Games With Crates Get No Twinkie
Gamasutra's reoccuring feature "Bad Game Designer, No Twinkie" covers the subject of crates and barrels in games, (ala Old Man Murray) courtesy of designer Ernest Adams. From the article: "If there are crates in a place, there had better be pallets under them and at least one forklift as well. In fact, somebody wrote to me (unfortunately I lost his name in an E-mail crash) and pointed out that wooden crates are completely passé now anyway. Modern shipping is done in piles of cardboard boxes all held together with industrial-strength plastic wrap. Wood is heavy and expensive, cardboard is light, cheap, and recyclable. But our FPSes are still displaying 40-year-old shipping technology, even in futuristic science fiction games." He also touches on Rumble implimentation, Easy Mode, Split Screen, and Camera Angles.
...every day before work is have a forklift race, where u can win different prizes depending on what position you come in, then we spend the rest of the day moving aroun 15 wooden crates about the harbour.
oxymoron of the day - Xbox gamer
...but missing a few interesting ones in most cases, like being able to shoot people through walls. Real live battles would be a lot safer if twelve millimeters of wood stopped missiles and massive electric arcs.
Got time? Spend some of it coding or testing
Says who? Prettu much anything bigger than a few feet on a side that weighs between 250lbs and 1 ton comes in wood.
A crate made out of particle board and 1x4s is about as cheap as it gets for strong shipping containers for heavy, expensive items. Order a full rack storage array, or an 5' industrial water filter or a V8 engine sometime and see for yourself.
I work in a high tech place that would be a great setting for a game, and there are crates all over the place. There's every sort of crate you could imagine-- big wooden ones, big plastic ones, metal ones, medium sized ones of wood, plastic or metal, little ones of all materials. All sorts of different paint jobs from bare wood to fancy bright paint with all sorts of warnings. We even have an internal website for sharing surplus material and it has a whole category with hundreds of used crates and shipping cases, with pictures of them available on-line. And most crates large enough to fit over the forks of forklift have rails to hold them high enough off the ground so they don't need to be palletized to be forked. Smaller cases get palletized, and sometimes saran wrapped to hold them in place.
I hardly think we're unique, either-- all those crates come from somewhere, and when I see other peoples' facilities, they have lots of crates, too.
If you spend much time in a place where people make actual stuff as opposed to arranging ones and zeros in useful ways, you'll see lots of crates.
What is unrealistic are the signs that they put on them, but hey, they're games.
from the article:
"..[developers have] still got that outmoded notion that the player is your adversary. He isn't. He's your audience, the person you're trying to entertain and provide enjoyment to."
Amen! I hope the next time a designer considers putting a jumping puzzle or a maze into a game, he stops and thinks of that.