A Gamer's Manifesto 823
Krimszon writes "The top 20 things you always knew were wrong about games, but were afraid to talk about, since you thought that was just the way is was."
For large values of one, one equals two, for small values of two.
Re:Ahh.. jumping puzzles... (Score:5, Informative)
Games use finite-state machines for AI simply because the range or variety of moves in each game is limited. And for each move or state, there is a logical reaction, not unlike rock-paper-scissors. It's hard to move forward on intelligence without expanding the variety of plays. Black and White worked because the range of abilities was far greater than any FPS.
However, for people like myself that prefer strategy and thinking over gfx, we still have the time-tested games of chess, go and sudoku.
Re:Better AI: do you really want it? (Score:5, Informative)
OF is a great game, but as you say, gets boring real quick.
Re:All your base are belong to me (Score:3, Informative)
Re:Ahh.. jumping puzzles... (Score:4, Informative)
Re:Ahh.. jumping puzzles... (Score:2, Informative)
Re:No, really. (Score:5, Informative)
Last I heard, Namco owns loading screen games on the PSP. Not sure about in general though, but it's a good guess. Here's a quote from Game Developer magazine, interviewing EA's Dave McCarthy:
BS: Do you forsee anything like minigames during the loading screens?
DM: Minigames during loading screens is actually patented by Namco, so they're doing it!
Re:best games are often the cheapest (Score:3, Informative)
For an absolutely amazing game series, try Geneforge [spidweb.com]. Low on graphics, but includes almost non-linear gameplay in an incredible RPG. Best of all (I think) they give you a HUGE demo to play around in - the first quarter of the game or so, maybe a bit less. And, there's 13+ endings in each of the games, so you keep coming back for more. Completly awesome games.
Your Math is Wrong (Score:2, Informative)
Re:A game developer's response... (Score:2, Informative)
3. Don't bullshit me about your graphics
We wouldn't have to, except that by the logic in argument 2 this seems to be the #1 thing that people care about. You vote with your dollars. Your mouth is saying "graphics don't matter" but your wallet says "grapihcs are all that I care about. Shit in the box as long as the graphics are top notch." Doom 3, Unreal 3, Half-life 2... All top sellers because of their stellar unrelated gameplay?
Reread the article. You are missing the author's point. He is not arguing on this point that there should be more to a game than top-notch graphics. He's arguing that game publishers/developers should stop showing us consumers just the cut scene graphics and telling us this is what the game looks. If its a cut scene graphic, tell us its a cut scene graphic and then show us actually game-play graphics as well. I have lost count the number of times I have been severely disappointed by a game because all the box had (or even magazine advertisement) was the cut scene graphics. Then when I load it, I find that the actual game-play graphics (you know those graphics that I will be staring at for 99.9% of the time I am playing the game) look like they were drawn by a bunch of retarded monkeys. Its 2005 for crying out loud. Make the actual game graphics look like the cut scene graphics!!!
Re:Gamers never know what's good for them (Score:3, Informative)
And if the game is good enough to play again, I'll play it again on a higher difficulty.
Planescape: Torment (Score:3, Informative)
I really liked the art deco style of Grim Fandango, but it was not the last great RPG. That title belongs to Planescape: Torment (1999). It has storytelling like nothing else before or since. What a shame it never sold well...
Re:Why I bought HL2... (Score:3, Informative)
However, there are a few things you should consider about raytracing.. While it is easy to do in parallel, it is also very limiting from a hardware standpoint. The problem is that those pesky rays can go anywhere once they hit a surface, including directions that you didn't intend for them to go in.
This means that more data has to be loaded in the scene (because the rays can even go back behind you or off perpendicular to the scene). There's also the problem of what the data storage is going to look like. IE, in order for this to be expressed in a way that is going to be extremely efficient to a GPU, you're going to have to come up with a common data format that works for all applications that intend on doing raytracing via a hardware solution.
Finally there's the problem that raytracing is O(resolution). That is to say that 800x600 is exactly twice as bad as 640x480. 1600x1200 is 4x worse than 800x600, and any sort of antialiasing on top of that is pure pain.
As for your other (implicit) question, "Why don't interesting games use interesting game engines?"
Because they cost an arm and a leg. Last time I checked, a license for the upcoming Unreal Engine 3 cost between 700K and 1 million dollars. Quake 3 was 1 million, without support. HL2 is in the same ballpark.
Considering that the "interesting" games often have a budget of less than a million bucks total, it's pretty easy to see why it's hard for the little shops that come out with good games to buy the big engines.
Re:CIVILIZATION (Score:3, Informative)
Re:A game developer's response... (Score:3, Informative)
If a game looks like crap and people don't get to see any screenshots before release, they're not idiots. They'll realize that the game looks crappy so all they're getting to see is marketting materials and concept art (assuming that the team has a good concept guy).
As far as it goes though, this is simple supply and demand... There is a demand for crappy titles and sequels, because people keep buying them. As long as their is such a demand, supply will exist, or will rise to exist. Even if every single video game developer quit his job today, tomorrow you'd hear about all the new startups. And they wouldn't be any different.
The ball is in the hands of the consumer. To think that any single individual in the game development community has the power to affect the kind of change that gamers are calling for is silly.
Re:HALO (Score:2, Informative)
It occurs to me that, successful human armies don't let their soldiers wait until actual combat and rely on them to figure out what to do in any given circumstance. Instead, they attempt to enumerate the sorts of situations their soldiers are likely to find themselves in and attempt to train those soldiers to handle each of them. Emphasis is placed on recognizing the sort of situation they're in and reacting as they were taught in training. That sounds perfectly amenable to the sort of "rigged demo" approach commonly used in games.
Re:HALO (Score:2, Informative)
The 'smartest guys in the room' cannot make an AI as smart as a roach - which has many more than six brain cells. See the recent competition to design a bot that can cross a small stretch of desert in CA.
Re:Ahh.. jumping puzzles... (Score:2, Informative)
but if you look at the AI topics/articles/publishing around the net and library.. most of them only center around a few topics (chess come to mind, and chess's AI isn't really true AI anyway, more of exhausted searches). Maybe it's time for programming to head to a new direction.....