On games design...

Apr. 22nd, 2009 | 09:40 pm

[info]cavalorn rants about game design. He's aiming at MMORPGs in particular, but I want to focus on one bit, which applies to many, many games:

Here is your second cardinal sin. Not explicating your game stats in the bloody game itself. [...] if I get an item that boosts a stat by X amount, kindly explain to me in very basic terms what that entails in practice. What the hell is 'Heroic Defence'? What's the benefit of 'Intelligence'? How does 'Magical Attack' work? Don't make me go and look it up on a third-party website. Let me find out by mousing over, or at the very least, by clicking on a Help button.

This goes way beyond MMOs (of which I have little experience, but since we're piling on...)

I really quite enjoyed SW:KOTOR, despite it being totally not my preferred game genre.

But. Not being a tabletop RPG-er, I didn't have the faintest clue about how the D20 system works[1]. The closest I ever got was playing AD&D about 20 years ago, with a GM who did a good job of shielding the nuts-and-bolts of the mechanics from the players[2]. As a result, I basically had to go around and re-do the first third of the game, when it became clear that most of my early level-up decisions were complete garbage, and I discovered I now had a character who was completely, radically, unsuitable for my playstyle, and I was getting twatted in the most trivial combat encounters, even after turning the difficulty way down. Second time around, I still wasn't great at figuring out how these numbers fitted together, but I stood a chance, at least.

Elsewhere, I basically abandoned a promising (if very, very, nerdy-looking) hex-based computer wargame unplayed when it became clear that my only chance of playing it in a meaningful way was to inhale a copy of "Jane's Armoured Fighting Vehicles Of WW2"[3] first. Then, at least, I'd know which tanks to use against infantry, which against non-armoured vehicles, and which against other tanks, which might let me live long enough to figure out what all the different infantry units do. As it was, I tried to repeat the whole "Germany invades Poland with a bajillion tanks in 1939" thang and got my ass handed to me on a plate by three guys armed with pointy sticks, some of them on horses, because those tanks just bounce off entrenched infantry, and these are useless against any vehicle with more combat capability than a bicycle.

This is why I always preferred SF-based wargames (even in the tabletop arena) over historical - the SF ones *know* that they've got to explain to the players which units are good for what, but most historical ones assume that the player already knows the difference between Panzer II/III/IVs.

[1] Still Don't.

[2] Within reason, I regard this as a Good Thing with an RP group who were far more interested in the "group storytelling dungeon mosh" angle than Rules Lawyering or Meticulous Table-Studying.

[3] If it were planes, it would have been a slightly different story - I have enough of a clue there to survive long enough to figure the rest out - but tanks/half-tracks/etc? No chance.

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my ipod's shuffle knows things, part 94

Nov. 5th, 2008 | 09:00 am

Generation Landslide, Alice Cooper.

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(no subject)

Oct. 24th, 2008 | 07:35 pm
mood: w00t!

I R SCJP.

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Releases...

Jun. 18th, 2008 | 08:45 pm

For those who read my earlier post on Firefox 3, the final version is now out, and their download servers are now running smoothly1.

In other news, valve released details of their next update to TF2: two user-made maps getting an official download distribution, plus a mountain of changes to my fave class: the pyro. Released tomorrow. If any of you lot don't have TF2 and are vaguely interested, they're opening it up for another free weekend this weekend, so if you can cope with the mega download, you get up to 48 hours of play without any monetary input. I think there's gonna be a whole lotta flame-gilling going on...

1They're supposedly used to this stuff, and have a substantial mirror network in place. The initial demand for Firefox 3 floored their mirror network. After it came back up, they were shifting 13 Gigabits/second of download traffic. Phew.

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Retroblogging: The saga of the thumb

May. 22nd, 2008 | 12:00 pm

This entry was actually mostly written in may 2008, but not tidied up and posted until August 2009. I suck at finishing entries, so sue me.

It all started when I was driving home from work. Some buffoon in a white van decided to take a distinctly unorthodox route across a rather complicated road junction, without taking into account the fact that
there might be other road users (i.e. me) in the way. So, I stood on the brakes, sounded the horn, and took evasive action.

