Dragon Age Journeys: DONE!-(ish)

Posted in Uncategorized on October 24, 2009 by sentimentalgamer

First day off in weeks! Hallelujah! It’s so nice to finally get away from a computer scree…. oh right…

I’ve been helping out the developers of Dragon Age Journeys, the 2D flash spinoff of Dragon Age: Origins for most of the past two months as my first task at EA 2D (the new branch that I joined in August). After a few launch worries, looks like the game’s running smoothly, which means I’m not at the office for the first day in what feels like forever (forever being… I dunno… 3 weeks? hm… how’s that for perspective). The response from fans seems mostly very positive, though I suppose “what I could read on the Bioware forums”  doesn’t exactly constitute a statistically valid poll. Either way, I’m very glad that the game far surpassed expectations so far. Here’s hoping future EA 2D projects are as warmly received as the first!

Thought o’ the Day: Flash AS3’s DisplayObject Position Precision

Posted in Uncategorized with tags , on September 19, 2009 by sentimentalgamer

Today I discovered two things:

#1: Flash AS3 stores a DisplayObject’s x and y position in a Number variable, which uses double-precision (64 bits). To use the x and y number under this assumption, though, is a serious (but understandable?) error. In fact, changes to these values seem only to be taken to the precision of 0.05. For example, if you set the position of your MovieClip, Sprite, etc. to x = 100.032, y = 0.051. Flash will instead set your position as x = 100, y = 0.05, even though the Number data type has room for many, many more digits. Whether this is because the actual storage values for x and y are lower precision or if Flash enforces this discretization for other reasons, got me. If you’re going to be doing any sort of physical simulation worth its salt, you’re gonna have to use your own position variables (I’m using px and py now), which aint so bad, except that…

#2: It would (and did) take me 3 hours to figure that out myself. Goodbye, Saturday afternoon :-) . Couldn’t figure out why my simple explicit gravitational sim was getting crazier with SHORTER timesteps (the answer is that positional updates were being overestimated by the precision weirdness on each iteration, and the # of iterations per frame is inversely proportional to the timestep size).

Ah well… I’m more knowledgeable for it. Thought I’d put this up here for posterity. For the record, I’m compiling using FlashDevelop 3.0.2; not sure if that affects the result.

Thought o’ the Day: Games vs. Systems

Posted in Game Design on August 30, 2009 by sentimentalgamer

Ok, quickie thought just to work things over…

Systems, as I define them, are objects with a well-defined state with set rules for advancement (though the rules may make use of indeterminacy and allow production of runtime rules if we so desire), with input allowed that modifies the system as allowed by those rules. In other words, a Turing machine. Go figure. I’m a programmer.

Games are a subclass of systems. Games are systems where

  1. External agent interaction is part of the input (usually human, but if you want to consider a purely-AI battle a game, so be it)
  2. Specific states (or classes of states with specific properties) are defined as “goal” states.

If you’re playing a shooter, you’re given those states where your health remains strictly positive and (usually) you move from point A to point B. If you’re playing an open-world simulator (ie: GTA or suchlike), perhaps we  argue that you don’t have a specific goal. Bologna! You still must maintain non-zero health to continue the current “instance” of reality, and other goals are generated as runtime goals, such as the user supposing “I want to jump that bridge gap while a ship goes under it!”. Goals exist, whether they’re imposed by the designer or the player. The interesting part of these simulation games, then, is the latitude given to players in choosing their goals. We learn more about ourselves when we choose our goals and pursue them than when we work on predefined goals created by a third party.

And that’s all I have for you. Just a back-to-basics check on what I define as a game.

Thought o’ the Day: Three Games in a Day

Posted in Uncategorized on August 23, 2009 by sentimentalgamer

I played Mirror’s Edge, Dead Space, and Osmos in just about equal portions today. What have I learned?

