Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, September 11, 2008

A few quick things

  • The content browser for Spore is very exciting. You can spend hours on it... Here are two takes on WALL-E.



  • The first one was done in the creature editor. The second one was in one of the vehicle editors. The thing to blow your mind is, somebody did that vehicle one since Sunday... and it probably took a couple of hours at most. It's introducing a whole generation to 3-D modeling and design...
  • Clueless governor department. See if you can spot my issues with her first big interview...



I'm almost done with Suskind's book. A review is imminent.

Wednesday, September 10, 2008

Spore

I got Spore on Sunday, like many other people in North America.

As you may know, there are several stages of life as we know it. Spore splits them into Cell (really bacteria, I suppose), Creature, Tribe (the beginning of sentience), Civilization (politics), and finally Space. At each stage, you customize your body, tribe (probably the weakest), buildings, and vehicles with almost endless variety in 3D editors that are years ahead of the state-of-the-art (they kind of invented their own state-of-the-art). There are various goals that you pursue in the first levels to proceed up the evolutionary ladder, such as subduing or befriending tribes, or eating things.

The reviews have been mixed so far. Everyone thinks that the content creation tools are great. Everyone who is playing is automatically uploading their content to central servers, which then spread them back out to all the players' individual games. There were 4 million shared objects in that database last weekend, the creature creator having been released a couple of months ago. Today, less than a week after the release, there are 12 million creatures, buildings, and vehicles in there (and no, that figure is not going to stand up if you read this post a week from now). And there is some stuff that is totally unreal coming out of it, like animals that look like cars, as well as more humdrum creatures with two arms, two legs, two ears, two eyes, etc (of course, a lot of people are trying to make Homer Simpson and all their favorite characters, so it's not as humdrum as all that). Here's my page of stuff.

But the goal-based gameplay in the first few levels is kind of dumb. I started on Easy, and it was pretty impossible to screw up (I still managed to die three times on Tribal phase). You'll pick it up pretty fast and get on your merry way shortly. But a lot of hardcore gamers didn't like this. They wanted a challenge from the get-go, and the gameplay lacked the kind of depth they are used to in the various genres that Spore pays homage to: Diablo-type third-person action games, Starcraft-type real-time strategy, and Civilization-type world-conquest games.

It is becoming more obvious to me now that the gameplay was made deliberately easy in those first four stages for two reasons: one, for the creative people who love to make stuff but could care less about being challenged, the gameplay was made simple enough not to get in their way; two, the first four stages are not much more than a glorified tutorial for the awe-inspiring Space stage, and the game designers wanted everyone to get there.

The Space Stage is one of those gaming experiences that hearkens back to the best of the grand strategy games, the Star Controls and the Civs, the buy-low, sell-high of Drug Wars, the space exploration of VGA planets... it brings some new things into the mix too, in modeling planets with food webs, atmospheres, and temperature. For some reason, I am really enjoying terraforming worlds and filling them with flourishing species.

Each world that supports life can have any combination of those animals, vehicles, and buildings, and can be at any of those stages of evolution that you passed through. There are (hundreds of?) thousands of stars in the galaxy, and several worlds per star... you could never see everything. It beggars the imagination.

I recommend starting on Easy. It will help you learn the ropes. I had many aha moments as I went through that will help me a lot on the second time through. I don't know if I'm going to finish the story part of the game, first time through. I am tempted to take what I know and start over, ready for a bit easier time of it.

I recommend it highly for anyone ready to get creative, have their mind expanded, and invest a lot of time. I spent about six hours just getting to Space the first time (it would be a lot faster second time around), and Space, the galaxy, is basically an endless playground.



PS There is a kind of protest going on about the digital rights management (DRM) the game distributor, EA, put on Spore. If I understand it, it only allows you to install the software on three computers, then you have to call in and prove you purchased the software somehow to keep installing it. It also phones home with your license key every time you connect to EA's servers for content.