In the grand scheme of things, this led to a good result - my vehicle brought to a swift, controlled halt, silly person in van now aware of presence of other vehicles, collision successfully avoided.

Except, my thumb isn't supposed to be capable of being in that position. [poke] [pop!] That's better. Hmm. Weird spaced-out feeling. Thumb doesn't hurt despite the fact that I obviously just did something fairly
drastic to it. I recognise this. Shock. Oh well, no big deal, let's get home.1

Having arrived home, [info]calatrice, displaying her usual clarity of mind, applied ice and packed me off to A&E. X-rays, examinations, no obvious major damage, apply lots of strapping to immobilize the joint in
question, come back to see a specialist next Tuesday.

A more detailed examination a few days later2 revealed that the original diagnosis was good, and I appears to have managed a relatively clean dislocation, with a similarly clean self-administered
re-location a few seconds later. Also, a slightly greater range of motion in my thumbs than is considered normal3.

So, after a few weeks with my thumb mummified in sticking plaster, and a month of constant (often painful) reminders not to attempt anything too ambitious with that hand4, I'm now fully recovered.




1As any emergency responder will tell you, "logical" and "sensible" are excessively abstract concepts for those in shock. Even when the person in shock knows this and is attempting to compensate.

2During which, I got to encounter a large number of unlucky people who had managed to break stuff, and a few examples of the morons who clog up the NHS by getting into fights5.

3During examination to determine whether my relocated thumb is still correctly restrained by the joint (extensively paraphrased):
Doctor: "Ok, let's see: can you bend it this way? Good. Let's try this... excellent. What about this way? Oh. Thumbs aren't supposed to do that. Does that hurt?"
Me: "nope"
Doctor: "that's not good, you may have damaged the joint so it moves in
directions it's not supposed to. which way did it get bent again?"
Me: [indicates]
Doctor: "hmm. that shouldn't be able to cause this sort of problem. [wiggles thumb some more] well, at least it's hitting a limit there. [possible realization dawns] Can we check the other one? [takes other
hand] [wiggle]. Aha. Have you ever dislocated your *other* thumb?"
Me: "nope"
Doctor: "well, since they both do it, it's probably not anything to worry about"
Me: "So I've got funny thumbs?"
Doctor: "yup"

4The definition of "ambitious" started as "pick up anything heavier than a feather". After a couple of weeks, a full glass was do-able; within a month, I was pretty much back to normal, barring really heavy things.

5One particular example, which I don't feel at all guilty about repeating, because she told the entire waiting room of 100+ people, repeatedly, at high volume: A bloke stuck his hand up her skirt and grabbed "a handful of something that wasn't bum". Now, this is atrocious behaviour, and the guy deserved some sort of response indicating as much. While I do not generally advocate violence, the traditional
open-handed slap in the face would have been more than understandable. However, reducing his face and your right hand to such a bloody mess that you both needed several hours' surgery to put them back together again, and where you are still in danger of losing the use of your fingers even after the surgery, might have been just a tad excessive.

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TV: Chuck

May. 1st, 2008 | 07:12 pm

So, a nerd named Chuck has managed to end up with the entire contents of a sooper-sekrit NSA/CIA intelligence database downloaded into his brain; the original got destroyed at the same time. Each of those agencies have sent a top field agent to keep tabs on him (in both a good and bad way). Various hijinks ensue.

Superficially, Chuck has certain similarities with Reaper - the nerd in a dull job, the comedy-sidekick slacker friend, the secret life to complicate things. For me, there are some important differences that mean it makes somewhat more compelling viewing. The lead character is more sympathetic - Chuck may be in a dull job, but he's not a total layabout, and faced with the right sort of task (anything techie) he's highly competent. The two agents are interesting characters (in particular, Adam "Jayne Cobb" Baldwin is good value as the NSA agent) and the slacker friend is actually often amusing, rather than just being a jerk.

It's not all good - I've yet to see an episode that doesn't involve totally gratuitous shots of (blond female CIA agent) Sarah with minimal clothing1. At least ST:Enterprise could wave the (pathetic) excuse that the scripts were so bad that the decontamination grease scenes were there to pull viewers in, and they made a nod in the general direction of equal-opportunity nudity.