The world is an unnervingly pristine, artificial place where you can only be free by running from the authorities and…

…avoiding the bloody, decomposing zombies in deep space that will bumrush you despite the heat you’re packing, which is actually…

…a blessing and a curse, since you affect other motes by giving a piece of yourself, modifying the energy and momentum of the world around you,  an ambient place that…

…is navigated using your “Runner Vision”, taking the form of red-highlighted paths; or, alternatively…

…you can use your “Breadcrumbs” module on your space suit to produce blue, glowing trails to your current mission goal, but sometimes…

…it’s more fun just to float, and watch the system evolve and change around you, as you try to puzzle out how you can be the largest amoeba in the pond!

Thought o’ the Day: Violence Encapsulation

Posted in Uncategorized on August 22, 2009 by sentimentalgamer

Walking along today, I was tuning in and out of the NPR  news headlines (with my ears, not my radio receiver). At one point, there was some sort of murderer or ethnic violence or… god knows what. Anywasy, I caught the announcer say “…three more people were killed today in…”, and at that point, I actually tuned out again. I didn’t really care to hear the rest, mostly because I wasn’t terribly interested. However, I caught myself at that point and thought “now wait a tick… isn’t people being killed a really… well… urgent, loud event?!?” Now, something in the general “X number of people were killed today” area can be heard pretty much every day on the news, so we could chalk this up to being desensitized. I define “being desensitized”, though, as a condition where exposure to a stimulus (even a horrible or poignant one) causes a reduced reaction over repeated instances. So if, say, you’re a professional assassin (to be dramatic about it), the first time you kill somebody is likely emotional, but the 100th time you kill is quite routine (just an example… not being of the KGB sort, I can’t vouch for the absolute veracity of this, but you get the idea).

Hearing the words “X more people were killed”, though…. you can’t be desensitized to that because it’s not a shocking stimulus, at least in our culture. It’s only a series of words delivered by a person specifically chosen for the pleasing quality of his/her voice. It’s still a representation of a terrible event, but it’s… well… presented at a very removed level. As a computer geek, I’d say that the violence is “encapsulated”, to pervert a technical term. When you use a computer, there’s a bajillion and a half layers between the user interaction and the physical bits going to and fro. When a programmer is making a program, if they’re working at a high level, you invoke methods or functions in a single line of code that may move millions, billions, or more bits from one place to another! So my mental parallel (hey it works for me, but that’s just because of my background) is that “X more people were killed” on the radio is the violence-realm equivalent of a high level function (like, say, format(“C:”), to be silly) that masks the true complexity and consequence of reality.

Anywho, I thought about it some more, and I feel that that’s where the true danger of some types of games may lie. I’m actually a game developer who feels that violent games can have an effect on players via prolonged exposure (we seem to be in the minority… most people seem to prefer shouting “Oh it’s just a game! Everybody knows it’s not real!”). However, I don’t feel that it’s the blood and guts that we try ever so hard to render faithfully that is at issue here; if that’s a problem, it’s one that movies and other visual media share. Instead, I feel that games, as a medium, are highly effective at delivering “encapsulated violence”. Halo’s “killing sprees”, strategy games’ battle stats, or heck… even your Pokemon’s HP… they’re meant to be a playful (literally) representation of violence and damage. Nobody mistakes your health bar for what true pain is like; but when we are interactively manipulating game statistics (ie: playing the game) to cause digital harm, and we have no strong, physical experiences to use as reference for cruelty towards others, perhaps we at least partly associate cruelty with “You hit your opponent for 10 HP” and remove some remembrance of it as actual physical agony.

Essentially, I guess I’m making the “you’ll join the Army because America’s Army was a sweet online shooter” argument. Curses… stupid reality reminding me that my arguments are unoriginal.

