People often ask me why I don't play TF2 anymore. I don't dislike the game at all. It is what it is, a fun, relatively easy to get into multi-player game that really should appeal to all FPS fans. I played the shit out of it when I first got it in the Orange Box several years ago now. I did have fun and played a wicked Pyro and Soldier at times.
But it didn't keep my attention forever and certainly not as long as some of my friends. As balanced and stylised as the game was, I always felt there was something missing, especially compared to TFC (the only TF game I played besides the Wolfenstein version). On first analysis you would simply say it is lacking two things:
a) A good chunk of game speed
and
b) Grenades.
Now that doesn't seem like much, right? The truth is, it really is. Game speed, whether it be movement (bunny hopping) or even projectile speed play a good part in what you can and cant do. If projectiles are fast but you are slow (even for a Soldier/Heavy) then your options for avoiding incoming damage are limited. You also traverse the map slower and the gameplay (in general) is not as ... frenetic (or something). Moving slowly, even for a Scout or Medic, is not as pacing if only other Scouts or Medics can do it. Simply put, choosing your class in TF2 really locks you into a definitive role where your strengths and weaknesses are incredibly obvious. Some may call this balance and excellent design, and I would have to agree. It is also ... a bit boring.
Grenades. You used to throw them and they would explode. You had your standard grenade, a really big mofo grenade (carried by the Heavy), concussion grenades and even nail spitting grenades (to name a few). I think the Medic and Pyro may have had some other interesting tools too, but whatever. They changed the dynamic of the game in ways you cannot imagine (unless you played it). Concussion grenade jumping was considered a skillful exploitation of game physics, pretty much allowing people to fly. Other classes could do this too, just not as well and not in such a ... conservative fashion (grenade jumping with a proper grenade is not really healthy). Nevertheless, you would sometimes see a bunny hopping Heavy go flying across the screen from a 'big mofo' grenade jump. It was awesome, hilarious ...
... and insane. This is probably what I miss the most about TF2. TFC was absolutely ridiculous. So much random crap happening with people flying and dying everywhere that it was almost impossible to not enjoy yourself. Hell, even dying was freaking awesome sometimes! I'm probably just a sucker for any game that has gratuitous amounts of nonsensical violence occuring so I may need to excuse myself when it comes to areas of apparent 'fun'. But hot damn, the memories of games that would turn into explosion clusterfucks, trying to push a flag through a crowded corridor one metre at a time were incredibly entertaining. Which reminds me! There is one aspect of TF2 that is sorely missing, something they never should have got rid of. Check this out:
Your hear that? You hear that beautiful music? That constant cacophony of explosions and bullets? That's normal in TFC! Sure, that video was a little over the top, but the lack of those explosions and heavy weapons fire is considered unnatual in TFC. People would laugh and say "wtf!?" when it stopped! I could sleep to that noise. All in all, I think that is what I miss about TF2 the most.
Oh I feel like another "State of FPS games" post is coming. Better put my ranting hat on again.
Note: Title of post is a quote from the character Tristana from League of Legends.
Thursday, October 28, 2010
Saturday, October 23, 2010
Unleashing the Beast
As someone who is a fan of most competitive games and generally concerned about balance related issues in them, I often search out and watch e-sport type videos scattered on the realms of the net. At the moment they are usually concerned with fighting games, first person shooters and a little game called 'LoL', but there was a time when I would look for videos concerning other game types too (e.g. RTS, racing etc). I am not the sort of person that will meticulously analyse these videos as a method of improving my game as, to be honest, I don't really take gaming THAT seriously. It's a fun hobby which just happens to be related to my chosen career path, one that is looking more bleak every day in this country. If I learn a tip or two then sweet. Otherwise, my reasons for looking for these types of videos are purely for their entertainment value.
Fighting games currently take the cake for being the most entertaining as they show the most direct, in your face PvP action a game can offer. Once you understand the basic mechanics of a game like SFIV, its not hard to get excited about what is happening on screen as well.
The following video is time formatted to show only the relevant section (i.e. not 10+ mins).
Daigo Umehara, the fellow sitting on the left-hand side playing as Ryu, is considered Japan's best player. For those of you who don't understand what happened, he basically used Dhalsim's (stretchy arm dude) greater range to his own advantage, uppercutting his arms at max range and buffering into a super. Incredibly tricky and risky stuff. He is constantly pulling shit like this in these sort of tournaments, surprising (mainly) the western scene with moves people never even thought of. Also while of course, in typical Daigo fashion, remaining perfectly calm about it (-_-). His best example would be his fight against Justin Wong at Evo 2004, parrying a full Chun-li Super at 1 hitpoint. Most people nowadays have already seen this video, as it is considered a legendary moment in gaming, referenced (jokingly) on shows like Pure Pwnage and the like. If you haven't seen it, I would highly recommend looking it up.
Yes, this is an 'awesome sauce' post.
Fighting games currently take the cake for being the most entertaining as they show the most direct, in your face PvP action a game can offer. Once you understand the basic mechanics of a game like SFIV, its not hard to get excited about what is happening on screen as well.
The following video is time formatted to show only the relevant section (i.e. not 10+ mins).
Daigo Umehara, the fellow sitting on the left-hand side playing as Ryu, is considered Japan's best player. For those of you who don't understand what happened, he basically used Dhalsim's (stretchy arm dude) greater range to his own advantage, uppercutting his arms at max range and buffering into a super. Incredibly tricky and risky stuff. He is constantly pulling shit like this in these sort of tournaments, surprising (mainly) the western scene with moves people never even thought of. Also while of course, in typical Daigo fashion, remaining perfectly calm about it (-_-). His best example would be his fight against Justin Wong at Evo 2004, parrying a full Chun-li Super at 1 hitpoint. Most people nowadays have already seen this video, as it is considered a legendary moment in gaming, referenced (jokingly) on shows like Pure Pwnage and the like. If you haven't seen it, I would highly recommend looking it up.
Yes, this is an 'awesome sauce' post.
Thursday, October 14, 2010
Critiquing the critic
As I have probably stated before at some point, I have never been a fan of media critics. They are useful in a broader sense in terms of gauging the general popularity of something, but when it comes down to it, a critics opinion is simply that: an opinion. Just because they brand themselves as and like to think themselves as a critic does not mean that their opinion of something is of greater value than someone else's. Sure, they may have a much more educated analysis of something than the average person, but that is to be expected. It's their job. A job which, as the name suggests, purposefully draws upon the negative aspects of something with greater weight than those of merit. What is a critic if they do not criticise, afterall?
There is also the fact that certain critics already will have a point of view prior to reviewing something anyway. As we are all human, favouring certain genres of film, music or games is something we cannot avoid. Do you expect that say ... a critical review of a fighting game to be of significant quality if the reviewer is not a fighting game fan? What if you did want a less experienced reviewer to give their opinions? Should their negative or positive experiences have any sway over your own thoughts and opinions? The answer should be no. As a free willed conscious entity, you have the right to make your own decisions about things. As you should do whenever possible.
Even the popular Zero Punctuation critical game reviews should not be taken seriously, if at all. Mr Croshaw's approach in his video reviews are meant to be for a particular purpose: entertainment. Without his witty, nihilistic approach to poking at what he perceives to be flaws in games and the gaming industry, I doubt anyone would find them particularly funny. While I do find the majority of them to be entertaining and may even agree with the fellow on various points, there are things that I do think he is wrong about. Which is fine. I have opinions about things, many of which I bring up in this blog. However I don't expect you to agree with me at all, nor would I care if you didn't.
I was originally going to steer this post towards the whole 'entertainment as art' side of things, especially how games are not seen to be, but I don't think I will anymore. The simple reason being is that, having thought about it, I don't really care. If games are not considered art, not even the individual components that make up a game (models, music, textures etc), then so what? It is not like it is a bump in the road the gaming community needs to convince of either fixing or of its general existence. Games are about fun, and if art does not equal fun than I couldn't care less about it. Whether it is someone's opinion whether they are or aren't shouldn't affect how or why you play them.