Chuck doesn't need such gimmicks - the programme itself is plenty good enough on other grounds - and I resent being the target of such a blatant attempt at audience-capture-by-libido. It often breaks the pacing, too - there are times when the plot is fizzing along nicely, and we cut to a 30-second scene of Sarah getting (slowly) dressed for whatever's coming next, leaving me thinking "Yes, ok, she's hot. I noticed that already. Can we get on with the story, please?".

Back to the upside: the writers obviously know that the general premise is just a teensy bit silly, and play into it. The scripts so far (four episodes in) are snappy, and there are hints that it's even going to develop more depth of characterisation than would normally be expected for something so superficially glossy. The fight/stunt coordinators are earning their keep2. It's obvious that the budget isn't that big, but it's equally obvious that they're making pretty good use of what they've got.

Overall: Chuck is fun. I am currently making time to watch it.

1OK, episode 4 doesn't (much) - but they've got a (redhead female DEA agent) guest star, so there are totally gratuitous shots of her in her undies instead. For the purposes of this discussion: same difference.

2Yes, I know it's not the most realistic ever. See "silly", above. But it is choreographed, shot and directed well enough that the cast don't look like slow-mo robots carefully lined up to miss each other by a good foot or so, the audience can generally see what's going on, it can occasionally raise a smile as someone gets thwacked with some improbable object being used as an improvised weapon3 or Chuck looking terrified4 and they have the good sense to keep the fights relatively brief.

3UK Telly Censors' scissors notwithstanding [fx: glares at whoever hacked episode 4 to ribbons. I mean, so someone got hit in the face by a thrown plate. I don't see how that justifies removing the whole shot, given the (not-obviously-cut) fight the other week with people getting hit in the face with pieces of broomhandle, or that good old US TV standby, death by shooting, in the pilot]

4His skillset doesn't include combat. He knows it, and reacts accordingly.

Chuck at IMDB. Which reveals that it's confirmed for a second season.
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TV: Reaper

Apr. 27th, 2008 | 12:05 pm

Being, the tale of a young man whose parents sold his soul to the devil before he was born, and his subsequent adventures hunting down souls who've escaped from hell while attempting to live a (relatively) normal life

I ain't hooked. Mildly amusing in general, but the lead character is just too much of a slacker for me to care, the "comedy sidekick" is the kind of self-conciously-wacky jerk I spend half my real life attempting to avoid, and the most interesting character in the whole shebang (Ray Wise as the Devil) is only on screen for a few minutes per episode at best.

That said, it's not bad. The dialogue has its moments, and the cast is generally watchable.

I'd watch it if I didn't have anything better to do, but my life's kinda busy right now and I don't care enough to make time for it. So: apathy attack.

Reaper at IMDB
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Why heavy web users need to check out Firefox 3

Apr. 24th, 2008 | 05:14 pm

(With apologies to members of the choir who've heard this sermon before)

If you use the Internet a lot, you need to check out Firefox 3 when a flavour appropriate to your personal pre-release-software-comfort-zone is released (Beta 5 is out already, Release Candidate 1 is due soon, Final release is due in June). Here's why:

The primary methods that people use to return to sites they've visited before are the location bar autocomplete and Google. Which is crazy, because browsers have features to help with that - history and bookmarks (IE calls them "favorites"). Unfortunately, bookmarks are a pain to use, especially if you have lots of them and can't be bothered to organise them. I have at least hundreds, and only really do a cursory sort when I get pissed off at the mess they've become. I gather that makes me far more organised than most people. It's better than nothing, but a pain to use.

(Personal history diversion: One of the main reasons I stuck with Netscape 4.x almost to the very end1, and swapped to the Mozilla Suite (now known as SeaMonkey) when I did leave, was bookmark handling. Back when NN3.x/4.x was my browser, search engines sucked (this was in the dark days before Google) so using bookmarks quickly became a habit if I ever wanted to find stuff again. In essence, the competition's bookmark handling sucked. Netscape/Mozilla's sucked as well, but was less sucky than everybody else's.)

I am somewhat boggled that this area has been neglected by browser manufacturers for so long. The Mozilla people reached the same decision some time ago, and decided to do something about it.

