walk into some traps. While they sometimes will do so, the developers recognized this problem and made adjustments (but they still fall for some tricks.) They also seem to know when to grab the double damage powerup - although this isn't really a problem since most players tend to know when to grab it as well.

      But in any case, enough source should be available to allow improving the bots for either game. You may need to spend time learning the SDK, but upgradesare possible.
    14. Re:Gamers never know what's good for them by Mornelithe · · Score: 1

      Well, I stand corrected about the damage. It's always seemed to me that I could hit nightmare bots with rockets (directly) and have them not die far more often than I survive rocket fire. Then again, it's probably because I've been pelted with machine gun fire that I can't hope to imitate. And the rail gun is even worse (it always pisses me off when Major gets both quad damage and a rail gun; even on hardcore I get killed no more than 5 seconds after I spawn with that combination, since she almost never misses).

      --

      I've come for the woman, and your head.

    15. Re:Gamers never know what's good for them by Kyouryuu · · Score: 1

      That's a problem with poor checkpoint placement, not with the concept of save points themselves.

      Letting you save at any point opens up various problems. For example:

      - The game has to save virtually its entire state at that given point in time. The AI might have been in the middle of something. A character might have been midway through an important passage of dialogue. Compared to a save point, where character state can be reset and only trigger states need to be remembered.

      - Suppose you save in a weird position, like when you are low on health. Does the game reset your health? Preserve current health? You could get yourself into an impossible situation.

      - How would a "no save" area be defined? What tells me I can't? What logical explanation says I can't?

    16. Re:Gamers never know what's good for them by macshit · · Score: 1

      Those are good points. One way of dealing with them might be to restore to a previous "checkpoint position", e.g., the entrance/beginning of the room/area you were in when you saved (enemies are normally reset at that point anyway), and provide a minimal amount of health if you were at zero. This would provide more flexibility than a typical "save room" system, but fewer than true "save anywhere".

      [Zelda Wind-Waker on the Gamecube uses a sort of dual system -- you can save anywhere, and in the outside world restoring will restore your exact time/position, but in dungeons you're restored to the beginning of the dungeon (they deal with annoying trudges to some extent by offering unlockable shortcuts near the entrance). In either case, it will make sure you have some minimum amount of health (not full, so it's less attractive to cheat using this).]

      --
      We live, as we dream -- alone....
    17. Re:Gamers never know what's good for them by KDR_11k · · Score: 1

      Eternal Darkness had a simple rule: You could save anywhere as long as no enemies are in the same room. Pretty effective and no long runs to the boss you didn't beat.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:Gamers never know what's good for them by Tokerat · · Score: 1


      I just spent 9 straight hours playing "Conker's Bad Fur Day" for the first time (N64)...Let me tell you, a game with well designed AI is a beautiful thing.

      --
      CAn'T CompreHend SARcaSm?
    19. Re:Gamers never know what's good for them by fucksl4shd0t · · Score: 1

      I always thought defender had an excellent control system. I loved that game so much my parents didn't let me play it in arcades ('cause I"d just keep pumping quarters into it).

      --
      Like what I said? You might like my music
    20. Re:Gamers never know what's good for them by __aaxtnf2500 · · Score: 1

      The problem I find with this practice is that you progress through the game way too quickly and easily and the plot(if it exists) is revealed far too cheaply, lessening the enjoyment the second(or third?) time through. I think this was the case with deus-ex and half-life 2 (which for the bulk of the beginning you can run through like neo). Maybe it's just me. A great game like hl or dx will have you coming back years later exploring.

    21. Re:Gamers never know what's good for them by xx404 · · Score: 1

      I think the key point here is that a game should have inherent save points built in even if it does let you save anywhere. Half-Life is a good example of this, you can actually play the game without quicksaving because the difficulty and autosave points are very well balanced. Relying on quicksave to get you through a game can really ruin the excitement of a game. Halo is a good example of a game that doesn't let you save anywhere - thus giving the designers better control over the challenge level they intend. There's nothing wrong with giving the user a choice but even some of the games you mention (e.g. Thief) would be better if they were designed around the idea of checkpoints rather than relying on quicksave. Pacing is what I think I'm getting at here. On the other hand, a 10 minute walk to a rock hard boss is really crap pacing and totally ruins the flow.

    22. Re:Gamers never know what's good for them by fbjon · · Score: 1
      Well, maybe I'm getting old.. (hah!). But I've also increasingly come to like more relaxed activities, as opposed to willingly delving into scariest parts of a game. I've had my share of horror films etc. already.

      Also, especially with deus-ex, I usually don't need any extra difficulty for it to be difficult, I'm capable of making up my own difficulty by doing things the "cool" way instead of the quick way.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    23. Re:Gamers never know what's good for them by ThaReetLad · · Score: 1

      it wouldn't be an issue if, next time you reloaded, the AI did something different and actually weren't where you thought they were. The problem with a really good AI would be that most engagments would usually turn into a bit of a standoff. First thing AI does on being fired upon is find cover, then call for assistance. The assistance would arrive and stay in cover while covering their partner and then would counter attack en mass depending upon the balance of forces as they saw it. I used to love playing multiplayer teams in Ghost Recon, but certain maps would result in stalemate as it could be very difficult to attack some positions, and equally difficult to attack from them. I remember some wonderfully tense battles where a desperate defence was required, but it would be very difficult to create enough different maps where the balance was right to create such tension, and still have a game which could have a plot and progression.

      Perhaps that's the trick. A single player game with good AI would have to be designed like a multiplayer game, but the kind of standard FPS fare of 1 guy vs thousands of bots would be history.

      --
      You can't win Darth. If you mod me down, I shall become more powerful than you could possibly imagine
    24. Re:Gamers never know what's good for them by Anonymous Coward · · Score: 0

      Also, especially with deus-ex, I usually don't need any extra difficulty for it to be difficult, I'm capable of making up my own difficulty by doing things the "cool" way instead of the quick way.

      The problem with Deus Ex is that it's ludicrously easy even on the hardest difficulty setting unless you actually do make up your own rules and limit yourself from using the more unbalanced techniques.

      Ideally, there would be both options - easy difficulty for people like you who enjoy playing the game their own way, but also a genuinely hard alternative for those who want to be challenged by the game rather than their imagination. ;)

    25. Re:Gamers never know what's good for them by fbjon · · Score: 1
      That's the problem with difficulty settings, there are many kinds of difficulties. Suppose I use a setting of 'medium' in a game. Is that easy for me, or actually ultra-hard? There's no way to know.

      Another reason to play on easy is to check out the game, if you don't have much expectations from it.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    26. Re:Gamers never know what's good for them by BaudKarma · · Score: 1

      I played my first HL2 on medium. I don't want a game to stress me out, but I do want to immerse myself in a good game. Giving the enemies some teeth forces me to strategize, and gives me an adreneline rush when something unexpected happens. The impact of four enemies rushing out of a building to attack you is considerably lessened if you can just stand there and empty your gun into them without any worries. I find the "Smell the Roses" run through the game more enjoyable when I've got some idea what to expect, and I know what things I want to check out more thoroughly.

      One VERY nice thing about HL2 is being able to adjust the difficulty level on the fly. If a certain section of the game (like the big battle in Nova Prospekt) is kicking your butt, just dial the difficulty down until you're past that part. If you're getting bored and need a challenge, then ramp it up to max.

      --
      It's the land of the brave, and the home of the free
      Where the less you know, the better off you'll be.
    27. Re:Gamers never know what's good for them by Snowmit · · Score: 1

      You know what? It hurts the pacing when I pause halfway through the flight from Moria to answer the door or to comfort my screaming parakeets. This doesn't mean that filmakers should sell me DVDs with the pause, skip and rewind features disabled.

      The fundamental point here is that I know better than designers when I need to take a break from the game and where I need to be able to come back to it.

      Also, letting me save anywhere doesn't reduce the challenge at all. That's a silly argument. If the challenge in your game comes from making me do a certain series of steps in order and then making me crazy from anger and frustration at having to do steps that I already know how to do and have done many, many times before failing at the last step then you are a bad game designer.

      The last boss in a lot of games often has two or more forms. If I find the first form really easy and the second form really hard, why do I have to go through fighting the first form over and over again just so I can get to the second form which is where the clannge lies? Why can't I save after beating the first form and then when I die, going back and just having to do over the part that's ACTUALLY HARD instead of busy-work. Saving doesn't refill my health and ammo. It just lets me skip over the parts that I've already demonstrated that I can pass so that I can focus on the parts that are actually hard.

      --
      I have a lot of opinions about Cyborgs and Architects
    28. Re:Gamers never know what's good for them by kyojin+the+clown · · Score: 1
      some games have a rolling quicksave - your four most recent quicksaves are all available to you. then, if you save yourself in some horrenduos position, you simply go back one step and continue from there.

      i like quicksave a lot, it means i can fire up the game, start from exactly where i left off, and stop when and whereever the hell i feel like. checkpoints make me feel like i am trapped into a game until i find the next goddamn checkpoint.

      being able to quicksave means i dont have the frustration of having to kill th same guy again and again because i didnt manage to kill the guy after him. personally, if i have no quicksave, i generally end up using an infinite health or something because i dont enjoy doing the same thing again and again. yes, it sounds totally pathetic (you arent h4rdc0r3 enough for gamez!) but i dont get any pleasre out of doing the same thing again and again and again, particularly with incrediably linear games like halflife 2. far cry, i was happy to do the same bits repeatedly, because i could look around, find a new way to do things that would work.

    29. Re:Gamers never know what's good for them by grumbel · · Score: 1

      ### It's a good thing the gaming industry doesn't listen to players, because we'd all quit playing within a week.

      I partly agree that one has to be carefull about what features you add to a game and that to many features can ruin the fun, but the points the article makes are still quite right. Todays games have allocated a whole bunch of standard gamemechanics that you find in basically every game, they might have been a good design choice when they first apeared, but they are now repeated over and over again in every game and players tend to get really tired of still controlling some super soldiers which can't make it over a two feet large blockade, computer controlled 'wingmans' that die withing seconds and are of no use and such. Computer games have turn to much into a 'pick genre, add story and gfx, game done'-cycle, almost every game plays the same, just graphics differ a bit here and there. What I really miss are the early days where there weren't fixed genres, but where almost every game was a genre by itself. Developers should go back and decide what story they want to tell and then design the game around it, today however it feels like its done the reverse, game engine and mechanichs are for most part ready from the start and story is only added as an afterthought. Even after all the years there is still plenty of room for innovations, but sadly hardly anybody is trying anything new, too much just play save.

    30. Re:Gamers never know what's good for them by |/|/||| · · Score: 1
      Your comment about the 2 boss forms made me think of something that I haven't seen in a game yet. How about a game with savepoints that has a "temporary quicksave" - a quicksave that can only be restored during your current gaming session. If you're trying to beat the boss, you can use your quicksave at any point and keep continuing from there. Shut the game off and come back later, and you have to start from the savepoint. Kind of a compromise between save-anywhere and the save point.

      One of my biggest gripes is not being able to pause cutscenes. Some games have 5 minute cutscenes that you either A) watch or B) skip. What if I want to watch the cutscene, but the phone is ringing? A good game should allow the player to pause at *any* time.

      --
      [javac] 100 errors
    31. Re:Gamers never know what's good for them by Some_Llama · · Score: 1

      "the computer can point at things better than I can."

      I've found one of the most frustrating thing about computer AI opponents in multiplayer is that they know where you are on the map at all times (esp with say bots in CS) they should program the bots to not be able to see you unless they have a line of sight and are looking in your direction...

      They already do this type of function in video cards with Z buffering, if there is a box in the level, nothing is drawn by the video card that is "behind" the box, they should do the same with AI, unless you are visable within the bot's 90 degree FOV and are in the LOS then they can't see you...

    32. Re:Gamers never know what's good for them by cableshaft · · Score: 1

      Actually, after having to deal with Nintendo not allowing people to skip cutscenes in ANY of their games this generation, I'd be happy if they just put the skip option back in :).

      But pausing would be useful too, I guess, if I ever wanted to watch any game's crappy cutscenes.

      --
      Creator of the popular web game Proximity
    33. Re:Gamers never know what's good for them by anomalous+cohort · · Score: 1
      wants good AI's ... immaculately aimed rail guns

      Intelligence is not the ability to shoot with greater accuracy. Rather, it is the ability to reason about your situation. The bots in most games already shoot with unbelievably high accuracy.

      Instead of going up against every larger numbers of bots with greater accuracy, wouldn't it be interesting to go up against only a handful with accuracy roughly equivalent to yours but also with the ability to play strategically and to change tactics in response to your tactics?

    34. Re:Gamers never know what's good for them by Kyouryuu · · Score: 1
      It's a good idea, but like most any good idea, there are always complications. ;)

      For example, suppose I went and vanquished the evil lurking right around the corner from this checkpoint. I, as a gamer, would backtrack to that checkpoint to "save" my progress so I wouldn't have to fight it again. But checkpoints, at least in the racing game sense, are sort of vague, one-use things. Once you reach it, you can only save when the next one shows up. And as many of the poorer games would demonstrate, it's not easy to "trust" that the designer anticipates this. :)

    35. Re:Gamers never know what's good for them by Kyouryuu · · Score: 1

      A good idea, so long as you have a game designed with very discrete battle arenas. A lot of games don't. In addition to discrete arenas, they might have ongoing gauntlets or a series of "stragglers" that lie in wait every time you pass a certain area.

    36. Re:Gamers never know what's good for them by k8to · · Score: 1

      Amen to that. A pox on games which don't provide this option.

      --
      -josh
  67. Re:Europe is really going downhill by guet · · Score: 1, Offtopic

    at the same time these nations were stealing their jobs. With unemployment so high in France, this is not an appealing situation.

    France has suffered structurally high unemployment which has hovered around 10% since the early 1980s, and you are trying to claim that it is somehow caused by Eastern Europe 'stealing jobs' since the union? That is nonsense at best and sophistry at worst.

    We had the same arguments when Portugal and Spain joined, but perhaps you would have been against that too. Inevitably, money goes to those who need it most, I see that as only fair.

    And the Netherlands is next, along with the UK, in voting NO for similar reasons.

    Err, no, for entirely different reasons, in fact in France the No vote was evenly divided between the far right (Le Pen), the communists and half the socialists - hardly a united front - I wonder what sort of treaty we'd have if they all had a hand in writing it; probably they'd still be arguing over which capitalists/foreigners to blame for their woes in the preface.

  68. I highly doubt you can write better AI. by SlimSpida · · Score: 0

    First, your complaint is muddied. Is your complaint the common one about spearmen having a chance against tanks? Blame math. A tank attacking a fortified position will be fighting against defensive bonuses as well as the spearman. So you see little dude with a stick, but in reality the numbers of those units (memory fails on the exact values) add up to a potential chance of death. Blame the designers, not the AI. AI is irrelevant in this case, it's a failure of the game rules, if it's a failure at all. In civ the units are merely abstractions to numbers, and complaining about tanks vs. spearmen is complaining about math. As for you writing a better AI than Sid Meier, how would you do so? So far no programmer has come up with a good AI for Go, and I dare say that game is simpler than civilization.

  69. No, Rez was innovative. by Grendel+Drago · · Score: 1

    I tell you, Rez's Trance Vibrator was revolutionary! Revolutionary, I say!

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
  70. Limitted/unlimitted play areas by xeno-cat · · Score: 2, Interesting

    FTA:

    "I understand you can't have infinite space, guys surfing right off the mountain and taking a snowboard tour of Asia. But put a cliff there. Cliffs are solid. Empty air is not solid."

    Tribes II had, as best I could tell, a totally unlimited play area. You could stray from the "battle zone" and litteraly just fly for ever. And the terrain it generated remained the same as you flew back, so it wasn't just recycling. I had got into a couple duels where me and the other guy fought until we could no longer see the battle area. Now that was a fight that sucked to win.

    Kind Regards

    --
    "A few great minds are enough to endow humanity with monstrous power, but a few great hearts are not enough to make us w
  71. Multiplayer by Radical+Rad · · Score: 2, Insightful
    Chances of that happening...

    Almost zero. One, there's more and more focus on multiplayer for this sort of game. This takes some of the pressure off programmers because in multiplayer, other humans supply their own A.I. Even the ones who are complete morons.

    Not only that but they ought to work toward creating a multiplayer experience that is more realistic. Just because some twelve year old kid is controling that enemy soldier doesn't make the game any more fun than if it were just a bot. Every time I have gotten into a multiplayer game hosted on the internet it turns out to work about like this: Every player runs blindly through the level like they are crazy and high on methamphetamines shooting everything they see. If it is a team game then the only change is to shoot everything they see but stop if they realize it is their own team's color. How many soldiers do you think charge through alleys shooting people and picking up ammo and flak jackets? Their have been a few but they usually get awarded the Medal of Honor posthumously. For anyone that wants to go back home, that's a sure way to make the trip in a body bag. Multiplayer games should be designed so that wild hotdogging heroes buy the farm just like in real life.

    1. Re:Multiplayer by Anonymous Coward · · Score: 0

      You might try some of the more role based/objective based "one life to live - friendly fire on" FPS's out there. When your squad is 6 guys, and there is only 1 medic, 1 engineer, etc - suddenly team play, coordination, positional awareness and support become very critical. Now, of course, this doesnt necessarily eliminate the meth hopstrafe noob factor, but it definitely penalizes it. (or encourages it? Nothin like a TK'in griefer on a OLTL FF server. Oops, Kickban.)

      But on the other hand, some people like the meth hopstrafe games.... so choose your servers wisely =)

    2. Re:Multiplayer by king-manic · · Score: 1

      How many soldiers do you think charge through alleys shooting people and picking up ammo and flak jackets

      I dont' think this is a problem of game design, this is aproblem of logging into a public server where no one knows each other and most of you don't have mics. Games like CS do reward team play, moving as a group with actual strategy will always own random groups of people moving in different directions in a fair game (no cheaters).

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    3. Re:Multiplayer by dcam · · Score: 2, Interesting

      I'd agree with you in general. The point is that there is little penalty for dying.

      In some games there is. Take counterstrike for example. If you die, you lose any weapons you might have bought, which means you may be short of money. You don't want to go from being kitted out with armour, deagle, full kit of grenades and para to just deagle and grenades. Also you have to wait for the round to finish before you respawn.

      CSS is the only game I play regularly online.

      --
      meh
    4. Re:Multiplayer by Anonymous Coward · · Score: 0
      How many soldiers do you think charge through alleys shooting people and picking up ammo and flak jackets?


      How many soldiers do you think play video games? And of those that do, do they take it seriously? The problem is that when you log in to a public server you're playing with other kids, you can't expect them to be skilled soldiers. If you really desire FPS teamwork and skill, every FPS has a competitive community and leagues that you and your team can join to battle it out in an organized fashion. This is where the real teamwork happens!
  72. BZZT. Try again. by Grendel+Drago · · Score: 2, Insightful

    If you're going to correct someone, at least be right. You interpreted the statement as "half of all gamers are over eighteen, and a quarter of those are over fifty." This is not what was said.

    Let's break this down, in a very slightly simplified format:

    * Half of gamers are over eighteen.
    * A quarter of gamers are over fifty.
    * All gamers over fifty are also over eighteen.

    So, you take a representative hundred gamers. Fifty are under eighteen. Twenty-five are over fifty. How many does that leave between eighteen and fifty---that is, under fifty but over eighteen?

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
  73. Stupid Patents...yet again by imkonen · · Score: 1
    "Did you ever wonder what happened to force feedback, controllers that push your hands around so you can feel the action in the game as well as see it (we're talking real force feedback, not controllers that vibrate like pagers)? Somebody has a patent, that's what. "

    Is this really true? I hadn't put much effort into finding a real feedback steering wheel for a driving game, but I had assumed they were available. Actually feeling the wheel loosen up when you start skidding makes racing games an order of magnitude more realistic. They have this in a variety of arcade games (Rush the Rock comes to mind, but I know I've played others)...are they really all only available from one patent holder?

    1. Re:Stupid Patents...yet again by Anonymous Coward · · Score: 0

      Not only is it true, but Microsoft settled out of court with them. Part of the terms of the settlement were for MS to fund their next lawsuit against Sony and the PS2 for their force feedback controllers.

  74. Yes by t_allardyce · · Score: 1

    Totally agree, especially save points, and tedious tasks - if i wan't to do boring and repetitive work i'll get a boring and repetitive job. I don't want to earn virtual money, unlock virtual levels or do any sort of 'work' unless it involves blowing things up, shooting stuff or moving at high speed. If a game has a story it should keep me on the edge of my seat at every second wondering what will happen next, if it makes me kick my console in rage because i have to repeat 20 minutes or drive to some obscure location 10 miles away that i already drove to 20 times then its failed.

    --
    This comment does not represent the views or opinions of the user.
  75. Re:on the opposite side of the nipple coin... by Anonymous Coward · · Score: 0

    5. And on the opposite side of the nipple coin...
    Developers will be shocked one day when they notice that the world is full of women.

    If previous slashdot posts about the near-monastic working conditions at game companies are correct (exceedingly long hours "worshipping mammon" at the keyboard), the developers won't know this until some time after they leave companies like Electronic Arts and quit programming games.

  76. The greatest game...the best AI..highest realism by Simonetta · · Score: 5, Funny

    If you're seriously bored with the lack of AI and realism in current games, have I got the solution for you!

    It's called US-Soldier. What a wild game! You don't have to buy it. Just sign up. You start by running around endlessly and having some guy yell at you for trival things. This goes on for weeks while you learn the rules of the game.

    Then, the playing action begins. You get physically relocated to some hot-dry shithole on the other side of the world. Surrounded by thousands of the enemy. You can't tell them apart from ordinary people, but it doesn't matter because everyone hates you just for being there. The enemy has hundreds of years experience fighting new gamers like you. They know all the tricks. They communicate in a special language that you or anyone on your game team can't understand. But they know how you think from watching your television shows and movies. They have a secret religion that enables them to kill anyone without remorse and to accept their own and their fellow gamers deaths without hesitation.

    Such incredible realism in this game. And your enemy's gaming stategy is based on the experience of a permanent hot war that has been going on there since you were born. They were gaining combat experience while you were watching cartoons. They've already made all the mistakes in this combat game and they won't make them again, but you will.

    Just like an arcade game, when you're done playing, you get sent right back to begin again.

    And just like every other video game, no matter how good you get, in the end, you always lose.

    Sign up now!

  77. A game developer's response... by daVinci1980 · · Score: 5, Insightful

    (I've developed several titles, including the top selling PC game a few years ago. And no, not the Sims.)

    1. Give us A.I. that will actually outsmart us now and then.
    Actually, this is the point of the cell processor. The cell is meant to allow lots of pipelined tasks to happen with little additional overhead. This means that the difference between a "simple" AI and a complex "AI" (in terms of performance) is little different. And the cell is actually seperate from the RSX, which is the graphics chip from NVIDIA.

    2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    The fallacy of this statement is laughable. Games don't simply exist. The reason that a particlar game genre is produced again and again is become you asshats keep buying them. Again and again and again. Want more games like Katamari Damacy? Then buy the game. No, pirating a copy doesn't count. Want games of alternative genres? They're out there. They're just not advertised and they're not always available at your local Best Buy. They will often be at your smaller game store, or available online. So get off your lazy ass and go vote with your dollars.

    3. Don't bullshit me about your graphics
    We wouldn't have to, except that by the logic in argument 2 this seems to be the #1 thing that people care about. You vote with your dollars. Your mouth is saying "graphics don't matter" but your wallet says "grapihcs are all that I care about. Shit in the box as long as the graphics are top notch." Doom 3, Unreal 3, Half-life 2... All top sellers because of their stellar unrelated gameplay?

    4. Nipples?
    5. And on the opposite side of the nipple coin...
    A game these day costs in the tens of millions of dollars to release. A company is simply not going to risk that kind of green (and possibly the fate of the company) on an analyst's hunch. There has to be something more than a gut feeling to release that kind of game. I mean, when's the last time you bought a Japanese dating simulation? (NSFW)

    6. All of the new consoles will have hard drives. Use them.
    Agree.

    7. Loading...
    As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for.

    8. I understand that John Madden was raised by wild boars...
    This hooks in with #7. Bottom line, consider the requirements of this. It's a simple M*N cost to have more sounds. (M events by N events per sound, assuming a flat distribution of sounds). Of course, one could argue (successfully) that an increase in all sounds isn't necessary, and just in the sounds that come up again and again. Of course, you could also forsake the Madden franchise in favor of a lesser known football series. (This would also have the side benefit of ceasing to support the EA cartel.)

    9. Immersion and the invisible hand of God
    Agree. This is generally just laziness (or a very tight schedule).

    10. And while we're at it...
    I sort of agree here, but I see the other side of the coin as well. I mean, if I let you get to areas that aren't important for gameplay, then I need to populate them with content. You also might become lost and frustrated, which is something I don't want to happen either.

    11. And while we're still at it...
    I agree, with the caveat that this is a genre-specific complaint. For example, I don't mind health bars imposed in an RTS, because I realize it's just a game that I'm playing. On the other hand, having numerous hea

    --
    I currently have no clever signature witicism to add here.
    1. Re:A game developer's response... by mad.frog · · Score: 3, Insightful
      An excellent response, wish I could mod you beyond 5. I worked with Mr. daVinci on that very same game, so let me amplify a few points:

      2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

      It's not merely that people are buying the same-old-stuff, but also that it costs so freakin' much to make an "A"-list title these days... if you are fronting the millions of dollars it takes to produce a title, I guarantee that you want assurance you'll see a return on your investment. As with Hollywood, most publishers (large and small) would rather take the shitty-but-safe route of Yet Another Pile Of Adam Sandler Horseshit than risk their money on an indie. It would be nice if the industry was about making "art", but to exercise one of the best movie quotes ever: "It ain't about art! It's about percentage!"

      5. And on the opposite side of the nipple coin...

      Um, "dating simulation"?

      Clearly, I've been married and out of the "dating" scene waaaaaay too long if that's what constitutes dating these days... :-)

      On the other hand, the exclusive deals that EA has inked with football is utterly deplorable and should be called what it is: a monopoly tactic

      If I were an EA investor, I might call it a savvy business deal; certainly, the NFL has the right to license their property as they see fit. But as a former EA employee who has sworn to never purchase or play another EA game as long as I live -- and also an avid fan of videogame-football (Sega 2k5 was awesome) -- I have to say that I hope Mr. Probst & Co roast in hell for this deal. (That said, hopefully Midway's upcoming non-NFL-related football game will live up to the hype...)

      So for example, you might have a game with 10 2-hour long episodes, each of which sells for $10-20. Wouldn't this really be preferable if they were released every 3 months or so?

      Absolutely! Personally, most games are too freakin' long for me to finish these days anyway... I have other stuff going on in my life. I'd much rather have 10 hours of *solid* gameplay,(with a nice beginning, middle, and end) than 40 hours that have been padded out with Yet Another Level Of Shooting Grunts And Dodging Critters... I'm too old (and slow) for all the reflexes to hold my interest for that long! Give me a *story*, dammit... at least of comic-book quality. (And no, "Demons have invaded the earth and you must kill them" is not a story. It's an excuse.) Can't some enterprising company hire someone like, say, Brian Azzarello / Warren Ellis / Alan Moore to put a storyline worth a damn into a game?

      I'll take this one step further and argue that jumping puzzles aren't fun *anywhere*.

      Amen! It's time for "jumping puzzles" to join crates as "sign the game designer ran out of ideas or time and is just trying to pad out his level requirements..."

    2. Re:A game developer's response... by Vaevictis666 · · Score: 1
      I agree and disagree, depending on execution. The idea of the episodic content (as it was pitched to me, anyways), was that the episodic content would be sold at a substantial decrease to the cost of a single game. So for example, you might have a game with 10 2-hour long episodes, each of which sells for $10-20. Wouldn't this really be preferable if they were released every 3 months or so?

      Perhaps you could explain to me how 10 episodes times $10 = decrease to the cost of a game. 'cause that sure looks like you'd be charging the consumer $100 for about 20 hours of gameplay. When you put that on the label, it's padded content and "80 hours of gameplay" RPGs at $60 that will beat you out.

    3. Re:A game developer's response... by Anonymous Coward · · Score: 0

      Hey, Doom 3 was /amazing/. I'm not talking graphics--graphics don't mean shit as long as they're done right (for instance, not making entire rooms hot pink for no reason, etc.), and I played it on a system that couldn't run it at high settings anyway. Doom 3 they spent the time and effort on story, atmosphere, and gameplay--it felt like Quake 2 rather than Doom, but that's not a bad thing.

    4. Re:A game developer's response... by drac · · Score: 1

      An excellent response to an overall-irritating article.

    5. Re:A game developer's response... by Anonymous Coward · · Score: 0

      Jumping is ok as long as it's "in character". The player shouldn't have to deal with the jumping bullshit. It should be the character.

      Aim a pointer at where you want him to jump. He'll do it. That's it. He can even use a whip like Indiana Jones or move back then run fast before the jump if it's required to make it or the character just looks at you and says "what? are you crazy? I'll kill myself". Characters don't have self-preservation in mind... that's where the gameplay breaks...

      Gameplay should be about objectives not about micromanagemment of every mouvements and with that in mind, jumps can be used to add different paths of motion for exploration. Not to add points where you can die for no other reasons than your timing was off by 0.3 seconds.

    6. Re:A game developer's response... by SilverJets · · Score: 2, Informative

      daVinci1980

      3. Don't bullshit me about your graphics
      We wouldn't have to, except that by the logic in argument 2 this seems to be the #1 thing that people care about. You vote with your dollars. Your mouth is saying "graphics don't matter" but your wallet says "grapihcs are all that I care about. Shit in the box as long as the graphics are top notch." Doom 3, Unreal 3, Half-life 2... All top sellers because of their stellar unrelated gameplay?