What originally did inspire me to make this post was having just watched the movie Centurion, a recent film that was not granted much attention. Without giving away the plot, everyone I had talked to who had seen it (not many) said it was average, and reviews on Rotten Tomatoes and IMDB would have you agree. While I won't admit it was the best film I have ever seen, it was definetly better than other films which scored higher on these websites (e.g. Robin Hood). In my opinion, anyway. While it had your stereotypical evil and betrayal dudes/dudettes and a very predictable storyline full of ... average dialogue, it wasn't the sort of film that took itself overly seriously. Some parts were even funny in a terrible sort of way. Plus, it had Imogen Poots in it for a few minutes. I've always had a thing for blondes, but after seeing her in 28 weeks later I have definitely been keeping this actress under my radar.
So I guess the idea of this post is that, generally speaking, you shouldn't blindly take anyone's advice on something. Particularly if it is something you already have a strong gut feeling about. You can't truly form an opinion about something until you try it for yourself and until then, your opinion is kind of void. However, even after having formed a solid opinion, your beliefs don't and shouldn't override someone elses. They are your ideas, and as long as you came upon them via your own means (and not someone elses) then you can voice them as strongly as any 'critic' should. They can't tell you what you do and don't enjoy.
But hey, don't take my word for it. Make up your own mind!
There is also the fact that certain critics already will have a point of view prior to reviewing something anyway. As we are all human, favouring certain genres of film, music or games is something we cannot avoid. Do you expect that say ... a critical review of a fighting game to be of significant quality if the reviewer is not a fighting game fan? What if you did want a less experienced reviewer to give their opinions? Should their negative or positive experiences have any sway over your own thoughts and opinions? The answer should be no. As a free willed conscious entity, you have the right to make your own decisions about things. As you should do whenever possible.
Even the popular Zero Punctuation critical game reviews should not be taken seriously, if at all. Mr Croshaw's approach in his video reviews are meant to be for a particular purpose: entertainment. Without his witty, nihilistic approach to poking at what he perceives to be flaws in games and the gaming industry, I doubt anyone would find them particularly funny. While I do find the majority of them to be entertaining and may even agree with the fellow on various points, there are things that I do think he is wrong about. Which is fine. I have opinions about things, many of which I bring up in this blog. However I don't expect you to agree with me at all, nor would I care if you didn't.
I was originally going to steer this post towards the whole 'entertainment as art' side of things, especially how games are not seen to be, but I don't think I will anymore. The simple reason being is that, having thought about it, I don't really care. If games are not considered art, not even the individual components that make up a game (models, music, textures etc), then so what? It is not like it is a bump in the road the gaming community needs to convince of either fixing or of its general existence. Games are about fun, and if art does not equal fun than I couldn't care less about it. Whether it is someone's opinion whether they are or aren't shouldn't affect how or why you play them.
What originally did inspire me to make this post was having just watched the movie Centurion, a recent film that was not granted much attention. Without giving away the plot, everyone I had talked to who had seen it (not many) said it was average, and reviews on Rotten Tomatoes and IMDB would have you agree. While I won't admit it was the best film I have ever seen, it was definetly better than other films which scored higher on these websites (e.g. Robin Hood). In my opinion, anyway. While it had your stereotypical evil and betrayal dudes/dudettes and a very predictable storyline full of ... average dialogue, it wasn't the sort of film that took itself overly seriously. Some parts were even funny in a terrible sort of way. Plus, it had Imogen Poots in it for a few minutes. I've always had a thing for blondes, but after seeing her in 28 weeks later I have definitely been keeping this actress under my radar.
So I guess the idea of this post is that, generally speaking, you shouldn't blindly take anyone's advice on something. Particularly if it is something you already have a strong gut feeling about. You can't truly form an opinion about something until you try it for yourself and until then, your opinion is kind of void. However, even after having formed a solid opinion, your beliefs don't and shouldn't override someone elses. They are your ideas, and as long as you came upon them via your own means (and not someone elses) then you can voice them as strongly as any 'critic' should. They can't tell you what you do and don't enjoy.
But hey, don't take my word for it. Make up your own mind!
Monday, September 27, 2010
To kill a Mordekaiser
League of Legends is a game that has kind of been picked up on the run by some of my friends and I. I was never a big fan of DotA (translated: not very good at it), so my skepticism towards LoL when I first started playing it was quite high. Needless to say, it is an improvement over DotA in almost every way, which is not a surprise as it is made by the same people who started the mod in the first place.
It is a lot of fun, something our group of professional facerollers will agree upon. Having known absolutely nothing about the game at all prior to playing it, I was impressed by the way it slowly breaks you in to the mechanics and features the game has to offer. Better yet, it is a game that >5 of us are playing at once, something that has not occurred in ... well ... ever! It is also obvious that we are all getting better too.
However, me being me has chosen an odd way to go about playing this game. Without explaining/spoiling the finer elements for new players (items, stats, runes etc), I have this strange idea that owning one of each specialized type of character and learning to play them properly is the way to go about things. I am probably not alone in this decision, but I do realize it can work both for and against your favour. Well, at least initially. By playing a specific character well means you will know the strengths and limitations of that character, and can get a feel for their performance. However, at the same time you never really learn about the other characters save fighting against them or doing some research (both of which I admittedly do a bit of). So, at least at first, you will still find yourself in some hairy situations that you may consider unfair. What is important to realize is that most of these times, you have brought this on yourself, and there is always something you can or should have done to prevent it. This includes both in the game and out of the game.

One of the first characters I purchased was Mordekaiser, of whom I was incredibly pleased with. All of the research and playstyle analysis I did could not have prepared me for how much fun it is to play this walking wall of steel and spikes. His character role is vague. He has no native crowd control. His direct damage is pitiful. He has virtually no escape options, save for simply slugging it out and hoping for the best. He is incredibly susceptible to ranged characters, especially those that can kite well (e.g. Ashe). His abilities scale terribly with Ability Power (some of the worst ratios in the game). In essence, he isn't really a tank, but unless you gear him to be you don't really get far in a game (i.e. you die).
So what the hell is he good for then? If he can't CC, do good direct damage, tank or even run away, how, you ask, can I possibly enjoy playing this seemingly useless character?
Well, first of all, he pushes like a freight train. Full of lead. That's on fire. Put him in a lane and he will eat everything in it if it is void of enemy players. Put an enemy player in it and he will still push it. Put another enemy player in it? If they are both melee and shit ... he will still push it. Put 3 in? Alright, that's a few too many, but you get the picture. Usually I don't like pushing a lane at all unless I really need the gold now or I can see 4-5 enemy champions somewhere else in the map. Prior to level 14-ish enemies, sitting under your own tower is the best way to guarantee your survival (unless they are tower diving). But when we need to push, Mordekaiser can certainly move the pain train along, killing about 90% of minon waves in his wake. This may seem not to be all that useful but I ask you, when you are killing a tower, what is the tower shooting at? Most of the time it will be your own minions. If you can push 2-3 waves of friendly minions under the enemy tower it is as good as dead.
Besides map control, there is another, more deceptive reason. This may not be so much a trait of Mordekaiser as it is so much something I do in general when laning against my foes (usually solo). However, Mordekaiser's passive ability, being a temporary shield which charges when he does damage (which synergizes well with his abilities) allows him to do it much more efficiently. The term could be described as Obfuscating Stupidity, but I prefer to simply call it 'pretending to be shit'. Purposefully getting too close, walking the wrong way, attacking nothing but air, wasting your cooldowns, reacting far too slow etc. Most of these actions will get any other hero killed, but with Mord, providing you do a little bit of ability damage, you can take a few hits, still push your lane and come out even. Usually the enemy player/s will get cocky. Overextend a bit. Take a few tower hits now and then. As you pretend to panic and (apparently) desperately try and kill the enemy minions to save your lane, you will inevitably push and end up meeting them in the middle. Where they will always end up trying to gank you ...