A lot of people saw this as pointless, because you could download the software from various Bittorrent establishments on the day it came out. That is, the DRM only harms legitimate customers who went out and bought the game, while doing nothing to stem piracy.

Thus, for starters, people started giving Spore one-star reviews on Amazon. It has 2133 reviews, 1961 of which are one-stars. If you didn't read around, you wouldn't know about the critical acclaim it has received (with the caveats I mentioned above). It's a five-star game in my book.

Has the DRM hurt sales of this great game? I think so... I hope the end result is that the DRM is removed, that's a win-win. I am not a fan of DRM in any of its forms, I just couldn't help myself on this purchase.

Monday, August 18, 2008

Media redux

  • I think I need to start properly italicizing my book/movie posts. Not following the convention has finally gotten to me again.
  • Nobody told me Bridge to Terabithia was like it was. I wonder what parents took their kids on opening weekend, only to find out what it really was. For the record, I think it was pretty good, but I'm not sure yet if it was cheating. And the book is probably better...
  • We watched Dan in Real Life once again. It slays me every time. There is an amazing economy of motion. It's hilarious. It's true. Steve Carell is the man.
  • I finally finished The Pearl. I wish people would make their critical Prefaces into Postfaces so there are NO SPOILERS BEFORE THE STORY BEGINS. When you are flipping through trying to find page one, these are the worst possible things to stand in your way. They are like the soundtrack preview just before the DVD main menu. In the immortal words of Frank Costanza:
"HeyHeyHey ComeOn ComeOn! I haven't seen it yet!"

"It doesn't have anything to do with the plot."