      Reread the article. You are missing the author's point. He is not arguing on this point that there should be more to a game than top-notch graphics. He's arguing that game publishers/developers should stop showing us consumers just the cut scene graphics and telling us this is what the game looks. If its a cut scene graphic, tell us its a cut scene graphic and then show us actually game-play graphics as well. I have lost count the number of times I have been severely disappointed by a game because all the box had (or even magazine advertisement) was the cut scene graphics. Then when I load it, I find that the actual game-play graphics (you know those graphics that I will be staring at for 99.9% of the time I am playing the game) look like they were drawn by a bunch of retarded monkeys. Its 2005 for crying out loud. Make the actual game graphics look like the cut scene graphics!!!

    7. Re:A game developer's response... by Anonymous Coward · · Score: 5, Insightful

      1. Give us A.I. that will actually outsmart us now and then.
      Actually, this is the point of the cell processor. The cell is meant to allow lots of pipelined tasks to happen with little additional overhead.


      Yeah, that's what game developers said about the PS2's "emotion engine" and pretty much every console CPU since the Z80. The PS2 was supposed to enable AI that could beat a Russian grand master at chess, instead we got another generation of guards who forget they're looking for Solid Snake as soon as he leaves the room. The raw number-crunching power may be there, but I suspect it'll be used to calculate the effects of the sun's gravity on bouncing breasts in "DOA: Extreme Jell-O Wrestling" long before making enemies smart enough to cover each other's advances and shoot from behind a rock...

    8. Re:A game developer's response... by Phemur · · Score: 2, Insightful
      I have a few rebutals for you, my friend.

      The reason that a particlar game genre is produced again and again is become you asshats keep buying them. Again and again and again.

      True, but you also state that alternative games are out there. Like what? I downloaded a few of them, and they *sucked*. We're talking Daikatana suckage here. So you're telling me I'm supposed to spend money on shitty games like Daikatana in order to convince other developers to keep producing this crap in hopes that one will be worth it?

      I understand that games are ridiculously expensive to produce, and that money needs to come in. But I'm not willing to spend money on crap to encourage it. I'd rather spend the cash on tried and tested games that I know will be fun, even thought it probably won't have the WOW! factor that you'd get from a new paradigm in gaming like X-Com or Doom.

      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times.

      Whoa there. I can run from one end of Kalimdor (one of two continents in WoW, for those unfamiliar with it) to the other without any delays or loading messages. Why doesn't this work in any other game?

      Also, I have tons of free diskspace left and 2 gigs of RAM. There's no reason anything should be streaming off my DVD. Drop the entire contents on the HD, and stream it from there.

      Granted, console gamers are out of luck (for the moment).

      the exclusive deals that EA has inked with football is utterly deplorable and should be called what it is: a monopoly tactic.

      Sorry I disagree with you here. The NFL owns and continues to own those rights, they've only licensed it to EA. So the blame lies exclusively on the NFL's shoulders. EA's mission is to make money through making games, not just making games, and this just solidifies their position in the football games market. Does it suck for gamers? Yes, but it's the NFL's fault.

      But based on all of the successful games in today's market, it's obvious that graphics *are* actually the dominant factor in determining what game you're going to spend your hard earned dough on.

      I'm not sure that's true. I think gamers spending money on graphic intensive games just because that's all that's available. Also, I think it's what gamers are buying because they don't know any better, since mainstream gaming magazines sell more since it's much easier to market a game that has pretty screenshots. I mean seriously, how do you brag about high quality audio or AI if all you can present are screenshots?

      Non-graphic intensive games have been brought to market, and the revenue they generated sucked because they were boring games, not becaused the graphics suck. Games like WoW don't have ultra-realistic graphics, yet they're awefully fun to because of immersive game play.

      Phemur

    9. Re:A game developer's response... by Anonymous Coward · · Score: 0
      a co-worker put it to me like this:

      its the problem of a 100 ninjas.

      a game designer says to a programmer i want 100 ninjas to attack the player at the end of the bridge the programmer replies well, no, we've only got enough processing power for 4, 5 if we make them out of 10 polys .

      ages pass, and a new line of consoles/pc's/toasters appear. the game designer again asks the programmer for 100 ninjas surely with the power of next gen he says i can finally have my 100 ninjas
      this time, the programmer responds well, we could have 100 ninjas, but no ones going to buy a game where the graphics are the same but theres just more of them. we want to make the ninjas look cool, with normal mapping and verlet physics on the clothing, so you can only have 4, 5 if we dont use frensel mapping on the swords and make them all the same shade of mouve


      the moral to the story is, you people demand games that look fantastic. if you want your 100 ninjas, buy games that innovate, dont buy games that just implement the latest shader handbook.

    10. Re:A game developer's response... by msaulters · · Score: 1
      The bottom line from a game developer's standpoint is that we're not satisfied with the state of the industry in a lot of ways either. I don't want to have to work on a commercial blockbuster in order to get anyone to actually play my games. But based on all of the successful games in today's market, it's obvious that graphics *are* actually the dominant factor in determining what game you're going to spend your hard earned dough on. Because of the burden this places on the artwork, this necessitates a $25M+ budget for a title to have a hope of being truly successful. As soon as people stop rushing out to by the next Halo or the next Half-life or the next Doom, or Quake (or Unreal), (or a game based on one of those engines), then I'll have a little more faith that I can make a game with a more modest and reasonable budget that will be successful.


      No, graphics are NOT what I'm going to spend my hard-earned dough on. All this talk about graphics==$ale$ seems to me to ignore completely how marketing factors into the equation. People buying Doom or Halo or Half-Life don't necessarily do it because of the graphics. That might have been one of the reasons, but they also bought it because of word-of-mouth or cool box art, or because they saw a blurb on TV somewhere. People buy Doom3, Half-Life 2, and Halo X, because a) the first one was good and b) the mega-conglomerate producers are counting on the sequel factor and are throwing in untold amounts of cash on marketing to recoup their development dollars.

      The flip side of your coin is: don't say you'll quit selling shit when people quit buying it. Quit selling shit, and people will quit buying it!

      For the record, I have bought none of these games. The original Doom was all the exposure I needed to FPS. By the time Quake showed up, one could see where the industry was heading. It got caught in a loop, with ever more powerful hardware needing ever more powerful software to justify it and vice-versa. I think what made those games so successful originally was that they were so different, so realistic, and so immersive compared to what came before. Wolfenstein was really no less bloody than Doom, but Doom made it more convincing, and was faster and had more convincing gore. But there's a point beyond which that doesn't really matter.

      Here's a thought experiment: Let's just take as given that any game will need at least a $25million budget for the graphics / art / music / voices. Let's therefore leave these out of the test and just assume that any game we produce has been given that budget and has those visuals. Now, what's going to sell better, a poorly-marketed game based on a completely new concept with incredible gameplay that violates none of the 20 rules listed in the manifesto... OR A heavily-marketed POS sequel that consists of the same crap we've been getting but with a photo-realistic hot chick on the cover shooting rockets out of her jubblies. The solution to this is left up to the gentle reader.

      But here's a hint: word of mouth CANNOT compete with the Sequel Factor and a marketing budget that doubles the development budget of the game.

      In short: quit selling us shit, and we'll quit buying it.
      --
      These people looked deep into my soul and assigned me a number based on the order in which I joined.
    11. Re:A game developer's response... by Razzak · · Score: 1

      "7. Loading...
      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for."

      Actually, several games have done this and have made gameplay experience 10x better. I think the Jak series has no loading times. I think the bigger complaint is load-times mid-level. I don't mind if I start the game and have a load time, but when I'm just walking into a new room with the same textures and creatures (see: Champions), there's no reason those load times couldn't be streamlined better.

    12. Re:A game developer's response... by justins · · Score: 1
      . But if a company comes up with something truly revolutionary, I think that they should get to reap some reward from that (I know, /. blasphemy).

      Wow, too bad that's utterly subjective and impossible to determine before the patent is awarded.
      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
    13. Re:A game developer's response... by Anonymous Coward · · Score: 0

      Agree with most of your rebutal, except #7.

      Last time I checked (ok, a long time ago, but I'm pretty sure it's still true) hard drives were larger and faster than DVDs, or any removable media. Copy the data to the HD, use the DVD for authentication purposes only. Get rid of the lame background music that spins the drive endlessly for a truely useless reason.

      It's ludicrous that with the size and speed of hard drives today we are still pulling any data from removable media on a regular basis. Already doing that? Ok, then we need several more magnitudes of RAM so we can ditch the disk entirely.

    14. Re:A game developer's response... by tgibbs · · Score: 1

      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for.

      I'm willing to wait for a game to load when it starts up. After that, it should be virtually invisible. I'm aware that it is difficult to manage data in a large non-linear "open world" game, but there are ways of doing it. And for most games, there is no excuse at all. If I am going down a hall, with only one exit, then there is no excuse for me to see "loading" when I open the door at the end. Where was I going to go? By the time I get to the end of that corridor, the room behind that door should be loaded. In most linear or quasi-linear games, I should only see a load screen if I do something really weird.

    15. Re:A game developer's response... by nothings · · Score: 1
      Actually, this is the point of the cell processor. The cell is meant to allow lots of pipelined tasks to happen with little additional overhead. This means that the difference between a "simple" AI and a complex "AI" (in terms of performance) is little different.

      The cell is all about streaming math-intensive tasks. It is not designed to execute object-oriented code or even traverse a linked-list. It is essentially useless for writing AI code. It's just a step up from a DSP.

    16. Re:A game developer's response... by king-manic · · Score: 1

      instead we got another generation of guards who forget they're looking for Solid Snake as soon as he leaves the room.

      If they actually gave you good AI, it's make the game less fun. Play MGS3 on hard, the AI remembers more and fights harder.... but it's less fun for most people because failure sucks and not everybody is as good at moving sprites across the screen as you or I are. A quater the stuff he proposes would kill the fun of a game. I agree that having things behave more realistically would be nice, having some soldiers surrendering when you head shotted all their friends, or having take cover more consitantly would all be nice and in fact those things are available. But their will always be ways to cheat those AI's because their AI's. Someone had to prescript their actions.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    17. Re:A game developer's response... by Anonymous Coward · · Score: 0

      1. Give us A.I. that will actually outsmart us now and then.

      Smash your head in with a brick. Now the AI is smarter than you. Seriously, really smary AI is *hard*. And that's not really enough, because not all players are equal, so it needs to scale. Otherwise the players that aren't so good will give up, and so will the players that are incredibly good.

      3. Don't bullshit me about your graphics

      I work for a small cell-phone game development company. We've got another point of view on this one. The carriers (essentially the sole distributor) ask for "screen shots" before the game is even written. They continue to use these mock ups to represent the game FOREVER. It is impossible for us to provide non-bullshit previews.

      7. Loading...
      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times.


      Ah, but you don't have to. An old trick used by Ultima VII (that's what, early '90s?): cut your world into smaller pieces. As the player moves in on area, load all areas they may move to in the background. When they actually move to one of those areas, it's already loaded.

    18. Re:A game developer's response... by MarcoAtWork · · Score: 1

      Can't some enterprising company hire someone like, say, Brian Azzarello / Warren Ellis / Alan Moore to put a storyline worth a damn into a game?

      ever played Planescape:Torment? Unfortunately, probably due to the amount of text and subject matter (not to mention the box art, if they put Fall-from-grace on the cover it would've sold 3x for sure) it didn't do that well commercially and so no sequels or other games in the same vein...

      I wish I hadn't played it so I could play it again, only computer game I've ever played that sort of came close to the sense of fulfillment you get from reading a good book.

      Personally I'm quite enjoying WoW these days, first ever MMPORG I've played and it's a lot of fun.

      --
      -- the cake is a lie
    19. Re:A game developer's response... by qyiet · · Score: 0

      ... and argue that jumping puzzles aren't fun *anywhere*.

      I was amazed. There is a certain type of person that they appeal to. My flatmate has played through MANY hours of jumping puzzles with aparent enjoyment.. So we now blame him for all jumping puzzles everywhere.

      He is the guy they were made for.

    20. Re:A game developer's response... by GrievousMistake · · Score: 1

      It allows you to stop playing the game if it stops being fun?
      Granted, 20$ sounds a bit on the expensive side, but 10$ for 2 hours entertainment does not sound that bad. Hm... worse when you factor in the initial purchase of the console.

      --
      In a fair world, refrigerators would make electricity.
    21. Re:A game developer's response... by l0b0 · · Score: 1
      Can't some enterprising company hire someone like, say, Brian Azzarello / Warren Ellis / Alan Moore to put a storyline worth a damn into a game?

      Garth Ennis or Neil Gaiman. Arguably two of the finest minds in modern comics, Ennis with his political incorrectness, and Gaiman with his otherworldly, yet eerily familiar, worlds of imagination.

    22. Re:A game developer's response... by MoneyT · · Score: 1

      Also, I have tons of free diskspace left and 2 gigs of RAM. There's no reason anything should be streaming off my DVD. Drop the entire contents on the HD, and stream it from there.

      No no no no no no no. I'm personally sick of game installs that take up so much room on my drive. Give me the option to chose how I want to do it (old lucas arts games anyone?) and if I choose to install the whole thing to my disk, don't require the fucking game disk.

      --
      T Money
      World Domination with a plastic spoon since 1984
    23. Re:A game developer's response... by Spy+Hunter · · Score: 1
      I mean, if I let you get to areas that aren't important for gameplay, then I need to populate them with content.

      He's not saying we need to remove all barriers, obviously barriers need to exist. He's just saying that we need to make the barriers believable and less obviously arbitrary. Invisible walls and unjumpable fences just don't cut it.

      As an example, I've been playing God of War lately, and at times it feels more like Starfox than a fighting game; you're pretty much on rails, with invisible walls surrounding you on all sides. The levels are set outside in dramatic, exaggerated fantasy settings. But for gameplay purposes you might as well be playing inside a series of prison cells. Every cliff has an invisible wall 2 feet in front of it. The environments, though designed with fantastic and varied imagery, soon start to all look the same because they basically *are* the same, as far as gameplay is concerned.

      If, for example, you could actually run up to the edge of the ubiquitous cliffs (instead of being blocked by an invisible wall 2 feet away), and the main character reacted by screeching to a halt and windmilling his arms (instead of adopting the ridiculous "i'm frozen in the middle of my walk animation because I've hit an invisible wall" pose), that would address his complaint and make for a more immersive game. Also throwing enemies off cliffs would be nice too. You don't have to be able to run off the cliff and kill yourself to have it affect gameplay.

      Similarly, removing invisible walls or unjumpable fences doesn't mean you have to let people wander anywhere they like all the time. Just use some mechanism other than invisible walls to stop them. Give them dialogue hints ("hmm, I think we should go the other way"), map indicators, and realistic obstacles. If that fails, then at least the player knows they're on the wrong track. Players who ignore the hints will probably be the ones who are just trying to break the game. For those players, you can turn them back forcefully by taking control (as in Starfox 64, where a U-turn happens automatically), or simply fade to black and return the player to a few seconds before so they can correct their mistake. All of these options hurt immersion less than a typical invisible wall.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    24. Re:A game developer's response... by daVinci1980 · · Score: 1

      Where was I going to go?

      It's not where you were going to go. It's how much content was loaded during the trek.

      If I write a game that manages to tax your system completely (ie, uses most or all of your RAM for assets which are actually in use), then by definition I cannot avoid having a load screen at the end of the hall.

      I could half the content and then have both areas loaded, but what happens when you come to a T-junction and have a choice? Should I cut the content delivery down to a third of what it would otherwise be?

      Oftentimes if something seems simple but hasn't been solved, then it really isn't that simple.

      --
      I currently have no clever signature witicism to add here.
    25. Re:A game developer's response... by GaryPatterson · · Score: 1

      Points 5 and 6 boil down to realism of women in video games. If you think that requires an analyst or some sort of special design, then you've been in an all male environment too long.

      It doesn't have to be a dating game to attract women. I think that's the sort of crap that divides gaming between men's games and women's games and leads to the idea that only Barbie games will sell to young girls.

      A case in point - the Tomb Raider games were played by male and female gamers, although very few female gamers liked the bustline of Lara Croft. It was obviously a cheesecake thing to get boys in.

      On the other hand, the character was an otherwise fairly realistic character (for the time) with some strength about her. That appealed to female gamers.

      Contrast that with female characters that are pretty much all cheesecake with no redeeming qualities. Despite the fantasies of young boys, women won't go into combat wearing a thong and some leather, and I believe (but have no direct proof) that a plate metal bra or a scale-mail bra would be very uncomfortable over the massive breasts so often seen in games.

      Don't want to write a dating game? Fine. Just include female characters who behave like *real women* do. Don't include gratuitous cheesecake unless you actively want to drive female players away.

      It doesn't have to be that hard.

    26. Re:A game developer's response... by daVinci1980 · · Score: 2, Informative

      I think what you fail to realize is that the graphics are very much a part of the marketing campaign.

      If a game looks like crap and people don't get to see any screenshots before release, they're not idiots. They'll realize that the game looks crappy so all they're getting to see is marketting materials and concept art (assuming that the team has a good concept guy).

      As far as it goes though, this is simple supply and demand... There is a demand for crappy titles and sequels, because people keep buying them. As long as their is such a demand, supply will exist, or will rise to exist. Even if every single video game developer quit his job today, tomorrow you'd hear about all the new startups. And they wouldn't be any different.

      The ball is in the hands of the consumer. To think that any single individual in the game development community has the power to affect the kind of change that gamers are calling for is silly.

      --
      I currently have no clever signature witicism to add here.
    27. Re:A game developer's response... by daVinci1980 · · Score: 1

      It's not just games that are online, although there are those. (For example, Galactic Civilizations).

      There's also games from smaller publishers. In general, I find Strategy First will usually give games a try that no one else will look at. But don't get me wrong, there are other publishers who look to Indy titles first.

      --
      I currently have no clever signature witicism to add here.
    28. Re:A game developer's response... by KillShill · · Score: 1

      you lost me at "asshat".

      a pseudo-word capable of only coming from a teenie bopper.

      if you're a grown up, shame on you.

      at least use some more universally acceptable insults.

      it's like fingernails on a chalkboard to me. it's cringe inducing.

      we now return you to our regularly scheduled program.

      --
      Science : Proprietary , Knowledge : Open Source
    29. Re:A game developer's response... by colinrichardday · · Score: 1

      Others have commented that a 1x DVD-ROM drive has a throughput of roughly 1.3 megabytes per second, which means that a 16x DVD-ROM drive should be able to get 16 megabytes of data in less than a second, not counting the seek time.

    30. Re:A game developer's response... by stupidkiwi · · Score: 0

      I have a couple of requests, if you would be so kind to consider them and then pass them on.

      The first is a splinter argument of the "genre" point. I want to see less jingoism in games. I understand the need to add American heroes into every game for the American market, but I stopped buying games a few years ago that had anything close to rabid American jingoism. I do like the occasional game based on war, but I want to play that WWII game as a Kiwi, Australian, Brit, Gurkha, and even an arian SS soldier. I also want to play that shoot the terrorist game in reverse. If you have all the models, all the levels, all the sound and the game engine, can't someone be hired to write a story for the terrorist to sneak in and shoot up the American troops? It could be sold as a different title if you are worried about a backlash. Alternatively it could sell as an add-on to a game. This argument crosses over to the immersion part of the problem. American troops did not fight every battle (in fact WWII went on happily, with Allied troops winning the African front for years before USA got involved. WWI also had USA coming in toward the end) so it ruins the believability when you only have American troops to capture the Enigma machine when USA was not even in the war at that point.

      My second point is the lack of anything naughty. The "Nipple" point. Again you have most of what you need to start this already. You have the levels, you have most of the models, you have the story... why cant two versions be marketed at the same time to two different age groups? With the option of buying and downloading games for the next generation of consoles this may be a very easy option for games developers. If a console can be registered to one adult with no child lock asked for by the owner, then the "adult" game can be purchased and downloaded for that machine. Many people do get annoyed that most game development has moved from Europe to Japan and USA as most of the world (mostly) views nudity as part of life and not a perversion worse than portraying a gruesome death by blowing a persons head off so the heart can be pulled out of the gaping hole in the top of the neck. Give us some options PLEASE! You may even find that teens in USA may want to play the anti hero terrorists after completing the game as the all conquering American troops.

    31. Re:A game developer's response... by stupidkiwi · · Score: 0

      In case you missed it, RE4 on the Gamecube uses the game engine and modles for the cut scenes. It is wonderful to play as yoou never know when the cut scene is no longer the cus scene and you are in the thick of it (some of the button combos during these parts are a little annoying).

    32. Re:A game developer's response... by jp10558 · · Score: 1

      You know, I just don't like the monthly fee thing. I well, don't know if I'll ever get into a MMORPG, but if I do, it's likely to be Guild Wars - and that's unlikely due to the reviews I just read on Amazon.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    33. Re:A game developer's response... by jp10558 · · Score: 1

      Yes, but the Strategy First games that I've tried all suck. They look cool, but the gameplay sucks.

      Compare Legion Gold to Rome: Total War.
      Or Galatic Civilizations to Master of Orion 1 or 2.

      That's the problem with them IMHO.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    34. Re:A game developer's response... by jp10558 · · Score: 1

      This really applies to Neverwinter Nights and Max Payne II (the games I'm currently playing).

      Now, this may be the game devs or MS, but I've currently got around 600MB free RAM. Surely you could load more than one small room or one level in there. NWN is really bad about this, almost every door brings up a load screen.

      The game is at most 5 CDs - you could fully fit 1/5 of the entire info in there. That should allow any houses at a minimum that are in an environment. And the modules are often 5 MB at most. So get some of that info into RAM damnit!

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    35. Re:A game developer's response... by Anonymous Coward · · Score: 1, Insightful

      It's not merely that people are buying the same-old-stuff, but also that it costs so freakin' much to make an "A"-list title these days... if you are fronting the millions of dollars it takes to produce a title, I guarantee that you want assurance you'll see a return on your investment. As with Hollywood, most publishers (large and small) would rather take the shitty-but-safe route of Yet Another Pile Of Adam Sandler Horseshit than risk their money on an indie.

      Ironically, the emphasis on cutting-edge 3D graphics is largely responsibile for this problem. It requires writing close to the hardware, which means low-level programming (usually in C), which means low productivity, and a focus of eye candy over substance.

      Frankly, I don't think that FPS's are all that, which is why I don't buy them. I don't think that there has been a game released that advances the genre significantly over Grim Fandango; in fact, text-based adventure games ala Infocom or 2-D graphic adventures like Monkey Island or LOOM surpass Doom III, Unreal Tournament, and the FPS-of-the-week for creativity, immersive storytelling, and genuine fun.

      Stop buying me-too titles people.

    36. Re:A game developer's response... by Nameles · · Score: 1

      Now you may completely disregard this, but I thought of something the other day that made me think:

      If I can buy a dime bag and get high for ~2 hours, and it costs the same amount for a movie ticket now a days (if not more), I'd rather get high.

      Same thing carries over to a game, which is why I usually only buy RPGs. $55 for ~30-40 hours is a decent deal.

    37. Re:A game developer's response... by tepples · · Score: 1

      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times.

      How fast is the transfer rate on a hard drive once the entire game has been cached to the PC or Xbox console?

      Seriously, get rid of the crates - Agree.

      Is it that you were frustrated with Sokoban?

      I agree that frivolous or baseless patents are not good for the game industry. But if a company comes up with something truly revolutionary, I think that they should get to reap some reward from that (I know, /. blasphemy).

      Problem, which you recognize, is that the USPTO's stamp of approval doesn't distinguish real innovation from bullshit land grabs. Specifically, Namco's system of running a minigame while loading the main game has been implemented since Windows 3.something, where I could run Minesweeper while something disk-intensive happened. Heck, some Commodore 64 tape loaders apparently had the same feature. Yet Namco has a patent on it until December 2015.

      I'll take this one step further and argue that jumping puzzles aren't fun *anywhere*.

      Do you hate the Mario games?

    38. Re:A game developer's response... by tepples · · Score: 1

      I could half the content and then have both areas loaded, but what happens when you come to a T-junction and have a choice? Should I cut the content delivery down to a third of what it would otherwise be?

      Load both rooms with Gouraud fills and/or low-resolution textures and then load the hi-res textures once the player is definitely facing one door or the other.

    39. Re:A game developer's response... by TheLoneDanger · · Score: 1

      "Give me a *story*, dammit... at least of comic-book quality. (And no, "Demons have invaded the earth and you must kill them" is not a story. It's an excuse.) Can't some enterprising company hire someone like, say, Brian Azzarello / Warren Ellis / Alan Moore to put a storyline worth a damn into a game?"

      Check out Hostile Waters: Antaeus Rising. Warren Ellis was hired to write this. It's a sort of blend of action and realtime strategy, where you can take control of the units yourself. It had a decent storyline (nothing particularly brilliant), good script and above average gameplay. I only ever saw one copy anywhere (the one I fished out of the bargain bin), so good luck finding it.

      --

      "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
    40. Re:A game developer's response... by Anonymous Coward · · Score: 0

      All of these options hurt immersion less than a typical invisible wall.

      Fuckin' eh. People were being eaten by grues long before the invisible wall folks came along.

    41. Re:A game developer's response... by balthan · · Score: 1

      not to mention the box art

      That was one of the worst box designs I have ever seen. I would not have played the game if I hadn't read how good it was.

    42. Re:A game developer's response... by Anonymous Coward · · Score: 0

      you lost me at "asshat"

      I loathe that "word." I don't understand why it has gotten so popular. Adults trying to pretend they're still "with it?"

    43. Re:A game developer's response... by Anonymous Coward · · Score: 0

      Japanese dating simulation?

      I prefer the simulations where you fondle strangers on a train, myself.

    44. Re:A game developer's response... by cluke · · Score: 1

      Also, I have tons of free diskspace left and 2 gigs of RAM. There's no reason anything should be streaming off my DVD. Drop the entire contents on the HD, and stream it from there.

      Granted, console gamers are out of luck (for the moment).


      Not so, in GTA:San Andreas, you can drive from one end of the (huuge) playfield to the other without seeing any loading screens. That's just great.

      (If you have a slightly knackered PS2, sometimes the DVD laser can't keep up and you end up driving into extreme pop-up, but that's just kind of endearing.)

    45. Re:A game developer's response... by tgibbs · · Score: 1

      I could half the content and then have both areas loaded, but what happens when you come to a T-junction and have a choice? Should I cut the content delivery down to a third of what it would otherwise be?

      Make the arms of the T long enough to load the content at either end. If necessary, segment the content so that only the immediately accessible area beyond the door is loaded first.

    46. Re:A game developer's response... by WWWWolf · · Score: 1
      Specifically, Namco's system of running a minigame while loading the main game has been implemented since Windows 3.something, where I could run Minesweeper while something disk-intensive happened. Heck, some Commodore 64 tape loaders apparently had the same feature.

      Yup! "Just when you thought it was safe to make a cup of tea... it's... Invade-a-Load!"

      Lets you play an okay clone of Space Invaders while loading the game.

      Here's even a screenshot of the title screen. Note the nice little "(C) MCMLXXXVII" on the bottom. The thing was apparently cooked up at Mastertronic and used between 1988-1991 in a few releases.

      I saw this on one football game that was on Zzap!64's cover tape. Truly, Microprose Soccer it wasn't - the loader game was far more fun than the actual game. =) (The tape did have one great game - Revenge of the Mutant Camels!)

      The music in the loader was amazing - turns out to be from "One Man and his Droid", done by Rob Hubbard.

    47. Re:A game developer's response... by Scorchio · · Score: 1

      A rate which is possible if all your data is batched together into one sequential block. I've seen this technique of creating data snapshots for common stages of the game, like the beginning of the first level, and it does dramatically improve load times.

      Most of the time, however, you're going to be loading unpredictable data sets - you're in this part of the game carrying this set of items, this set of weapons, each of which with their own related effects, or a hundred other possible variations. In this situation, even a well planned resource management system is going to require multiple seeks/loads. Seek time is the killer here, not raw throughput from the drive, and it cannot be discounted as easily as you do.

    48. Re:A game developer's response... by Have+Blue · · Score: 1

      7. Loading... As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for.

      I think you missed the point of this complaint. Modern consoles and PCs are more than capable of loading content in the background while the game remains fully interactive, so that the player is never forced to wait for the machine to catch up. Metroid Prime, Halo 2, Prince of Persia (but strangely not Warrior Within), and others already do this- why don't more A-list games? "Seamless" is a buzzword that gets thrown around a lot, but it hasn't been really accomplished unless the player *never* feels like control has been taken away from him- even running down a zigzag hallway in PoP or waiting for a door to finish spinning and open in MP is better than putting the controller down and staring at a static image.

    49. Re:A game developer's response... by Minna+Kirai · · Score: 1

      (The tape did have one great game - Revenge of the Mutant Camels!)

      Double the piracy! Not only did they pre-emptively violate Namco's loading-game patent, but they also stole the gameplay from Lucasart's Empire Strikes Back, which was all focused on robotic super-camels.

    50. Re:A game developer's response... by AK+Marc · · Score: 1

      Don't bullshit me about your graphics
      We wouldn't have to, except that by the logic in argument 2 this seems to be the #1 thing that people care about.


      You are missing the point. It isn't about whether the graphics are good, but whether they are lying about them. The "screenshots" from the game are from movie sequences and such, not actual gameplay, or simply fabricated for advertisements. Make the graphics good then tell us about what they actually are, not what they think they should have been.

    51. Re:A game developer's response... by Minna+Kirai · · Score: 1

      Now, this may be the game devs or MS, but I've currently got around 600MB free RAM. Surely you could load more than one small room or one level in there. NWN is really bad about this, almost every door brings up a load screen.