... at which point you flick the switch and fucking blow their faces off! A Mordekaiser that has been feeding on minions (full shield) and has all his cooldowns up is about the worst 1v1 fight I can think of outside of fighting a Warwick. Hell, even in a 2v1 situation it is bad. Probably worse as your shield will charge that much better (2 aoe targets instead of one). He wont kill you straight away, often making him bad for attempting ganks. But being ganked, where the enemy is committed? Plenty of time to deal his short cooldown, consistent damage. Most of the time I will get a kill employing this technique. At worse I will chase them off and let them think about their actions for awhile. I would like to think this style of combat would confuse most enemy players and hopefully demoralize them on repeated failed attempts. But I guess I can never really know.
This has all got me thinking about how I would actually kill a Mordekaiser if I happened to be laning against one, especially if they were being an asshole like I do. The truth is, having played him, I know exactly what would kill me. Doing damage to him every now and then is pointless as more often than not you will just strip a bit of his shield. Attempting to bring him down face to face as a melee character will probably result in your death (unless you are like dps Garen, Warwick or Bob). Unless you are a ranged kiter or a heavy nuker, you don't have much of a chance.
So here is my list of 5 ways to kill a mockingbird:
Note: League of Legends is made by RiotGames which can be downloaded from their website here.This post has merely detailed the ins and outs of one of the current 60 characters in the game, many of which have unique playstyles. I highly recommend trying this game out. Being free, you have nothing to lose and nothing to complain about.
It is a lot of fun, something our group of professional facerollers will agree upon. Having known absolutely nothing about the game at all prior to playing it, I was impressed by the way it slowly breaks you in to the mechanics and features the game has to offer. Better yet, it is a game that >5 of us are playing at once, something that has not occurred in ... well ... ever! It is also obvious that we are all getting better too.
However, me being me has chosen an odd way to go about playing this game. Without explaining/spoiling the finer elements for new players (items, stats, runes etc), I have this strange idea that owning one of each specialized type of character and learning to play them properly is the way to go about things. I am probably not alone in this decision, but I do realize it can work both for and against your favour. Well, at least initially. By playing a specific character well means you will know the strengths and limitations of that character, and can get a feel for their performance. However, at the same time you never really learn about the other characters save fighting against them or doing some research (both of which I admittedly do a bit of). So, at least at first, you will still find yourself in some hairy situations that you may consider unfair. What is important to realize is that most of these times, you have brought this on yourself, and there is always something you can or should have done to prevent it. This includes both in the game and out of the game.

One of the first characters I purchased was Mordekaiser, of whom I was incredibly pleased with. All of the research and playstyle analysis I did could not have prepared me for how much fun it is to play this walking wall of steel and spikes. His character role is vague. He has no native crowd control. His direct damage is pitiful. He has virtually no escape options, save for simply slugging it out and hoping for the best. He is incredibly susceptible to ranged characters, especially those that can kite well (e.g. Ashe). His abilities scale terribly with Ability Power (some of the worst ratios in the game). In essence, he isn't really a tank, but unless you gear him to be you don't really get far in a game (i.e. you die).
So what the hell is he good for then? If he can't CC, do good direct damage, tank or even run away, how, you ask, can I possibly enjoy playing this seemingly useless character?
Well, first of all, he pushes like a freight train. Full of lead. That's on fire. Put him in a lane and he will eat everything in it if it is void of enemy players. Put an enemy player in it and he will still push it. Put another enemy player in it? If they are both melee and shit ... he will still push it. Put 3 in? Alright, that's a few too many, but you get the picture. Usually I don't like pushing a lane at all unless I really need the gold now or I can see 4-5 enemy champions somewhere else in the map. Prior to level 14-ish enemies, sitting under your own tower is the best way to guarantee your survival (unless they are tower diving). But when we need to push, Mordekaiser can certainly move the pain train along, killing about 90% of minon waves in his wake. This may seem not to be all that useful but I ask you, when you are killing a tower, what is the tower shooting at? Most of the time it will be your own minions. If you can push 2-3 waves of friendly minions under the enemy tower it is as good as dead.
Besides map control, there is another, more deceptive reason. This may not be so much a trait of Mordekaiser as it is so much something I do in general when laning against my foes (usually solo). However, Mordekaiser's passive ability, being a temporary shield which charges when he does damage (which synergizes well with his abilities) allows him to do it much more efficiently. The term could be described as Obfuscating Stupidity, but I prefer to simply call it 'pretending to be shit'. Purposefully getting too close, walking the wrong way, attacking nothing but air, wasting your cooldowns, reacting far too slow etc. Most of these actions will get any other hero killed, but with Mord, providing you do a little bit of ability damage, you can take a few hits, still push your lane and come out even. Usually the enemy player/s will get cocky. Overextend a bit. Take a few tower hits now and then. As you pretend to panic and (apparently) desperately try and kill the enemy minions to save your lane, you will inevitably push and end up meeting them in the middle. Where they will always end up trying to gank you ...
... at which point you flick the switch and fucking blow their faces off! A Mordekaiser that has been feeding on minions (full shield) and has all his cooldowns up is about the worst 1v1 fight I can think of outside of fighting a Warwick. Hell, even in a 2v1 situation it is bad. Probably worse as your shield will charge that much better (2 aoe targets instead of one). He wont kill you straight away, often making him bad for attempting ganks. But being ganked, where the enemy is committed? Plenty of time to deal his short cooldown, consistent damage. Most of the time I will get a kill employing this technique. At worse I will chase them off and let them think about their actions for awhile. I would like to think this style of combat would confuse most enemy players and hopefully demoralize them on repeated failed attempts. But I guess I can never really know.
This has all got me thinking about how I would actually kill a Mordekaiser if I happened to be laning against one, especially if they were being an asshole like I do. The truth is, having played him, I know exactly what would kill me. Doing damage to him every now and then is pointless as more often than not you will just strip a bit of his shield. Attempting to bring him down face to face as a melee character will probably result in your death (unless you are like dps Garen, Warwick or Bob). Unless you are a ranged kiter or a heavy nuker, you don't have much of a chance.
So here is my list of 5 ways to kill a mockingbird:
- Crowd Control. Silences, stuns, snares. Anything to keep Mordekaiser from chaining his abilities will eventually kill him. If he cant keep his shield up he will flop down dead in seconds.
- Kiting. This is a given, but if you are ranged and can afford a Rylai's or Frozen Mallet, this will get you a kill on Mordekaiser. Eventually.
- Anti-tank items. Almost every guide I have looked at suggest making Mord tankish, and having played him I tend to agree. With that knowledge, stacking Magic Penetration (or Armor Pen, depending on what he is doing) as well as items like Madred's Bloodrazor will allow you to drop him much easier in team fights and solo.
- Get him in the jungle. If you are going to gank Mordekaiser, try and do it in the forestry. Pushing lanes he will have >50% shield at least. Walking around between lanes he will have none. Makes sense to me.
- Ignore him. Honestly, unless he is rolling a Frozen Mallet and a Rylai's Scepter, he isnt going to catch you, and if he does, he is just going to bonk you on the head a few times before you get within safety. With no CC and no decent direct damage you really have very little to worry about.
Note: League of Legends is made by RiotGames which can be downloaded from their website here.This post has merely detailed the ins and outs of one of the current 60 characters in the game, many of which have unique playstyles. I highly recommend trying this game out. Being free, you have nothing to lose and nothing to complain about.