In summary, they've made bookmarks much more usable for both normal people and power users, and added loads of cross-linking between the address bar and history/bookmarks so that the autocomplete is scary-good at finding stuff you've visited in the past.

Read more... )

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(no subject)

Apr. 21st, 2008 | 07:11 pm
mood: channelling Muttley

Grr. [evil muttering] CSS2 :focus selector [in CSS since 199-frackin'-8] [more evil muttering] IE [growl] Not even in v7, [grr]. Pile o' steaming wotsits.
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Sins of a Solar Empire Demo, first impressions:

Apr. 14th, 2008 | 09:32 pm

It's a cross between an RTS and Civ-ish 4X game (probably closer to something like Master Of Orion or Galactic Civilisations 4X-in-space than vanilla Civ). The research trees are quite large and resource gathering is by planet colonisation/development (like a 4X game). On the other hand, it's not turn based, and the pace feels relentless (like an RTS).

That said, the pace is actually quite slow in some ways - units take quite a long time to cross the map, making it a good deal more "strategic" than most RTS games, at least in terms of having to plan some way ahead to get forces into place.

It seems to have learned some good lessons from Supreme Commander (namely, Strategic Zoom) and more recent 4X games (lots of intricate detail, but kept under the hood with some degree of automation to avoid overwhelming people). Things seem to work pretty well, albeit with some learning curve, and I was kinda narked when the 90-minute time limit on the demo kicked in.

File under: I think I'll probably buy the full game someday.

linkage: Sins Of A Solar Empire

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Music Pictures Meme Answers

Feb. 7th, 2008 | 07:53 pm

I posted the piccies last weekend, in case anyone else wants a go.

Answers behind the cut )

Scores so far:

For comparison: if I'd been hit with this completely cold, I'd probably only have got about 14 or so

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IE8

Feb. 4th, 2008 | 10:03 pm

So, it turns out I was wrong about Microsoft's IE8 standards-mode rendering switch - they're proposing that web authors use either a meta element or an HTTP header as an opt-in.

My initial gut reaction: wow, that sucks.

cut because it's web-geeky and looong )

So: flip the default around, and this is a good idea. Otherwise, it sucks.

Finally, a word from the lemurs.

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Band photo meme

Feb. 2nd, 2008 | 04:29 pm

(via [info]rhubarbfool)

Rules are

  1. Put your music player on random.
  2. Find photos of the first 20 artists/bands that come up (no repeats and no cheating).
  3. Have people guess who the artists/bands are. (comments will be screened until later)
  4. Make people do the same on their journal. If they feel like it.
  5. Answers in due course.
piccies behind the cut )
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Mememe

Dec. 24th, 2007 | 06:15 pm

[linkrotted html cleaned up to leave just the text]
I received 93 credits on
The Sci Fi Sounds Quiz

I'll 'fess up to some lucky (semi-educated) guesses to get there, though. I don't have a Tron costume, but this userpic really is me...

(via [info]alex_holden)
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HTML Email is here to stay - live with it.

Dec. 23rd, 2007 | 11:15 am

A few weeks back, via the Web Standards Project, I learned of the Email Standards Project, a similar effort to encourage the adoption of HTML/CSS standards in email clients when rendering HTML emails.

All I can say is: about bloody time. Getting HTML mails to render consistently across different mail clients is a monumental pain in the arse. There are mail clients out there with HTML rendering in the same league as Netscape 4.x (translation: horrible) and it ain't just small fry, either. The ESP people highlight Google Gmail, Lotus Notes 8 and Outlook 2007 as among the worst offenders.

I'm disappointed, but not surprised, to see the announcement immediately attracted the usual rants about how HTML mail is evil and should never be sent/encouraged/tolerated/etc. I've encountered this viewpoint many times before, and while I'm sympathetic to most of the technical arguments1, I have to say: get over it, people.

To get rid of HTML email at this point in proceedings would require removing functionality (in some cases, default behaviour) from the top 10 or so email clients (yeah, Microsoft are soooo likely to do that2) and significantly altering the behaviour of 99.9% of the email-using population of the world. You'd probably need to kill every marketing person in the world too. People like HTML mail. They like to be able to use bigger text, fancy fonts, and even (shudder) marquee and blink elements.