"Still, still. I like to go in Fresh."
  • So I will not ruin the story. It was exquisitely written. I don't think I've read or heard any Steinbeck since Ms Backen read us Of Mice and Men in the 8th grade. I've never read The Grapes of Wrath, is that unbelievable? Like Stephen King, I am now looking forward to reading the rest of his oeuvre, starting again with Of Mice and Men, which I bought at the library sale.
  • Speaking of Mr King, the last we left him, he was writing himself into a book ostensibly about a rabid dog killing people indiscriminately, which I read as a book about his drug addiction destroying his family, and he had republished his long stories in Different Seasons, which contains not one but three stories made into movies. Now he's back on his ground in my opinion, writing in 1983 about a loser teenager named Arnie Cunningham, and his beat-up Plymouth, Christine. I had seen the trailer, so I knew this was about a car gone horribly wrong. I was expecting Cujo with a chrome bumper, I have been pleasantly surprised. And as always, when King is at his best, he isn't doing allegory. He is doing a story that is somehow weightier than its logline. Sure, it's about a demonic car (50 pages in, all signs point that way). But it is about a lot more than that.
  • I snuck into the hold line and scored a copy of The Way of the World, by Ron Suskind. Ron Suskind, if you'll recall, wrote two extremely important books about the Bush Administration. I wrote about The One Percent Doctrine earlier, which was an examination of something like the inner workings of the war on terror, and The Price of Loyalty, which was about Bush's domestic policy as seen through the eyes of Paul O'Neill. The only reason I haven't read very far is that I always seem to be about to eat something when I think of reading it. It's brand new and I don't want to get soup, condiments, or salty snack remains on it. From the news reports, this is the book that contains a fairly detailed account of Tahir_Jalil_Habbush_al-Tikriti, an Iraqi intelligence official, forging a document alleging false links between al-Qaeda and Iraq at the request of the Bush Administration. Let me say that twice: in order to prop up support for the then-underway invasion of Iraq, fantasists at the White House planted a document in order to retcon the justifications for the war. And he has the transcripts to prove it. But it also seems to be about the post-9/11, post-Bush future that we will collectively create. I am looking forward to both that future and this book's treatment of it.
  • Sarah and I just freed a bunny. It fell down a window well by our basement. It was scared, and would not climb up a piece of lattice we stuck down there. So, I climbed into the window well with a cardboard box, cornered the bunny and got it to go into the box, then lifted it out to safety.
  • I had a total score at the library and checked out Okami, a Nintendo Wii game. (I also found a klezmer band interpreting unpublished lyrics of Woody Guthrie: Wonder Wheel, by The Klezmatics, but if I talked about every great CD I found at the library, this would turn into a great CDs from the library blog. An improvement over the current content...) It is tiding me over until Spore comes out on September 7 (at which point, all bets are off).
  • But what a game. In Okami, you are Amaterasu Okami, the Shinto goddess of nature. (Shinto being a nature religion, this puts you at the top of the world.) You have been incarnated as a white wolf who, one hundred years ago, beat back the eight-headed dragon Orochi and sealed it in the Moon Cave, saving the world. Now, Orochi's prison has been unsealed, and the evil miasma of its presence wreaks devastation across the land of Nippon. Your mission is to use the power of calligraphy to restore the natural beauty of the environment.
  • This is an older game, having previously come out for Playstation at least, but it really shines on the Wii. The game cries out constantly for you to manipulate it with the power of your brush. Trees bloom, lily pads sprout, boulders slice in half as a result of your drawing. You feed the animals so they love you and restore the land (and also, on a somewhat heart-tugging level, because you are Mother Nature and that's just what you do). The mythology was foreign to me, but it's note-perfect, completely consistent. The dialogue is well-translated and human.
  • And the graphics are unreal. Every screen seems like a work of art. It's cel-shaded and fulsome, filled with falling cherry blossoms and stylized splashes. It takes up Japanese iconography, where a few lines represent a mountain, or the blazing sun is the familiar circle surrounded by stripes. The ink, due to the Wii remote's sensitivity to distance, feels like it's dripping on the screen. There are countless little details in the characterization, the landscape... even the menus are full of little touches.
  • If anybody asks you if video games are art, tell them to try Okami. It's not just great fun (if a little linear, but like you care, what a story; be prepared for it to be extremely Japanese though), it's over-the-top beautiful. The most interesting thing about its beauty, though, is that so much of it is derived from the interactivity. This wouldn't be nearly as good as a story about Okami, or a movie. The whole point of the thing is that you are the one reshaping and renewing the world, everything responds to you.
  • Work has been going pretty well. We are finally coming to the end of our cycle. We're actually in pretty good shape on my portion of the project (I was in charge of a decent-sized piece that I and approximately one and a half people have been working on), so I'm starting to look past what we've got and think about what's next. The delivery ate up a lot of my summer break, so I'm hoping the fall will be relaxing and rewarding for the family.
  • My son is back in preschool, so Sarah has more time on her own. I think it is making her think useful, deep thoughts about the future. Whenever she is free to be herself, even for a few hours a day, these ideas bubble up. I am excited for what the future holds as well...
  • PS, the bullet points seem to work, so I might stick to them for a while. They help me pretend I am just jotting things down, not inserting 500-word video game reviews into the middle of What I Did Last Week.
  • PPS The coolest Olympic thing I have seen so far is the badminton final. That guy was totally amazing.

Tuesday, June 17, 2008

Spore arrives

So, I've been on about this for a while. Spore is a game coming out in September that will unleash unparalleled creativity on an unsuspecting gaming populace. It's the game of life, where you pass through successive generations designing yourself, from bacteria to creature, from sentient being to civilization. You model animals, cities, buildings, vehicles, flora in amazing detail, and then, through the magic of Will Wright and his team, your creations come to life. Then, through the magic of Will Wright, they will populate the galaxies of other players, a galaxy with millions of worlds that you can visit, eventually, in your species' spaceship. It is an unfinishable game.

Today a demo of just the creature creator went online. It is completely free to try, and you can construct the crazy animals that will fill the game. Get it here. Repeat, GET IT. Your jaw will hit the floor. Your kids will love it. You will love it. Your dog will love it.

It is a little nerfed; there is a $10 version with all parts and options enabled, which I am certainly buying as soon as they make it to stores (Thursday, I think). You need a halfway decent computer to run the software, but if you've bought in the last couple of years you should be fine (the specs for Vista are pretty fricking ugly though).