Friday, September 10, 2010
It flows from heaven to the soul
Something I haven't really noticed much but only really thought about recently has been the musical score in games and how they affect the user experience. It may just be the games I am playing, but very few games in the last 5-6 years have had any sort of memorable soundtrack to me. No scoring that really captured the mood of the game play and enhanced it to its full potential. A lot of the music you see in games today is mostly orchestral (or orchestrally themed). I have no issues with orchestral music by any means. In fact I consider it to be the pinnacle of live human performance, with such a concentrated and condensed selection of skilled musicians. The thing is I am not sure how well it translates into the average gaming scenario, especially when it is recycled so many times.
When you are playing a game, and I actually mean playing, not watching a cinematic, you are only acutely aware of the music in the background. You are not (and shouldn't be) focusing on the music to any extent. Even in a music game like Audiosurf or Guitar Hero, you are really just reading instructions on screen and responding to them hand-to-eye. The more difficult a game becomes, the less you will focus on the music in a game. However at the same time, the easier it gets the less concentration you need to apply to the game play and the more the music seems to stand out. If the game is boring, you will be focusing on aspects other than the game play (such as audio and visuals) which will bring further attention to their possible inappropriateness.
Ever watched a movie where there is supposed to be a romantic scene between two primary protagonists (usually at the end of a typical Hollywood film), only to find yourself either laughing or rolling your eyes? Chances are you weren't enjoying the film up to that point anyway and found this combination of symphony and 'kissing scene' to be just stupid or over-dramatic. That is because movies, like games, have a state of 'flow' to them. Ideally you want your watchers/players to sit directly in the middle of flow, between extreme annoyance (or tension) and extreme boredom. The most enjoyable session of game play for a player is also found to be in this state. It is of my opinion that within this state, the appropriateness of the music will come into fruition with the ability to either make or break a game.

But enough of the psychology. Lets talk about some interesting music and pretend this blog is just about cool shit and not me ranting on about my crazy ideas for once:
Super Metroid - The Jungle Floor
Besides Samus being one hot bunny in cybernetic armor, her games (at least the old ones) had some really catchy tunes. I remember playing this game on the SNES a LONG time ago, but hearing this track again brought a tear to my otherwise cynical eye. To be young again, free of difficult choices and ignorant of the (mostly) bull crap things which makes up the world is something I think a lot of people want in life. Or at least some of the time. This song brings back faint memories of exploring an abandoned space station, looking for a lost Metroid, with that base slowly coming to life in an Aliens sort of way. There was fear, there was tension but most of all there was adventure. If I remember correctly, this one short track captured those emotions perfectly and is one thing I will give Nintendo for doing right. They sure knew how to make a Metroid game, back in the day.
Dark Reign - Track 5
When you mention the game Dark Reign nowadays, most people will either give you a quizzical expression or immediately think of Auran dispersing over the unfortunate failure that was their last game, Fury. Dark Reign was released at a good time, but its primary competitor Total Annihilation was slightly better. But slightly less than totally awesome is still pretty awesome. From memory, the game offered a very robust A.I system, allowing you to spawn units that would move and fight on the battlefield the way you set them. To expound, you could tell a group of Tachion tanks to fight defensively, continuously moving and patrolling randomly and returning to base to repair themselves when they were damaged. They would then go off and fight again. Battles were immense, almost matching the scale of Total Annihilation at times. Not to mention the story was pretty darn good too, probably the best one for a strategy game at the time (vs TA and SC). On top of all this, it had an incredibly moody, almost tribal like quality to its soundtrack that suited the game well.
While I enjoyed Dark Reign as much as I enjoyed other strategy games (again, I am not prone to favoritism), what I find most astonishing is that it was an Australian game. I don't mean a game made by an Australian team under the wing of an American company, I mean an Australian Game's company game. Our best game, both technologically (for the time) and sales wise. I am disappointed that Auran went under after Fury as I imagined and had hopes to be working there at this point in time.
Soul Reaver - Credits
Another game that I enjoyed for its musical score was the original Soul Reaver. The Legacy of Kain games is a series that is very much under-appreciated in nearly every way I can think of. First of all, the game is essentially about vampires. It's about vampires, but not in the culturally accepted emo/goth, love story, atrocious way that people seem to enjoy watching (Buffy, Twilight etc..). The vampires in this are beasts! Call them mutated, call them highly evolved, they are butchers of humankind and relentless in their methods of our extinction. It is a dark and evil world, not full of awful poetry and bad haircuts. Yes, the Soul Reaver universe is very much an apocalyptic Earth, if it actually was about Earth that is. Long story short, you play as a deceased vampire who is the cross between a zombie and a ghost. You struggle to hold yourself in the physical plain of existence. The ability to morph between the physical and spectral realms (where time stands still) opens up a new world of strategy and problem solving. You think Portal was a challenge? Try playing it with things trying to rip your face off! It was an adventure game and a hard one at that.
It also needed a soundtrack that suited the theme of the game, and not just the universe it was set. The problem solving and navigation elements often required high levels of thought and creativity, especially before jumping into a pit full of ghouls. The tracks were therefore dark and foreboding but had enough pace to them to keep the player thinking and on their toes. I think the team at Crystal Dynamics could not have made a better soundtrack.
UT - Foregone Destruction
Unreal Tournament's Forgone Destruction. It is almost impossible for me to listen to this track and not have the sound of the announcer booming "Headshot!" from somewhere in the back of my mind. If you listen to this track by itself, you probably imagine a journey through some sort of mystical fantasy realm. You would not think it could be used for one of the goriest FPS games of the time, yet when combined in the space-themed CTF map 'Facing Worlds' you would be shown otherwise. The thing about this track is that it is exactly the sort of music in a game that sits well within the balance of flow. You don't really notice it when you are playing, but the simple lack of it deteriorates the experience significantly. Essentially this song is that map and vice versa. It is action oriented but also calms you somewhat when playing. You play well, you don't get angry, you have fun. It is also obvious that the people you are playing with are experiencing the same thing. There is a simple reason CTF-Face is the single most played CTF map ever, at least when NgStats still existed.
The same can be said for a large number of Unreal Tournament tracks (e.g. DM-Deck16's Godown). Synthesized and very basic they may be, they generated that certain 'feel' that UT used to have over other shooters (like Quake 3). They were slick and stylish and made you think and feel that way too. It is for that reason that I have always had a great reverence for the game as it gave me a means of escape and relaxation from the bad things that were happening in my life at the time. Things I would like to forget.
There are plenty more examples I can throw at you (Homeworld, Rez, Red Alert) but I think I have got my message across. Maybe I was just more of an audiophile in my youth, but I am yet to encounter a game that had audio tracks as memorable as any of these games.
When you are playing a game, and I actually mean playing, not watching a cinematic, you are only acutely aware of the music in the background. You are not (and shouldn't be) focusing on the music to any extent. Even in a music game like Audiosurf or Guitar Hero, you are really just reading instructions on screen and responding to them hand-to-eye. The more difficult a game becomes, the less you will focus on the music in a game. However at the same time, the easier it gets the less concentration you need to apply to the game play and the more the music seems to stand out. If the game is boring, you will be focusing on aspects other than the game play (such as audio and visuals) which will bring further attention to their possible inappropriateness.
Ever watched a movie where there is supposed to be a romantic scene between two primary protagonists (usually at the end of a typical Hollywood film), only to find yourself either laughing or rolling your eyes? Chances are you weren't enjoying the film up to that point anyway and found this combination of symphony and 'kissing scene' to be just stupid or over-dramatic. That is because movies, like games, have a state of 'flow' to them. Ideally you want your watchers/players to sit directly in the middle of flow, between extreme annoyance (or tension) and extreme boredom. The most enjoyable session of game play for a player is also found to be in this state. It is of my opinion that within this state, the appropriateness of the music will come into fruition with the ability to either make or break a game.