      I actually believe this is rather a limitation of current OS design / memory allocation paradigms.

      If a game (or any program) goes and uses up 100% of your free RAM precaching nearby zones, then the user can no longer alt-tab and open a webpage or email. Current OS design basically treats application allocation of dynamic memory as all-or-nothing: the program either absolutely needs it, or doesn't get it at all.

      There is no good way for the programmer to request some RAM with a lowered priority, so that it can be automatically freed if some other application needs RAM for a more important purpose. And without that capability, more precaching from NWN impairs the machine's other, multitasked functions.

    52. Re:A game developer's response... by Minna+Kirai · · Score: 1

      I have other stuff going on in my life. I'd much rather have 10 hours of *solid* gameplay,(with a nice beginning, middle, and end) than 40 hours that have been padded ou

      That's the wonderful secret of PC gaming: most games have demo versions which can often give you 10 hours worth of 85% of the game's most distinctive content, and for free!

      Why buy one of Half-Life2, FarCry, Painkiller, Doom3, Snowblind, Pariah, or Riddick, when you can sample them ALL for less money, more playing time, and more variety?

    53. Re:A game developer's response... by PMuse · · Score: 1

      From TFA: 2. Give us a genre of game we've never seen before. . . . where we actually have to talk to contacts and extract information and tap phones and piece together clues . . . where we're a castaway on a deserted island and the object of the game is to find food and clean water . . . where we play a salty Southern lawyer who has to piece together evidence . . .

      Why don't these exist?

      Answer 1: Because brain games can't be mass-produced with current tools. Current gaming technology has more or less mastered the displaying of virtual worlds. This makes 1000 fights only slighly harder to produce than 1 fight. Creating the ingenious riddles/conundrums the author desires is still a by-hand art, not an automated process.

      Answer 2: Dumb gamers don't like brain games. Lots of players just wanna blow stuff up. They like a game with great graphics, intuitive game play, and no secrets they have to divine. Sure, no one on slashdot cares what dumb gamers want, but they spend money, too.

      --
      "We reject as false the choice between our safety and our ideals." --The American President (20.1.2009)
    54. Re:A game developer's response... by MarcoAtWork · · Score: 1

      I was definitely skeptical about the monthly fee as well, but since when I got the game that's pretty much the only thing I've been playing so in the end it's not that expensive. I like being able to buy prepaid cards at the store, though, if that was not possible I probably wouldn't have gotten it, as the idea of giving them my c/c to keep on file for recurring billing does not appeal to me.

      --
      -- the cake is a lie
    55. Re:A game developer's response... by prockcore · · Score: 1


      If a game looks like crap and people don't get to see any screenshots before release, they're not idiots. They'll realize that the game looks crappy so all they're getting to see is marketting materials and concept art


      Katamari Damacy proves this a falacy. The game looks like crap.. but plays like a dream.

    56. Re:A game developer's response... by Jarlsberg · · Score: 1
      the exclusive deals that EA has inked with football is utterly deplorable and should be called what it is: a monopoly tactic.

      Sorry I disagree with you here. The NFL owns and continues to own those rights, they've only licensed it to EA. So the blame lies exclusively on the NFL's shoulders. EA's mission is to make money through making games, not just making games, and this just solidifies their position in the football games market. Does it suck for gamers? Yes, but it's the NFL's fault.

      You're absolutely right there. It's not like EA has scored a deal on football games in general.
    57. Re:A game developer's response... by Magius_AR · · Score: 1
      7. Loading...
      As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for.

      Easy. Just do pre-loading and background-loading. Either you load in advance, or you load in parallel. There's several games that do this kind of smooth transitioning already. There's absolutely NO need to come to a complete halt in gameplay to do loading. It's just poor/lazy/careless programming.

    58. Re:A game developer's response... by Stand+Ablaze · · Score: 1

      Consider this: I have a 2.4 GHZ P4, a 256 MB RAM stick in the DDR slot, and a 128 MB video card. When I'm playing Half-Life 2, I generally have to wait for about two minutes loading. I never run any other program besides background processes that are not memory intensive at all (10 MB or fewer). Would buying more RAM decrease the load time at all?

      --
      Why don't presidents fight the war? Why do they always send the poor?
    59. Re:A game developer's response... by k8to · · Score: 1

      As for us gamers buying niche and creative games. Of course, I do. I don't have a single EA title on my shelf and plenty of unusual imports. I recently sought out a copy of The Incredible Crisis despite the high pricetag for a very aged game. Katamari Damacy was bought in the opening week. And so on.

      But interested, discriminating players like me are not enough. You folks in the game industry need to work out alternate funding models. Your current practices of effectively being entirely funded by publishers is frankly outmoded if you ever want to produce something besides the Same Old Crap. I can't make that happen just by being choosy in the games I buy. Sure, you, the individual developer can't make this happen on your own, but remain interested in alternate funding models. Talk to your peers. Find interested parties. If you get an opportunity, take it seriously.

      As for the crunchtime, this is really no excuse. You're saying that the reason your industry produces flawed products is because you have flawed labor practices and especially flawed project planning. I know many of the reasons that games are very difficult (always doing something new, content has to integrate with new code, code has to integrate with new content, etc). It's not easy to make quality stuff or make it rapidly. But why do the vast majority of game houses insist on embarking on unrealistic projects every single time. Weeks of "crunch time" with around the clock hours? This is no way to produce a quality product. I think it's our responsibility as buyers to reject the crap this creates, but it's also YOUR responsibility as a worker in this madness to push against it as hard as you can. _Please_ do your part. My friends in the industry will thank you for it.

      --
      -josh
  78. Re:Unreal AI is *dang* good by rsilvergun · · Score: 3, Insightful

    UT2K3 drove me nuts. The enemy bots didn't seem any better than the original UT (which is fine, they where excellent there), but your bots where dumb as bricks. In UT, I'd leave my whole compliment of bots to defend and be pretty sure I could at least get back in time to keep the flag from being taken. In 2k3, they're a bunch of babies or something, requiring constant attention, and can't make it to the bathroom without getting blown to hell, let alone to a flag...
    Sorry, just venting. I loved the game until the later levels. I know the AI's great, but the balance on the bots could've been better. The AI was more than good enough to support it.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  79. No, really. by Grendel+Drago · · Score: 1

    No, really. I want to know which company patented the loading-screen game.

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
    1. Re:No, really. by Rirath.com · · Score: 4, Informative

      No, really. I want to know which company patented the loading-screen game.

      Last I heard, Namco owns loading screen games on the PSP. Not sure about in general though, but it's a good guess. Here's a quote from Game Developer magazine, interviewing EA's Dave McCarthy:

      BS: Do you forsee anything like minigames during the loading screens?

      DM: Minigames during loading screens is actually patented by Namco, so they're doing it!

    2. Re:No, really. by Anonymous Coward · · Score: 0

      namco owns the rights to the whole kit and caboodle as far as loading screen games go, they started it with the original ridge racer on the ps1 (it was a launch title) where you could play galaga during the load.

    3. Re:No, really. by jyx · · Score: 1

      Loading screen games patented? Thats insane! In my c64 years there were heaps of tape games that let you while away the bordom of the 15 minute load time with some QIX or Space invaders type action. (Its been many years now, but Im quite sure that Phantom of the asteroids had one.)

    4. Re:No, really. by MilenCent · · Score: 1

      Ah, Phantom of the Asteroids! I had a disk copy of it without a game loading screen, but I'm honestly surprised anyone else has heard of that thing. I seriously played that once upon a time. Surprised anyone else remembers it.

  80. Hate to tell ya.... by east+coast · · Score: 1

    FTA: 2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    Uh... because they don't sell?

    For years and years I moaned about how bad gaming was and why wasn't there more titles like Thief or even Alice. I found my simple answer in talking to other gamers (mostly consol gamers) as they said "Thief?, Alice?".

    These games never did well enough because people WANT UT, they WANT Half-Life.

    Even tho Thief and Alice never break too far from the FPS mold they are different in many ways. It just isn't appealing to have a title that is hard to relate to another title. Break away titles are going to be a hard sell because the first time most gamers buy one and get burnt it'll be the last time they buy one. Alice, to the best of my knowledge, never had a demo version. I think that's important in bringing gamers to a new title that isn't based on the last 75 shoot 'em up games released this year. Thief did have a demo and I couldn't wait to buy it after playing the demo. It was a sale based on a little extra effort by the publisher.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  81. That was very stupid by SF-Nacht · · Score: 1

    unoriginal. Not even remotely worth reading

  82. lacking in cpu power? by sm.arson · · Score: 1

    One of the points (probably the only point) I dissagree with is his obvservation that the cpus of the newer machines all use "in order" processing to ill effect. He paraphrases a developer who claims that "out of order" execution is there to make "crappy code run better.", and the lack of out of order execution turns the new machines into "dumb blondes."

    The author then runs with the idea, claiming that the cell and xenon processors will be unable to deliver really complex ai because they are "tuned for graphics" and nothing else.

    It is really hard to explain why this is not true. It's hard to communicate this to someone who isn't a programmer, and someone who hasn't taken courses in computer engineering and compiler design.

    Frankly, I was quite suprised when I didn't see any negative reactions to this statement from other programmers. For what it's worth, I'm most excited about the raw cpu power of these new systems, and I can't wait until I get the chance to develop for them.

    --
    for great justice, this sig has been moved
    1. Re:lacking in cpu power? by king-manic · · Score: 1

      Frankly, I was quite suprised when I didn't see any negative reactions to this statement from other programmers. For what it's worth, I'm most excited about the raw cpu power of these new systems, and I can't wait until I get the chance to develop for them.

      That is one of the points that really annoyed me. The author is just a little kid whining about things that annoyed him, AI is hard and improving it takes something like the cell chip, out of order proccessing had nothing to do with it and including it made the author look like a cluesless 12 year old. I thought slashdot would be all over that point like flies on shit but apparently gaming posts are read almost exclusivly by non-programmers.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:lacking in cpu power? by joemontoya · · Score: 1

      Yes. He doesn't have a clue what he's talking about when it comes to instruction ordering.

  83. Deus ex machina by Tilmitt · · Score: 1

    He should add Deus ex Machina to the list. Asides from one of two things i felt really relieved after reading this that i wasn't the only one to have experienced what he talks about.

    --
    This guy are sick.
  84. Re:He doesn't know what he's talking about by Anonymous Coward · · Score: 0

    The desired result is not necessarily to generate true AI - the point is to create a virtual opponent that's smarter than a sack of hammers.

    The article author isn't asking for true AI. He's asking for an opponent that can respond flexibly according to circumstances. If that means a script of actions, cool.

    To borrow your analogy, he's not asking for anti-gravity elevators. But he's being forced to use the stairs, and he's saying, "Gee, there should be a better way of doing this." Sure, an anti-gravity elevator would be pretty cool, but he'll settle for a regular mechanical elevator, because that's what he's looking for.

  85. Where Do I Sign? by JonahDark1 · · Score: 1

    Seriously, can we make a petition out of this thing? I'd like to fax a few hundred thousand copies to EA, et. al.

  86. great inside info by kopper187 · · Score: 1

    neslted in point one of the article is a link to an IGDA developer's panel. interesting opinions and information from a few insiders:

    http://crystaltips.typepad.com/wonderland/2005/03/ burn_the_house_.html

  87. Re:He doesn't know what he's talking about by Kyouryuu · · Score: 1

    A better question though might be "How does better AI make a game more fun?" Because that's what it all boils down to, right? You could have some fancy pants neural network that enemies operate off of, learning from all of the player's actions. They could get smarter, duck around corners, anticipate your next attack, and whatnot. So what? Granted, it depends on the genre. If you're going for something halfway realistic, like a Rainbow Six-type game, it would make a difference. But the Doom example he cites - Doom is and always was a arcade corridor shooter. And despite all of the pseudo-System Shock 2 details in Doom 3, doesn't really stray from that. Arcade enemies don't have to be tremendously smart. What's more important is that you're having fun mowing them down with your weaponry, getting your butt kicked every now and then, but generally prevailing.

  88. YES!!!! GOD DAMN YES!!!! by Anonymous Coward · · Score: 0

    pre-op transsexual where the object of the game is to gather enough money to complete the operation?

    That game will sell like hot cakes. That will be the future of the Grand Theft Auto series. GTA5: Preop, set in Rio de Janeiro.

    Awesome.

  89. Crates !! by ElDuderino44137 · · Score: 1

    I like crates ...
    And the random little thing I can just bash ...
    or open ...
    Gives me something to do before I rush to the next thing in the game ...
    Kind of that pokemon theory of life ...
    "got to catch 'em all"

  90. "concur" spell checker did me in by maynard · · Score: 1

    The spell checker did me in here. *sigh* I should have re-read before hitting submit. --M

  91. Oh its you.... by oh_the_humanity · · Score: 1

    I didnt realize that John Becker was a gamer. Funny article though.

    --
    "When they invent bitch slaps that can go through a monitor you better f'ing duck" --deft (253558)
  92. What I think is wrong... by ro_coyote · · Score: 1

    "seriously. One of the best games I have ever played is Lumines, and it was the cheapest game for my PSP"

    To each his own, but (on a slightly different tangent here) I myself just got a PSP two days ago with enough extra money to purchase at least 3 games. I picked up Wipeout Pure for $40 (I'm a big Wipeout fan), but... even as I have heard very great things about Lumines (and I extremely enjoy puzzle games, too), it's own $40 price tag is very hard to swallow for a puzzle game. I know it's a very fresh puzzle game with a lot of eye candy and music, but I can never seem to justify paying as much for a puzzle game for something so much more sophisticated (for any system, PSP or otherwise... and I suppose the same could be said for games that simply milk old un-innovative formulas a little too much). $40 is slightly below the usual all-around home console game $50 price-tag, and there's currently talk of pushing it to even $60, possibly within the next year.

    I guess my pet peeve with video games is that they're just getting so expensive, that being based on the fact that the gameplay/"life" of each game seems to be growing shorter and shorter. I realize there are still plenty of games that will give you at least a good 15-20 hours of gameplay, but as of late I've been picking up too many $30-40 games that only seem to last me 4-6 hours tops... even as little as 2-3 in some cases.

    Of course, I do acknowledge that I am well aware of the rising costs and longer development cycles for video games in general, as they grow more and more complicated to produce, and I'm not trying to whine and cry "foul!" at the industry, but as a hard core gamer (and collector) it truly is an expensive hobby. It's something I don't like, but it's the way it's gotta be to keep on kicking, I suppose.

    1. Re:What I think is wrong... by colmore · · Score: 1

      You know what? Many of the establishments that provide movies on a rentable basis also have a wide array of current video games.

      --
      In Capitalist America, bank robs you!
    2. Re:What I think is wrong... by gullevek · · Score: 1

      what 40$ is quite a lot. I paid 33$ here (3580Yen) and for wipeout pure I paied 42$ (4530Yen). I also picked up Ridge RAcers for also 42$.

      When you cut down timewise, then Ridge Racers really pays off. It has quite a lot of tracks, cars and you play quite long (beginner, pro, ex), so you have long time fun.

      Wipe Out I haven't played so much yet, it looks awesome, but I think it has too little tracks, etc.

      Lumines definitly payed of each Yen I payed for it (actually I payed nothing, cause I used all my BicCamera points to get it). In the last weeks I only play this game. It's really addictive.

      And for the costs. I think Lumines must have been quite cheap, just my guess, but I would be really interested to see how much it really cost to create the game.

      --
      "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
    3. Re:What I think is wrong... by gullevek · · Score: 1

      Yes they do, but I haven't seen PSP games for rental here (Japan) yet. You can get tons of PS2, etc games, but for the portable consoles?

      [btw, I am human, BFFXWVM]

      --
      "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
  93. He is right by sxmjmae · · Score: 1

    This guy hit the nail on the head.
    I like the part about AI.
    Harder should not always mean more enemies but smarter enemies. Ememies with some basic tatics would be impressive.

    --
    My Sig indicates the end of the comment I posted.
  94. In fact, second person games really exist. like ADOM (http://www.adom.de/), which tells you what have you done all the time along: You feel slightly exhausted today. You enter Terinyo, a tiny hamlet. You hit the large dog and slightly wound it. You feel very very bad. You die...

    1. Re:SPS by Minna+Kirai · · Score: 1

      which tells you what have you done all the time along:

      It's only truely "second person" if the narrator telling the story (or cameraman following the hero) has a name or otherwise exists inside the game's fictional world.

  95. Camera Angles / 3d by ElDuderino44137 · · Score: 1

    Basically I blame the 3d camera angle cinematic bs on the game console ...
    If Microsoft ... or Sony ... or Whoever ...
    Actually gave a crap about consistency of games on their platforms ...
    They'd provide a well-thought-out game engine that took care of these issues in a standard way ... to the folks developing for those platforms.
    This ... in fact ... may involve all the console providers to come together to develop a industry standard ...
    Considering that most games are released for every console.
    I would imagine the engine would handle more then just how to handle the senerio when an object shows up between your character and the camera ..
    I'd like to see the object just become transparent ...
    Sort of the way Gobblin Commander handled this issue ... they really did a good job w/ that ...
    The rest of the game sucked ass ... But they handled many of the camera issues well.
    Any way ...
    I would imagine these engines could address issues like quick save ...
    As well as provide an AI'esc rules engine that developers could just attach to ...

    early termination of rant

  96. Well that's what you get by rsilvergun · · Score: 1

    for hiring Imperial Stormtroopers. Just be glad you're not laying siege to a forest moon.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  97. A Turn Off by qw(name) · · Score: 1

    The article had a few really good points with which I whole-heartedly agreed but his inability to write the article without the use of profanity was a real turn off.

  98. HALO by Anonymous Coward · · Score: 0

    Halo's AI was the first lure before the multiplayer took over. Play the original campaign and you'll realise how much AI can make a difference

    1. Re:HALO by MBraynard · · Score: 1, Interesting
      Folks out there who complain about AI fail to realize just how HARD it is to make a good AI. You probably will not find an AI that will "outsmart" you outside of a Chess simulator. This article (and others written on PWOT) are funny, but these guys clearly aren't programmers.

      And yes, I pointed out to the authors a while back when I read this article (it's about 2 weeks old), that Halo2 had pretty intelligent AI.

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

      How's that? Halo's AI was HORRIBLE. As was their level design, both campaign and multiplayer.

    3. Re:HALO by GrievousMistake · · Score: 1

      Where there's a will, there's a way, no? :)
      Really, though, AI is a complex subject, but that does not mean it wont suck noticably worse if it is downprioritized.
      Out of curiosity, are there any open source projects with decent AI out there?

      --
      In a fair world, refrigerators would make electricity.
    4. Re:HALO by jguthrie · · Score: 2, Informative
      The problem with talking about how hard it is to do AI in games is the fact that game implementers don't need to do actual AI (like Douglas Hofstadter's group is trying to do) but to create NPC's that behave more realistically. I mean, if a cockroach, who has no more than six brain cells, can figure out how to hide if you're chasing it, then it should be no problem for a programmer to figure out how to make an NPC do it.

      It occurs to me that, successful human armies don't let their soldiers wait until actual combat and rely on them to figure out what to do in any given circumstance. Instead, they attempt to enumerate the sorts of situations their soldiers are likely to find themselves in and attempt to train those soldiers to handle each of them. Emphasis is placed on recognizing the sort of situation they're in and reacting as they were taught in training. That sounds perfectly amenable to the sort of "rigged demo" approach commonly used in games.

    5. Re:HALO by Peristarkawan · · Score: 2, Funny

      I mean, if a cockroach, who has no more than six brain cells, can figure out how to hide if you're chasing it, then it should be no problem for a programmer to figure out how to make an NPC do it.

      You're right! All we have to do is shrink all the NPCs down to a few centimeters and let them hide in the wall cracks! Problem solved!

    6. Re:HALO by MBraynard · · Score: 2, Informative
      A friend of mine is working on AI for the military - he got a PhD from the MIT AI lab. Trust me, from talking to him and others, it's MUCH harder than you think.

      The 'smartest guys in the room' cannot make an AI as smart as a roach - which has many more than six brain cells. See the recent competition to design a bot that can cross a small stretch of desert in CA.

    7. Re:HALO by zevans · · Score: 1
      successful human armies don't let their soldiers wait until actual combat and rely on them to figure out what to do in any given circumstance. Instead, they attempt to enumerate the sorts of situations their soldiers are likely to find themselves in and attempt to train those soldiers to handle each of them. Emphasis is placed on recognizing the sort of situation they're in and reacting as they were taught in training.

      So basically, iD Software should hire Shen Tzu? :-)

      (Good point though...)

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
    8. Re:HALO by joshsisk · · Score: 1

      I mean, if a cockroach, who has no more than six brain cells, can figure out how to hide if you're chasing it, then it should be no problem for a programmer to figure out how to make an NPC do it.

      The thing is, a cockroach's brain has been optimized and time-tested for survival instincts over millions of years. It may be simple, but it works. Compare that to the average game that has a couple of years to come up with AI.

    9. Re:HALO by Anonymous Coward · · Score: 0

      Relax, the guy has probably never played a game anywhere besides a Mac.

  99. Re:Got list? by __aailob1448 · · Score: 1

    Have you tried some of the japanese strategy games for the PS2 ? Disgaea, phantom brave, etc.

  100. Why I haven't "gamed" in over a decade by tverbeek · · Score: 1

    Someone give the writer of TFA a cookie. Like every geek of my generation (12 when the Atari 2600 came out) I used to play a lot of games on my computers. But the only thing I've seen in the past decade that interested me at all was Myst... or was that more than a decade ago? And some of the things this "manifesto" complains about are a large part of the reason: it's pretty much all just a bunch of high-frames-per-second eye candy in genres I find incredibly boring. Maybe when they start making games for people who aren't retarded 15-year-old boys with hard-ons for sports and the military, I'll give them a look. Until then, I'm gonna see if I can get an Infocom emulator running on my computer and play Zork.

    --
    http://alternatives.rzero.com/
    1. Re:Why I haven't "gamed" in over a decade by colinrichardday · · Score: 1

      But who would buy a 256-megabyte video card? Do you want NVIDIA to go bankrupt? :-)

  101. A developer's perspective... by Chris+Carollo · · Score: 2, Interesting

    I'm a professional game developer, and for the most part I think this guy's a moron. Here's why:

    Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

    First, many enemies DO adapt their strategy on the fly. Many enemies DO switch weapons when appropriate. Many enemies DO work in teams. The problem is, AI isn't about the NPCs, it's about the player, and for the most part AI advances would be in areas that the player doesn't notice. Getting snuck up on? Not fun. Fun is all about keeping the player informed about what's going on so that they can react and devise and enact their own plans. There are a number of ways that AIs need to be improved, but these aren't really among them.

    It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    You've GOT to be kidding me. In-order instruction hurts the performance of the processors but allows them to be much simpler (and thus allows the Xbox360 to have 3 on a single core). AI is not hurt by this in the least. It's just ridiculous, and it's clear he's got absolutely no clue what he's talking about.

    Why isn't a there a spy game where we actually get to be a real spy rather than a hallway-roving kill machine? You know, where we actually have to talk to contacts and extract information and tap phones and piece together clues, a game full of exotic locales and deception and backstabbing and subplots? A game where a gun is used as often as a real spy would use it (that is, almost never)?

    I worked on Thief, and let me tell you, we did basically this. And guess what? Didn't sell for crap. Action is fun and interesting. The game he's describing sounds like a bore.

    And as far as why we don't come up with new genres, well, we do, only it only happens every few years. The whole stealth (Thief/Splinter Cell) genre started 6 or so years ago, and lately we've created the "open city game" (GTA). I honestly find that pretty amazing, particularly given how outrageously expensive games are to develop and how necessarily risk-averse that makes publishers.

    3. Don't bullshit me about your graphics

    Fine, then have a clue and don't fall for it. Killzone released a movie that was blindingly obviously not gameplay footage, and they never claimed it was, and yet at this very site there was huge debate as to whether it was real or not. Take marketing with a grain of salt, eh?

    All of the new consoles will have hard drives. Use them.

    Actually, in MS's and Sony's infinite wisdom, they're going to be OPTIONAL hard drives. So we can't count on them. So we can't actually leverage them in our games. Sorry. Don't blame me.

    Loading...

    Fine, if you don't want loading, expect there to be cuts elsewhere in the game. That's not to say that loadtimes can't hurt the game significantly (including one game that I personally worked on), but we've only got X million dollars and Y years. If you think it's that important, fine, but then don't bitch about the limited scope of games.

    YOU HAVE A HARD DRIVE NOW, taking data from a 9 GB DVD. You have NO excuse to keep recycling the same mindless observations over and over and over again...

    We do on the Xbox. And it's more like 6GB on the DVD, and that's if we want to deal with the layer switch and the impact on QA-ability of the title. But yeah, I agree a little more variety would be good.

    1. Re:A developer's perspective... by Anonymous Coward · · Score: 0

      Actually, in MS's and Sony's infinite wisdom, they're going to be OPTIONAL hard drives. So we can't count on them. So we can't actually leverage them in our games. Sorry. Don't blame me.

      You mean there is no way to check for a hard drive or free space and simply Do The Right Thing when it exists? If the API is there, I blame you.

    2. Re:A developer's perspective... by cafard · · Score: 1

      I worked on Thief

      Please accept all my thanks and congratulations for whatever work you might have done on this jewel of a game :)

      I've been very disappointed with the console-oriented last one, but the first two are just brilliant. The Dark Project still remains one of my favourite games ever...
      Here's hoping to an open sourcing of it in some years, so that clever lads make it on a linux box and preserve it forever... ;)

      --
      This post is awesome.
    3. Re:A developer's perspective... by Minna+Kirai · · Score: 1

      The whole stealth (Thief/Splinter Cell) genre started 6 or so years ago,

      Nope. Wolfenstein was programmed 25 years ago. Even Ms. Pacman had a little stealth.

      and lately we've created the "open city game" (GTA).

      Daggerfall etc are much older than GTA.

    4. Re:A developer's perspective... by 91degrees · · Score: 1

      So you would suggest two execution pipelines, requiring twice the development time and debugging?

      The problem is, many of the requests come down to the simple matter of coding time. AI takes time and creates a lot of bugs. Asynchrnous loading takes time and creates bugs. More samples take time. These tend to be quite simple though, so we don't get substantially more bugs. Takes a lot longer to test them all though.

  102. No. Thanks! by maynard · · Score: 1

    I'll try to rent one or two of those and see if I like it. Thanks! --M

  103. Except for Harvesters... by Richard+Steiner · · Score: 4, Funny

    I can't count the number of times I've caught a Harvester in C&C gazing longingly across a river at a tiny little patch of timberium that it can't possibly get to, or getting so drunk after filling itself that it decides to wander over to an enemy base get a really close look at an enemy turret.

    Stupid, stupid, stupid!!! :-) :-)

    Damn things need a babysitter.

    --
    Mainframe/UNIX Bit Twiddler and long time Windows/Linux Hobbyist.
    The Theorem Theorem: If If, Then Then.
  104. I humbly disagree.... by AltaMannen · · Score: 1

    The complaints is from one single guy and it is a rant and I respect his opinion and all that, but I don't think those opinions are all that valid. Why?

    Focus tests have made it clear that these opinions are not what people are worked up about. Take the smart AI request for example. It is not hard to make an AI that is perfect for most situations, that would take all the information any human player could possibly gather over years of playing the same game, but once they are in the first thing people say are things like "The cheating bastard shot me from behind! That is not videogamy!"

    Why do they put Jumping Puzzles (tm) in FPSs? Because when the publisher plays the super-streamlined hardcore FPS the first thing they are going to say is "What do you do APART from running and shooting in the game? Fer crying out loud, it is the mid-zeroes of this century, make me do something else once in a while!"

    "Give us something we've never seen before"... How many of you actually bought and played mr mosquito? Sure, the game might not be as fun but if noone buys the odd game once in a while noone is going to bother making them.

    I'm not defending the nearly-all games that have design flaws in them, but there are fairly good reasons why games can't evolve as fast as we all want them to and it all boils down to a marketing decision (which may include using cheap developers).

  105. Re:He doesn't know what he's talking about by Anonymous Coward · · Score: 0, Interesting

    Yes, he does know what he is talking about.

    As a consumer/gamer I don't give a shit how "hard" it is to implement, nor do I care if it is an "open" academic problem, and I don't care if the solution is a hand crafted set of decision trees or not. The term AI used by gamers is not true AI, and we don't care. What we care about is, when the bad guy is coming my way, and I put a b40 rocket within a foot of his head, he should do something, like hit the dirt, take cover, shoot out a light. Don't much care what, but just sitting there waiting for the next shot is stupid.

    So, in the academic sense, the author may be a little off about AI. And, as one sees so often in real life, your academic interpretation of the authors need, is completely fucked up. What the author means is "I hate stupid bots that don't have the good sense to even duck", and you interpret it as "I must have code in the next game that can win Turing certification".

    Please, stay in school, forever. The world does not need another pompus, asshat, compeng dork, who can somehow manage to read technical manuals for fun, yet could not interpret an end users requiremnets to save his own life.

  106. ai by ashot · · Score: 1

    there is a project at my university which is developing a game that is specifically centered around training soldiers which are capable of learning. pretty interesting:

    http://dev.ic2.org/nero_public/index.php

    --
    -ashot
  107. Old Man Murray by buccaneer9 · · Score: 1

    I always wondered what happened to Old Man Murray. I thought it might be the same guy, but when I got to the rant on crates in games, I knew it was him. Maybe a Fat Baby or two as well?