If you'd like to see some of my ridiculous creations, they will start filling in here. So far, only ballicus curius has made it to the internet. But I've done a couple more that should be on the way. And let me say, before you even start playing, you can spend hours just making animals.

This is one of the more amazing pieces of software I have ever seen. The technical challenges involved in turning J. Random Player, with help from the computer, into a successful 3D modeler were apparently astounding. I've been getting chills.

Sorry I've been out of the picture. It has not been for the best, but it's that kind of season in life. My software should be done with main development this week, though, so I may be able to take my foot off the gas pedal by next week.

Sarah is in Utah visiting friends and family, with Alex, so I have been all alone in the house. It is very strange. But I have been studying computers and doing whatnot.

My high school's ten year reunion is in a couple of weeks. In some ways, I am sorry not to be able to go. I haven't seen some friends in ages. I don't know why, but lately I keep thinking I will meet some friends to read books with. There is a guy at work who has been interested in my dive into Charles Stross lately, but it's not the same.

So, for the record, Charles Stross is an amazing speculative fiction writer. I read Singularity Sky, which is about as good an introduction as you could get to the Singularity (disparagingly, "the nerd rapture", when we create an AI that can bootstrap itself into godlike intelligence, or alternatively when we create nanomachines that can convert base materials into the stuff of our wildest dreams). Whether you believe all the theories or not (and I am inclined not to), it makes for a great story.

He also wrote a great near future story called Halting State, essentially about a world where the internet is very closely intertwined with real life, as in virtual reality layers that are based on the place on earth you are standing right now. So you could put on your VR goggles and be in a whole new world, essentially. So the story goes, what amounts to a bank in World of Warcraft 3.0 is robbed by a band of orcs. Then a group of hackers and forensic investigators is brought in to figure out what happened, on behalf of the country running the bank. It's hilarious, and I can't give away the terrific story. You should read it right away.

I had another book by Stross about a tech journalist who falls into a brave new world, like a curious shadow of Earth, called The Hidden Family, first in a series. It is great so far, as is Iron Sunrise, the sequel to Singularity Sky.

Sometimes I get like this with an author and I want to read all their stuff, as much as I can find. So far I've done it with William Gibson, Lois McMaster Bujold, Neal Stephenson, and Shusaku Endo. Stross is another one of those.

I'm also trying to get further in Godel, Escher, Bach. Every time I check it out, though, someone reserves it right behind me. I am going to break down and just buy it soon.

Friday, May 23, 2008

Hard at work

Well, I've been working hard lately. It is close to delivery time at my work. On the bright side, that means I'm just about the end of my first shipping product. In other words, I was working on this software when it was barely a twinkle in our customer's eye, and my water just broke.

It's been a great experience. I've been getting better with Emacs and the shell, and with a lot of C++ over the last five months. Working with the team and a larger existing code base has also been enlightening. I've found it just takes a while to get up to speed with how things are organized, and the project's standard ways of doing things. I wish I'd had my TAGS file in Emacs months ago though. (It basically finds the proverbial needle in the haystack of code files for you.) Learning to give and take with my teammates and come up with mutually beneficial designs has been great too.

Now, we're working overtime. I am glad that we don't do 50 to 70 hour weeks for most of the year. This is really wearing, it's reminding me of grad school. I get about one day off per week at the moment. We're fortunate enough to get paid, so Sarah and I are probably taking down another credit card or two this month.

Hemingway slipped to the back burner as I read some Isaac Asimov this week. He's a giant in the sf field, writing many well-loved novels. Foundation, which is about the a society whose future has been mapped out by a psychohistorian, is a real classic. There's Nightfall, which is about a planet where night only falls once every couple of millennia.

And there are robots. Asimov coined the word "robotics" and wrote some great stories about them. I finished rereading I, Robot again, which is a collection of short stories about the first robots, and the three laws of robotics. They made it into a movie, I hear, but it was more "inspired by" than "based on" the stories in this book. It's charming and rereadable, and it even has a female lead. Pick it up, 100%.