But enough of the psychology. Lets talk about some interesting music and pretend this blog is just about cool shit and not me ranting on about my crazy ideas for once:
Super Metroid - The Jungle Floor
Besides Samus being one hot bunny in cybernetic armor, her games (at least the old ones) had some really catchy tunes. I remember playing this game on the SNES a LONG time ago, but hearing this track again brought a tear to my otherwise cynical eye. To be young again, free of difficult choices and ignorant of the (mostly) bull crap things which makes up the world is something I think a lot of people want in life. Or at least some of the time. This song brings back faint memories of exploring an abandoned space station, looking for a lost Metroid, with that base slowly coming to life in an Aliens sort of way. There was fear, there was tension but most of all there was adventure. If I remember correctly, this one short track captured those emotions perfectly and is one thing I will give Nintendo for doing right. They sure knew how to make a Metroid game, back in the day.
Dark Reign - Track 5
When you mention the game Dark Reign nowadays, most people will either give you a quizzical expression or immediately think of Auran dispersing over the unfortunate failure that was their last game, Fury. Dark Reign was released at a good time, but its primary competitor Total Annihilation was slightly better. But slightly less than totally awesome is still pretty awesome. From memory, the game offered a very robust A.I system, allowing you to spawn units that would move and fight on the battlefield the way you set them. To expound, you could tell a group of Tachion tanks to fight defensively, continuously moving and patrolling randomly and returning to base to repair themselves when they were damaged. They would then go off and fight again. Battles were immense, almost matching the scale of Total Annihilation at times. Not to mention the story was pretty darn good too, probably the best one for a strategy game at the time (vs TA and SC). On top of all this, it had an incredibly moody, almost tribal like quality to its soundtrack that suited the game well.
While I enjoyed Dark Reign as much as I enjoyed other strategy games (again, I am not prone to favoritism), what I find most astonishing is that it was an Australian game. I don't mean a game made by an Australian team under the wing of an American company, I mean an Australian Game's company game. Our best game, both technologically (for the time) and sales wise. I am disappointed that Auran went under after Fury as I imagined and had hopes to be working there at this point in time.
Soul Reaver - Credits
Another game that I enjoyed for its musical score was the original Soul Reaver. The Legacy of Kain games is a series that is very much under-appreciated in nearly every way I can think of. First of all, the game is essentially about vampires. It's about vampires, but not in the culturally accepted emo/goth, love story, atrocious way that people seem to enjoy watching (Buffy, Twilight etc..). The vampires in this are beasts! Call them mutated, call them highly evolved, they are butchers of humankind and relentless in their methods of our extinction. It is a dark and evil world, not full of awful poetry and bad haircuts. Yes, the Soul Reaver universe is very much an apocalyptic Earth, if it actually was about Earth that is. Long story short, you play as a deceased vampire who is the cross between a zombie and a ghost. You struggle to hold yourself in the physical plain of existence. The ability to morph between the physical and spectral realms (where time stands still) opens up a new world of strategy and problem solving. You think Portal was a challenge? Try playing it with things trying to rip your face off! It was an adventure game and a hard one at that.
It also needed a soundtrack that suited the theme of the game, and not just the universe it was set. The problem solving and navigation elements often required high levels of thought and creativity, especially before jumping into a pit full of ghouls. The tracks were therefore dark and foreboding but had enough pace to them to keep the player thinking and on their toes. I think the team at Crystal Dynamics could not have made a better soundtrack.
UT - Foregone Destruction
Unreal Tournament's Forgone Destruction. It is almost impossible for me to listen to this track and not have the sound of the announcer booming "Headshot!" from somewhere in the back of my mind. If you listen to this track by itself, you probably imagine a journey through some sort of mystical fantasy realm. You would not think it could be used for one of the goriest FPS games of the time, yet when combined in the space-themed CTF map 'Facing Worlds' you would be shown otherwise. The thing about this track is that it is exactly the sort of music in a game that sits well within the balance of flow. You don't really notice it when you are playing, but the simple lack of it deteriorates the experience significantly. Essentially this song is that map and vice versa. It is action oriented but also calms you somewhat when playing. You play well, you don't get angry, you have fun. It is also obvious that the people you are playing with are experiencing the same thing. There is a simple reason CTF-Face is the single most played CTF map ever, at least when NgStats still existed.
The same can be said for a large number of Unreal Tournament tracks (e.g. DM-Deck16's Godown). Synthesized and very basic they may be, they generated that certain 'feel' that UT used to have over other shooters (like Quake 3). They were slick and stylish and made you think and feel that way too. It is for that reason that I have always had a great reverence for the game as it gave me a means of escape and relaxation from the bad things that were happening in my life at the time. Things I would like to forget.
There are plenty more examples I can throw at you (Homeworld, Rez, Red Alert) but I think I have got my message across. Maybe I was just more of an audiophile in my youth, but I am yet to encounter a game that had audio tracks as memorable as any of these games.
Thursday, August 26, 2010
Why I hate Monopoly
I dislike Monopoly, and I am proud to say it. A classic board game invented by the Parker Brothers in 1935 (originally a derivative of 'The Landlord's Game' by Elizabeth Phillips) is a game about being the biggest asshole in the room. Oh yes, this game has made me cringe and roll my eyes in tedious, mindless repetitiveness for many years until the day my sister and I somehow both came to the conclusion that playing it was an utter waste of our time. People don't like to admit they hate things, especially when it comes to entities that existed in a 'high culture' or golden age of society. Holding reverence for classical things seems to give people a sense of importance and a feeling of being more civilized. Whether this be books, music, poetry or in this case ... board games, having respect for the aging and popular things in life qualifies you as a normal person in our glorious modern age of humanity.
For this particular case, Monopoly, I do not respect. I do not like it, and I will explain to you why.
1. It is slow
First of all, I have both won at the game and lost at it. Winning involved me being younger, less opinionative and more excitable, essentially being blinded to its flaws. It also involved everyone just giving up. Losing involved me being exactly the same, except me being one of the ones giving up. The giving up process usually took between 3-4 hours. Most of this time was spent looking at people moving various board pieces, counting their money or counting my own. Or in jail. It takes so long for things to get into motion and so long for anything even remotely resembling a winning condition to emerge that most people remember just how slow the game is and .. give up.
2. It is boring
For the most part, it is a game of attrition. Unless you are playing with people who are not solely relying on the action packed experience of observing a pile of cardboard and plastic for 3-4 hours, you are going to be bored completely out of your mind. Monopoly is fine if it is played with some light, off topic discussion, but mostly people are so engrossed in the experience of doing virtually nothing that they find conversation disruptive. They take the game so stupidly seriously!! You can pretend all you want that you are forming a winning strategy in the back of your mind, but you know you are in the same boat as everyone else. Waiting for your turn to roll so your heart can light up or flop when you land on a spot on the board. Which leads to my next point being that ...
3. It is driven completely by the roll of the dice
I am a Guru for games with skill and balance, and this game has virtually none. It is all luck. You could pretend to be the best monopoly player in the world and get trounced by a newbie learning the ropes with a consistent stream of unlucky dice rolls. Who lands on Mayfair first is not determined by you, and should you get it, you know you did absolutely nothing of worth to get there. Luck. It does not equal skill. And I think people know it, whether they admit it or not. Why? Because ...
4. The game encourages cheating and sleazy behaviour
A presence of luck sets off some part of people's minds that make them become cheating sleazebags. This is particularly true in games or events that actually do require skill and when a player KNOWS they are not going to win without cheating. Steroids in sports are the same as aimbots in FPS games (albeit a significant physical component). In monopoly this translates to giving incorrect change, overcharging, stealing or even innocently landing on someone's property and hoping they don't notice. These are all behaviours you would be fined and possibly sent to jail over in real life. Apparently these activities are "part of the game" and "how its meant to be played". If that's true then this game is sick and I want as little to do with it than I possibly can.