  108. Racing games: It's true! by gsonic · · Score: 0

    This article is so fucking true. my favorite part is: "Racing games pull this, too. Why do I have to spend 40 hours driving a minivan just to get enough money to buy a Honda Civic? Why can't I have access to all of the content right away? What if I don't feel any satisfaction in "unlocking" the game features I already paid real-life money for and just want to fucking race the Ferrari on the box art! " IT'S TRUE. GT3 anyone???

  109. Horizontal consoles... by Khyber · · Score: 1

    20. Horizontal consoles have been a curse for as long as gaming has been around. I'm not playing another game until I get a machine I can stand on its side. My entertainment center only has three inches of free space and flat consoles are the backstabbing Judas in my life.

    That would be well and good that they're vertical, except for the well-known fact that vertical optical discs now have to fight gravity and rely upon more ingenious measures to keep themselves from wobbling while spinning in the drive, whereas a horizontal optical disc works with gravity, and remains flat and level.

    Most PS2 owners I know come to me going "My PS2 ain't working right, it's slow to load up games now." I go over there, behold, it's vertical.. I lay it down on it's side, boom, games load up faster, less errors, less annoyance. Suddenly I am a god, jut because these guys are clueless about a few simple physics rules.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    1. Re:Horizontal consoles... by jjohnson · · Score: 1

      Reread the article with your irony detector in the "on" position.

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  110. It's what the public school system teaches by ZoomieDood · · Score: 0

    Beat the other person silly in self defense, don't get caught, (run|flee|hide|scream), play the victim, PROFIT!

  111. The Neverhood by nicotinix · · Score: 1

    I was surprised that the manifesto did not include a reference to "The Neverhood", in my opinion one of the most unusual and challenging games, with appealing claymation graphics and an intriguing sound track and gameplay.

  112. Re:Europe is really going downhill by David+Horn · · Score: 1

    While my karma plummits further, I might go so far as to say that we have a few Euro-philic moderators around today.

    --
    PocketGamer.org - For the gamer on the go!
  113. it's the sims isn't it? by Karma+Sucks · · Score: 1
    --
    (Please browse at -1 to read this comment.)
  114. 'Fix it!' is a cop-out by Urusai · · Score: 1

    For instance, not much good music being recorded nowadays. FIX IT! Yeah, buddy, I'm just gonna buy me a cheap Sears geetar, write up some songs, and FIX IT lickety split.

    Nobody writes good books anymore. FIX IT! Sure, I'll just put all my possessions/house/children in hock, buy an old typewriter, starve for a few years, while the Great American Novel fails to materialize, I get divorced, lose everything, and end up working at Starbucks while the state attaches my wages.

    Windows is teh sux0rz. FIX IT! Well, Linux is teh sux0rz too, and I would, having that kind of programming competency, but it takes a whole bunch of people on board to make such things happen, and my life is too short to re-envision and implement a decent OS by myself (with NO PAY). I'm a Lone Programmer, too, not some social shill who can lure all the hackers away from Linux.

    Star Wars new episodes suck. FIX IT! HAHAHAHAHAHAHAHAHAHA....dumbass.

    Just because we don't "fix it" ourselves doesn't de-legitimize our right to COMPLAIN ABOUT CRAP. And that includes you and your feculent opinions, sir.

    1. Re:'Fix it!' is a cop-out by Rirath.com · · Score: 1

      Just because we don't "fix it" ourselves doesn't de-legitimize our right to COMPLAIN ABOUT CRAP. And that includes you and your feculent opinions, sir.

      First just let me say it's bad form to take things to extremes, then use your own analogies to insult me. But, just to prove a point:

      People are fixing music by 1) making their own music, 2) supporting local talent, and 3) buying from artists they like instead of the big names they hate. It works, a little bit at a time. Same deal for books... Don't like the big names? Find authors you do like online and support them instead.

      Writing your own OS is one heck of an extreme. I'm sorry you dislike the current state of computing, but that's what you got. Have you considered Mac, by the way? You don't have the fix the whole dang OS, just write a program or help an OSS group that does a function you need.

      And yes, people ARE fixing Star Wars. Just look at all the fan films out there which are getting tons of support.

      Fact is, I provided what I consider to be real world, concrete examples of how the current girl gamer, unsatisfied with today's games, can fix it. You can find any number of existing engines to mod, you can get use an open source engine, or you can support people doing so and play their games. An audience is needed, too.

      You're certainly allowed to complain, but complaining simply doesn't solve anything unless you get actively involved and contribute. The casual 'girl gamer' crowd needs to realize that they need to solve their own problems, instead of waiting for someone else to do it. If your answer is just "I don't have the time", then you also have your reason for the current state of things.

    2. Re:'Fix it!' is a cop-out by Targon · · Score: 1

      The problem that people have is that most complaints don't include ideas that could be used to "fix it". Everyone has the right to complain, but unless you are willing to come up with how to make things better, then you are just adding to the problem.

      For example, complaints about MS Windows. I've said for a while that what's needed is the ability to choose what you want installed and what not to install. If you don't like the CD burning wizard in Windows XP, you should have the option not to install or enable that feature to save disk space and memory. A $50 version of Windows that comes with ONLY notepad, the UI, drivers, things like regedit, chkdsk, and other critical features would sell well. I don't use the stupid backup program that can't backup the OS due to "files in use", so I don't want it in there. I don't want to pay for all the bloatware Microsoft puts in that no one has a use for.

      Note that I make a suggestion on how to solve the source of my complaint. For consoles, the problem is that you can't connect a keyboard and mouse to extend the control set. The consoles have the processing power for more complex games like Civilization, the problem is the controls on most consoles don't provide the complexity we have with a keyboard/mouse on a PC.

  115. Yeah but... by ninji · · Score: 1

    Whoever wrote this is just what they claim to be, a gamer, and its their perspective, but they obviously have NO idea of what they are saying from a development standpoint.

    1- AI's: AI's as mentioned in an erlier post, are very resource intensive, and hard to program, if they were so easy to have a perfect AI that could do everything most ideally in a situation, this guy would be complaining about the AI's in games being too good, and probably complaning about the superior AI robots that are inslaving the human race at the time due to their unexplicit ability to do everything perfectly.

    2.Yes, we do need more variety in games, but I really dont think most people enjoy the THRILLER INTENSE ACTION of looking for sheltern on an island for months, I think the closest thing would be games like Myst, Riven, etc, and that style of game, does exsist. Not to mention, there are a number of medical, law related, etc, games where you are able to play a person in that role, with realistic detail, just becuase the 'gamer' that wrote that didnt bother to look for them dosen't mean they arn't out there.

    3. Yes, this is a real valid and undisputable point, while I can't agree with the FF advertisment bashing, as they didnt say it was actual gameplay screenshots, and everyone should have been well aware its an FMV, games like doom3 show actual 'in game screenshots' that are really rendered not produced in real time, and on systems that cant possibly be held by a consumer, thus giving people the idea it will be much better then is, here I agree.

    4. uhhh, he answered his own question of why they arn't readily avalible on the market, and I do have a small amount of import games that have alot of nudity or sexual content, again, just because he didnt bother to look dosent mean they don't exsist, and while yes, they are extremly rare due to lack of distribution AND demand.

    5. Perhaps you have a valid point, I don't know becuase im not a girl, but i've never once heard a girl complain about that kind of thing, and I know an endless amount of girl gamers.... So we can leave this one up to the girls to decied...

    6. Yes, we should make more use of hard drives, but since you have to BUY one for the ps2, everyone dosent have it, meaning it sholdnt be depended on. As far as save point location, it dosent matter how often or not you can save, they do it so that you have to go through a ceritant amount of gameplay, making you more dedicated to winning.... Maybe the developers dont want you to be able to respawn 10 feet from where you die, they are just being nice enough to make you not have to go through the whole level...

    7." No load screens, we gamers demand they be banned! The Hardware can do anything without loading anything!" Then he will be complaining about the level size, textures, and amount of interactive objects being smaller/lower detailed becuase they couldn't be preloaded. It's alot easier to complain about a problem then it is to find a solution. This is a perfect example of how one can demand something without knoweldge of it, my 486 can show the next line of text without preloading it, and showing a loading screen while doing so, but if you want more, it takes more, common sense.

    8. Half the complaint about cutscenes erlier, half person preffernce, as the writer says, that IS how john madden really is, so I think the game SHOULD realistically represent it.

    9. Ok buddy, lets see you make one single full size level with an object blocking every single invisble path, with 100% realistic character control movement functionality, and better yet 'total immersion', I won't be the first to offer you a few MillionUSD$ for the technology.

    10. Man, this guy is dense, he wnats every single object to be completly interactive? Again, you show me a techonlogy capable of this on present day systems, for every object in a massive enviornment, I wont be the first to offer you millions for it....Another example of how its easy to complain about something without

  116. horizontal by locnar42 · · Score: 1
    Maybe they were being sarcastic and I missed it, but I don't get #20. What's wrong with a horizontal console? Most entertainment centers that I've seen have shelves designed for horizontal components. Receivers, amplifiers, DVD players, CD players, tape players, phonographs. All of these are horizontal. Now I need to figure out how to put a square peg in a round hole.

    It's not a tower computer case where you get more space by going vertical. It's great that I can put it horizontal or vertical, but I think the consoles will end up horizontal more often than not other than for novelty sake.

    1. Re:horizontal by Minna+Kirai · · Score: 1

      Maybe they were being sarcastic and I missed it, but I don't get #20.

      Yes, it's very sarcastic. Clues:
      (a) it's blatantly false. When someone says something too obviously untrue to even consider, it's usually attempted humor. For an example, visit any website on April 1st.

      (b) it's the last item in the list. People like to conclude essays on a lighter note, or save the punchline till the end.

      (c) it's the only one where he's immediately optimistic. All the others he decides are either impossible, or not going to happen soon... but this complaint is solved immediately.

      but I think the consoles will end up horizontal more often than not other than for novelty sake.

      They will end up however it was designed, so you can pop out discs without them falling on the floor.

  117. The other annoying "feature" by __aaaehb3101 · · Score: 1

    "Real time" strategy games where the AI is faster at gathering resources than you can be. Or the you missed "7 grains of X" so you lose. Limited resources sure that's a challenge but not X+1 resource needed to win.

  118. Good AI, FX and Originality all in 1 FPS by Anonymous Coward · · Score: 0

    Godo AI, gfx and originality in one Recent FPS (Score:?)
    by Anonymous Coward on Monday May 30, @01:50PM
    Hvae you tried Brothers in Arms?

    Your non player characters will take cover when you send them to a location and lay down covering fire while you cross over.

    The opponents will pin you down with suppressing fire and try to outflank you in the same way you would them

    The tanks are a little mindless but other than that this is the most original fps I have ever played with great ai and gfx to match

    I have yet to play online- controling a squad with multiple online players with their squads sure sounds fun!

  119. A Defense of Save Points by MasamuneXGP · · Score: 1

    While I do agree with most of the article's points, save points are completely essential to the gaming experience, especially any game with boss battles. Take for instance games such as Metal Gear Solid (which, don't get me wrong, was an utterly phenomanal game as well as my personal favorite). In MGS's boss battles, if you lose, you just hit continue and try again. If a boss is really hard, you might end up dying quite a few times. But the end result is, you just stop caring. "Oh crap, bullet in my head. I'll get it right this time..." Sure it's still fun, but urgency, the will to win, just isn't there because you can always just start over again with no penalty whatsoever. When you finally do beat the boss, you smile with satisfaction, and move on. This is not realistic.

    Now look at Devil May Cry 3, in which you're only allowed to save between missions, not during. In DMC's boss battles, you are MOTIVATED. You just finished spending quite a while solving that puzzle, plowing through hoards of enemies, and slaying a Hell Vangaurd just to GET to the boss. You do NOT want to have to do that again. When Vergil swings that sword at you you dodge like your very life depends on it. Seeing as DMC3 is a hellishly difficult game, you'll probably lose a few times, and it will hurt. You will feel as if that was YOUR chest that just got a new hole in it when Dante goes down for the count. But when you win, when you finally land that final shot, well... not many things can match that feeling of pure joy.

    So yeah. Save points can be painful sometimes, but the increased motivation, joy from victory, and immersion in the game are well worth it.

    1. Re:A Defense of Save Points by Anonymous Coward · · Score: 0

      Replaying the same level a dozen times in order to get past a single mob at the very end of the level is not "content". It is not "motivation". It is nothing but pure and utter stupidity.

      Don't fucking decide how I'll play the game - if I want to play the whole goddamn thing on God mode, that should be my choice. If I buy a book, do I have a lock on the last chapter that I can only open once I've read the whole thing? No - why should games be any different?

      I simply do not play games with "save points" because sometimes I need to get up and go do something else. I don't want to spend 30 mins on some level only to have to leave 10 minutes from the end, and therefore have to start the level all over from scratch the next time.

      Come on - get fucking rid of save points. Don't fucking defend them. If you really want, save only at the beginning of the mission, and then run through it - this way it's your choice. Don't make me fucking hate a game because you want to play it a certain way.

    2. Re:A Defense of Save Points by bwalling · · Score: 1

      So yeah. Save points can be painful sometimes, but the increased motivation, joy from victory, and immersion in the game are well worth it.

      If I had to play something like you described in DMC3, I'd probably take the game out of the console and beat the living shit out of it. After that, my wife would probably tell me not to buy any more games because I obviously don't like them. You may think it makes the game better, but it makes me miserable. I don't play games as frequenlty as most "gamers", so if I have to sustain a high level of skill for a prolonged amount of time, I'm just going to put the game away and never finish it.

    3. Re:A Defense of Save Points by PyroMosh · · Score: 1

      Games didn't used to save at all, you know. Remember Super Mario Bros? You had to beat that without powering off, because there were no saves, and no way of continuing once the power was turned off. There is something to be said for that kind of gameplay. It's not for every game by any means, but it has it's place.

      That said, there is annother problem with savepoints. They ruin any semblance of challenge in a game. Let's say you reach a challenging jumping platform section in a game. You save at the begining. Jump, land. Save again. Jump, die, reload. Jump, land, save again, etc...
      You eventually use up 5 or 10 save points to get through one section. You're not playing the game, you're playing around it.

      When Nintendo rereleased Dragon Warrior I & II for the Gameboy Color, they added in a instant save feature. The origionals had savepoints, you needed to go to a castle and speak to the king to "Record thy deeds in The Imperial Scrolls of Honor". You could do this at any time, but it ment that you had to venture back to save. When they rereleased the titles for the GBC, the added in a neat feature for instant save that didn't break the challenge of the game, and still kept you from having to hunt for several minutes to find a savepoint when you wanted to turn the thing off. Just pause, select save & quit, and it would save to a "Field Journal". When you powered up again, the game would ask you if you wanted to resume from your "Field Journal". If you selected yes, then you would resume where you left off, exactly, but it would then delete the savepoint. You couldn't use it to keep from getting killed.

      I'd like to see more games use this technique, and if people want the other way, where you can save anywhere, fine. But just put it on an "easy mode" setting, or something.

  120. Commend and Concur? by Skevin · · Score: 3, Funny

    Excellent comment, sir, although the game was called Commend and Concur. It was the corporate office brown-nosing game, sir, but I'm sure in your vast experience and knowledge you already knew that, sir.

    It was a simulation of sitting in long bored-room [sic] meetings where you lose points for falling asleep, but gain points and status for being agreeable to the lecturer's ideas, hence the name of the game.

    I rank this game as follows:
    Addictiveness: 10 out of 10. At my current job I play this game for 8 hours a day in lieu of my real responsibilities, only breaking long enough to eat a 30 minute lunch. Every single day.
    Interface: 10 out of 10. Commend and Concur forgoes the traditional controller setup and makes use of verbal commands and body language to play the game. Certain system functions, like pausing, must be executing with undocumented verbal commands such as "I need to use the bathroom", but you cannot pause indefinitely.
    Immersion: 10 out of 10. Creepily realistic graphics - I couldn't tell the difference between this and real life.
    A.I.: 2 out of 10. The other humans in the meeting room are often devoid of life and anything creative to say. Programmers, please remedy this in the sequel.
    Playability: 10 out of 10. You can play this game without thinking-... wait! I am playing this game without thinking! In fact, I'm typing up this Slashdot comment while I'm playing this game.

    Solomon Kevin Chang

    --
    "Twice half-assed makes an ass whole." --Solomon K. Chang
  121. Women in games by Cougem · · Score: 1

    The guy moans about how women don't like games because of the massive breasts? I'd say in only a FRACTION of the games are women drawn with massive breasts. Hell, Nintendo games are hardly like porn.

    Jesus, there are a LOT more muscle bound men in games than there are women with MASSIVE out of proportioned breasts, and I feel the former is also much rarer in life?

    Do mean feel objectified, or inferior? God no, they just get on with it.

    1. Re:Women in Games by evilviper · · Score: 1
      I disagree, because my girlfriend (29) and daughter (4) love the outlandish clothes women wear in games.

      Gee, you know one woman who doesn't agree... STOP THE PRESSES!!!

      You could at least PRETEND you have some real evidence to back up your claim.
      --
      Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    2. Re:Women in Games by LionKimbro · · Score: 1

      The evidence is the younger generation.

      To see the evidence first-hand, through deviant art, gamer girl circles, anime circles. Look at cosplay, look at what these people are dressing in, look at what characters these women are sympathetic to.

      And, I think you'll find that, in this population, women are not turned off by the portrayals of women that the article writer thinks they would be turned off by.

    3. Re:Women in Games by LionKimbro · · Score: 1

      A couple more things:

      There's a thread over here that talks more about this. The guy is basically saying, "Yes, I've talked with women about this, and they don't really feel that way."

      And, further, I have met many women who play games, and they're not thinking the way the article writer thinks. I hope I didn't give the impression that it was just my girlfriend and daughter. Almost all women I have known who play games- they are not feeling objectified. They actually like playing as the attractive characters.

      Now, it could still be that the ones who don't play games, that they don't play because of the dress. And I would bet that is true, in part. Again: the conservative Christian woman probably isn't going to get too much into it, I'm guessing.

      But there again, we go back to the younger generation being the one that matters here. From where I stand, the population of girls that play games seems large (and growing,) and I don't see any objectification in the charicatures.

      Well, that's not entirely true. We are all objects, in a way, after all. And we follow role scripts, and "objectify" ourselves with simplifying ideas about who we are and what not. But, not in the sense that the article writer is concerned about, and certainly not in a way that is frightening away the younger generation.

      My guess is that women would be bored if most women were drawn conservatively in games. They'd go, "Damn, why are the male characters so flashy and cool. It's like we have to wear a veil of boringness. These games are terrible."

    4. Re:Women in Games by evilviper · · Score: 1
      evilviper: You could at least PRETEND you have some real evidence to back up your claim.

      LionKimbro: I have met many women who play games, and they're not thinking the way the article writer thinks.

      Yes, that's much better...
      --
      Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    5. Re:Women in Games by CashCarSTAR · · Score: 1

      You're exactly right. My wife is both a gamer, and follows through the deviant art/other art communities.

      The game generation of Women, quite frankly...as long as there is an element of design to the look, don't find things as offensive as you would think. But put something that's just tacked on, or gaudy, or just OVERDONE and then they get offended.

      Or maybe if offended isn't the word, they just think it's fugly.

    6. Re:Women in Games by Anonymous Coward · · Score: 0

      And youre peretended evidence is? Your Grandma?

    7. Re:Women in Games by Have+Blue · · Score: 1

      I don't think you'd be too happy if your daughter wanted to dress like Blood Rayne or Rachael from Ninja Gaiden.

    8. Re:Women in Games by Minna+Kirai · · Score: 1

      You could at least PRETEND you have some real evidence to back up your claim.

      Real females cited in the comment: 2.
      Real females cited in the original article: zero.

      Ratio of eviditary accuracy: infinite.

      You could at least PRETEND you have some real evidence to back up your claim.

      Bah, you want scientific evidence? Look at Vogue, Cosmopolitan, Seventeen, Good Housekeeping, People, or anything similar. All magazines designed for an exclusively female readership- all plastered with outrageously clothed (or half-nude) supermodels on every other page. And yet, all of them big sellers.

    9. Re:Women in Games by edraven · · Score: 1

      As it turns out, the example used in the article was a poor choice because it itself constitutes the evidence you're looking for. The designers did market research when they were designing the look of that character, including asking a group of women what they thought of the costume. The women found the costuming arbitrary, so the designers _for that reason_ gave the character a move where she could seduce guards. Once the character had that ability it explained her choice of outfit, and the female focus group happily accepted it.

      Furthermore, at any science-fiction convention you can observe any number of real-life females who enjoy dressing like that when they can get away with it. Why would they object to a character in a game dressed in that fashion?

      I have to agree that the idea of across-the-board objection to fantasy depictions of feminine beauty is just another sterotype. The idea that women universally object to boobs is just kind of internally ridiculous. It's the sort of thing only a guy would come up with.

    10. Re:Women in Games by prockcore · · Score: 1


      I disagree, because my girlfriend (29) and daughter (4) love the outlandish clothes women wear in games.


      Karma be damned, but the fact that you've got a 4-year-old, are around 30, yet you are unmarried says a lot about your post.

    11. Re:Women in Games by LionKimbro · · Score: 1

      Thank you, I think you just saved me 30 years of my life.

      {;)}=

    12. Re:Women in Games by LionKimbro · · Score: 1

      Bloody Rayne: Not especially terrified; There are plenty of goths in the world, and I wouldn't be frightened if my daughter were one.

      Rachael: Typed in "Rachael Ninja Gaiden" into google image search, didn't find anything.

      I've met many people in life, who dressed in goth style, but were friendly, interesting, and capable. And I've met many people who dressed "well," but were contemptuous, boring, and incapable.

      On the whole, very few people live the way I believe in living. But of those who do, I find more variety in dress. This isn't to say everyone I know dresses strange, but: I think that, on the whole, the people I like are more willing to dress out of mainstream bounds, than I see day-to-day on the street. Unless, of course, you're in a college district.

      Unless my daughter were hanging out with cruel kids or drug addicts, I would interpret her dress as a sign of independence, freedom, and conformity to an free spirit.

      I wish there were more variety in the way people dress.

      I'm not exactly one to speak though; I'm more of a t-shirt and blue jeans kind of coder.

    13. Re:Women in Games by LionKimbro · · Score: 1

      I don't understand: What does it say about my post?

  122. Your Math is Wrong by barureddy · · Score: 2, Informative

    1x cdrom is around 150k/s while 1x dvd rom is something like 1350k/s. Therefore once the math is done, the dvd drive is about twice as fast as the cdrom drive at their respective theoretical max speeds, which are rarely reached.

  123. Very good site by Emetophobe · · Score: 1

    I read the Gamer's Manifesto last week and I found it was very well done. Pretty much all of the 20 points mentioned are true. Games are all about eye candy now, with very few that actually provide quality game play, that is probably why I still play SNES roms. There are a few recent games that I do enjoy though, like UT2004, FarCry, Halflife2, Ratchet & Clank series, etc. All of those games have pretty eye candy, but they are also addictive and have fun/good gameplay.

    I'm afraid the Game Industry has become the Movie Industry, with a huge swath of garbage titles, and only few that are worth buying.

  124. You're right... by game+kid · · Score: 1

    ...and apparently for the PS2 also, unless they wanted to pay someone boatloads for that first stage of Starblade, which comes up whenever the PS2 version of Tekken 5 is started.

    Interestingly, they seem to own patents on Flash versions of their non-Flash games, too.

    --
    You can hold down the "B" button for continuous firing.
    1. Re:You're right... by shoptroll · · Score: 1

      I'm pretty sure Tekken for PS1 had Galaga as a loading screen game when the game first loads. Score a perfect game and you unlocked the "Devil" skin for one of the characters.... ridiculously hard to do.

      --
      Insert Sig Here
  125. Crates. by solios · · Score: 1

    There's a loading dock immediately outside of my office.

    There's a shitload of crates out there.

    And they're ALL. ON. PALETTES!

    I wouldn't mind all the crates in FPS, etc, if they'd actually bother to model a palette or two but dear gods, the laziness.

    1. Re:Crates. by Minna+Kirai · · Score: 1

      if they'd actually bother to model a palette or two but dear gods, the laziness.

      Palettes are really a kind of laziness. They're for wimps who can't lift crates over their heads all day.

      After all, if a human can easily run at 20 mph carrying 9 guns and 200 rounds for each, why would supermen like that need help shifting a few crates?

  126. Horror characters - Resident Evil et al. by CapnGrunge · · Score: 1

    Back in the day of Alone in the Dark, your character would be able to fight if you ever ran out of ammo. I don't know about others but I got even an addiction to fight some monsters barehanded.

    That decayed with time. In RE, Silent Hill and AITD4 characters have null to low melée ability.

    So add this to the wishlist: get a fighter like Prince of Persia into a scary plot like any game mentioned above.

    --
    I see 57005 people
  127. feel free to not read my ranting by kattphud · · Score: 1

    The video game crash has already struck for me. I was born with an Atari 2600 joystick in my hands, but have been a die-hard Nintendo fan since 1985. Unfortunately, Nintendo has been relying on Super Mario, Metroid, and Legend of Zelda for far too long, and now they're in serious trouble. After disappointing droves of Metroid fans by not releasing a kill-the-face-sucking-freak game for the N64, then pissing them all off by making it a lame pseudo-FPS/platformer hybrid on the Gamecube, and making that ridiculous cartoony-looking Zelda game that didn't even feature Link, I don't see them recovering. Seriously, what are they going to do with Mario on their next gen system? Bring back Bob Hoskins? To be perfectly honest, I have a Gamecube only because my wife likes to play all the colorful multiplayer games (all featuring Mario), and the only reason I bought a PS2 is because a few years ago we had stacks and stacks of PS1 games and worn-out VHS tapes, and neither a Playstation nor a DVD player; I have all of 4 PS2 games and only one I ever play is Atari Anthology, and that's only because my Atari 2600 finally gave up the ghost a couple of years ago (rest in peace, old friend...). And you're never going to get a long-time Microsoft-hater like me to buy an XBOX, even if there were games I was remotely interested in. The only next-gen system I'm even thinking about right now is the PS3, and they'd better give me a damn good reason to buy one, or I'm not wasting my money. I hope it's at least a better CD and DVD player than the PS2.

  128. A partial rebuttal by iapetus · · Score: 4, Interesting
    I came across this article a week ago at another place, and was quite annoyed by it there. Here's what I said:

    1. Give us A.I. that will actually outsmart us now and then.

    I largely agree with this one, though I also think there's room for pattern-based attacks. Doom III isn't a tense military sim with realistic opponents. It's a shoot-'em-up in 3D. The original author's missing the point here.

    Where the enemy's supposed to have advanced AI, though, it needs to be better. Duh.

    Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

    The End from Metal Gear Solid 3, perhaps?

    Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    To greatly oversimplify, in fact. There are plenty of approaches to AI that don't rely on scripted routines that are hit by in-order processing. And I don't believe that even the limited scripting-based AI that tends to get used these days is going to be in any way reduced from what we have now. "We won't be able to do more of the same, but faster," cries the author, in an article where he spends most of the rest of his time bitching about the fact that games are just... doing more of the same, but faster. Woo!

    2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    Okay, suggest one. And I don't mean just come up with a goddamn stupid setting, I want to hear about the gameplay and why it's fun, and why it isn't just a variation on an existing genre, and why it's actually a practical idea with current-day technology.

    Not so easy, is it?

    There are games that break with existing genre convention - that do something new, and do it well. There have been every generation. And they've been limited in number every generation, because for each idea that works well there are a hundred total abortions.

    I loathe the idea of innovation solely for the sake of innovation, and I always have done. I'd rather play a mediocre 2D platformer than a godawful pre-op transsexual simulator. It's great that despite the wailing and moaning of the people whose favourite game is bitching about the game industry innovative games still get made. And lo, some of them (like Katamari Damacy) are great. But the level of innovation involved will never make me excuse the shittiness of your game.

    3. Don't bullshit me about your graphics

    Don't be such a stupid bastard, then. You know what the games look like, don't expect them to suddenly become photorealistic. Apply some critical thinking here.

    Yes, it's the fault of anyone who falls for it. But that doesn't mean you're subject to it if you don't fall for it - it's pretty much trivial to find screenshots online for any released game.

    I blame the developers formerly known as Square for this.

    So would you care to explain why I should be lectured on what gamers want by someone who didn't start gaming until the PSX? That's the only conclusion I can draw from someone blaming Square for something that's been around since day one. Anyone else remember the 8-bit game boxes with the beautiful screenshots and the small print reading "Screenshots may be from a completely different version of the game - yours will be shitty two-colour graphics with hideous colour clash"?

    4. Nipples?

    --
    ++ Say to Elrond "Hello.".
    Elrond says "No.". Elrond gives you some lunch.
    1. Re:A partial rebuttal by Mornelithe · · Score: 1

      Some points:

      Yes. Hooray for the fine tradition of PC games allowing you to save, shoot an enemy, save, shoot an enemy, save, shoot an enemy, save, get shot a bit, load, shoot an enemy, save...

      Christ! Then don't play the game that way! No one's going to argue that completing the game should require you to save constantly. However, if you need to save somewhere (because you need to go do something else, for example, or because, yes, you think doing something will be hard), then you should be able to! You shouldn't have to be forced to lose 20 minutes of gameplay.

      And if someone get his rocks off by saving every 15 seconds and loading whenever anything bad happens, why shouldn't he be able to do that, too? Or are you the expert on what's fun for all people?

      It's a difference in what people want out of games, I guess. The author of this manifesto wants everything to be ultra-realistic, with spot-on accurate physics, a complete modelled world in case you want to step out of the area the game wants you to be playing in. He probably wants it to be a FPS.

      No, he doesn't want it to be an FPS. Look at his example picture, with a snowboarder running into an invisible wall of air. That's distracting. If you can't get somewhere, give a reason, like a real wall of something. Don't just make people bounce off nothing.