Ranting against HTML mail is an exercise in futility. The horse hasn't just bolted, it's sired offspring from every mare in the country, taking time out half-way to come back and nick the mints out of your pocket. Trying to shut the stable door at this stage just makes you look like a foolish, dogmatic, elitist zealot. This is the sort of thing that leads people to view standardistas/open source advocates/linux-weenies as a group of wild-eyed lunatics who should be avoided like the plague, and it's counter-productive, because it drives ordinary users away from even contemplating a better way of doing things.3

The ESP is an important part of a far more productive approach: make HTML mail work better for everyone. Speak to software vendors, and get mail programs to respect user wishes better, so that those who want to sent plain text mail can do so easily. Get mail readers to render HTML mail in a sane way (this, in itself, stands a good chance of significantly reducing the badnwidth usage - a lot of the current bulk is because people have to use 1997-vintage table layouts and tag soup to make it look sensible in major mail clients). Get mail senders to include plain text alternatives and build the mail properly so that people who read text-only can still read them. The last couple add up to improve accessibility, too.

1saps bandwith, harder to construct programmatically, etc. There are compatibility arguments re: older mail clients, but most of them involve badly constructed mails which don't include text alternatives (see! they're trying to save bandwidth by not duplicating stuff!) or mails which have fallen foul of the appalling HTML rendering of some mail clients.

2Though they did completely shag the HTML rendering in the last outlook release - previous versions of Outlook were much better than Outlook 2007.

3To borrow liberally from a stock response to spam "solutions":

Your approach advocates a:

(x) technical ( ) legislative ( ) market-based (x) vigilante

approach to making email better. Your idea will not work. Here is why it
won't work. (One or more of the following may apply to your particular
idea, and it may have other flaws too.)

(x) Users of email will not put up with it
(x) Microsoft will not put up with it
(x) Most other software vendors will not put up with it
(x) Requires total cooperation from all email software vendors at the same time
(x) Requires total cooperation from everybody in the world
(x) Many email users cannot afford to alienate potential employers/customers

Specifically, your plan fails to account for

(x) Lack of centrally controlling authority for email
(x) Popularity of presentational twiddly bits like colours and fonts
(x) Public reluctance to accept removal of existing functionality
(x) Huge existing software investment in HTML Email
(x) Outlook
(x) The entire marketing industry

(and probably a whole bunch of other reasons I left out)

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IE8, again

Dec. 21st, 2007 | 07:20 pm

There's more good news about IE8 - it won't have "hasLayout" either. The message revealing this is extremely light on details, but if this has the consequences implied, then a whole category of IE-related layout strangeness disappears into thin air with version 8.

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IE8 News

Dec. 20th, 2007 | 06:44 pm

After a long silence, Microsoft have finally started talking about IE8 features, and it's actually good news - IE8 internal builds are now passing the Acid 2 CSS test1.

While many will hurl (not entirely undeserved) general derision in MS's direction for being the last of the major browser vendors to get there2, the important point is they got there. The Acid 2 Test is eeeevil. This means IE8 has substantial and wide-ranging fixes to their CSS support (including, but not limited to, position: fixed, float/clear, margins, generated content, ignoring bad declarations, display: table and associated gubbins) and also fixes to more obscure bits of HTML like the object element.

IE7 had quite a few fixes to CSS support, and was welcomed for that reason, but still lagged a bit behind the competition. If IE8 is passing acid 2, that's a huge leap forward. Once this version hits lots of users (probably a good 2-3 years after they release it, at least) this will finally open up to general use several areas of CSS2 that are currently off-limits. Headlines: position: fixed (menus that stay fixed in the window while the page scrolls, without frames), display: table (table-style layouts without table markup), generated content (tricky to describe, but it allows all sorts of cunning stuff). It will also significantly reduce the pain of making float/clear work cross-browser.

1Unfortunately, someone managed to actually break the main Acid 2 test site recently, but the powers that be are on the case, and it should start working again sometime soon.