5. It is not a friendly game
Grinding your friends and family into the dust over hours of questionable game-play is sure to create tension. Conflicts can arise, disputes over properties and cheating and getting unlucky. I don't know about other people, but I don't like watching people suffer or be miserable for extended periods of time. This may be the hunter in me talking but giving your prey a quick and painless demise is more humane than torturing them to death. It is also honorable, showing a lack of negative emotion and some personal consideration for your foe, even in death. As much as I hate people in general, I don't like dragging out victories or defeats for hours on end. This just leads to more frustration and more bursts of unqualified glee for whoever it is who thinks they are winning. You are not winning. You are being a wanker.
6. It delivers a terrible message
People living in high society have traditionally had an incredible misunderstanding and under-appreciation for the working class citizens. Look at Marie Antoinette for a prime example. The picture of upper class rich bastards debating and competing for land which possibly houses thousands of citizens while sipping wine glasses and adjusting their monocles is an image I find incredibly disturbing. Depending on your point of view, actual real world monopolies can be a bad thing. Take Microsoft for example. Sure they have made a platform from which the average PC user can globally use and unite, but they completely control that sector of the market. Without competition they have all the say concerning the price of their products (i.e. ridiculously overpriced) and just what gets released.
Want an example? A recent project which was hoping to deliver cross platform gaming between Xbox and PC users was canned when PC users were found to be too dominant. Why? Well the only logical reason is because they want people to keep playing on the Xbox. This shuts down the market for a lot of PC developers in terms of demographics and forces players to play certain games on only one exclusive platform (i.e. Halo - Xbox). Because they control Xbox Live, the (paid) networking interface for the Xbox console, they can simply do whatever they want. There is nothing we can do otherwise.
7. Gambling
I hate gambling
8. It makes me want to punch people in the face!
This is really the main point of this whole post. For all the above reasons, whether people are oblivious to it or not, when I roll that stupid dice and land on your stupid property and have to look at your stupid smug face with its stupid smirk, I literally have to hold myself back from smashing it in. This game makes me incredibly angry, for all the wrong reasons. It is supposed to be a competitive game and yet sometimes there is nothing you can do from being slowly beaten down over time. It is different from the anger I will feel in say, a fighting game. I may tell my friends how much I hate them (jokingly) and how that round was total bullshit, but I know I could have done something about it if I was quick/clever enough. It is my fault. But in monopoly? The reason I am angry is not because of me. It's all on you, you selfish, cheating, poncy, arrogant bastard!
So that is why I hate monopoly. I have rarely enjoyed it. It is one of the few things I actually truly dislike. If you were to play it casually for an hour with some beers and light conversation some time then sure, count me in.
If not, then you are going to want to be real careful playing that game around me...
For this particular case, Monopoly, I do not respect. I do not like it, and I will explain to you why.
1. It is slow
First of all, I have both won at the game and lost at it. Winning involved me being younger, less opinionative and more excitable, essentially being blinded to its flaws. It also involved everyone just giving up. Losing involved me being exactly the same, except me being one of the ones giving up. The giving up process usually took between 3-4 hours. Most of this time was spent looking at people moving various board pieces, counting their money or counting my own. Or in jail. It takes so long for things to get into motion and so long for anything even remotely resembling a winning condition to emerge that most people remember just how slow the game is and .. give up.
2. It is boring
For the most part, it is a game of attrition. Unless you are playing with people who are not solely relying on the action packed experience of observing a pile of cardboard and plastic for 3-4 hours, you are going to be bored completely out of your mind. Monopoly is fine if it is played with some light, off topic discussion, but mostly people are so engrossed in the experience of doing virtually nothing that they find conversation disruptive. They take the game so stupidly seriously!! You can pretend all you want that you are forming a winning strategy in the back of your mind, but you know you are in the same boat as everyone else. Waiting for your turn to roll so your heart can light up or flop when you land on a spot on the board. Which leads to my next point being that ...
3. It is driven completely by the roll of the dice
I am a Guru for games with skill and balance, and this game has virtually none. It is all luck. You could pretend to be the best monopoly player in the world and get trounced by a newbie learning the ropes with a consistent stream of unlucky dice rolls. Who lands on Mayfair first is not determined by you, and should you get it, you know you did absolutely nothing of worth to get there. Luck. It does not equal skill. And I think people know it, whether they admit it or not. Why? Because ...
4. The game encourages cheating and sleazy behaviour
A presence of luck sets off some part of people's minds that make them become cheating sleazebags. This is particularly true in games or events that actually do require skill and when a player KNOWS they are not going to win without cheating. Steroids in sports are the same as aimbots in FPS games (albeit a significant physical component). In monopoly this translates to giving incorrect change, overcharging, stealing or even innocently landing on someone's property and hoping they don't notice. These are all behaviours you would be fined and possibly sent to jail over in real life. Apparently these activities are "part of the game" and "how its meant to be played". If that's true then this game is sick and I want as little to do with it than I possibly can.
5. It is not a friendly game
Grinding your friends and family into the dust over hours of questionable game-play is sure to create tension. Conflicts can arise, disputes over properties and cheating and getting unlucky. I don't know about other people, but I don't like watching people suffer or be miserable for extended periods of time. This may be the hunter in me talking but giving your prey a quick and painless demise is more humane than torturing them to death. It is also honorable, showing a lack of negative emotion and some personal consideration for your foe, even in death. As much as I hate people in general, I don't like dragging out victories or defeats for hours on end. This just leads to more frustration and more bursts of unqualified glee for whoever it is who thinks they are winning. You are not winning. You are being a wanker.
6. It delivers a terrible message
People living in high society have traditionally had an incredible misunderstanding and under-appreciation for the working class citizens. Look at Marie Antoinette for a prime example. The picture of upper class rich bastards debating and competing for land which possibly houses thousands of citizens while sipping wine glasses and adjusting their monocles is an image I find incredibly disturbing. Depending on your point of view, actual real world monopolies can be a bad thing. Take Microsoft for example. Sure they have made a platform from which the average PC user can globally use and unite, but they completely control that sector of the market. Without competition they have all the say concerning the price of their products (i.e. ridiculously overpriced) and just what gets released.
Want an example? A recent project which was hoping to deliver cross platform gaming between Xbox and PC users was canned when PC users were found to be too dominant. Why? Well the only logical reason is because they want people to keep playing on the Xbox. This shuts down the market for a lot of PC developers in terms of demographics and forces players to play certain games on only one exclusive platform (i.e. Halo - Xbox). Because they control Xbox Live, the (paid) networking interface for the Xbox console, they can simply do whatever they want. There is nothing we can do otherwise.
7. Gambling
I hate gambling
8. It makes me want to punch people in the face!
This is really the main point of this whole post. For all the above reasons, whether people are oblivious to it or not, when I roll that stupid dice and land on your stupid property and have to look at your stupid smug face with its stupid smirk, I literally have to hold myself back from smashing it in. This game makes me incredibly angry, for all the wrong reasons. It is supposed to be a competitive game and yet sometimes there is nothing you can do from being slowly beaten down over time. It is different from the anger I will feel in say, a fighting game. I may tell my friends how much I hate them (jokingly) and how that round was total bullshit, but I know I could have done something about it if I was quick/clever enough. It is my fault. But in monopoly? The reason I am angry is not because of me. It's all on you, you selfish, cheating, poncy, arrogant bastard!
So that is why I hate monopoly. I have rarely enjoyed it. It is one of the few things I actually truly dislike. If you were to play it casually for an hour with some beers and light conversation some time then sure, count me in.