      [About cinematic cameras:] See. Told you he'd want it to be an FPS.

      No, he fucking doesn't. What he's complaining about is when you're piloting Mario across a narrow bridge, and suddenly the camera swings around to the side, causing you to walk off the bridge. That's just annoying.

      Cinematic cameras can be used well, but there are many times where the camera makes an already difficult action (I have enough trouble walking in the perfect direction with a thumb stick) even more annoying by totally throwing off your sense of direction unnecessarily (Oh! Now I have to gauge how fast to rotate my thumb to compensate for the damn camera movement! How exciting). And many games don't give you an option to lock the camera.

      You insisted on the ability to jump in all games (see point 9 above).

      In point 9, he's arguing that if a 3 foot tall rock falls in front of you, there's no reason you shouldn't be able to get past it. That's not an unreasonable request. If you're going to make an impassible barrier, don't make it look like an obviously passable one.

      You insisted on a first-person view (see point 11, subsection '"Cinematic" camera angles' above).

      Aside from the fact that you're largely misinterpreting points 9 and 11, I still don't see how your argument here has any merit whatsoever. Jumping in (most) FPS games is very difficult, and puzzles involving it are mostly an exercise in frustration in that genre.

      He's not arguing that there shouldn't be any games with jumping puzzles in them (as you seem to be implying). That's what platformers are for. But they're probably the worst part of any FPS game (I seem to recall the Jedi Outcast games being particularly bad in this regard).

      Although some of your points are accurate, it seems to me that some are founded more on your presuppositions of the article, rather than what he's actually arguing.

      --

      I've come for the woman, and your head.

    2. Re:A partial rebuttal by MilenCent · · Score: 1

      2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

      Okay, suggest one. And I don't mean just come up with a goddamn stupid setting, I want to hear about the gameplay and why it's fun, and why it isn't just a variation on an existing genre, and why it's actually a practical idea with current-day technology.

      Not so easy, is it?


      Well actually, there's dozens of those kinds of games. Many of them are popular for a while, but don't get picked up upon by the rest of the industry. Like:

      * Lawyer games (like an upcoming DS title whose name escapes me)
      * A surgery game (there have been a couple of these so far, but one's another upcoming DS game and the other's almost forgotten now)
      * Firefighter games (Brave Firefighters)
      * Of course, Crazy Taxi (Sega made two sequels, but the only other similar game had a Simpsons license)

      Oh, you want completely *original* genres? How about:
      * A fantasy merchant simulation? You've bought swords and Cure potion from them for years, why not set up your own place!
      * A multiplayer magic combat game where all the spells are created by the players? I did some work on an idea like that once upon a time, and I'm certain it'd work.
      * How about a fantasy world simulation where the player doesn't actually interact directly with it? I've done a *lot* of design work on something like that and I know it'd work too.

      Hmm, I said "I'm certain it'd work" twice in a row. Maybe I should explain. A game's structure, that part of it that gets copied over and over when a genre is defined, are not obvious things before their creation. It's easy to look at at FPS and say, "well of COURSE they did it that way." Hindsight is 20/20. But people had to actually invent that style of play.

      Just saying "name a genre" is rhetorically disingenuous, because anything someone comes up with will have to be *invented*. I could spin ideas that would be cool all day long (President simulation! Porn star adventure! Alchemy swordsman! Rubber band wars!), but they're meaningless until someone figures out a way to make them work. And that's not something you can do meaningfully within a Slashdot post.

      Which isn't to say people shouldn't go through that effort. Just that I wish more people would.

    3. Re:A partial rebuttal by Anonymous Coward · · Score: 0

      * A fantasy merchant simulation? You've bought swords and Cure potion from them for years, why not set up your own place!

      You mean Dragon Warrior IV Chapter 3?

    4. Re:A partial rebuttal by tralfamador · · Score: 1

      fucking christ you whine so much.

    5. Re:A partial rebuttal by MilenCent · · Score: 1

      Ah-ha! I KNEW someone was going to bring that up! But that wasn't a simulation, it was fairly flat. What I'm talking would have real math behind it, and it would be the entire focus of the game, Sim-style.

      So, nyaah, yon Taloon-referer!

    6. Re:A partial rebuttal by Dr.+Manhattan · · Score: 1
      All the game's features should be unlocked from the start, so that there's no learning curve and no incentive to play further in the game. In fact, all the levels should be unlocked and selectable from the start. In fact there should be a neat synopsis of the game on a single sheet of A4 in the packaging so that I don't have to play the game and can get straight on to bitching about it on the interweb.

      Sarcasm aside, how about throwing a bone to those of us who don't have time to level grind to get to the good stuff? I rented a frickin' Hot Wheels racing game for my five year old, and neither one of us got more than one car unlocked before it was time to return it. Either offer a way to cheat (hey, you don't have to use it, and feel free to deride me for using it, and I'll even pretend to care) or else scale the way things are unlocked by the difficulty level.

      --
      PHEM - party like it's 1997-2003!
    7. Re:A partial rebuttal by iapetus · · Score: 1

      Not a console game, but there's a fairly enjoyable card game called Fantasy Business in which you wheel and deal in traditional fantasy items (buy healing potions low, sell them high sort of thing...)

      --
      ++ Say to Elrond "Hello.".
      Elrond says "No.". Elrond gives you some lunch.
  129. Gamers don't want good AI. by feepness · · Score: 3, Insightful

    1. Give us A.I. that will actually outsmart us now and then. I make games for a living. Actually, gamers want AI that isn't too smart. They want to dominate and destroy the game. If they are playing against the machine, they want to be the baddest godamned thing in the universe. Now granted, this doesn't excuse AI that interferes with the gameplay, running into walls and each other and forgetting you are there if you hide in a shadow for 10 seconds. It also doesn't particularly apply to strategy games, where the strategy is the basis of the gameplay. The bottom line is, when another human repeatedly kicks your ass, it's a challenge. When the machine does, it's simply frustrating. But otherwise, a great article.

    1. Re:Gamers don't want good AI. by argent · · Score: 1

      I figured that out 20 years ago, when the Amiga was the hottest game machine out.

      On the other hand, players DO want to feel that there's a good reason that a computer character is hard to beat. In a racing game, don't have the bad guy suddenly speed up at the end and pass me... if the monsters just charge at me and I mow 'em down, let them duck and dodge a little... but then DON'T throw a million monsters at me at once as if I could just shoot blindly and get them all.

      Also, don't do the AI by letting the monsters know more than the player. That's "meatball AI", and it feels like cheating.

      Also...

      when another human repeatedly kicks your ass, it's a challenge. When the machine does, it's simply frustrating.

      When I play games, the game repeatedly kicks my ass for quite a long time before I "get it". This is one reason I don't play games much any more, because I don't have the reflexes and patience to learn "right, right, left, dive, wait 3, pop up and shoot". I don't care if I'm getting my ass kicked by real AI, "meatball" AI, or unfairly overpowered dumb monsters.

      If the monsters had just a bit of AI, so you had to figure out how to trick them, maybe you could come up with a game that would keep an older guy interested by making it hard without making it depend on 20 year old reflexes.

    2. Re:Gamers don't want good AI. by MarcoAtWork · · Score: 1

      When the machine does, it's simply frustrating.

      it depends: IMHO the best AI would be the computer figuring out exactly how to beat the player and then, depending on the level of difficulty, choose less and less optimal strategies, but strategies that still 'make sense' so it doesn't feel dumb.

      I would definitely make it 'cheat' (as in, dynamically adjust the damage from the bullet, say) to make things razor close but in the end often the player win ('often' again would depend from the level of difficulty).

      Games are supposed to be entertainment and, like you said, always losing is not a lot of fun (even if it's somebody else online it's still frustrating for the average person, believe me), but winning because the computer opponent is obviously a moron, well, that's not really very good.

      I personally finished Far Cry on the 'standard' level of difficulty (with no cheats) and found it quite ridiculously hard at times, and yet it had me coming back for more because mixed in with the really against-all-odds moments there were times where it was 'reasonable' and satisfying. I'd say the only 'bad' level was probably the last, which was way too hard if played as intended (if you realized that you could prevent the door to the ammo room from closing by sticking a chair in it it made things A LOT easier).

      --
      -- the cake is a lie
    3. Re:Gamers don't want good AI. by magicianeer · · Score: 1

      I am in the segment that wants a mental challenge with my bit-blasting action. I suspect gamers in their late 20s to early 30s are with me here as well. We know all the AI exploits from the games we played as kids. One or another variant of them works in current games-- BORING.

      --
      You can have it good, fast, or cheap. Pick any two.
    4. Re:Gamers don't want good AI. by evilviper · · Score: 1
      The bottom line is, when another human repeatedly kicks your ass, it's a challenge. When the machine does, it's simply frustrating. But otherwise, a great article.

      I disagree completely.

      The only thing I've ever found frustrating about being beaten by a machine is when my button-presses are responded to by the enemy, before they are even carried out by my character on-screen... If THAT is the only way they can make the machine beat me, I don't want it. However, if they can make the machine play fair, and still be as good as a very good human opponent, it would be a great thing.
      --
      Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    5. Re:Gamers don't want good AI. by Sigma+7 · · Score: 1
      1. Give us A.I. that will actually outsmart us now and then. I make games for a living. Actually, gamers want AI that isn't too smart.


      Actually, most long term gamers do. If they want to play against a simple AI, then they'd just go for an old game written in 1995 or earlier.

      What's "too hard" for some people is still "pushover" for others. ID Software already learned this from Doom 1.1 (and Quake 1/2) that a Nightmare mode is mandatory - for players that blaze through the hardest conventional difficulty but need an extra challenge.

      There are some cases where improving the AI is impossible. That's where you need to enter the realm of "cheating" - but always make sure that the AI can play at it's best for players that request it.
    6. Re:Gamers don't want good AI. by Anonymous Coward · · Score: 0

      I think you misunderstand the "AI" part of the comment.

      Rather than make the enemies hit %20 harder (most games), react with the speed of the processor (some games), or handle unimaginably complex processes just because it's in code... (strategy games)

      Have the enemy use "tactics", like cover or doorways, maybe even adapt them to specific situations, like "player is in a small room, let's toss a grenade instead of using my pistol"...

      %99 of games just can't do anything like this - not because they can't - but because it's easier not to.

  130. I HATE LOCKED CARS & TRACKS ON RACING GAMES. by Anonymous Coward · · Score: 0

    I paid for a Ford GT, by golly I should be able to use it right out of the box. I shouldn't have to play the game for forty days and forty nights in hopes of someday "unlocking" it. Locked cars and tracks are CRAP! Wake up, morons.

  131. The lawyer games by Max_Abernethy · · Score: 1

    The manifesto asks, where are the lawyer and stranded-on-a-desert-island games? On the DS, evidently:

    Phoenix Wright: Ace Attorney
    Lost in Blue

  132. Re:He doesn't know what he's talking about by luna69 · · Score: 1

    > "AI" as 99.99% of laymen seem to call it is merely
    > an elaborate hack.

    Ok, so he doesn't use the correct academic terminology. "AI" is, however, colloquially used to describe the perceived "intelligence" of the computer-guided opponents. And using that definition, he is 100% correct...and so does know what he's talking about.

    --
    No gods, no demons, and no masters. Secular Humanism!
  133. A game player's response... by SpecialAgentXXX · · Score: 1

    I response to the article and your developer comments, I've got a few myself:

    18. Don't use online play as an excuse to bleed us dry
    So for example, you might have a game with 10 2-hour long episodes, each of which sells for $10-20. Wouldn't this really be preferable if they were released every 3 months or so?
    NO! $200 for a video game??? That's the #2 reason I never play MMORPG games. I just want to plunk down my $55 and be done with it - not have to add an entry to my monthly budget for "$20 - Episode 7: The Search for More Money"

    19. NO MORE JUMPING PUZZLES IN FPS GAMES
    I'll take this one step further and argue that jumping puzzles aren't fun *anywhere*.
    Wow, I must be in the minority here, but I like the jumping puzzles as long as there is a "save-anywhere" function so I don't have to go back and repeat the same damn thing over and over and over...

    As soon as people stop rushing out to by the next Halo or the next Half-life or the next Doom, or Quake (or Unreal), (or a game based on one of those engines), then I'll have a little more faith that I can make a game with a more modest and reasonable budget that will be successful.
    As someone who bought Halo, Half-Life 2, Doom 3, Unreal 2, etc. I'm anxiously waiting for the next titles.

    I do think Valve's Steam will revolutionize how games are distributed and will allow more "niche" games to be developed. In the recent copy of PC Gamer, an article on Valve talked about how they will be putting out more "episodes" for Half-Life 2 via Steam in the next few months. They compared it to taking 12+ months to "put a box on a shelf" in the local store. That means less distribution costs, etc.

    1. Re:A game player's response... by jp10558 · · Score: 1

      I like episodic ideas, and online distrobution. I dislike the idea of Steam.

      I don't want yet another program on my PC to get me to the content. This is why I don't do iTunes. If it's not loaded by WinAmp, I don't want it.

      Similarily, if I can't download it via either getright or Shareza (for the other 4 big distrobution methods) I don't want it.

      More software just has more chance to break windows - I don't know whose fault that is, but it's true. And if it's like some of that sutff that won't work if I have daemon tools installed, or worse, Nero they can go to hell.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  134. Deus Ex by NickFortune · · Score: 1
    DeusEx. The original, that is. The devs tried very hard with the sequel, but like a good novel, the original had explored pretty much every aspect of its theme.

    DeusEx managed to be a good FP shooter/sneaker depending on your choice of strategy. It fell somewhat short of the designer's aim, but it remains one of the most open ended games of my experience. And on top of all that, it was thought provoking.

    So just because it's a FPS doesn't mean it has to be an intellectual wasteland. The trouble is that it's a lot more effort to write a game with good and witty dialogue and a strong coherent plot (Adventure or FPS) than it is to say "All hell has broken loose on mars - shoot anything that moves!"

    It's the same deal as we see in Hollywood. Endless trouble taken with the visuals, because you can say "that looks good" in 5 seconds without any deep meditation. But if a lot of time and trouble is being spent without anything tangible to show for it (like thinking to make sure the plot makes sense, or rewriting dialog to make sure it rings true) then it's likely to be cut and replaced with a car chase/jumping puzzle by order of the management.

    Honorable mention goes to Alice, which had a fascination beyond the eye candy and the graphics, but was let down by so many jumpy levels that I got bored before the end, and also to the original Half Life which told a good story over the course of the game, but never really made me think too hard.

    --
    Don't let THEM immanentize the Eschaton!
  135. Nipples by Anonymous Coward · · Score: 0

    There was a game just released for the PS2 which shows woman's breasts/nipples. God of War. Awesome game too.

  136. Save Points by WaR.KiN · · Score: 1

    The analogy sort of breaks down there, but the point is we shouldn't ever see a "save point" in a game again. Limited saves were invented for consoles that didn't have the memory to let you "quicksave" (where you can save at any time, any where, with one keystroke like on a PC).
    I don't agree with this one. I see save points as a design decision rather than carelessness on the designer's part. If you could save your game every five seconds, then where's the challenge and fun in that?? Everytime you make a mistake you can just reload your game so even the challenging parts of the game become a breeze. There are console emulators on the web that lets you create "save states" allowing you to save your game whenever you feel like it. Does it actually enhance the game? If a game is too difficult, the designers can tone it down or even add a few more save points in between.

  137. It is of critical importance. by rice_burners_suck · · Score: 1

    It is of critical importance to the entire world that video games be completely consistent, have no plot holes, contain no bugs, and are basically exactly the way it would be in real life, plus the added value of a gaming world where things don't necessarily need to be like in real life.

  138. My two cents by ceswiedler · · Score: 1

    1. Let me play the game at the most difficult level RIGHT AWAY. I absolutely hate playing a game through twice. I'd rather play a hard than a game where I have to play it on an easy setting, and then 'get' to play it again on hard.

    2. Include more multiplayer options. Why can't we play multiplayer on every one of the singleplayer maps? They're obviously in the game. I understand if MP isn't the focus, they don't want to spend a lot of time on extra maps, but at least let us play on the ones that are there.

  139. it's the logic breakdown by globaljustin · · Score: 1

    You and parent missed the article's overall point:

    Focus on logical gameplay

    Yes you may disagree with some of the author's nitpicks, but everyone who games, or used to game, knows that it's mostly a style/substance debate.

    In the end, I think most people on /. would agree that text w/ good content is better than a flash website w/ shitty content.

    Do you still disagree?...look -----> SHINY!

    --
    Thank you Dave Raggett
  140. AGREED, but ... by Anonymous Coward · · Score: 0

    i agree with all points, except one:
    "magical" speed-ups in racing games! come on.
    not fair. one computer apponent bumped me into the
    rails. no way i could catch up now if there's no
    "magical" speed-up option! please and it's cool
    to have to go from average 150 i.q. processing
    power to 200 i.q. processing power while riding the
    magical "speed-up". i mean evern jet fighters have
    a "magical" after-burner!
    one last note: i miss the high tech space invader
    with top to bottom scrolling and the "redicilous"
    possibility of acquring all this special weapons
    and extra satellit guns that follow your tiny
    space ship around and being able to "grow" your
    arsenal to a ship nearly a quarter of the screen
    size. PLEEASSE bring this genre back!

  141. Fatigue by Radical+Rad · · Score: 1
    You might try some of the more role based/objective based "one life to live - friendly fire on" FPS's out there. When your squad is 6 guys, and there is only 1 medic, 1 engineer, etc - suddenly team play, coordination, positional awareness and support become very critical.

    Jagged Alliance had many of those qualities but wasn't first person and gameplay was kind of tedious. I would rather see a small tweak to the many FPS interfaces that already exist. Everyone copied Castle Wolfenstein 3D's interface and it hasn't changed much since. I would like to see the use of fatigue as a way to increase realism and inject a bit more thinking into the game.

    If the gamer sprints 100 meters across a courtyard carrying 40 pounds of gear and an M-60 then he should be winded for a while. This simple change wouldn't require the gamer to press any more buttons. It wouldn't even necessarily require another gauge on the screen. The feedback could come through sound effects of the character's breathing and heartbeat.

    But on the other hand, some people like the meth hopstrafe games....

    I can understand that. They are only games after all. My preference is for realistic simulations without overly complicated controls but to each his own. Still, I think fatigue is a simple, easy way to add challenge to the standard FPS interface without adding any complexity to the controls. It could even be turned on or off from an options screen.

    1. Re:Fatigue by Boronx · · Score: 1

      I'd like to see inertia. That would stop people from dodging machine gun fire by juking back and forth and many other unrealistic movement tactics.

      Battlefield made solved this problem somewhat simply by making foot movement slow.

    2. Re:Fatigue by Minna+Kirai · · Score: 1

      Battlefield made solved this problem somewhat simply by making foot movement slow.

      Do you mean Battlefield 1942? They didn't solve that problem at all- they just transferred it to vertical juking, AKA "bunny hopping". A machine gun is about the only chance you'll have to shoot a man who leaps 4 feet into the air with every pace. (Actually, the largest effect of bunny hopping is that grenades are the preferred weapon for close range infantry combat, even in open environments)

      This humor article wonderfully illustrates the point. Continues here.

  142. Re:Unreal AI is *dang* good by daeley · · Score: 3, Funny

    they're a bunch of babies or something, requiring constant attention, and can't make it to the bathroom without getting blown to hell, let alone to a flag

    Sounds like the Sims. ;)

    --
    I watched C-beams glitter in the dark near the Tannhauser gate.
  143. simple, games without bots and AI by GooDieZ · · Score: 1

    simple example http://atitd.com/ (MOORPG) playing this fairly long enough to tell you "u get as good as you really are"

    regards, but FPS wont get anywhere to good soon; Have a friend that doesn't even know basic english but he tuns over HL2 UT2k4 and D3 in few hours...

    Games are inituitive nowdays, puzzles in games just make alot of people drop them.

    --
    Things in a rear mirror might be behind you
  144. Not a big seller in the red states by Tablizer · · Score: 1

    Where's the game where we're a pre-op transsexual where the object of the game is to gather enough money to complete the operation?

    Just get a Doom demon to shoot you in the nuts.

  145. Independent developers by rasty · · Score: 1

    I've recently looked around for alternative games and found a lot of satisfaction throu "independent" developers/companies that produce a lot of (usually) low cost but fun games. No gigabucks spent on CGs and voiceovers, but good ideas selling for low price thanks to online distribution's low overhead.

    True, sometimes such games are just more of the same puzzle games, but if you look around you'll find some real gems!

    1. Re:Independent developers by interstellar_donkey · · Score: 1

      Would you tell us where these can be found? I'd be curious to know where to look for games that excahnge fancy CG for, you know, fun.

      --
      The Internet is generally stupid
  146. One more factor by DahGhostfacedFiddlah · · Score: 1

    Jump upgrades

    Most FPSs ignore the jump except to recognize it as a basic need to get over the 10" barriers mentioned in the article.

    The fact that Metroid has a number of jump upgrades adds a dynamic to jumping puzzles that doesn't exist in other games.

  147. All consoles. by Roland · · Score: 1

    Hm.. yeah. And I'll just go play BF2 when it comes out.

    Consoles are still not as much fun as PC games.

    --
    whee -Me
    1. Re:All consoles. by tepples · · Score: 1

      And I'll just go play BF2 when it comes out.

      Nintendo's making Balloon Fight 2?

  148. Re:The greatest game...the best AI..highest realis by Rayonic · · Score: 0, Troll

    Wow, hateful bile == +5 Funny? Who knew.

    Thankfully you seem pretty weirdly detached from reality.

  149. Real Life got a 9.6 on Gamespot by MixmastaKooz · · Score: 2, Funny

    Real Life, a huge MMRPG, got a great review from Gamespot! Life sounds like a cool MMRPG, we should check it out!!

  150. Here's a few he left out: by Artifakt · · Score: 1

    No game that is produced under time and market strengths can be "perfect", but any game can play to its own strengths. I'd like to see more games where the programmers don't undermine the game's own strong points.

    Here's an older example of the wrong way: Hexen, by Raven Games under an Id liscense.
    There are several things that counted as winning in a player's mind in an early Id style FPS:
    1. Finishing the level.
    2. Killing all the monsters on a level.
    3. Beating your old time for 1 of the above.
    4. Finding all the secrets.
    Note that Id games usually gave scores in these areas - actually reporting "'Secrets 3 of 6", "Monsters :131 of 143", and "Time 4:31" at the end of the level. That says that Id's designers regarded those as victory conditions and tried to get players to treat them the same way.

    Obviously, some of these have to work against each other. You can't kill all the monsters if you take a short cut that detours right around some of them to save time. You can't cut your time by pokeing around looking for secret doors. If total fun is a combination of these, weighted by some factor that describes how important a given player thinks each one is, then total fun will never be the sum of maximal resultes in each category. But, players are free to replay with a different goal in mind, so replay motivation is high.

    So, what on Earth prompted Raven to make new monsters spawn as long as the POV stays in the level? Ammo doesn't respawn, so simply staying too long means the character will always run out. You can't clean up a level and then look for secrets afterwards. If you didn't want to play like time was the most important factor, well, you were simply wrong to think that way. Raven paid to liscence an engine that could give the player 4 different possible victory conditions (and 4 sources of player satisfaction), and threw 2 of them out even though that code was already written for them, then made one that was usually optional manditory. The player's goal becomes finishing the game quickly, and replay motivation is low. What do you expect most players to say about a game that they finished fast and don't particularly want to play again?

    There's lots of this: Develop lots of cool weapons (stong point), then put in a boss monster that is unkillable except by a special secret trick instead (play against your strong point).
    Hire professional voices - use cheap semi-pro dialog writers.
    Create some really cool opponents, do tricks with the terrain and the physics engine, and implement distinctive weather, lighting, traps, attack forms, new player character powers and sound effects - save all of them to throw at the player on the very last level of a 33 level game.
    Do great graphics, then make most of the game take place in the dark. Make the commonest screen color brown. Include a flashlight, but no duct tape.

    --
    Who is John Cabal?
  151. Yeah yeah yeah by Anonymous Coward · · Score: 0

    spellchecker strikes again. though your comment is pretty funny. :) --M

  152. Wasn't FPS... by DahGhostfacedFiddlah · · Score: 1

    Well...it *was*, but not entirely. I think the rise of the internet has pretty much been a death knell for adventure games. For every person who gets satisfaction by not looking at gamefaqs.com through the whole game, there are fifty who will give up on a puzzle after less than a week of trying.

    Back in the day, if you had a problem, you either stuck with it, or you got a friend to help. Collaboration with a friend was a great joy - "leapfrogging" and taking turns helping each other out.

    Now that's actually more work than a simple google-search, and the willpower to resist just isn't there for most gamers. It ruins the fun (and hence the genre), but I really can't see a solution.

    1. Re:Wasn't FPS... by Anonymous Coward · · Score: 0

      Yup yup.

      I had to call 1-800-USA-SEGA for the last dungeon in Phantasy Star I. Even though at the time it was still free, it was a humbling moment. They ended up sending me a xeroxed hand drawn map that showed up a week after I beat it. Nice thought, though.

  153. The Longest Journey by Anonymous Coward · · Score: 0

    if you havent played it, and you like adventure games, give it a try. 4 or 5 cds, but well worth the time :)

  154. Women in Games by LionKimbro · · Score: 2, Interesting

    The author wrote that there is something wrong with the way that heroines are designed. He said that he thought it made women feel objectified, and that this was turning them away from games.

    I disagree, because my girlfriend (29) and daughter (4) love the outlandish clothes women wear in games.

    Three games that we are playing right now are: Final Fantasy X, Final Fantasy: Chrystal Chronicles, and Xenosaga (ep 1.)

    Pretty much all of these feature pretty outlandish clothing. We talk about it. We think it's cool.

    I don't know about Ms. Floss, (pictured in the article,) but I suspect my girlfriend would think it was cool, and have no problem playing her. My daughter seems sort of blase, ("Do you like it?" "Yeah..,") but she's more focused on kicking robot ass in Xenosaga right now.

    Our daughter regularly tells us, "I want to be Lulu," by which she means: "I want to dress like Lulu." She earnestly likes all these images. We let her cut and paster her old clothing, to make the outfits.

    Nobody finds it particularly offensive that Lulu has big breasts.

    So, I'm going to have to say: I think that one's right off the mark.

    Maybe some women won't find the images appealing. Maybe a conservative christian women won't find it appealing. People who have strong ideas about what people should be, how they should dress- obviously, they're not going to like it.

    But, there's a lot of women who like these kinds of things.

    When I went to college, interest in anime was mostly a male thing. (Or, perhaps it was that I just went to a school that is mostly male.) But I've heard from the anime that in the younger croud, I'm guessing people aged 15-20 right now, that a lot of girls are into anime- that the ratio is even. I strongly suspect that almost all of those girls will feel comfortable with Ms. Floss.

    Look at the movies that are coming out: Sin City, X-Men, - it's like we're going on a comic book fashion rampage. I don't think this is a bad thing.

    It may offend more traditional sensibilities. Women from particular backgrounds may feel objectified. But: I think if we're talking about the growth of games, it makes sense to look at what this younger generation is doing and thinking.

  155. I could help, but I doubt he'd take it. by interstellar_donkey · · Score: 2, Interesting

    The kid who wrote this (and I say kid, because typically adults are able to write criticism without using frantic, profanity filled pleas) really ought to spend a few minutes and think about the horrible hypocrisy he's showing. It seems apparent to me that the guy makes his games purchasing decisions based on what the cover the glossy fan boy gamer magazines and websites is showing.

    There are actually quite a few games out there which are not FPS, racing games, or sports titles. He'll just have to look in a different part of the software store to find them.

    Most of my favorite games (which I've collectively spent far too much time on) fall under none of these genres, and satisfy most of his complaints. At the end of the article, I thought "well, if this guy wants something that will satisfy most of his demands, he should head down to the store and pick up a copy of MS Flight simulator. It's challenging. The primary focus of its development is realism as opposed to graphics. It has online multi-player (for free). They're really aren't any restrictions in the game's world that would limit the immersion factor (the game does cap off the maximum altitude you can reach, but 95% of the aircraft you fly wouldn't be able to reach it due to physics modeling, so it's more or less a non-issue). In some of the default airplanes the pilots are drawn as women who are hardly "scantily clad". Granted, the AI is a little clunky, but in its current form it's more there for ambiance then game play.

    Though I doubt he'll do it. I mean, there are no monsters to kill, nothing to blow up, and even though he says he wants games to be difficult at the start, the learning curve for most FS is pretty high. I mean, he'd probably have to read the manual and go through a number of tutorials before he could complete a short, successful flight in a Cessna without crashing. Oh, and he'd have to use a computer instead of a consul.

    --
    The Internet is generally stupid
    1. Re:I could help, but I doubt he'd take it. by Minna+Kirai · · Score: 1

      At the end of the article, I thought "well, if this guy wants something that will satisfy most of his demands, he should head down to the store and pick up a copy of MS Flight simulator. It's challenging.

      That's not a game; it's a simulator. Games are about winning and fun, simulators are about realism (or at least accuracy). Note that you can use Flight Simulator to play a game, by creating success rules you impose yourself, but it is still not a game, just like cleated shoes and leather balls aren't games.

      While simulators are frequently fun, it is in the same way that Photoshop can be days of fun for some people.

  156. Why I bought HL2... by argent · · Score: 1

    Graphics.

    Yes, definitely. I've been waiting for a graphics card that does real-time photorealistic graphics since the first time I played with Sculpt-3d on the Amiga. Raytracing is one of those embarassingly-parallelizable problems that should be hardcoded into the graphics engine, with each 16x16 patch of the screen having its own just-fast-enough GPU to render its 256 pixels over and over again. HL2 promised photorealistic graphics and water with ripples that actually produced optically correct distortions. Not quite, but we're close, and that's why the other big thing is...