One game I know of actually makes unnerving, explicity use of violence encapsulation. DEFCON, if you’ve not heard of it, is a strategic game where you play the role of a commander operating forces in full-out nuclear war. I wouldn’t recommend judging the game from the main site’s trailer; it seems more to be advertising the typical “dominate your opponents!” feeling that most online strategy games go for. Try this gameplay video instead. The presentation takes the form of a glowing, situation-room-ish video screen with monochromatic icons for your forces, and there’s a haunting ambient soundtrack in the background. The game presents nothing short of a fictional apocalypse to the player, yet uses minimal stimuli to indicate massive physical events. ICBM’s streaking around the globe are pretty little curves, warships are indistinct geometric shapes, and total destruction of major cities appear only as a city name with the number of millions killed. Now that’s understatement, but it’s very intentional. I’ve only played the demo, so I can’t vouch for or deny the lasting appeal of the gameplay, but the ideological expression that they packed into the game certainly is something I’ll remember. It’s one of those games that tries to make you ask some hard questions (didn’t they call that art last time I checked?).  For example: “Where have we have a species reached when we can represent the deaths of millions as a bit of text on a screen (indeed, we must for reasons of military efficiency and survival of the remaining “good guys”)?”

Sure, it’s just a game, and it’s loved by players more for its online competitive matches than for any political statement that it tries to make, but I’m happy to see DEFCON turn the usual violence encapsulation on its head and make it explicit for players to see.

http://www.introversion.co.uk/defcon/

Thought o’ the Day: Motion is Relative, Especially in Games

Posted in Uncategorized on August 17, 2009 by sentimentalgamer

Motion is relative. Say you’re an object… some abstract object. You move about; how do you know? Well, you say to your self, “Self, I see that other object changing it’s location on my visual field. Either I’m moving, or it’s moving, or we’re both moving.” So unless you have another object to give you reference for motion, you can’t really say if you’re moving or not.

If you don’t believe it, then you’ve never debugged a camera that’s rendering a blank scene or one that’s lost track of the game scene that you should be following. Bugger it all…

Spore on its way

Posted in Uncategorized on February 16, 2009 by sentimentalgamer

Well, I finally caved in and bought Spore. It should arrive within a couple weeks.

In a lot of ways, it’ll be like playing it for the first time. When I started at Maxis last summer, I got to play the current version for a bit, but then moved onto another project. I was a bit surprised at what I played; as many have noted, the actual gameplay is more…. well… “shallow” may be a harsh term… more casual…than many had supposed it would be. Sims Universe it was not. So in a lot of ways, having played it already and knowing the lukewarm reception others have given it, I was hesitant to lay down the price for a new game for it.

But, on the other hand, if I do end up working at Maxis, you can bet I should know the game inside and out! Besides, I only got an hour or so on Space phase, which is really where the meat of the game is said to lie.

A Theory of None for Game Design

Posted in Uncategorized on February 6, 2009 by sentimentalgamer

buh doo chh..

Somewhere out there, somebody just got the Raph Koster reference.

So I enter my final semester at Cornell, a bit world-weary. Ok, not world-weary, but perhaps jaded? A bit of a trick of memory: the past couple years are a blur, while my life before then seems more clear. Shouldn’t it be the other way around?

Stage IV (which supposedly will be on the GDIAC site soon) was really stage 1, I hope. Yeah, it was pretty worthless, but I’m not ready to go make GTA’s or Halo’s or even Spore’s for the rest of my life. The feeling is dimmer at the moment, but I still want to make things that are… awful, in the old sense. Spore is definitely in that direction, but I need something more personal, more human. I want to create dramatic, far-reaching, stunning games; heck, I’ll even settle for ponderous over another action fest.

A few problems:

  1. I’m a programmer, not a designer
  2. Related to #1, I’ve got grandiose visions of how I want my games to feel, but I’m sorely lacking in a consistent, fleshed out design to put together.
  3. I aint got no job.

Maybe I’ll solve for all three (in inverse order?).

GDIAC game on Play This Thing

Posted in Uncategorized on January 15, 2009 by sentimentalgamer

Maybe I’m wrong, but it’s the first instance of one of GDIAC’s games on my favorite indy gaming site that I can remember.

Wonder what it’ll do for Eat Your Young’s download #s…. I recall the game being pretty fun. It was one of the first that got me interested in GDIAC when I went to the showcase in the spring of 2006.

Windows 7 on xkcd

Posted in Uncategorized on January 9, 2009 by sentimentalgamer

My sentiments exactly.
Note to universe: Hey you! Do you like playing games on your computer?!? Then you’re going to LOVE Vista 64 bit, where getting the blasted game to run is half the fun!