If not, then you are going to want to be real careful playing that game around me...
Tuesday, August 24, 2010
Anonymity of the Avatar
This post is a little... muddled, but whatever.
"I love Alma's red eyes. They make her sexy! Who cares if she is a child, she is dead! Fuck her all night long!" - Terminator, Action Trip video comments
I found the above comment by a rather vulgar Action Trip reader to be ... incredibly funny. Not because of the content of the matter, but because of the incredibly straight-forward and easy going manner in which this individual addressed his/her desire to fornicate with an underage girl. Or should I say, ghoul. I imagine your everyday soccer mum, not used to the horrible things people say on the internet, would find this behaviour unacceptable and demand that this pedophile be put to justice. For the rest of us, we just smile, shake our heads and read the next obnoxious comment...
We all know that what people say on the internet is not a good reflection of how a person behaves in society. Being anonymous is a shield, a big sign in red letters informing you to be a douche-bag. Hell, I've done and said offensive and terrible things online before so I am not exempt. For the most part it was actually pretty fun, letting the illogical, frothing-at-the-mouth cave troll side of the human mind come forth in all its glorious stupidity. And all its horror! I can imagine for some, saying completely ridiculous and terrible things can be a form of stress relief (or something). Although for some people, what they say may actually be what they believe/intend to be true :S
Anyways, this got me thinking about people's anonymity in games. I already know some people play games just to be tools. Ganking and corpse camping in WoW, a form of Schadenfreude in gaming format, is a prime example. But that is negative behaviour, reinforcing the idea of being anonymous. There are many other types of player behaviour when gaming, besides this. Some (and hopefully most) people play competitive games to do well, to the best of their ability. Some are genuinely helpful, serious in their attempts to make others understand and improve their game. Some are even so helpful that they may even turn the act of helping into a game of their own:
I think players of games are generally less inclined to be douche-bags primarily because they are required to interact directly with other people. They can be punished, so to speak. Assuming you are not cheating, any game mechanics you exploit can be turned on you. Anything you say in chat, no matter how offensive, is ignorable as it is not the focus of the game. This is of course unless you are actually a good player though (very rare!).
/offtopic
I like to think most people would avoid using 'cheap' tactics in gaming so as not to belittle themselves by once AGAIN using a dominant strategy. This is not always the case however as I found not so long ago in the terribly imbalanced and skill-capped multiplayer of Modern Warfare 2. Noob-tubing, the act of using a grenade launcher attached rifle in combination with the 'Thumper' M79 grenade launcher itself to guarantee yourself at least 4 near instant kills per spawn. Combine this with One man Army and you have a lot more chances. Grenades kill anyone, dead, at any range (except point blank) and at any health. I estimated nearly 70% of players in some of the last games I played using this 'strategy', sometimes with the argument "everyone else is doing it". You could argue that this is equivalent to the AWP wars that Counter-Strike turns into after 15 mins, but I disagree. You spawn from the very start of the game with Noob-tubing equipment in MW2 whereas AWP snipers must play for at least 15 mins, building up their cash for the ultimate weapon. Should they die, they lose it. That's called balance. It disturbs me that modern games developers have totally lost the plot when it comes to it in their games...
Getting back on topic, when you are playing games with friends or in real-life, you try not to be a wanker. People don't like to be associated with their gaming behaviours and disposition. You only have to look at the recent hiatus about Blizzard's real ID system on their forums to understand that. This is because it is either a) not what they like to see themselves as, or b) gaming is generally not seen as a positive thing in the eyes of others. It's still the 'childish' activity of immature people according to older generations. Hell you only have to ask my parents opinion of it to get an incredibly ignorant and biased view on it.
Most people in this world are genuinely good people, even if they don't know it. As ill behaved and awful as they may be online, whether through forums, chat rooms or gaming, they probably are not like that in the real world.
But then again, there are some people who are just ... jerks! Anywhere and everywhere.
"I love Alma's red eyes. They make her sexy! Who cares if she is a child, she is dead! Fuck her all night long!" - Terminator, Action Trip video comments
I found the above comment by a rather vulgar Action Trip reader to be ... incredibly funny. Not because of the content of the matter, but because of the incredibly straight-forward and easy going manner in which this individual addressed his/her desire to fornicate with an underage girl. Or should I say, ghoul. I imagine your everyday soccer mum, not used to the horrible things people say on the internet, would find this behaviour unacceptable and demand that this pedophile be put to justice. For the rest of us, we just smile, shake our heads and read the next obnoxious comment...
We all know that what people say on the internet is not a good reflection of how a person behaves in society. Being anonymous is a shield, a big sign in red letters informing you to be a douche-bag. Hell, I've done and said offensive and terrible things online before so I am not exempt. For the most part it was actually pretty fun, letting the illogical, frothing-at-the-mouth cave troll side of the human mind come forth in all its glorious stupidity. And all its horror! I can imagine for some, saying completely ridiculous and terrible things can be a form of stress relief (or something). Although for some people, what they say may actually be what they believe/intend to be true :S
Anyways, this got me thinking about people's anonymity in games. I already know some people play games just to be tools. Ganking and corpse camping in WoW, a form of Schadenfreude in gaming format, is a prime example. But that is negative behaviour, reinforcing the idea of being anonymous. There are many other types of player behaviour when gaming, besides this. Some (and hopefully most) people play competitive games to do well, to the best of their ability. Some are genuinely helpful, serious in their attempts to make others understand and improve their game. Some are even so helpful that they may even turn the act of helping into a game of their own:
I think players of games are generally less inclined to be douche-bags primarily because they are required to interact directly with other people. They can be punished, so to speak. Assuming you are not cheating, any game mechanics you exploit can be turned on you. Anything you say in chat, no matter how offensive, is ignorable as it is not the focus of the game. This is of course unless you are actually a good player though (very rare!).
/offtopic
I like to think most people would avoid using 'cheap' tactics in gaming so as not to belittle themselves by once AGAIN using a dominant strategy. This is not always the case however as I found not so long ago in the terribly imbalanced and skill-capped multiplayer of Modern Warfare 2. Noob-tubing, the act of using a grenade launcher attached rifle in combination with the 'Thumper' M79 grenade launcher itself to guarantee yourself at least 4 near instant kills per spawn. Combine this with One man Army and you have a lot more chances. Grenades kill anyone, dead, at any range (except point blank) and at any health. I estimated nearly 70% of players in some of the last games I played using this 'strategy', sometimes with the argument "everyone else is doing it". You could argue that this is equivalent to the AWP wars that Counter-Strike turns into after 15 mins, but I disagree. You spawn from the very start of the game with Noob-tubing equipment in MW2 whereas AWP snipers must play for at least 15 mins, building up their cash for the ultimate weapon. Should they die, they lose it. That's called balance. It disturbs me that modern games developers have totally lost the plot when it comes to it in their games...
Getting back on topic, when you are playing games with friends or in real-life, you try not to be a wanker. People don't like to be associated with their gaming behaviours and disposition. You only have to look at the recent hiatus about Blizzard's real ID system on their forums to understand that. This is because it is either a) not what they like to see themselves as, or b) gaming is generally not seen as a positive thing in the eyes of others. It's still the 'childish' activity of immature people according to older generations. Hell you only have to ask my parents opinion of it to get an incredibly ignorant and biased view on it.
Most people in this world are genuinely good people, even if they don't know it. As ill behaved and awful as they may be online, whether through forums, chat rooms or gaming, they probably are not like that in the real world.
But then again, there are some people who are just ... jerks! Anywhere and everywhere.
Sunday, August 8, 2010
On Lazers and Explosions...
StarCraft 2 has a game within the game (greetings canine!). This game is called Lost Viking, an arcade game booth found in the Catina within the single-player mode. Despite what everyone keeps telling you, it is NOT a 'secret' game. It is placed directly in clear line-of-sight of the player, so anyone playing the single-player should stumble across it. Secrets are not placed directly in front of you.