    Physics.

    HL2 promised you could actually hit stuff and it'd break and break realistically. Your character would move realistically, so you wouldn't have the "Damn it, I can see a way through, why can't I get there? Oh yes, the game engine doesn't know there's a gap at the edge of that crate..." problem. Not quite, but better. And you can actually do things like hit a monster with a swinging weight instead of just shooting it... but only where that's been set up.

    But did I buy HL2 for me? No, I bought it for my kid for his birthday. I wouldn't have bought it for myself... because he wanted it and I thought it'd be interesting to look at... but I knew that it wouldn't be a good game for me, even if it was a more realistic one. Give me an interesting game, I'll buy it for myself. But the interesting games don't tend to use the good game engines. I don't know why you can't use a good game engine to build something that isn't a "twitch" FPS. Does the API suck? Is the graphics and physics tied into a genre level editor? What's the problem?

    I did buy Katamari Damarci. And it's the only recent videogame I've played by myself, instead of playing it with my kids for half an hour until I got tired of being blown away by the twitch reflexes of the young.

    1. Re:Why I bought HL2... by daVinci1980 · · Score: 2, Informative

      Your post is very good...

      However, there are a few things you should consider about raytracing.. While it is easy to do in parallel, it is also very limiting from a hardware standpoint. The problem is that those pesky rays can go anywhere once they hit a surface, including directions that you didn't intend for them to go in.

      This means that more data has to be loaded in the scene (because the rays can even go back behind you or off perpendicular to the scene). There's also the problem of what the data storage is going to look like. IE, in order for this to be expressed in a way that is going to be extremely efficient to a GPU, you're going to have to come up with a common data format that works for all applications that intend on doing raytracing via a hardware solution.

      Finally there's the problem that raytracing is O(resolution). That is to say that 800x600 is exactly twice as bad as 640x480. 1600x1200 is 4x worse than 800x600, and any sort of antialiasing on top of that is pure pain.

      As for your other (implicit) question, "Why don't interesting games use interesting game engines?"

      Because they cost an arm and a leg. Last time I checked, a license for the upcoming Unreal Engine 3 cost between 700K and 1 million dollars. Quake 3 was 1 million, without support. HL2 is in the same ballpark.

      Considering that the "interesting" games often have a budget of less than a million bucks total, it's pretty easy to see why it's hard for the little shops that come out with good games to buy the big engines.

      --
      I currently have no clever signature witicism to add here.
    2. Re:Why I bought HL2... by argent · · Score: 1

      The problem is that those pesky rays can go anywhere once they hit a surface, including directions that you didn't intend for them to go in.

      Well, yeh, that's the point. That's one reason raytracing looks better. Another way of putting it is that a photorealistic rendering of a screen really does require more data than a bunch of ad-hoc piecemeal techniques. At least when you have reflective surfaces like faceplates, water, mystical auras, and the like.

      That extra detail is part of what I'm looking for. Yeh, I know there's more data involved. It's moving more of the work from the CPU to the GPU. But, geeze, those GPUs have more RAM than any entry-level PC that was manipulating a complete scene map and trimming it for feeding to a GPU in 2000.

      Antialiasing a raytraced image should be easier in some ways than supersampling, because you don't need to trace 4x (or even 16x) the rays. At least if my understanding of the normal way you do antialiasing in a raytracer: you only need to trace the center and corners, and the corners are shared with adjacent pixels.

      As for the data formats, what about Renderman?

      Last time I checked, a license for the upcoming Unreal Engine 3 cost between 700K and 1 million dollars. Quake 3 was 1 million, without support. HL2 is in the same ballpark.

      Jesus.

      Well, I guess everything Valve and the rest said about their game being technology demonstrators for an engine they want to be widely used in the industry can be taken with a grain of salt. If they really wanted people to use them, and if they were really confident they were worth that kind of money, then they'd come up with some kind of royalty arrangement instead of a flat fee.

    3. Re:Why I bought HL2... by stupidkiwi · · Score: 0

      About this licencing of game engines.

      I have been thinking about this myself, there is a solution for this problem for small innovative games developers. It lays with the console makers. If Nintendo, or Microsoft want to beat out Sony, they could provide a full suite of engines for little or no money. Any game producer could use it and build on the engines over time. We can only hope the console makers wake up to the hurdles to small companies innovating on their platforms. I for one have been sitting on two games ideas that have nothing to do with any current genres... not even close. But with my current life situation I can never see them to reallisation.

    4. Re:Why I bought HL2... by jp10558 · · Score: 1

      Yeah, it's too bad. I really liked what Star Trek Elite Force did with the Quake 3 engine. It showed (to me at least) that you can make an immersive game with a FPS engine. Plus it had a much better story IMHO than most FPS. Felt like *being* in a StarTrek episode.

      Sadly, few people have the financial muscle that Star Trek has to create games based on expensive engines.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  157. An America's Army fanboy? by tepples · · Score: 2, Funny

    It's called US-Soldier. What a wild game! You don't have to buy it

    ...because players in the USA can download it for no charge.

  158. What's wrong with San Andreas by metamatic · · Score: 1

    One problem with GTA: San Andreas is that because the world is so much larger, proportionately more of it is window dressing--3D wallpaper that you can't really interact with.

    In Vice City, you could drive around looking for interesting buildings, get out and walk over to them, and go inside and wander around. Often there would be something interesting.

    In San Andreas, driving around with no particular aim in mind is boring, because almost all the buildings can't even be entered.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:What's wrong with San Andreas by Anonymous Coward · · Score: 0

      Vice City was the same way. The only buildings you could go into were ones that had a mission associated with it. And then, they were basically just big boxes on the inside with no detail.

    2. Re:What's wrong with San Andreas by metamatic · · Score: 1

      Not true. There were hotels you could go into and wander up and find a pool on the roof, for one example.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    3. Re:What's wrong with San Andreas by mink · · Score: 1

      A whole 2 buildings there.
      Off the top of my head the only building you could go into in the game were as follows:

      Any business you could buy something in, or could own/rob.

      The hideout building (hotel) you started in or the mansion you get later. The rest of your hideouts were just save spots outside a house you could not enter.

      Major landmarks like the Airport, Stadium, and mall.

      Certain mission related buildings, of which the 2 hotels/condos you mention fall into.

      Entering a door and magically appearing on the roof does not "going inside a building" make.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    4. Re:What's wrong with San Andreas by metamatic · · Score: 1

      I'm not disputing that the number of buildings you could enter in Vice City was limited. I'm stating that the proportion of enterable buildings to non-enterable buildings was higher than it is in San Andreas.

      Also, you conveniently omit that some of the categories of building on that list aren't enterable any more in San Andreas. Like, the airport doors just cut to a ticket purchase screen, rather than an actual airport departure area inside.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    5. Re:What's wrong with San Andreas by mink · · Score: 1

      I'm pretty early on in the game, bridges are all still closed due to earthquake, just finished drive-by mission. I cant say outside of shops and resturants how many buildings you can enter. There is at least one hotel and it is much larger then the ones in VC as well as having an actual interior.

      Do the hotels in VC really cound as enterable? one is just a staircase up to roof access, as I remember, and the other just magicaly pops you up to the roof.
      Ohh I did forget the apartment in VC where there is the scarface scene.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  159. Re:He doesn't know what he's talking about by hairyfeet · · Score: 1

    Actually,I see this as a GREAT way for a new startup dev company to make it RICH! Most of the FPS's are made using a very limited number of engines.Instead of spending your companies time trying to make another eye candy game,Instead have the entire team build an impressive A.I script that can be ported simply to the different game engines.Then the FPS makers can spend their time making better eye candy and simply lincense your A.I. engine for the brains and BOOM-Hello profit!

    --
    ACs don't waste your time replying, your posts are never seen by me.
  160. Save anywhere? by tgibbs · · Score: 1

    The analogy sort of breaks down there, but the point is we shouldn't ever see a "save point" in a game again. Limited saves were invented for consoles that didn't have the memory to let you "quicksave" (where you can save at any time, any where, with one keystroke like on a PC).

    The need for a "Save anywhere" feature is inversely related to the quality of the game. Wanting to save at arbitrary locations is a symptom, not a problem. In a well-constructed game, defined save points add to excitement and suspense.

    Why would I want arbitrary saves? Because

    1) The only thing exciting is the boss battles, and everything leading up to them is drudgery. (poor game design)

    2) The game play completely sucks, and the only reason to play is to see what cool graphics the next level has (even worse game design).

    3) Losing to the boss requires me to repeat a puzzle I've already solved, which is boring now that I know the answer (poorly positioned save points).

    4) The boss battles are so insanely difficult that it takes two dozen tries to even begin to figure out how to beat him. I'm so frustrated that I have no patience for anything except fighting the boss again, but I have to do a bunch of other stuff first (poorly positioned save point, and possibly poor design, depending upon whether fighting the boss over and over is actually enjoyable).

    1. Re:Save anywhere? by jp10558 · · Score: 1

      Well, the biggest issue with save points has been hit a few times in this discussion, but maybe you didn't see it.

      Many people don't like being told "this is where you should end your gaming today" for any number of reasons. Maybe you want to play for another 10 minutes before going to sleep. Maybe your mom/spouse/kid/friend just interrupted you to do something important. You need to quit NOW, but who wants to lose the last 10-30 or more minutes of play?

      Maybe you just completed something you think was very difficult, and you don't want to have to do it again. You and the developer won't always agree on what warrents a save.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  161. Truth by sycomonkey · · Score: 1

    So much truth in that article. Only differences I have are that I like having my consoles horizontal (stackable if possible. Imagine rackmount consoles! That would be awesome. And, I like scenematic camera angles a lot... in certain types of games. It works very well in Silent Hill, because you only really need enough control of the charector to be able to run away. And it helps it be even that much more creepy. It does NOT work in platformers. AT ALL.

    --
    --The universe will not be altered by forum threads, even those which are very wry. --Tycho Brahe (Penny Arcade)
  162. Re:He doesn't know what he's talking about by RyatNrrd · · Score: 1

    If you agree with so many of his points, what makes it a "troll article"?

  163. Cinematic camera by tgibbs · · Score: 1

    "Cinematic" camera angles. No, thank you. Understand that we need to see what my character sees. As soon as you start panning the camera around Mario for no better reason than to see the pretty sunset on the distance, we lose control. And here's another tip: If you have a single level where the player's character is required to run toward the camera, send the fucker back for more programming because you're not done yet.

    I can't agree with either of these. Chase cameras get boring in a hurry. Many of the games I've most enjoyed had cinematic cameras with camera angles well thought out. If the camera angle is bad, you're doing the wrong thing. And for games with a puzzle aspect, being able to look around is important. I've also seen a number of games with effective "run toward the camera" scenes, usually with something chasing me. I only object if there are surprise pits and the like that my character should be able to see and avoid, but I can't because I can't see them coming up. In other words, it's OK not to let me see ahead, but don't use it to artificially add difficulty.

  164. Calvary != Cavalry by AxsDeny · · Score: 1

    "bad guys were flailing at us with the same straight-line Ulysses S. Grant calvary charge that failed them twelve years ago in Doom 1"

    For the love of jebus. WTF is a "calvary charge"? Does someone throw crucifix mountains at you?

    --

    zork% mv *.asp /bin/darkroom
    283 files eaten by a grue
  165. Nice Article! by Master+of+Transhuman · · Score: 1


    I have almost never played computer games. I spent hours playing one of those stupid little stick-figure "shoot down the airplane" thingies way back in the late '70's on a dumb terminal attached to a Processor Tech (IIRC). When I realized the time I wasted, I swore off computer games for two decades.

    Well, actually, back when I had an Atari 520ST, I got "Neuromancer" and played that for a while - and a more graphics-intensive version of "shooting the asteroids" crap.

    So a year or so ago, I finally decided to try "Hit Man" since I liked the idea of a game that let me run around and assassinate people.

    So I appreciated this remark in the article:

    "Instant-Failure Stealth Levels. Ack. This brings back horrible memories of a Goldeneye level where if you tripped an alarm, an infinite number of bad guys poured forth. We knew a man who failed that level 37 times, then got the Infinite Health cheat for it and came back. He intentionally tripped the alarm, the guards rushed out. Laughing maniacally, he proceeded to shoot those fuckers for four hours, killing 1,183 of them - 682 with groin shots - before his thumbs cramped up. Your game should not create this kind of bitterness."

    Boy, did Hit Man make me bitter! I trashed that goddamn game and have once again swore off computer games.

    But while I was playing, I did do stuff like the article mentions. In Hit Man, the Chinese Triad gang member operate out of a restaurant. When I got bored trying to make it through the restaurant to the goal, I resorted to taking an assault rifle, walking up to the front door of the restaurant, opening it, shooting a half dozen of the guards, then backing out of the door and closing it. The guards were smart enough to try to come out in the street after me. So I shot them down one by one as they came out.

    Eventually, no guards in the front room of the restaurant. Wallah!

    Then I'd repeat the process in the next room with a door.

    Unfortunately I ran out of ammo too soon.

    Once I finally got down to the Colombia scenario (and figuring out how to get past the jaquar to get to the drug lord's base was a stroke of brilliance on my part!), I was pissed to find that merely picking up a minigun was enough to get me attacked from all sides even though I was dressed like the guards. I was also pissed to find that even though I was dressed like the guards, after killing the drug lord, I couldn't get into the drug lab to blow it up. No way, Jose! Spent HOURS and dozens of attempts!

    Fuck that! I HATE Hit Man! I swore off computer games again forever.

    Or at least until I can afford Hit Man 2...

    --
    Richard Steven Hack - This sig is TOO GODDAMN SHORT TO DO ANYTHING USEFUL WITH! MORONS!
  166. Hey Authors by yem · · Score: 1

    Completely awesome essay.

    Where's the RSS feed?

    --
    No, I did not read the f***ing article!
  167. Will Wright by Anonymous Coward · · Score: 0

    Correction: If Will Wright is peeing on you, something is definately wrong. :p

    1. Re:Will Wright by Anonymous Coward · · Score: 0

      If Will Wright is peeing on you, something is definately wrong.

      But oh so right.

  168. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    Haha. We always lose? Have you checked the bodycount, er, I mean score? Way to spend your Memorial Day. Dick.

  169. Planescape: Torment by why-is-it · · Score: 2, Informative
    Grim Fandango (1998) was the last *GREAT* Adventure game.

    I really liked the art deco style of Grim Fandango, but it was not the last great RPG. That title belongs to Planescape: Torment (1999). It has storytelling like nothing else before or since. What a shame it never sold well...

    --
    *** Where are we going? And what's with this handbasket?
    1. Re:Planescape: Torment by jp10558 · · Score: 1

      RPG's aren't really adventure games.

      That said, I really liked Planescape: Torment. Way cool, though sadly I lost a savegame and then the discs and haven't ever tried to get through it again.

      I personally really like Neverwinter Nights and eagerly await the sequal.

      Now, the quest that came with it was medocre - I enjoyed it, but I can see where non D&Ders would get a little bored.

      The point is that it really is a good videogame version of the PnP D&D experiance, and there are hundereds of fan created modules out there, plus the two expansions which add functionality (Shadows of Underntide was worse than the original story, but Hordes of the Underdark which I just started seems pretty good).

      Plus the multiplayer for many styles of gaming including persistant worlds.

      I've spent more time with NWN than any other game since StarCraft, and probably been more immersed in it than any game since Masters of Magic.

      My only complaint is that the interface is somewhat weak. I really hope that NWN2 keeps the entire coolness of NWN + easy fan created new content + multiplayer but takes some hints from World of Warcraft or Guildwars or even Max Payne II for interface. Or, just make the interface customizable.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    2. Re:Planescape: Torment by Anonymous Coward · · Score: 0

      The god awful cover art certainly didn't help matters. I would have never bought the game if I hadn't read how good it was.

  170. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    The enemy soldiers in Iraq are not very good fighers. Our army would rather they attack head on, since all those encounters lead to tremendous losses for the insurgents.

    And for you haters, it is not about our superior weapons. After all, how many times have we heard that AK-47 are better. Rather, our soldiers are smarter, better trained and have higher morale. yes they do. Really. Stop hating.

  171. Unfortunately, not goign to happen by Sycraft-fu · · Score: 1

    The reason is there are still people without DVD drivers. Seems silly, but it's true. I've ordered new systems at work, and a DVD drive has been extra, not included. However, EVERYONE has a CD drive. They became standard back during all that MPC nonsense.

    Now one of the things with a game release is you want it to run on as many systems as possible. It's alsways a balance between having nifty graphics, and having it work on older systems. Every system you exclude is a potenital customer lost.

    Well, that goes for install media too. If you go with a DVD release, you exclude all those that don't have DVDs. Given that CDs cost next to nothing to press and glass, why not just go with those and include everyone?

    I feel your pain, but it's just one of those things that isn't going to change any time soon. However some game makers are doing dual release, a CD version and a DVD version. Perhaps they'll start to do a dual release in the same box, but I suspect not because they are all still piracy parinoid.

    1. Re:Unfortunately, not goign to happen by stanmann · · Score: 1

      I don't understand the seperate dual release thing... dvds just like cds cost under $.50 US to press and include. Remember why Games used to come in huge boxes... it was the 15 3.5 and 20 5 1/4 floppies included with the 200 page manual.

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  172. About the feet... by Trejkaz · · Score: 1

    Try Halo. It does suck, but it has legs when you look down.

    --
    Karma: It's all a bunch of tree-huggin' hippy crap!
    1. Re:About the feet... by Zangief · · Score: 1

      That must be the silliest reason ever, to play a game :D

    2. Re:About the feet... by Trejkaz · · Score: 1

      Nah. I play WarioWare Touched because I like the RSI it causes. That's probably sillier.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    3. Re:About the feet... by drb_chimaera · · Score: 1

      I dunno, a guy I knew bought a Jurassic Park FPS (the lost island maybe?) purely because you could look down and see your character's huge and polygonal breasts. That I would call a dumb reason to buy a game :)

    4. Re:About the feet... by KDR_11k · · Score: 1

      Trespasser, probably. It does involve dinosaurs and you can look down to see your health (heart tattoo).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  173. Well on the map thing by Sycraft-fu · · Score: 3, Insightful

    The problem is that many game universes are too self similar for people to visually find their way around. Yes, that's how we do it in real life, we don't have a map but we use visual clues to figure out where we are and navigate. However even in fairly bland areas/buildings in the real world, there is plenty of variance to cue in on. People put posters on the walls, surfaces take damage at different rates, the light is different in different parts of the building, etc. There also are a whole bunch of people walking around that you can go and ask, and they'll help tell you where to go, not just deliver a scripted response.

    Many games lack that. Now it's not the designer's fault entirely, there are real limits to the amount of textures you can load in a card at the same time, but it's still a problem. You find yourself lost without a map because everything looks the same, and there's no one to ask for directions.

    Everquest is an excellent example of this. I was always getting lost in zones because you'd have this wide open space, nothing descript anywhere and your "find direction" ability worked for shit. Even if I go in to the middle of the desert out here, I still am not nearly that lost, the landscape has variances, there are major landmarks (like mountains) that I can cue off of, and the sun is always there to help you know which way is which (unconsciously usually).

    So if you develop a world that is very rich in detail, where everything truly looks different, then on you can argue people don't need a map. However if you find people who haven't played your game getting lost all the time, sorry, your world doesn't cut it, a map is a good idea.

    There's also the fact of how much you take in at once in a game. You are limited to a 90 degree FOV and looking around isn't natural. Moving the point of view is associated with moving your character, and is generally a conscious action. It's not like eye movements and even head movements, which we tend to do all the time automatically. Thus there's less information for a person to cue in on to figure out where they are.

    Generally I think maps are a very good idea in games. Being lost isn't fun, and a map just makes sure that never happens.

    1. Re:Well on the map thing by jp10558 · · Score: 1

      I don't even think it's that per se. In real life, I have peripheral vision, I can see to some degree about the front 180 degrees and clearly the front 45 degrees...

      So I'm not spinning like a top to see enough to decide if I go right or left. This affects gameplay too, if something isn't right in front of me, I can't see it to hit it or whatever. I have to turn, whereas in real life I can at least flail at someone next to me.

      Now, I'm sure I use the rest of what you say to navigate in real life, but I do find that games are limiting in field of view (and this is a hardware problem mostly as we don't all have 3 + monitors or virtual reality goggles to alleviate this).

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  174. worse than that by Anonymous Coward · · Score: 0

    hateful bile = +1000 American President

  175. Re:Got list? by Anonymous Coward · · Score: 0

    Nae, I cannae rid Japanese, Laddie.

  176. Re:The greatest game...the best AI..highest realis by Jonas+the+Bold · · Score: 4, Insightful

    Which part is hateful bile, and who is it hateful to? The enemy or our soldiers? Sarcasdic yeah, but pretty much accurate.

    The part about them always winning maybe? This is mostly true, they do usually win. The reason is because for them to win we just have to leave, for us to win we have to establish a functional democracy and then leave. That's not usually actually feasible. Usually we either get sick of it and leave, or stay forever. I wouldn't call either of those winning. The last time we succeeded in putting a country to together that we could actually safely leave was in WWII.

    Yeah, he's pretty sarcasdic there, but also pretty much dead on.

    --
    Everything seemed to be going so nice
    'till the end of all beings punched right through the ice
  177. #12 by unkokue · · Score: 1

    Wrong on ammo starvation, totally acceptable challenge element. Especially in Resident Evil. Also, it's a laugh he thinks buying in-game items/unlockables is not likely to be extremely commonplace.

    Basically all of his complaints that go along the lines of OMG REPEATING PARTS OF GAME IS STUPID I HAVE KIDS ETC are bad. Requiring a player to complete a certain whole segment of a game without losing is perfectly reasonable.

    1. Re:#12 by Sigma+7 · · Score: 1
      Wrong on ammo starvation, totally acceptable challenge element.
      Depends on the setting.

      For example, Deux Ex: Invisible War was very light on the ammunition side, in a setting where ammo clips should normally be plentiful. (It's meant to be a stealth game, but still, such an issue tends to stick out.)

      Basically all of his complaints that go along the lines of OMG REPEATING PARTS OF GAME IS STUPID I HAVE KIDS ETC are bad. Requiring a player to complete a certain whole segment of a game without losing is perfectly reasonable.


      Normally, I'd agree.

      However, most games tend to fall into a pattern where gameplay does not change from session to session, allowing the player to eventually determine an optimal run for the first half of the segment. In this special case, if the player can consistantly get an optimal result for this section, why can't that section be skipped without the tedious run?

      BTW, Unskippable cinametics are never acceptable. In fact, they radiate with an aura of poor ability and make the game look like it is missing polish. (2-4x time compression is minimally acceptable, such as in AquaNox. It could be better, but it shows the developers know that something needed to be done.)

  178. Brilliance by fnurb · · Score: 2, Interesting

    Thank goodness someone else said it. I'm tired of getting shat on, dissed and dismissed for talking about this stuff for the past ten years - it is why I left the industry.

    You can't change this from within the system, the vacant $uits have too much power and they simply don't care. You can't change it from outside the system, the system is too insular and amoral and is not responsive to common sense, or even examples of dissident innovative success like Katamari Damacy - and consumers,sadly don't drive markets, any more than voters drive candidates, they follow them - serve them quality, and they will cherish it, feed them crap, and they will worship it - and the other nine-tenths will simply turn off, tune out, and play solitaire instead.

    The only way to change it is by treating the mainstream, commercial game industry as damage and routing around it, creating alternatives - not just alternative developers creating alternative games, but alternative distribution, alternative revenue models, alternative value systems.

    90% of the potential market is waiting. Some of us are trying to do something about it. And it's nice to have some cover from folks who obviously Get It [tm]. The article was brilliant, and any developer who doesn't pay attention, who thinks they know better, deserves the STDs they'll get from the pimps who write their paychecks.
    --


    Flout 'em and scout 'em,
    and scout 'em and flout 'em;
    Thought is free. - Shakespeare [The Tempest]
  179. Re:The greatest game...the best AI..highest realis by Walkingshark · · Score: 0

    At least there are no jumping puzzles.

    --
    The world you experience is only a close approximation of reality.
  180. Why stream from DVD? Copy protection. by iamcf13 · · Score: 1

    Also, I have tons of free diskspace left and 2 gigs of RAM. There's no reason anything should be streaming off my DVD. Drop the entire contents on the HD, and stream it from there.

    Copy protection is the only sensible reason publishers do this. Why else would they force you to keep the optical media in the drive in order to play the game? Cracking the game or using a 'virtual CD drive' may or may not solve this 'problem'.

    P.S. I just bought the Episode III soundtrack. There is a big FBI logo stamped on both the CD and the bonus DVD as well as on the backside insert card in the jewel case -- thus marring the artistic beauty of these mass-produced materials.... This is ultimately pointless as the ripping tools are already out there and if the media is uncopyable digitally, it sure is copyable in the analog domain.

  181. Re:The greatest game...the best AI..highest realis by krunk4ever · · Score: 1

    that's not AI. that's just playing against other live human beings, which tons of games already support multiplayers. ;p

  182. To Do and to Not Do by miyako · · Score: 1

    I'll mostly agree with the article, and I would like to add some things that I've seen in some games that I wish would become more standard in games.
    Don't Arbitrarily Restrict Inventory:
    One thing that has always bugged me, especially about RPGs, is how a given character can seem to carry an unlimited number of items, but only say, 99 of a given item. This is particularly bothersom in games such as Final Fantasy, where by the end of the game it may take 30 or 40 hi-potions to fully heal your party.
    Provide a Glossary:
    This was a feature I saw for the first time in Final Fantasy Tactics, and later in Star Ocean 3 (might have been in Star Ocean 2, but it doesn't stick out in my mind), and I thought it was one of the nicest features I've seen in a game in a long time. RPGs are long, time. Most good RPGs have rather complex stories, and sometimes it might be a week or two between when I get time to sit down and play. A glossary helps me to quickly go through and refresh my memory on key points.
    Let me skip long animations:
    The article hinted at this, but I think it's a point that is worth repeating. Long animations and cut-scenes are pretty the first time you see them, but quickly get really annoying. The best example that comes to my mind are the summons in the Final Fantasy games. I really liked how Chrono Cross has a fast-forward button you could use in a newgame+

    --
    Famous Last Words: "hmm...wikipedia says it's edible"
  183. Same-screen multiplayer? by tepples · · Score: 1

    So [if you're concerned about console barriers to entry] don't play games on a console.

    Problem is that the PC is sorely lacking in same-screen multiplayer titles. Where's anything like Super Smash Bros. Melee (a 4-player comic fighting game) on Windows? If an independent studio wants to create a new same-screen multiplayer title, what platform should it choose?

    1. Re:Same-screen multiplayer? by Nameles · · Score: 1

      What's the average size of a PC monitor? 17" if we're being generous.

      What's the average size of a TV? Beats the hell out of me, but I've seen 7"-60+"

      THAT'S why you don't see many same screen multiplayer PC titles.

  184. From the article ... by Sinner · · Score: 1
    Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?
    The answer to these questions, as with so many others, is "in my pants".
    --
    fish and pipes
  185. But is it prior art? by tepples · · Score: 1

    Even if the C=64 tape games did have minigames during loading, they weren't on an optical disc, so it might not count as invalidating prior art.

    1. Re:But is it prior art? by LittleBigLui · · Score: 1

      Even if the C=64 tape games did have minigames during loading, they weren't on an optical disc, so it might not count as invalidating prior art.

      Even if they were on an optical disk, $RANDOM_UNRELATED_CIRCUMSTANCE was completely different, so you can't really compare it. Even if $RANDOM_UNRELATED_CIRCUMSTANCE is only the year of the game's release.

      "Method and apparatus for user interaction via pressing and releasing buttons in games released after 2005."

      --
      Free as in mason.
    2. Re:But is it prior art? by aftk2 · · Score: 1
      Heh yeah, no kidding. Otherwise, every patent grab becomes like that stoner character played by Jon Stewart, in Half Baked:
      "Sir, prior art already exists on your attempt to patent minigames during load screens."
      "Yes, but what about minigames during load screens...ON WEED!"
      --
      concrete5: a cms made for marketing, but strong enough for geeks.
  186. OT: Console Mods by wolrahnaes · · Score: 1

    "Out of interest, what exactly does this modification entail? is it hardware or software based?"

    It varies by the console, but both hardware and software solutions are available for all 3 of the current-gen consoles.

    All of these use various means to achieve the common goal of running code which was either not approved by the console manufacturer, has been copied on to an unapproved medium, or is approved for a different region.

    For anything related to Xbox mods, xbox-scene.com is the central resource for everything.

    The PS2 side of things has ps2news, and Gamecube has GCdev. I don't have the URLs since I'm lazy and not involved with either of those scenes, but I'm sure they'll be the first results on google.

    --
    I used to get high on life, but I developed a tolerance. Now I need something stronger.
  187. Three reasons why Metroid Prime's jumping works by MilenCent · · Score: 1

    Well, these are my explanations for it. Take or leave them.

    1. The game has no leaps-of-death. There isn't a single place in the game where a fall proves instantly fatal. I'm not even sure you take *damage* from falls, no matter how far. Take out the death and you take out the reason jumping puzzles are a decidedly un-fun form of nerve-wracking. The worst that can happen to you is having to go through a few rooms to get back to where you started, or having to scramble to get off some damaging ground, and those are made less troublesome because:

    2. The puzzles are done fairly. Indeed they barely qualify as puzzles, because the game doesn't feel like getting from platform to platform is a play mechanic. It's just something you do to get places. Thus, destination platforms are rarely tiny, often there's walls on the other side of jumps to help you avoid taking a fall, and the game rarely forces you to make a jump that's *barely reachable*. Since the jumps are just a way of getting around large, spacious areas, instead of an intended source of challenge, Retro Studios was free to not make them too challenging. Note that this is actually an improvement over the original Metroid -- I wonder how many players got through the whole game only to be thwarted by that damn "Time Bomb Set Get Out Fast" shaft with the half-block-wide platforms.