I also read the first in a trilogy (Robots of Dawn, maybe?), which was a robot murder mystery called The Caves of Steel. It posits a human race, thousands of years in the future, on an overpopulated Earth, that has crowded into massive biodomes, made yeast products the main nutrition, regulated everyone's employment, and started to replace human workers with robots. Although humanity has space flight and has colonized other planets, the agoraphobia and xenophobia of the remaining earthlings is keeping a lid on the society, living out their lives in caves of steel. And that's just the setup. This is a fine, fine book. Its point-of-view feels alien to us air-breathing, outside-enjoying humans, just as it should. The main character's outlook on robots prefigures some of our current obsession with illegal immigrants stealing American jobs, and our mistrust of foreigners. There are some great moral themes as well. This is highly recommended. It might make more sense, though, if you read I, Robot first.

I've been working my way through C++ Coding Standards, which is a list of 100 pithy dos and don'ts by Herb Sutter and Andrei Alexandrescu. Sutter is the chair of the ISO C++ standard committee, and Alexandrescu is an expert on using C++ to do template metaprogramming (for libraries). Now, in some ways, C++ is a pig, and this book is like the lipstick on the pig. It's testimony on the complexity of the language that a book like this, which is almost completely language-specific tricks, had to exist. But there's another way that C++ is like a pig, and that is that it is liable to eat your foot if you try to ride it, and poke you with its bristles. And this book is like a saddle for the pig, for those of us forced to get on and put that pig through its paces. And, for what it aims at, it's a terrific book.

Ok, I just ran across this video, and it's too cool. This is just one more thing I love about computer science:


Change of subject. We bought a scuba diving game called Endless Ocean. It is very low impact as far as difficulty goes, but it is beautiful and mellow, like interacting with a screen saver.

Last, we preordered Wii Fit from Amazon while they were still taking orders. It arrived yesterday, and boy are my arms tired. Yes, they were weak, but still. The thing, for those of you who don't know, is an exercise game packaged with a balance board, which can sense your weight, center of gravity, balance, pressure, however you want to think of it. It is about one third game and two thirds exercise tool, with yoga and strength training as well as balance games and aerobics. It tracks your weight and activity, and tells you how weak you are. Sarah and I both got a good workout from it. In fact, I'm going to spend the next few minutes working at it again. It offers few advantages over the gym, but it does have one killer feature: the privacy of your own home. And, it does all the tracking for you, and it's fun.

Friday, October 05, 2007

Me and video games

I've gone a little overboard with the Nintendo Wii. Sarah beat her first video game ever on it: MySims, a somewhat juvenile and linear version of a much more significant, quirky, funny, and emotionally engaging game, Animal Crossing. We've been trying out things at Hollywood Video to see if there's anything great out there. I have high hopes for our next one, Trauma Center, which turns the Wii remote into a variety of medical tools, with which you perform surgery in the anime version of ER. Operation, eat your heart out.

We are also fond of Rayman Raving Rabbids, where you do a variety of crazy things with and to cartoony, psychotic, screaming, hilarious bunnies. I don't know if I would buy it before it really gets to the bargain bin (it's down to $30 from $50 now) because all that's left now that we've beaten story mode is to play the mini-games repeatedly, like Olympic trials, beating records, trying to throw that cow one last meter farther or keep the teeth of the bunny clean for a fraction of a second longer. There are associated Easter eggs and rewards, but I don't think I'd pay $30 to master the game...

I've been playing the sports game that comes packaged with the system, too. The game that seems to have the greatest staying power is, surprisingly, bowling. I enjoy tennis, too, but I have it pretty well in hand by now. Baseball is too easy, boxing is pretty difficult, and golf is going the way of tennis. But bowling is fickle and realistic, curving the ball and making incredible splits, chasing that immortal 300, knocking down pins. And best, everybody already knows how to do it, even your mom and dad.