2Out of the big four, Safari were first (internal build 27 Apr 2005, general release (v2.02) 31 Oct 2005) then Opera (public experimental build 10 Mar 2006, general (v9.0) 20 Jun 2006) then Firefox (semi-public dev build 12 Apr 2006, general release (v3.0) early 2008)

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Unreal Tournament 3 Demo

Nov. 7th, 2007 | 07:40 pm

Visuals

Superficially pretty, with the high detail models, subtle distance haze, lighting effects, and so on. But to my eye, once you get beyond extreme close-up at high resolution, all those details seem to smoosh together into a sort of grey blurry mess. This looked horrible at the 800x600 resolution the game defaulted to; it's better, but still an issue, at 1280x1024. There's lots of fine detail, but when that disappears (i.e. more than ten yards away) there's no intermediate-level detail to replace it.

Gameplay

Deathmatch, Team deathmatch, yawn. Been there, done that, having waaay too much fun with TF2 to care any more. My tastes in online shooty-goodness aside, it seems generally well done. Movement is slick, map design seems good (the two in the demo are a bit less claustrophobic than many UT2k4 maps, which is a plus for me) nice range of weapons, with a mix of old favourites from past Unreal games.

I'd be far more interested in the "warfare" mode (which is sorta "onslaught-with-knobs-on", I believe; Onslaught was my main reason for playing UT2k4) but I can't seem to find it in the demo.

Vehicles

I never played Vehicle CTF in UT2k4, but I fired it up to have a play with the vehicles, in the absence of Onslaught/Warfare. They all seem kinda slow compared to the old ones, which is unfortunate - some of the best fun to be had in UT2k4 was blasting around the landscape in a fast car, squishing enemies and performing ludicrous stunts.

The scorpion's new gun is more conventional, possibly more effective in many circumstances, but also more BORING than the old energy-ribbon-thing.

I'm not sure that turning the Hellbender into a two-seater and giving the driver control of the skymine is a good idea (the old way encouraged teamwork, as a 1-man HB was vulnerable, but a fully-manned one was downright dangerous to lighter vehicles and infantry). The new visuals of the skymine projectiles, while very pretty, make it damn difficult to see what you're shooting at, particularly when you combo (which is pretty much compulsory if you want to kill anything).

The raptor doesn't feel as fast and maneuverable as before, and I miss the roar of the old secondary-fire missile as it arcs away on a smoke trail - the new one is downright dull by comparison.

General Design Stuff

I've got lots of little niggles here.

In UT3's team deathmatch mode, player avatars are tinted their team colour. I think this has been done because it's the only way to get any sort of sane IFF, given the incredibly detailed/varied models flying around (and the "grey blurry thing" effect). Problem is, in amongst all the highly-detailed, realistically-lit models, it looks kinda silly. Part of what bugs me here is that UT2K4 did a pretty good job of this. As soon as you went team-based (rather than free-for-all) all the models gained huge slabs of primary team colour, and little coloured icons over their heads.

The game menus seem strangely unresponsive. There's an appreciable pause between mouse click and something happening. The menu items themselves are teeny-weeny things, in the middle of acres of space (OK, there's a fisheye zoom on the menu, so that items get bigger as you mouse-over, but that just makes them moving targets). This is a minor niggle, I know, but it's just amateur to have the first screens the user interacts with be such a pain to use. Again, UT2k4 did it better, if less prettily.

As for the very first welcome screen being "username and password, please" (which still often pesters me even after I've ticked the "remember password" and "login automatically" boxes, and frequently fails to login altogether)... Grrr.

OK, this is a pre-release demo, and some things may well be fixed before the final release, but I doubt it's all going to magically get better.

Conclusions:

  • The engine is an amazing technical acheivement, in terms of the amount of detail it can throw around, at high resolution, with decent framerates.
  • From an artistic standpoint, the models and textures are fabulous - up close. Unfortunately, at anything beyond in-yer-face-claustrophobic-deathmatch range (and the DM maps are more open than before) it's all very same-y.
  • The game they've built on all this? Not so much. I'm not finding any positive changes to the gameplay compared to previous versions; I'm not impressed by the new vehicles, and from a servicing-the-gameplay standpoint, the visuals are actually a step backwards. It feels like the "fun" element has been lost in the quest for stunning high-res screenshots and a high-powered engine.
  • I've been spoiled by TF2, in multiple senses. Not only have Valve provided such a high level of game design that other games seem boring by comparison, but the commentaries and interviews allow me to analyse and articulate the reasons WHY the other games feel dull. Scary.