    3. Metroid Prime isn't a game with "ground to cover," most of which will only be seen once, but a game in which the player goes back and forth across areas. The places with jumps feel like they're a natural part of the level (with the possible exception of the floating, invisible, moving platforms in a couple of areas late in the game, but those are there as an inventory barrier, not really difficult once the X-Ray Scope has been obtained). The difficulty graph of the game tends to have long, low plateaus with spikes around where bosses are, but they never really get that high. It's just not that hard a game, with much of the enjoyment coming from the moody, believable atmosphere. Less difficulty means less frustration overall, but the game's presentation makes up for it.

    1. Re:Three reasons why Metroid Prime's jumping works by robbway · · Score: 1

      You make great points there. I'd also like to add to #3 that Metroid Prime was developed with fully realized 3D areas. If you can fall, you fall somewhere, and you can see it.

      I actually disliked the parts where MP tries to be a FPS. The game is not like that most of the time, so the dodge-and-shoot repetitive palette-swapped enemy areas were laborious.

  188. patents by tepples · · Score: 1

    And, with these new names, put in a mini-game!

    How much does Namco charge other publishers per title and per copy to license the privilege, under U.S. Patent 5,718,632 and foreign counterparts, to run one game while loading an unrelated game from an optical disc? Or does Namco even make licenses under the patent available for less than half of parent company Bandai's market capitalization before December 2015?

  189. And a new case? by tepples · · Score: 1

    twenty measly dollars for a DVD-ROM.

    Don't you mean "a DVD-ROM and a new case" for those people who have only one 5.25" drive bay open to the front? And what about on laptop computers?

    1. Re:And a new case? by mrchaotica · · Score: 1

      Laptops nowadays are even less likely not to have a DVD (or rather, combo) drive. And I'm talking about the cheapest bare-bones-portable laptops, let alone gaming machines.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    2. Re:And a new case? by balthan · · Score: 1

      Don't you mean "a DVD-ROM and a new case" for those people who have only one 5.25" drive bay open to the front?

      And just how many people is that? The average person does not have that problem.

      If you've painted yourself in a corner, it's your problem to get back out.

  190. Now that I think about it, it probably is by tepples · · Score: 1

    (after a little more digging) The patent in question makes few specific references to an optical disc (elsewhere a "recording medium"), so could you provide some references for the Commodore 64 games you're talking about, which play one game while loading another?

    1. Re:Now that I think about it, it probably is by Jarlsberg · · Score: 1

      Ocean did this a lot. I don't remember which issue, but Retro Gamer had a talk with the coder at Ocean responsible for the mini games (which was quite an impressive feat at the time). In those days, the mini games made sense, since loading times was 10+ minutes.

  191. Re:The greatest game...the best AI..highest realis by zerocool^ · · Score: 3, Funny


    I would sign up, but I heard there's no respawn points. I mean, fuck that - what if I get lag?

    ~Will

    --
    sig?
  192. Only two cents?! by stupidkiwi · · Score: 0

    Only two cents!? You can't buy a game for that amount. You are going to have to cough up at least 50 cents before you can convince a game producer to include more multiplayer options.

  193. Re:Unreal AI is *dang* good by betat · · Score: 1

    Ah..reminds me of this one time i was watching my brother play UT2k3. I think it was the last level where it was 1 on 1 DM with a bot. So they're both running around, fragging each other and it comes to this point when the bot starts chasing my brother. So, he goes up an elavator/lift thingy to higher ground and waits at the top all the time firing through the opening hoping to get the bot while it was coming up. But after about 20 seconds or so, there was no lift rising sound and no bot in sight.

    So we thought, wow, the AI is pretty decent not to follow such an obvious trap. Since it took so long, we figured that by now it probably ran off to some alternate route, so my brother jumped back down through the opening. Lo and behold, the bot was still there, waiting at the bottom of the lift and it blasted him to smithereens.

    Now that is smart AI. I know human players who can't even play that well.

  194. But which platform? by tepples · · Score: 1

    What's the average size of a PC monitor? 17" if we're being generous.

    Don't most newer PCs come with a composite or S-video output connector, which connects to most larger televisions? And don't they have several front-panel USB ports for attaching gamepads? I personally have a 17" VGA LCD in front of me and a 27" composite CRT behind me, both connected to my PC. And I've also seen college students play Smash Bros. crowded around a 13" dorm-size TV set.

    You tried one question. Did you have an answer for the other: If an independent studio wants to create and publish a new same-screen multiplayer title, what platform should it choose?

  195. A game player's response to the developer by MilenCent · · Score: 2, Interesting

    2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    The fallacy of this statement is laughable. Games don't simply exist. The reason that a particlar game genre is produced again and again is become you asshats keep buying them. Again and again and again. Want more games like Katamari Damacy? Then buy the game.


    Um... I did. Actually, I went in halves for a used PS2, *then* bought Katamari Damacy, making its effective cost to me $85.

    Despite my doing what you said, there wasn't any other PS2 games I was interested in. B-but... I bought Katamari Damacy!

    What is my point? My point is this: I like clever, original games, and will buy them, and in fact buy nothing except them. But there are millions of idiots who buy Ultra-Madden 200X. This means big companies, chasing profit and mindful of opportunity costs, go after that, to the deteriment of things like Katamari Damacy.

    Thus, there is very, very little out there that interests me, other than that which is produced by Nintendo, who, for all their faults, still know how to make clever games most of the time. Meaning that I buy, primarily, Nintendo. Meaning a number of idiots on Slashdot would call me a fanboy. Argh.

    5. And on the opposite side of the nipple coin...
    A game these day costs in the tens of millions of dollars to release. A company is simply not going to risk that kind of green (and possibly the fate of the company) on an analyst's hunch. There has to be something more than a gut feeling to release that kind of game.


    If the gut feeling is had by an analyst, then I agree. If it's by a developer, or a master designer, then I think you're smoking crack, sorry to say. They probably know their field a lot better than an analyst. Or a marketing department.

    Ultimately, what the article says is "Game companies won't take chances because games cost too much to make." Meanwhile you object to that, saying, "Game companies won't take chances because games cost too much to make." The article said it with regret. You seem to think it's unavoidable, and thus people shouldn't complain. Me, I think I'll continue complaining.

    7. Loading...
    As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times.


    He already covered this: figure out ways to load data during down time. Metroid Prime loads the new room during the previous one, in a rather slick fashion, though I'm sure it means that levels must be designed with it in mind. Even so, most developers put nowhere near that much thought into the process. Yet, somehow, most of Nintendo's games have little or no load times. (I hate to bring up Nintendo again, but it's true.)

    5. Stop the Short-Sighted Business Bullshit
    Agree and disagree. I agree that frivolous or baseless patents are not good for the game industry. But if a company comes up with something truly revolutionary, I think that they should get to reap some reward from that.


    Like, um, HAVING THE FEATURE IN THEIR GAME?! Sony patented a brain-centered input method not so long back that they admit doesn't even exist yet, and they don't even know how it would work! I don't see how anyone could possibly say that's good for anyone, including customers, except Sony.

    If by reaping rewards, you mean exclusive access to that idea, then I have absolutely no sympathy. Building on each other's ideas is what moves the industry forward as a whole, not what holds it back. Nothing says you have to tell how you accomplished it -- if the idea is deserving of real protection, then it shouldn't be trivial for others to duplicate anyway.

    BTW, what Slashdot readers tends to have a default antipathy for isn't patents, it's software patents. And ust because a bunch of Slashdot readers think something's wrong, it's not a secret indicator that that thing is right.

    Enough responses, I told my doctor I'd try to lay off the extreme bitterness.

  196. You've almost got it... by Moofie · · Score: 1

    But you forgot the most important part. The final ledge will be just beyond the range they can actually jump. It'll be ALMOST achievable, so they can feel sure they'll get it the next time they try it, but it will always be just a bit too far.

    Oh yeah, and no save points.

    --
    Why yes, I AM a rocket scientist!
  197. Repeated quickloads by tepples · · Score: 1

    I don't want to spend 30 mins on some level only to have to leave 10 minutes from the end, and therefore have to start the level all over from scratch the next time.

    A lot of console games have solved this problem: save points every 3 minutes or so for permanent saving, and quicksaves that are deleted once you load them (to solve the problem of interruption without enabling the cheating strategy of take a step, get hit, quickload, rinse and re-cheat). Or should I just reset your score to 0 on a repeated quickload?

  198. ramdisk by tepples · · Score: 1

    why can I play my game uninterrupted ... When I have > 1GB of memory ????

    Then why can't you just make a RAM disk and install your game there?

    1. Re:ramdisk by KDR_11k · · Score: 1

      HL2 is 5 GB. Kinda big, especially when it only runs on a 32 bit OS.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  199. DVD access, past titles, handheld saving, and maps by tepples · · Score: 1

    However, many of these problems are hardware-bound (you can only stream data from dvd so quickly regardless of how you optimize your code)

    On PC, Xbox, or next gen consoles, try optimizing out DVD access entirely by copying the entire game to a folder on the hard drive and not reading the DVD after the game has been installed. Let the player play Minesweeper or Solitaire or Tetris for 10 minutes while the game copies itself.

    knowledge-bound (AI isn't exactly a solved problem is it!)

    But you can get your programmers to avoid at least some of the dumb mistakes in the previous generation of titles, can't you?

    Save points are ... not there to save space!

    Try telling that to somebody who has 8 kilobytes (not megabytes, kilobytes) to save the state of the game on a handheld game platform, and larger save chips increase the replication cost, forcing your developers to take less pay.

    And do you have some kind of magical map that shows you floor layouts of places you've never been before?

    Magical map? No, a recon team that scopes out the area before the boss sends you in. Not all games can use the excuse that the player is on the recon team, and even given that excuse, the map on the player's in-game PDA could start with a copy of the low-detail map in the lobby, so that the player's mission is to explore the environment specifically to bring in those details needed for the next mission.

  200. Some Good, Some Bad... by MiceHead · · Score: 2, Interesting

    1. Give us A.I. that will actually outsmart us now and then.

    This is not really what we want; it's actually not always fun. What we actually want is AI that will a) surprise us, or b) do something that appears clever. In some of the better, faster-paced games, there a decent amount of intelligence on the part of the enemy -- (ever see how enemies in Half Life 2 will try multiple doors to get to you?) but we're so busy running and gunning, that we don't notice it.

    2. Give us a genre of game we've never seen before.

    I'll be -1 Redudant and point out, say, many of Will Wright's offerings, (PA notwithstanding). Hell, they even bring up Katamari later on in the article. I was somewhat agog at the article's next complaints:

    Why isn't a there a spy game where we actually get to be a real spy rather than a hallway-roving kill machine? ...Where's the game where we're a castaway on a deserted island and the object of the game is to find food and clean water...

    Games such as Thief and, to a lesser extent, Splinter Cell, fulfill the former; and the underrated (but difficult-to-play) Robinson's Requiem and (again, to a lesser extent) Notrium are among the latter.

    5. And on the opposite side of the nipple coin... Developers will be shocked one day when they notice that the world is full of women. It's true! More than half of your potential customer base are penisless.

    Absolutely; I think companies will flock to that as the "next-big-thing" eventually. Here's my timetable for buzzwords:

    2004 - Shadows and Lighting
    2005 - Realistic Physics
    2006 - Emergent Gameplay
    2007 - Appeal to Women

    10. And while we're at it... Let's rid games of all arbitrary barriers.

    Again, I agree; and I wonder if, should we start building games differently, (e.g., if more elements are handled by simulated systems rather than scripted events), will we see more of this? I care less about this from the standpoint of immersion, and more from the standpoint of the ability to solve problems as I want to solve problems. This seems less a matter of horsepower and more a matter of game design. It's not slow CPUs preventing us from doing this. Is it?
    ________
    Epidemic Groove - A combination of real-time-strategy and action on a cellular level.

    1. Re:Some Good, Some Bad... by Minna+Kirai · · Score: 1

      I'll be -1 Redudant and point out, say, many of Will Wright's offerings,

      Wright is most famous for producing toys, not games. The semantic difference is that games are necessarily about progressing towards a defined victory condition.

      Games such as Thief and, to a lesser extent, Splinter Cell, fulfill the former; and the underrated

      Um, no. Splinter Cell was all about roving hallways and killing. Thief wasn't spying either (it was "thieving", but on low difficulty you could also play it hunter-killer style).

      For a game about spying, try something like Spycraft. That was ages ago, and it's high time a brave developer tried it again for a modern system. I'd say that WWII is the best setting for espionage fun, except that reviewers are too sick 1940s overexposure by now.

      Real spying, like real organized-crime, is primarily a verbal task of interpersonal relationships, and is hard for the current state of hardware/software technology, and also hard for the average gamer to appreciate.

  201. Looks like somebody got frustrated at Sokoban by tepples · · Score: 1

    Why the hate for Sokoban on page 7?

  202. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    Stop hating

    I'm terribly sorry. Forgive me High Lord Bush, for I have been "hating" on the army for wanting them to come back immediately, or better yet, have never been sent out of our country in the first place.

    For penance I shall pray for every last one of them to die a glorious and honorable death, for this is the True Way of loving our soldiers.

  203. I've heard stories... by SanityInAnarchy · · Score: 2, Interesting

    First of all, nobody hyped the Halo 2 AI much. All the hype was for the Half-Life 2 AI, which got completely killed. I mean, they couldn't even stick to scripted tricks that they know how to do. No, they had to cut a boss and completely script certain scenarios, and the only excuse I've ever heard is that we don't have enough CPU.

    Bring 'em on! By the time I can see HL2 on full detail at a steady 60 fps, I'll be more than able to run their good AI.

    But, Halo 2, although it has intentionally stupid AI sometimes (do you really expect a Brute to be much for strategy?), it also has done some crazy things to me, and even crazier things to my friends who play on Legendary. True, Legendary is pretty cheap -- instant one-hit-kill headshots from Jackal snipers or three plasma shots from a fully automatic weapon to kill you -- but from what I'm told, the AI learns and strategizes.

    I'm talking about, watch an Elite say something to another Elite, then they cut around in a pincer maneuver around the sides of the area, while a third Elite in a Ghost charges you from the front. Or, sneak up behind a jackal sniper placed obviously in your path and bash him to death, and have it work the first time you play through, but the second time, he hears you, spins around, and one-hit-kills you.

    It could be a lot better, but to be honest, I like it right where it is. That way, I'm encouraged to do co-op mode, just because all of my CPU allies are fucking morons. And, for that matter, I bet that for all your chess/go/sudoku strategizing, those skills probably have to be completely re-learned for modern games.

    Now, if only more games had co-op... What I really want is not MMO, but -- say -- Half-Life 2, in which Alyx is at least as much of a badass as Gordon, but in different areas -- maybe she's one of those black-ops ninjas? Or maybe she builds stuff, MechAssault style -- and where I can network two computers and play through the entire game with a girlfriend. We could even be split up for long periods of time. You could even still script our meetings -- maybe she has to catch up to me to give me the RPG so I can kill the strider, and until then, I have to survive in a courtyard with three of them and come up with inventive ways to keep Barny alive.

    Or, while I'm brainstorming, maybe we do want some less linear games. Not GTA-style -- you still want somewhat of a linear plot -- but more like Jak II and III -- a massive, dynamically-loaded world, where you very rarely find the borders, and yet you still have some purely linear sequences and a lot of things you have to do. That would take some of the pain out of co-op -- maybe you have simpler goals, like "kill the final boss", and lots of tools to collect to do that, and you can have an 8-person game.

    It could even work, if we could save multiplayer games.

    --
    Don't thank God, thank a doctor!
    1. Re:I've heard stories... by rhuntley12 · · Score: 1

      I remember Halo 2 AI being hyped by Bungie themselves long before release. I remember them talking about mobs will work togather and actually lift up tables to use as shields. I didn't witness any of that in game. I dont remember the last game that was actually hard without being incredibly cheap, well Ninja Gaiden was good, even though a few parts were cheap.

    2. Re:I've heard stories... by SanityInAnarchy · · Score: 1

      I found Heroic to be quite hard without being cheap at all.

      Anyway, I don't remember Bungie saying anything about tables, although the mobs did seem to work together. Maybe you're thinking of Half-Life 2?

      --
      Don't thank God, thank a doctor!
    3. Re:I've heard stories... by Tokah · · Score: 1

      The best example of Halo 2 AI I saw was when a friend was driving a tank though one of the human-play levels. A group of grunts came up and let plasma grenades fly at his tank. He jumped out and fell down one ledge. About 10 seconds after the grenades went off, he heard the ominous sound of his tank's main gun swiveling. Next he knew, the new grunt driver was pointing it at him and then he was dead. Those sorts of moments are pretty much a fluke, sadly. The gaming industry would be far better off if we had more of them.

    4. Re:I've heard stories... by rhuntley12 · · Score: 1

      Nah, it was in a Xbox magazine about a year ago I read it. They had like a 5 page preview of it, where they talked up the AI quite a bit.

  204. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    "Score"? You mean like where Afghanistan is lapsing back into chaos now that we're too busy in Iraq to shoot the Afghan warlords in the ass when they step out of line? Democracy points: +10 having an election, -8 for nobody caring and no military or police force to make them care. Did you think these people would get together and say "Hi! We're your new government!" and the people who lost the election would say "OK!"? No, the losers did what they've done for the past 2 or 3 centuries: Grabbed their guns and claimed a city or two for themselves.

    As for the body count, remember that shooting the civilians makes the counter-terrorists lose.

  205. Possession of a dime bag by tepples · · Score: 1

    If I can buy a dime bag and get high for ~2 hours

    What happens when you're fined $750 to $30,000 for possession?

    which is why I usually only buy RPGs. $55 for ~30-40 hours is a decent deal.

    What do you do once you get stuck? And what do you do if you buy a console and then no decent RPGs come out on it *cough*N64*cough*?

    1. Re:Possession of a dime bag by mconeone · · Score: 1

      What do you do once you get stuck?

      Look for help?

  206. Obvious prior art for 5,718,632 by tepples · · Score: 1

    Wow, too bad that's utterly subjective and impossible to determine before the patent is awarded.

    Couldn't the examiner have looked at Namco's application, compared it to the existing loaders for Commodore 64 tape games that would let you play some simple 4 KB game while the main game was loading, as well as Windows 3.1 OS's ability to run Minesweeper while doing something else, and not awarded U.S. Patent 5,718,632 to Namco?

    1. Re:Obvious prior art for 5,718,632 by justins · · Score: 1

      Oh, sure. Determining that something is not revolutionary is easy. I was commenting on the difficulty of determining that an idea is revolutionary. Not so easy, until the idea is actually implemented.

      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
  207. Cell is a CPU *plus* DSPs by tepples · · Score: 1

    The cell is all about streaming math-intensive tasks. It is not designed to execute object-oriented code or even traverse a linked-list.

    The Cell processor is a PowerPC general purpose CPU connected to several DSPs. The PPC CPU in the PS3's Cell is clocked significantly faster than the 0.3 GHz MIPS Emotion Engine of the PS2. Even if there's a lot more branch misprediction delay, the brute force of the higher clock speed probably makes up for that *cough*Pentium 4*cough*.

  208. Go away, you're not 21 by tepples · · Score: 1

    People are fixing music by 1) making their own music

    How is it possible to be certain that you're not subconsciously infringing someone else's copyright when you write your own song?

    2) supporting local talent

    Problem is that local talent too often plays in bars. "Go away, you're not 21."

    and 3) buying from artists they like instead of the big names they hate.

    How can somebody without a computer, without Internet access, or without broadband Internet access find a decent band? Ninety-nine percent of FM radio in pop genres plays only major label music.

  209. Don't expect big improvements in AI by joemontoya · · Score: 1
    It took a huge amount of computing power and lots of tricky programming to build a computer that could beat a Grand Master at chess, and chess is easy for a compuer - it's pure math. The number of possible moves are finite.

    In games like Civ it's possible to have strong computer opponents that play by the same rules as the player. But in FPS, MMOGS and RPGs it's just not possible. Computers are just logic machines.

    The next generation of consoles may offer performance that makes slightly better AI possible, but it won't be much better - in fact it may well be worse because the focus is more on eye candy.

    1. Re:Don't expect big improvements in AI by Minna+Kirai · · Score: 1

      easy for a compuer - it's pure math. The number of possible moves are finite.

      The number of moves in ANY game is finite. That truth is especially obvious if the game is played on a computer, because you should already know it has non-infinite RAM.

      But in FPS, MMOGS and RPGs it's just not possible.

      It's absolutely possible- but it simply isn't fun.

  210. Commentary on Article by typical · · Score: 1

    First of all, I'd like to say that Slashdot's human-testing images are getting ever-more unreadable and are approaching the point that I can't read them. Guys, if we've reached the point that the OCR is that good, you just need to use a new approach to distinguish between robots and people.

    Okay. On to story commentary.

    My one, overriding point is that I think that this guy frequently asks for something to alleviate something that irritates him, but doesn't consider what would actually happen if he *got* that thing.

    We get so overjoyed every time an enemy actually shoots from cover in a game that we forgive the fact that real, advanced A.I. is as much an unfulfilled promise as the flying car. Where are the FPS bad guys who can adapt their strategy on the fly?

    (a) This is hard to do. Really, really hard. Every CS student who goes in and takes some basic AI classes immediately thinks "Gee, I can just ram all these variables into a neural net and have a learning AI". Then they get time last in the development process, and then discover that it isn't actually so easy to produce "intelligent" behavior. A second problem is that most AIs provide a reasonably consistent behavior. It may be kind of stupid to have a monster run straight at a character, but at least it's not the monster running in the opposite direction and shooting at his own comrades. That's easy to happen in a "learning" environment, because you have to deal with something that can change its logic significantly. AI has a lot of input variables involved, and it's hard to test every case available, and just one screw-up really breaks the illusion. With *humans*, this isn't a problem because every person has a huge set of knowledge that we call "common sense" that will override stupid behavior. We can't just produce an AI with common sense (well, maybe we can, but if so, it's going to have much more important impacts than making FPSes slightly more fun).

    (b) Real AI isn't necessarily fun. It's exciting to mow down mobs of stupid enemies, because you're vicariously enjoying the equivalent of a superhero. Think about what happens in real life, with real, human-level AI. There are no 5000 person killing sprees that go on for days. Someone kills maybe twenty people, a SWAT team hunkers down, sits in a negotiation position, and maybe shoots the guy. That's not fun or exciting (well, unless you want a SWAT simulation).

    (c) Screenshots sell games. AI increases replayability. Nobody (nobody statistically significant) plays a game for fifty hours and then decides whether or not to buy a game. Not surprisingly, the bulk of the cycles go to better screenshots.

    (d) Remember that *you* had fun with enemies that come right at you years ago. Now, you know all the techniques to beat simple strategies like that, and you want something new. But lots of people didn't spend vast amounts of time learning these strategies, so straight-at-me still works nicely for them.

    (e) If you want it, convince reviewers to review it. That means longer review times. That means players being willing to wait for later reviews (and not just going to the first review, which discusses graphics and cosmetics). Players seem to pretty consistently go to the early reviews. To really know a game well, I'd say that a (knowledgeable) gamer would have to play it start-to-end, possibly a few times, though this depends on the genre. No mainstream Web reviewers are going to do this, because it takes so bloody long.

    It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    I haven't followed the XBox or PS3 design at all, but this smells an awful lot like random bullshit from someone without a technical background. V

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.
    1. Re:Commentary on Article by Anonymous Coward · · Score: 0

      I haven't followed the XBox or PS3 design at all, but this smells an awful lot like random bullshit from someone without a technical background. Very few hardware designs will specifically limit your ability to do AI.

      Could be layman-speak for a heavily pipelined CPU. A pipelined system gets a big speed bonus when a conditional branch goes the way it was expected to (otherwise, the precomputed upcoming instruction results are invalidated). And, it's reasonable to say that good AI will have more unpredictable branches than graphics crunching (which is just a lot of mamults and texture combines).

      Similarly, the vector-processing code advertised on recent Intel-compatible chips is also much better at graphics than AI- it too is rather like accelerating a sequence of uninterruptable, non-branching opcodes.

      So, it is fair to say that today's chip vendors are building enhancements that work for visuals but not behaviors. How substantial that problem really is would be difficult to measure, but the real loss is probably low. Nonetheless, a specialized AI chip is a plausible idea- it has been particularly suggested that A* pathfinding hardware could be built.

    2. Re:Commentary on Article by Minna+Kirai · · Score: 1

      Me again. First, a tip: to get your comment read (or even meaningly responded to), stay under the page limit. Reply to the top level multiple times, if you have to. Working with that volume of text in a little CGI box just CAN'T be fun.

      There are no 5000 person killing sprees that go on for days.

      The record, I think, was 718.

      (e) If you want it, convince reviewers to review it. That means longer review times. That means players being willing to wait for later reviews

      When (the first) Half-Life and then Far Cry came out, the reviewers heavily touted the "incredible" AI. A little improvement to AI can go a long, long way in making a game seem more fun, surprising, and real.

      I will generously interpret the article's call for an AI as dominant as Sam Fischer to be a bunch of hyperbole. Nobody likes to be invisibly stalked for 5 minutes and then strangled between a dangling ninja's thighs... but if some monsters THOUGHT they were sneaking up on you, even if they were somewhat detectable, that could be fun.

      Obviously, instant loading is better than no instant loading, but if something has to go due to a lack of development time (and there's never enough of that), trickle loading is a popular candidate for eviction.

      Plus, some reviewers publish the time it took them to play-through, and customers interpret that statistic as getting more hours of entertainment per dollar. Worse loading code actually artificially inflates that quality metric.

      Why are you inexplicably seeing from a vantage point hovering in mid-air *behind* the snowboarder, with a wider range of view than he would have available?

      No, the player's FOV is smaller than what an actual snowboarder would have. True, the chasecam effect gives a bonus, but not enough to compensate for the fact that a TV screen only covers under 10% of a human's actual ocular FOV. (Ask yourself the simple question: can I see the room behind my game screen, or not?) Chasecams can increase realism in several ways. Real humans have more than 5 senses, including touch, equilibrium, and an ability to know the position of your own limbs (without bending down and gazing at your feet). A visual game screen can't communicate those well, but allowing the player to "see" his own body is the easiest workaround.

      Chasecam's main unrealism is the "periscope effect", which allows the player to peek around the corner at an enemy without exposing himself to detection. This could be mostly removed by adding a line-of-sight test for drawing objects, but typical players enjoy both the game benefit and the visual appeal.

      Another benefit (which could be considered to be a drawback) is that there isn't the easy temptation to just save at rapid intervals and get past something step-by-step always hovering there -- the idea being that you might want to cheat in the short term, but that you'll regret it over the course of the whole game.

      The main pragmatic complaint voiced about checkpoints is related to the fact that save/load game features are used for two quite separate functions. Sometimes you need to reload for game-world events (killed by a monster), and sometimes for real-world events (the carpool is waiting outside).

      Naturally, the game designer is only aware of the game world, so checkpoint positions can only be "known good" relative to one of the two uses for save/load. That's why the best solutions are usually some combo of checkpoints and explicit save.

      It is true that reflexively quick save/load on small time deltas can be a form of cheating that drains challenge and/or fun from a game... but then again, the "cheat codes" instantly available on gamefaqs.com are also cheating. If some players find that approach more fun, let them have it, just as other kinds of single-player cheating should be permissible.

      (Hardcore players might like a difficulty option to constrain their savegames so they only can be used to resume after real

  211. Re:The greatest game...the best AI..highest realis by sydres · · Score: 1

    i'd be more worried about the head shots

  212. Outstanding article... by Simkin1 · · Score: 1

    My 2cents... That was an outstanding, and funny article. Thoroughly enjoyed reading it. Didn't necessarily agree with everything, but with all that was said, no one can claim 100% agreement. Still a great article.

    Now onto a question... awhile back I saw people starting to use head gear to play games. I figured, this has to be a new deal in gaming, and wondered why it never took off. Talk about immersive capability... you have complete control over what the user sees, and for a couple bucks, you tack on some headphones to boot and you've got audio as well. No more hunching over a screen, wishing like hell that your roommate would turn off the light behind you. You start building the turn and look capability into the headset, and now you've got more overall control (meaning some combination of finger work + mouse + fractional head movements for glancing around) Anyway, I always thought headsets with 3d style viewing would be the wave of the future... apparently I was wrong... Anyone out there know why headsets never took off?

  213. Galaxyquest by Scott7477 · · Score: 1

    This movie caught your point dead on; when Tim and Sigourney have to go through the stamper thing
    she complains about the stamper being put in the ship just to create a pointless problem; this scene was priceless.
    Really though, pointless activity isn't limited to games. Most movies these days have gratuitous chases, gore, swearing, and sex that do nothing for the plot but just titillate/shock the viewer.

    --
    "Lack of technical competence coupled with the arrogance of power, as usual, leads to no good end."
    1. Re:Galaxyquest by Anonymous Coward · · Score: 0

      I loved that scene. It's the most blatant example I've ever seen of something that could accurately be described as a 'plot device'. A whole mechanical death trap designed solely to serve the purpose of advancing the plot of an episode, and it comes back to haunt them. >:)

  214. Re:The greatest game...the best AI..highest realis by KDR_11k · · Score: 1

    Yes but as long as you don't speak their language you won't be annoyed by "OMFG U FAG LOL" comments.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  215. My thoughts by Holograph · · Score: 1

    Too long to post here, so I posted at my website.