My friends at work also got me to try World of Warcraft, which is supposed to be addictive. I could see that, as it's a large system to learn and world to explore, but it's also, in the long run, ridiculously boring. One of my friends says this routinely: "As a game, it's not a very good game." As for paying $15 per month to play it as a glorified chat program, with orcs, I'll pass.

I am somewhat more interested in a sci-fi trading and piracy game called EVE Online, which has a staff economist on retainer, functional markets, and of course, spaceships. Anyone who played Drug War on their calculators in calculus class, you know what I'm talking about.

So Dan, it sounds like you've been playing lots of video games. You don't talk about this much. In fact, I've never seen this side of you before. Care to elaborate?

The story goes like this. In the beginning, there was The Legend of Zelda. And it was very good. Actually, I think the first Nintendo game I ever saw was Kid Icarus, at a birthday party. I remember very early experiences with the light gun, shooting cans up in the air in Hogan's Alley, and of course Duck Hunt. But we didn't get our Nintendo for a while. Finally, our neighbor Jimbo, who played it too much, sold us his Nintendo with 7 games. I don't remember the titles really. I probably could, with a list of NES games and a few hours to puzzle it out. I think we got Tetris then, which is still a mind-blowing game, basically perfect, to this day. I had insomnia with Tetris pieces for a while, carefully sorting them as they fell for hours into lines 9 blocks wide. I still remember playing multiplayer Gameboy Tetris in the back of the bus with Joe Pham (at some math tournament? I think?) when I was a young man (I've known Joe since the fourth grade, I think). Then there was Dragon Warrior, our first RPG, and still a soft spot (they continue on the next-gen systems as the Dragon Quest games). My first diary entry (in history!) is about beating Double Dragon II.

I beat the Legend of Zelda (first quest) more than 20 times. I called my character DANMAN__, where __ equals the number of times I beat the first quest. I still have it pretty memorized, I think. It would all come back quickly.

Eventually, the Super Nintendo came along and I stayed up all night playing SimCity and F-Zero and (of course!) Street Fighter 2 with Paul, Adrian, Ian, and who knows. Then there was Oregon Trail in school. Somewhere in there is Scorched Earth with Brian Koepke. Final Fantasy with Matt Hughes, then with my brother Aaron. Tribes 2. Tekken 3. GTA. The list just goes on and on.

It's been a lifelong love affair, and a lot of you must be thinking, how much time have you wasted with this stuff? How many chances to live an amazing human life have fallen by the wayside?

Rather than indoctrinating you all in the ways of The Next Plastic Art, Interactive Media, I'd just say that there are a lot of reasons games are fun. They are variously challenging, creative, social, exploratory, thought-provoking, emotionally engaging, and so on. Like Bruce Lee says, "Boards... don't hit back." But video games do hit back, and as time goes on, chances are that they will more and more.

A lot of interesting stuff is being done with persistent, systematic worlds that operate realistically even though they are fantasies. They serve as interesting commentary on our world and, at their best, allow us interesting choices that fold into massive systems; they allow us to pretend, not just be ourselves. There can be a power fantasy in jumping on Goombas or saving the princess, but there is also a fantasy of discovery and imagination that we may not be able to exercise otherwise. And it's all connected to the oldest profession, storytelling. Super Noah's Ark 3D, ok, that was pretty dumb (for one thing, it was just a thinly-disguised skin of a game about killing mutant Nazis), but one can imagine games that place you in the role of different people and allow you to experience the world through their eyes, even closer than reading novels...

Also, some people really need to learn how to play again.

One blog covering the ongoing saga of Video Games qua Art is called Grand Text Auto. Another one I find interesting is by Raph Koster, the guy who wrote A Theory of Fun for Game Design and worked on Ultima Online. His blog is not strictly about video games, but it's still interesting.

I also have a PDF version of a book called Game Design: Theory and Practice by Richard Rouse III that was meant to be shared, if you're interested, which takes a trip through some of the greatest games and what made them so special, along with other geeky computer game stuff.