Anyways, I decided to give it a go one boring night. Having given it about 10 seconds previously before stopping and continuing my campaign, I can honestly say it is a good bit of fun and shows off the modding capabilities of Blizzard's WarCraft 3 Mk II engine (yes, you know what I mean). The game itself is ... well I wouldn't say it is difficult, but it is definitely not a walk in the park. I had no idea what I was doing but still managed to unlock 3 achievements in one hit. The unlocking of those achievements (big display on screen saying you have unlocked something) are also what got me killed. The video below is this game in action. The player is not very good :S
I will probably return to play it at some point and get the 500,000 point achievement, but only because I enjoyed playing it. Achievement whoring is not something I really like doing in games and I personally think its a cheap method of creating re-playability. But that is something I will rant about for another time. My point is I enjoyed the 'mod' which paid tribute to many a Top Down Side Scroller (or Vertical Scroller) of yesteryear. It is a genre of gaming you rarely see being made anymore, which I find disappointing. I also would like to know why.
Depending on who you talk to, some people may regard these kind of games as mindless. You usually start in a ship that shoots peas and eventually deck yourself out with enough firepower to destroy the universe. Things fly at you, you shoot them and they explode. You also move around. Mindless? Well ... yes to a degree. They can also be incredibly skillful, relying on player reactions and destructive creativity in order to a) simply survive and b) achieve the highest score possible. Some can be so incredibly skill based they can even turn people off. A popular example of this is Ikaruga, a TDSS classic where players can morph between light and dark ship variants to either absorb damage or inflict more upon the same/opposite enemy colours. The following video is of someone playing BOTH players (1+2) in this game.
Yeah ... that. That was on Normal. I tried this with one ship and failed miserably. My neanderthal brain just could not grasp the concept of changing colour to absorb incoming enemy fire as I tried to avoid everything with very low success rates. I imagine with practice I would be better, but my first play session was definetly a slap into my gun-ho, 'shoot everything!!' face.
Anyways, these games are fun. Instant fun at that. Sometimes I consider the days before storylines and character development to be the true pinnacle in gaming awesomeness, skill and enjoyment. Historically these games almost seem to have been wiped out since the birth of the First Person Shooter. It almost appears that as games have become more technologically advanced and more like movies and books, the industry has tried to shed the skin of old relics regardless of their success and popularity. Thinking about this inspired me to download Raiden 3, a game ported from the PS2 to PC quite awhile ago. It still looks awesome, is very enjoyable and will possibly cause me to have a epileptic fit sometime in the near future.
So long story short, these types of games is the game type (lol) I intend on making sometime in the near future. It is the sort of game I have been wanting to make since the last year of my degree, instead of involving forklifts and tanks. A work-in-progress Alpha is currently on standby as things are sorted out. I would like to implement a more realistic control scheme in the form of keyboard movement and mouse/controller aiming but at this point it is not set in stone. Hopefully something significant can be completed before the end of the year.
Anyways, I decided to give it a go one boring night. Having given it about 10 seconds previously before stopping and continuing my campaign, I can honestly say it is a good bit of fun and shows off the modding capabilities of Blizzard's WarCraft 3 Mk II engine (yes, you know what I mean). The game itself is ... well I wouldn't say it is difficult, but it is definitely not a walk in the park. I had no idea what I was doing but still managed to unlock 3 achievements in one hit. The unlocking of those achievements (big display on screen saying you have unlocked something) are also what got me killed. The video below is this game in action. The player is not very good :S
I will probably return to play it at some point and get the 500,000 point achievement, but only because I enjoyed playing it. Achievement whoring is not something I really like doing in games and I personally think its a cheap method of creating re-playability. But that is something I will rant about for another time. My point is I enjoyed the 'mod' which paid tribute to many a Top Down Side Scroller (or Vertical Scroller) of yesteryear. It is a genre of gaming you rarely see being made anymore, which I find disappointing. I also would like to know why.
Depending on who you talk to, some people may regard these kind of games as mindless. You usually start in a ship that shoots peas and eventually deck yourself out with enough firepower to destroy the universe. Things fly at you, you shoot them and they explode. You also move around. Mindless? Well ... yes to a degree. They can also be incredibly skillful, relying on player reactions and destructive creativity in order to a) simply survive and b) achieve the highest score possible. Some can be so incredibly skill based they can even turn people off. A popular example of this is Ikaruga, a TDSS classic where players can morph between light and dark ship variants to either absorb damage or inflict more upon the same/opposite enemy colours. The following video is of someone playing BOTH players (1+2) in this game.
Yeah ... that. That was on Normal. I tried this with one ship and failed miserably. My neanderthal brain just could not grasp the concept of changing colour to absorb incoming enemy fire as I tried to avoid everything with very low success rates. I imagine with practice I would be better, but my first play session was definetly a slap into my gun-ho, 'shoot everything!!' face.
Anyways, these games are fun. Instant fun at that. Sometimes I consider the days before storylines and character development to be the true pinnacle in gaming awesomeness, skill and enjoyment. Historically these games almost seem to have been wiped out since the birth of the First Person Shooter. It almost appears that as games have become more technologically advanced and more like movies and books, the industry has tried to shed the skin of old relics regardless of their success and popularity. Thinking about this inspired me to download Raiden 3, a game ported from the PS2 to PC quite awhile ago. It still looks awesome, is very enjoyable and will possibly cause me to have a epileptic fit sometime in the near future.
So long story short, these types of games is the game type (lol) I intend on making sometime in the near future. It is the sort of game I have been wanting to make since the last year of my degree, instead of involving forklifts and tanks. A work-in-progress Alpha is currently on standby as things are sorted out. I would like to implement a more realistic control scheme in the form of keyboard movement and mouse/controller aiming but at this point it is not set in stone. Hopefully something significant can be completed before the end of the year.
Sunday, August 1, 2010
I Can D
This is sort of an 'awesome sauce' post, just a bit more wall-of-texty. Hopefully it crits you for at least a trillion.
I have always thought the guys behind Blizzard Game's cinematics do an exceptional job. I am sure they outsource a lot of it to some pwnage CGI company, but if it is actually done in-house, then that's even more impressive. Basically it has always been ahead of its time, even back in the day with the now terrible looking WarCraft 2 intro cinematic.
Nowadays it is no different. Having recently finished the campaign in StarCraft 2, I found the non-ingame cinematics to be quite impressive, just like they were in the recent World of WarCraft games. Especially in Wrath. They are presented well narratively and have a certain visual aesthetic to them that separates them from anything else. Some people even mistook the Arthas in the Wrath introduction before he summons the Frostwymre to be a live action actor!
If there ever was to be a film about either the StarCraft, Diablo or WarCraft universes, it should definitely be digital and at least contributed to by Blizzard's cinematic department.
Nubnubnbuububnnbunbubn!!
I have always thought the guys behind Blizzard Game's cinematics do an exceptional job. I am sure they outsource a lot of it to some pwnage CGI company, but if it is actually done in-house, then that's even more impressive. Basically it has always been ahead of its time, even back in the day with the now terrible looking WarCraft 2 intro cinematic.
Nowadays it is no different. Having recently finished the campaign in StarCraft 2, I found the non-ingame cinematics to be quite impressive, just like they were in the recent World of WarCraft games. Especially in Wrath. They are presented well narratively and have a certain visual aesthetic to them that separates them from anything else. Some people even mistook the Arthas in the Wrath introduction before he summons the Frostwymre to be a live action actor!
If there ever was to be a film about either the StarCraft, Diablo or WarCraft universes, it should definitely be digital and at least contributed to by Blizzard's cinematic department.
Nubnubnbuububnnbunbubn!!
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