  216. Resurrected snipers? by koi88 · · Score: 1


    Or, sneak up behind a jackal sniper placed obviously in your path and bash him to death, and have it work the first time you play through, but the second time, he hears you, spins around, and one-hit-kills you.

    So how did that happen? Has the ghost of the killed sniper told all other snipers: "Beware! Better listen and turn around if you hear someone approaching or you might share my terrible fate!".
    Or is there only one sniper that gets resurrected every time you meet him?
    This is the game learning, not the NPCs...

    --

    I don't need a signature.
    1. Re:Resurrected snipers? by jimi+the+hippie · · Score: 1

      The game is just a computer program, it can't learn...

    2. Re:Resurrected snipers? by KDR_11k · · Score: 1

      In general, that statement is wrong since neural networks can definitely learn. Your spam filter, for example gets smarter with experience. The C&C games apparently have a learning AI (though maybe not that effective). Malcolm in UT200X learns. There are even a few "virtual life" type games where the creatures use full neural networks, i.e. true AI. Galapagos and Creatures were examples of that, IIRC.

      Of course, this being Halo 2 you're probably right, I doubt it somehow learned to hear footsteps.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  217. Iraq is more like 'Minesweeper'... by arcite · · Score: 1

    Patrol in your hummer for hours/days on end until you get randomly blown up. Game over.

  218. No worries, its in 'Ironman mode' by arcite · · Score: 1

    No need for reloads or respawn points

  219. Good point by koutetsu · · Score: 1

    Those Metal Gear Solid games really sold like crap, didn't they?

    --
    -( koutetsu )
    1. Re:Good point by ultramk · · Score: 1

      Yeah, I hated those too. Creeping around trying not to be noticed just isn't my thing. Too much like High School.

      m-

      --
      You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
  220. Re:The greatest game...the best AI..highest realis by xteddy · · Score: 0, Troll

    The reason is because for them to win we just have to leave, for us to win we have to establish a functional democracy and then leave.

    Would you first establish a functional democracy in your own country, please? Or did you mean puppet regime? Well, you've already established the previous one in Iraq. That didn't turn out so well, did it?

  221. This is why I come to slasdot. Expert opinions! by danro · · Score: 1
    The enemy soldiers in Iraq are not very good fighers. Our army would rather they attack head on, since all those encounters lead to tremendous losses for the insurgents.
    And, as we all know, the true mark of a good fighter is that he always attacks head on, regardless of circumstances.

    Yes, as has been clearly shown, time and again, by (among others) John Rambo, Master Chief and those kids from Red Dawn, it is indeed clever to attack a well organized and superiorly equipped force that has readily accessible artillery and air support head on, wearing nothing but your studly manhood and a crew-served machine gun (Fire from the hip. Remember, aiming is cheating)!

    Throughout history underfunded guerilla-type armies has won countless conflicts against a superior enemy by blatantly ignoring the disparity of forces and engaging them head on in a straight fight!

    You Sir, is truly a master tactician, and I want to subscribe to your newsletter.
    --

    "First lesson," Jon said. "Stick them with the pointy end."
    1. Re:This is why I come to slasdot. Expert opinions! by Minna+Kirai · · Score: 1

      And, as we all know, the true mark of a good fighter is that he always attacks head on, regardless of circumstances.

      Quite correct. If you can attack head-on and win, you have proven yourself to be a very good fighter.

      it is indeed clever to attack a well organized and superiorly equipped force that has readily accessible artillery and air support head on,

      Wrong. They never faced a "superiorly equipped force". The enemy was blatantly disorganized, with no ability to concentrate their scattered units on the single point of threat. Master Chief, individually, was superior to the entire alien army, in both firepower and survivability. The fact that clever tactics were absolutely unneeded just further underscores what better fighters those heros were.

      Similarly, when I need to clobber a few twelve-year olds, I don't bother with anything but a frontal assault either!

    2. Re:This is why I come to slasdot. Expert opinions! by Anonymous Coward · · Score: 0

      How bout understanding before answering next time, eh?

    3. Re:This is why I come to slasdot. Expert opinions! by Minna+Kirai · · Score: 1

      AC: How bout understanding before answering next time, eh?

      Sorry, you seem to have accidently replied to me instead of to danro, who is the one who (intentionally?) misunderstood what was meant by "The enemy soldiers in Iraq are not very good fighers".

      I choose to misunderstand in an identical way, as a means of pointing out danro's error. (Whether or not it was a true mistake, or just a joke, I didn't care)

    4. Re:This is why I come to slasdot. Expert opinions! by danro · · Score: 1
      Quite correct. If you can attack head-on and win, you have proven yourself to be a very good fighter.
      Possibly, but (unless you clearly had the advantage) you have also proven yourself to be a stupid fighter.
      Ask anyone with any kind of infantery training.

      My point was that a good fighter plays to his strengths and exploit his enemies weaknesses. If you have a tank and your enemy has an AK47, by all mean assault! But if the situation is reversed, rushing at a MBT head on just to be mowed down like grass is just stupid.
      Similarly, when I need to clobber a few twelve-year olds, I don't bother with anything but a frontal assault either!
      Of course not, but if a twelve year old wanted to beat you, a frontal assault would be stupid.
      ...he'd have to set a tripwire and bash you in the head with a club when you were down.

      Does beating a twelve-year old make you a "good fighter"? Hardly, you already had the advantage.
      Is the sneaky kid that ambushed you a "good fighter"? Possibly.
      This hypotetical psycho-twelve-year old kid changed the circumstances to his favor and won despite being outmatched. Shows some promise, eh?
      --

      "First lesson," Jon said. "Stick them with the pointy end."
    5. Re:This is why I come to slasdot. Expert opinions! by Minna+Kirai · · Score: 1

      Does beating a twelve-year old make you a "good fighter"?

      It makes me a better fighter than her. That's what "advantage" is: being better.

      Does beating a twelve-year old make you a "good fighter"? Hardly, you already had the advantage.

      By that logic, a clever sneaky flanking-manuver person isn't a good fighter either. His brains and knowledge already gave him an advantage, so it doesn't count.

  222. Totally aggree with this by jonwil · · Score: 1

    Definatly want better AI in games. (RTS games especially)

    Definatly aggree we need better game ideas.
    How about a first person shooter where "shoot everything that moves" is NOT the right answer.

    Something where sneaking past a guy without them seeing you might be the better (i.e. safer) option.
    Something where there are puzzles to solve (by "puzzles", I mean like in games such as Resident Evil 2 where you have to find items and figure out where to use them)
    Or how about a game where you get to play a cop and have to solve a crime by finding the evidence and stopping the criminals.

    One game I would like to see is a game that would be a cross between Diablo II, Sentinel Worlds 1 Future Magic and Star Trek Away Team. It would be a Diablo II style action RPG with items, weapons, experience, enemies to kill, shops to buy things at, skills and abillities, quests to complete and so on. Make it a party based game where you have different members of your party who would be different races and classes (e.g. medics, hackers, close combat experts, ranged weapon experts, pilots etc) and would be given experience from party kills. Attributes and abillities and items and stuff would be much like Diablo II.
    There would be ships to fly, planets to explore, alien races to interact with (kill, talk to, buy from, sell to, help out etc etc)

    Another idea would be to make it with a single character instead of a party and make it a MMORPG.
    Either way would probobly be worth playing.

    It could be set in or it could be done all on its own.

    In fact, the aformentioned Sentinel Worlds 1 Future Magic is the closest game to what I am thinking of (that I know of)

    As for the line about graphics, what annoyed me the most about E3 is that none of the 3 "next-gen" consoles were on display. Sure they were showing off the look of the new machines.
    But Neither Sony, Microsoft OR Nintendo had actual consoles showing actual games (or test demos, they would work too) on the real hardware.
    The companies talk and talk about how fancy their hardware is, lets see more actual footage to back up that talk. Instead of talking about how the XBOX 360 can get full HDTV resolution with anti-aliasing in real time, show that in action. Show shots from Halo III (or if thats not ready yet, give some programmers and artists an XBOX 360 Devkit and tell them to push the hardware to the limits and make a tech demo).
    Ditto to Sony and Nintendo (well less so to nintendo since they havent emphasized their hardware power so much).

    Microsoft had a non-functioning console and a couple of G5 PowerMacs as its showing.
    Sony only had pre-rendered content to show.

    A few things of my own that I want to complain about
    1.No more World War 2 games. :P
    2.Much more realisim in motor racing games (if you are going to have a replica of Mount Panorama at Bathurst and are going to include the advertising signs, put the right logos on it. There has never been a bridge/overpass at Mount Panorama that says "Bridgestone" on it, it says "Dunlop". EA, I am looking at you.
    Also, if you are going to have real-world racing, get ALL the teams and ALL the tracks found in the real competition (Codemasters I am looking at you here for missing out HRT in V8 Supercars)

    Make the gameplay more realistic too.
    e.g. include the same pitstops the real races have. If the real race has 2 fuel stops, make the simulated race have the same fuel stops.

    3.Classic games. Make more of the old games available. Nintendo has it right with the Revolution being able to play classic NES and SNES games (just as long as they are emulated and not ports/remakes and as long as the emulation is good). How about more arcade companies signing up with sites like starroms.com (making classic games available either officially or through a site like starroms) is probobly quite simple and requires
    next to no captial investment.

    Oh and BTW, a remake of a classic game is almost certainly NOT going

  223. Good AI by botik32 · · Score: 1
    If this guy wants good AI's with a selection of weapons, he should fire up some bots in Quake or UT and get his fill of immaculately aimed rail guns up his ass every 5 seconds. Wheee!!!

    Well we seem to have the problem of defining good AI. To me, good AI is NOT:

    • all-knowing and predicting where exactly you will be in .3 seconds to shoot you in the eye (for shooters)
    • expanding like crazy and building up an army before you can say "Hello, Betty!" (RTS)
    • using dirty tricks like knowing the map, your location, the size of your forces etc. GRATUITOUSLY (for RTS)
    A good AI would:
    • Try various tactics to choose the best
    • Model human behaviour to the max (make mistakes, get blinded by harsh light, get nervous and drop weapon, panic and freeze, panic & run away, have problems seeing in the dark, get confused in unfamiliar settings, etc.)
    • Send out recon parties to scout the area
    • Use terrain/environment for tactical advantage
    I remember some of these features in UFO I made me very happy and immersed. It felt BOTH real and fun. UFO Aftermath disappointed me,however, due to extremely long-range deadly weapons that negated the effect of (little) terrain diversity during missions. (rant) They could have spent a few more weeks tweaking the range/damage, to make it really nice (/end rant)

    Starcraft would be another example of bad AI that lead to stupid and repetitive games against the computer, but it was not designed to be an RTS AI anyway...

  224. Next-gen CPU Weakness by rAiNsT0rm · · Score: 1

    I think the article linked to in the article says much more about this next gen gaming: This article sums up the next-gen from the developers perspective, a view I've been trying to get across to those here on /. who seem to overlook this perspective when it is the most important one!

    These new consoles (especially the PS3 and Xbox 360) which are all about the numbers are going to suck at housing anything but pretty games. They both use in-order CPU's which kills all attempts at AI and gameplay improvements, these are streamlined for graphics only and this is a big mistake. After playing one or two FPS titles in HD and maybe a sports/racing title what is going to be left to play on your new console? Nothing. Thats why Sony and MS are pushing the "its not a game console" so heavily, they know developers are not going to support these systems with their high priced development costs.

    Microsoft is off in left field with their grand idea to take the scum of online MMORPG's and put them on high with their SUPPORTING real life sale of virtual items, and Sony created their own ebay-like site to also support this degenerative practice. WTG, dickheads.

    People need to wake up and see these new consoles are 98% marketing and 2% games, they are going to bomb bigtime... maybe not upfront on console sales (which neither of these two care about anyhow because they are taking a loss on the hardware), but on licensing, amount of games developed, and reception of the public.

    Only Nintendo is aiming for the true gamers and they have it right this time, cheaper console, simple console, simple games, game delivery system, cheap development costs (this is huge!), innovative titles, and also including families and older gamers.

    These are sad times for us true gamers, and when the FPS and GTA games fall flat, I can't wait to see Nintendo standing on the burning rubble of the so-called competitors.

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:Next-gen CPU Weakness by MrRoarkeLovesTattoo · · Score: 2, Funny

      Sooooooo true, and well thought out. I think the next generation game systems will do nothing but try to convince us that they are great and beautiful (I call this the Paris Hilton Effect: no substance, full of crap) and give us a big fat dent in our kids wallets. There's no way I'm shelling out money on one of these things.

  225. The biggest problem with videogames by tgibbs · · Score: 1

    Many people don't like being told "this is where you should end your gaming today" for any number of reasons. Maybe you want to play for another 10 minutes before going to sleep. Maybe your mom/spouse/kid/friend just interrupted you to do something important. You need to quit NOW, but who wants to lose the last 10-30 or more minutes of play?

    So pause it. Or turn it off. If the game play itself is actually enjoyable, then you'll enjoy doing it again. If you don't, it's not a problem with save, it's a problem with the fundamental game design.

    Maybe you just completed something you think was very difficult, and you don't want to have to do it again.

    Again, this indicates a deficiency with game design. Games should be challenging, rather than difficult. So replaying a section should be an enjoyable opportunity to improve your gameplay, not a chore.

    You and the developer won't always agree on what warrents a save.

    The point is that well-placed save points improve the game experience. Real-life games are designed this way. When you play golf, if you blow the last few holes, you don't cross them off your scorecard, go back a few holes and do them over. You just play another game. The game is constructed such that (a) the "chunks" are small enough to doing a whole game over is not a burden, and (b) the gameplay is intrinsically enjoyable enough that it is actually fun to play again, and you always believe that you have a realistic prospect of doing better the second time around. The single biggest problem with videogames is that it is possible to keep people playing by offering novel rewards--something new to see--as a reward for continued play. This leads designers to neglect the gameplay. So instead of the game being intrinsically fun to play, playing the game becomes a "fee" that you have to pay to see what comes next.

    1. Re:The biggest problem with videogames by jp10558 · · Score: 1

      I finally get what you are saying. You're right, too many games are out there that I wish were just a movie or there was a book version.

      All the final fantasy games? I was playing them for the story. I'd have preferred to buy the book.

      However, in story based games I think there's also an issue here. You're basically saying that people are wrong to want to use bookmarks in a book. That if the book is good, they won't mind restarting it every time they have to put it down until they can get through it in one sitting. Well, save points are more analogous to chapters, but still.

      When you read a book, do you claim it's bad if you don't want to re read it from the beginning of the current chapter when you have to put it down for a while?

      I think there is fundamentally a difference between a story based game and a reflex based game. Golf, tetris, jezzball, those games don't make me want a save, as it's not really repetitive to start over.

      But I also don't want to work through the last 5 minutes of dialogue, a cut scene, and a number of minor battles in say the latest Final Fantasy game if I die fighting the boss.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    2. Re:The biggest problem with videogames by tgibbs · · Score: 1

      However, in story based games I think there's also an issue here. You're basically saying that people are wrong to want to use bookmarks in a book. That if the book is good, they won't mind restarting it every time they have to put it down until they can get through it in one sitting. Well, save points are more analogous to chapters, but still.

      I pretty much agree with that. Most people will try to time their reading so that they can get to a "stopping point." And it is common to go back and read a few pages if you are forced to interrupt your reading in the middle of a scene. I'm sure that if there were a way for authors to require readers to begin and end at scene boundaries, they would do so. One of the reasons why movies are often more enjoyable in a theater is that there is not the temptation to pause it to answer a phone or get a snack (although I often wish there was an intermission in the middle, as was once the case for long movies).

      I think there is fundamentally a difference between a story based game and a reflex based game. Golf, tetris, jezzball, those games don't make me want a save, as it's not really repetitive to start over.

      If a game is story-based to this extent, then it should be a movie, not a game. And it is not merely reflex-based games that can have intrinsically enjoyable gameplay. Is it repetitive to play another game of chess?

      But I also don't want to work through the last 5 minutes of dialogue, a cut scene, and a number of minor battles in say the latest Final Fantasy game if I die fighting the boss.

      Exposition in story based games should always be easily skipped after the first time through. But if you don't enjoy replaying the minor battles before the boss, then either the minor battle gameplay is not enjoyable, the boss is too hard relative to other gameplay, or the save point is poorly positioned.

    3. Re:The biggest problem with videogames by arose · · Score: 1
      I'm sure that if there were a way for authors to require readers to begin and end at scene boundaries, they would do so.
      Another reason why books are better than games...
      Is it repetitive to play another game of chess?
      Yes, if you interupted the last game and instead of leaving the figures where they were now have to play the smae moves agian.
      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    4. Re:The biggest problem with videogames by tgibbs · · Score: 1

      Yes, if you interupted the last game and instead of leaving the figures where they were now have to play the smae moves agian.

      Ah, but you see, in chess you are not required to play the same moves again. There is enough variability in the gameplay that it is almost never the same twice. If you have to interrupt a chess game in progress, you can leave the game set up, just as you can leave a videogame on pause.

    5. Re:The biggest problem with videogames by arose · · Score: 1

      There are no savepoints in Nethack, but it alows you to leave a game in progress (pause is not enough for a month) and offers enough variation. If a game is linear enough to need savepoints a savefunction can only improve it.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  226. Even worse then crates... by BaudKarma · · Score: 1

    Exploding barrels.

    Crates I can understand. Crates I can see in the real world. Generally, guns and ammunition and supplies are stored in crates until someone needs them. Yeah, maybe it's a little strange that I bust open this huge crate and all thats inside is a box of shotgun shells, but I don't want the game to try and render all the useless crap that was inside. Just show me what I need.

    But exploding barrels? Never seen one of those. They're all over the place in your average FPS, though. HL2? Yep, exploding barrels! Doom 3? You bet! Painkiller? What's hell without exploding barrels?

    What is in these barrels that makes them violently explode after if you shoot them? And why do people just leave them laying around all over the place? Don't they know those things are dangerous? Shouldn't someone have disposed of them properly?

    But no. Exploding barrels are clearly marked, and are stacked up or laying around just about everywhere. Nobody else seems bothered by them.

    --
    It's the land of the brave, and the home of the free
    Where the less you know, the better off you'll be.
    1. Re:Even worse then crates... by hunterx11 · · Score: 1
      Hey, at least it's not GoldenEye. Crates, boxes, and barrels everwhere, and they all explode.

      "Hey, is that the new server?"
      "Yeah, we're using it to store our secret data."
      "What's in the box over there?"
      "Oh, I decided it would be a good idea to keep some TNT in the server room."

      I'm sure the Russian government isn't quite that stupid.

      --
      English is easier said than done.
    2. Re:Even worse then crates... by Anonymous Coward · · Score: 0

      In soviet russia the crates explode you?

  227. Unless... by solomonrex · · Score: 1

    You're actually human and admit you only want to play about 10 hours of Rainbow Six, or Mario, or Final Fantasy.

    I LIKE Final Fantasy, but I have a life. I tend to play about 30 hours in 6 months until I get sick of it. Then, when I'm unemployed I finish all the FF games I started. I'm only up to FFX, since I have steady employment. Oh, and halfway through Tactics (the original), but it's pretty much all the same after a while.

    On the other hand, hardcore fans that play multiple times, like investing 200 hrs. a year in FFX to discover ALL the secrets? They will probably pay for 10 episodes.

  228. Re:Europe is really going downhill by Anonymous Coward · · Score: 0

    Or maybe they understand what "Offtopic" means better than you do, and any political beliefs they might have are unrelated to the fact that you're writing about the EU in a discussion about gamers.

  229. I'm not worried by Anonymous Coward · · Score: 0

    Developers make games, yet they are treated poorly.
    Therefore they must really like making games.
    Therefore they probably spend some of their free time making games.
    Therefore games get made outside of the industry.
    Therefore those games are not necessarily subject to the worst failings of the industry.
    Therefore, assuming the world doesn't end first, you can expect games that overcome these flaws to arrive, but they won't necessarily be in a box on a shelf at EB.

    The lack of convenience of gaming at a workstation can be overcome by physically moving the computer to the entertainment center, buying a couple of aftermarket joysticks, and downloading the joystick input emulator.

    Honestly, gamers have everything they need to make their own games right now. Not a programmer? Get the source off sf.net for the game that most resembles what you'd enjoy and mess with it. Not a voice actor or musician? Sample sound bites from your favorite media. Not a 3D modeler? Google Poser, people make some of their models freely available and you can tweak them without getting in too deep. Not a lawyer? Don't make the game available to anyone but yourself. Would anyone else really understand it, after all?

  230. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    "Rather, our soldiers are smarter, better trained and have higher morale. yes they do. Really. Stop hating."

    Tell that to Pat Tillman. The army rangers who killed him were so smart, they shot their own guys! And these are the "best of the best" of what the US military has to offer. Stop hating? I've got a suggestion for you instead. Stop being so goddamned stupid and get a freaking clue. Start here:

    "Cease fire! Friendlies!" Tillman cried out.

    Smoke drifted from a signal grenade Tillman had detonated minutes before in a desperate bid to show his platoon members they were shooting the wrong men. The firing had stopped. Tillman had stood up, chattering in relief. Then the machine gun bursts erupted again.

    "I could hear the pain in his voice," recalled the young Ranger days later to Army investigators. Tillman kept calling out that he was a friendly, and he shouted, "I am Pat [expletive] Tillman, damn it!" His comrade recalled: "He said this over and over again until he stopped."


    http://www.43rdstateblues.com/?q=node/view/749
    http://www.aisforarmy.com/bb/viewtopic.php?p=25961

  231. Re:The greatest game...the best AI..highest realis by Rayonic · · Score: 1
    Would you first establish a functional democracy in your own country, please? Or did you mean puppet regime? Well, you've already established the previous one in Iraq. That didn't turn out so well, did it?

    Hey, I'd say that Britain still has a functional democracy. And you can't keep blaming them for their colonial past forever. Yeah, they messed up Iraq way back when, but now they're helping to fix the problem.
  232. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    " i'd be more worried about the head shots"

    all you gotta do when they start shooting is jump around and strafe while yelling "YOU SEE ME DANCING? YOU SEE ME DANCING? I CAN DANCE ALL DAY! I CAN DANCE ALL DAY!"

  233. Re:The greatest game...the best AI..highest realis by jimi+the+hippie · · Score: 1

    "Sarcasdic yeah, but pretty much accurate."

    Accurate?? I don't think so. Everyone over there doesn't hate us. Not even a majority of them do. It is just a few that still support Hussein and a bunch of radical muslim warriors that already hated us and decided to go to Iraq where they actually have a chance (albeit small) at getting a few Americans killed. The Iraqi people do not hate us, and if they did, it's because the same media that's telling us they hate us is giving them unfounded reasons to hate us.

  234. Re:The greatest game...the best AI..highest realis by ManoMarks · · Score: 1
    The Iraqi people do not hate us, and if they did, it's because the same media that's telling us they hate us is giving them unfounded reasons to hate us.

    So, how do you know tha they don't hate us? Did you put in your own poll? Conduct interviews with lots of people? Choose the ideological media, like Fox News, which we know is oh so trustworthy? Or did you just make it up? Seriously, I want to know how people who assert this, and ironically you see them all over the media, how do they know this?

    And for your second point, if you're referring to the Newsweek article, that was tragic, and Newsweek should be truly ashamed, if they're not just withdrawing it because they felt pressured to do so. But come on, a minimum of 21,000 Iraqi casualties from the U.S. invasion and occupation? That's not enough to make people hate us?

    --

    That's gotta fit into your schema somewhere

  235. Re:The greatest game...the best AI..highest realis by frission · · Score: 1

    I think it was Mortal Kombat (arcade) that said: "Winner stays...loser pays"

  236. Re:Why stream from DVD? Copy protection. by mister_slim · · Score: 1

    Is there an official Audio CD logo on there? Because I know Phillips has started pulling the rights to use the logo from CDs which use copy protection such that they no longer fit the CD Audion standard.

  237. Re:Why stream from DVD? Copy protection. by iamcf13 · · Score: 1

    The 'compact disc digital audo' logo is on the CD itself so it should be a 'real' CD.

    A while back I bought the LOTR:ROTK OST and had to 'jump through hoops' to get it to my PC hard disk as a compressed wave file to listen with WinAmp. I didn't have any problem space shifting the other two soundracks in the series though.

    On a related note of sorts, I saw Episode III at the movies and did not notice those annoying 'cap codes' used by the studios to catch 'camrippers' and punish the theaters that 'allow them to work'.
    I don't think there were any in the film because I would have noticed them being used as I have in other movies I've seen in the theaters in the past. This is all 'moot' as the film wound up on the Internet a few hours after 12:01 AM 2005-05-19 anyway.

  238. Re:The greatest game...the best AI..highest realis by Anonymous Coward · · Score: 0

    that guy has a pretty good jump, I doubt us nerds could jump like that guy, he looked pretty fucking athletic + he has a tatoo so you know he's got us beat.

  239. BS on his part. . . by AcidLacedPenguiN · · Score: 1

    I think he just hates videogames. . . some of his comments were pretty funny (see Ninja's church fart) Like the bit about the rubber band effect in racing games. There are quite a few racing games that don't resort to that. . .

    --
    disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  240. OT: Your sig by Anonymous Coward · · Score: 0

    Your signature is incorrect. When indicating a continued decimal, you truncate and apply the "...". You've rounded it up, so you shouldn't use the "...".

  241. All he wants are simulations by Goldrush · · Score: 1

    I agree with many of the points on advertisement, business, and console design. However, all his game design points only seems to turn all games into simulation like Sims and, to a large extent, Morrowind. Stuff like AI, ammo distribution, immersion, barriers, and some "computer cheat" aren't there to annoy the player. They nudged the player to play the game a certain way. For example, the author clearly have some issues with Resident Evil Remake. However, Resident Evil is a SURVIVAL-horror. There's very little of that if you're given unlimited ammoes and a first person view like the author suggest. In fact, I believe that would just be a First Person Shooter.

  242. Re:He doesn't know what he's talking about by LadyLucky · · Score: 1
    AI is not something you just polish up like "we want darker storyline."

    AI" as 99.99% of laymen seem to call it is merely an elaborate hack. I could directly script a line of actions and with a relatively small number of branch points most people will think "wow! that's a smart AI

    Great, you solved your own problem.

    --
    dominionrd.blogspot.com - Restaurants on
  243. Re:Why stream from DVD? Copy protection. by stanmann · · Score: 1

    In your last sentence, you misspelled days and before.

    --
    Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  244. What variant are you playing? by hawk · · Score: 1

    (Yes, gnomes sometimes step on polymorph traps, turn into a mumak, and trample you to death, but those are rare events.)

    If that's rare, you must be playing a variant :)

    (Either that, or you're calling it rare in that gnomes turning into mumaks are rearer than gnomes finding wands of death in hte mines :)

    hawk

  245. more answers from another developer by greggman · · Score: 1
    1) A.I. (We want better A.I.)

    I doubt it. What you really want is funner games. When the computer uses better A.I. most if not all games feel it's unfair. The claim the new consoles will not be good at A.I. are BS. Maybe not as good as some ideal machine but they do have far more power than today's consoles and that power will translate into the opportunity to make better A.I.

    2) Give us new genres

    First start buying the new genres we've put out. This is not an industry problem it's a market problem. We put tons of new genres and they rarely sell.

    3) Don't show renders for ads

    Again, market problem. People bought FF7 based on the cutscenes.

    4) Adult Games

    Agree

    5) Girl Games

    If there is such a thing. I still mostly think this is a culture problem not a content problem. I'm pretty sick of the complaint about busty not fully clothed women though. It's not like the games are full of whimpy pasty guys either. On the otherhand, if there is such a thing as a "chick game" (like chick flick) I think we are a long way from getting there.

    6) Quicksave

    To what level? Should you be able to save during a boss fight between each shot? Saves are part of the game design IMO. Would Mario 64 be a better game if you could save anywhere instead of just between levels? Maybe a better solution for Metroid would have been Zelda style saving. You can save anywhere but you get put back at a save point when you restart.

    7) Loading

    Agree. Except of course there is no correlation between load times and sales. If there was this would become important for developers.

    8) Football

    Again a market problem. Nothing will change until people stop buying Madden

    9) No immersion

    Mostly agree. Any level design you press the button to a open a door 1/2 a mile a way is stupid. Finding ammo everywhere. Not being able to swim. etc. At the same time, whenever I bring up these kinds of non-immersion issues with movies I always get told "But there would be no movie without them". So which is it? I'd like to believe a good movie director / screenwriter could write a movie with no stupid inconsistances and I'd like to believe game creators could do the same with games.

    10) Arbitrary Barriers

    Agreed although same as above. It's not as simple as it sounds.

    11) ???

    Mostly agree

    12) BS Difficulty

    Mostly agree except for the racing part. Racing games are generally incredibly boring without catchup. We've tried it both ways. Players think they don't want catchup but without it you'd never win if you were behind and you'd never interact with anything if you were ahead. In both cases the game becomes incredibly boring.

    13) ???

    14) No more crates
    15) Stop the patents and copycat games
    16) Don't release buggy games

    Agree

    17) Don't put in non-gaming features

    Disagree. I love my modded Xbox. I mostly love my PSX. I wish the new consoles took those ideas to the next level.

    18) Don't sell us online content

    market problem. Don't buy it.

    19) No more jumping puzzles in FPSes

    Disagree. I like em. In some games they suck. Those are bad games.

    20) Vertical consoles only

    Disagree. I want FLAT consoles. (ie PS2, PSX) that I can then put more stuff on top of. Putting them vertical only means they are going to fall over and bust IMO. I did enjoy the article.