TF2 has reminded me just how much FUN games can be, and the UT3 demo just doesn't hit the spot. Which is a shame, as I was really looking forward to it. I'm still interested in "Warfare" mode, but I'm not really going to buy the whole game knowing that all the game modes I have played are not of interest, just to check out one I haven't.

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Fortress Forever vs Team Fortress 2

Oct. 1st, 2007 | 08:12 pm

So, it's time for Gav's Fortress Forever (FF) versus Team Fortress 2 (TF2) showdown post.

First, a bit of background. Before Counter-Strike became the most popular PC team-based online shooter on the planet, that crown was held by Team Fortress Classic, a Half-Life mod which was itself a remake of an old Quake Mod named Team Fortress. TF/TFC is class-based, each class having strengths and weaknesses (the Heavy Weapons Guy is slow but well armoured with a big gun; the Scout is fast, but lacks armour and firepower). The pace of TFC is slower than deathmatch games, and therefore less "twitch"-reflex based, with a bit more emphasis on being cunning.

Back in the day, I played TFC a lot, and only gave up when the online community withered to the point where it was almost impossible to find a fun game. So I'm definitely in the market for a follow-up (well, I was, because I've now bought/downloaded both of the main contenders).

cut for the sanity of those not interested in online multiplayer shooter games )

To summarise the two games: FF is effectively TFC with the annoyances fixed. TF2 is a much more radical overhaul of the whole Team Fortress concept.

If you're an old TFC hand, appalled at what Valve have done with TF2 (no grenades!? teleporters?! minimal CTF!?) then go check out FF. Ditto if you're an old-school FPS player who finds TF2 too slow-paced.

If you're generally intimidated by online multiplayer shooters because the twitch-reflex gamers hand you your ass on a plate 2 seconds after you spawn, try TF2. It's a slower pace, and most classes reward tactical cunning more than twitch reflexes

If you're new to this whole Team Fortress lark, then I recommend you try both. While there are many similarities, they're rather different games, and different people will prefer different flavours.

My preference is for TF2. This is mostly due to the "fun" factor, but I think it's also down to the TF2 developers evolving the game in pretty much the direction I wanted it to go.

I really feel for the FF developers. They've worked hard for the last couple of years producing a really high quality multiplayer mod, which makes numerous improvements to the TFC game style yet keeps the overall feel, only to release it right in front of the oncoming TF2 juggernaut. I hope they don't get squished, it's a damn good mod.

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Team Fortress 2

Sep. 23rd, 2007 | 10:28 am

So, having waffled about Fortress Forever last week, now it's the turn of Team Fortress 2. Again, first impressions are very good.

  • It looks and sounds fantastic. Think crazy-60s-spy-movie-with-mad-scientists-kitsch, via The Incredibles[1].
  • Gameplay has been streamlined considerably; no grenades (apart from the demoman's grenade launcher) and most classes are down to one each of main, backup and melee weapons.
  • In the process, that means conc-jumping and bunny hopping are out (I regard this as a good thing)
  • The pace is, if anything, a little SLOWER than TFC.
  • much less Capture-The-Flag. Out of the 6 maps in the release, only one is CTF - a remake of the venerable 2fort. In its place is Warpath-style control-point action (including a radical reworking of Well[2]) and Dustbowl-style attack/defend (including an update of Dustbowl).
  • The most-changed class is almost certainly the medic, who is now actually likely to run around healing team-mates, rather than acting as a lone-wolf, leet-skillz-powered, conc-jumping offensive class.

In short, it's a big change from TFC. Fortunately, it has the gameplay to back up the looks - it's just buckets of fun, with a serious side order of "just one more round".

[1]It's also funny. Voice acting and scripting is superb. It's the little touches that make it - when a HWG really lets rip with his assault cannon, he'll start laughing maniacally (with matching visuals); everything the Pyro says is muffled to "mmmph!" by his gasmask, and so on.

[2]Seriously, it's almost completely unrecognisable. After playing it a couple of times, I finally started to notice the similarities, and I knew the old one inside-out and backwards.

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