Category Archives: Computer Games

On Luck

Luck is one of those interesting concepts that have meaning whether anything like it actually exists or not. I think it’s farely safe to propose that luck doesn’t exist in at least in the form that you could acquire it somehow. Of course this doesn’t stop anyone from trying. Yet an utterance like:”He sure is lucky” when someone wins the lottery is perfectly meaningful sentence. It is highly unlikely to win at a lottery, so you can say that winning it takes luck.

But someone always wins at lottery. If you could keep on playing it for long enough, you would win. Being lucky in this way probably wouldn’t propagate elsewhere in life nor would it be expected to. People believing in luck might even feel that something bad should happen to them to balance out the luck they’ve received.

Luck seems to be associated with isolated incidents then. A person isn’t born with intrinsic luck, it happens to him at certain times. Contrast this with Computer Games such as NetHack where you can actually be lucky and luck can be acquired. What does this mean? If you jump in the moat and you are about to drown, if you are lucky enough you get a chance to crawl out before you die. If someone uses the Finger of Death on you, they will mostly fail, and so on. A concept that doesn’t have a real-life counterpart, yet still has a meaning, has a perfectly valid existence within a Computer Game.

Can you say the same about any other form of Art?

Why Computer Games Are an Art Form

There is an infinite amount of daftness to go around, enough so that there are still people clinging to the idea that Computer Games wouldn’t be art. Of course, as with often with humans, this matter is rarely settled with convincing argumentations or empirical log-to-the-forehead -evidence. That’s not going to stop me from trying though. I present for your reading pleasure an argument for that Computer Games are an art form.

NetHack is a game where you have to go deep in the Dungeons of Doom, down to Gehennom itself, to find 3 artifacts, one of them from the clutches of the dreaded piece of age, Wizard of Yendor (affectionately called ‘Rodney’ by NetHackers). These artifacts will give you access to the temple of Moloch that has stolen The Amulet of Yendor, which you must retrieve and return to your god. At the end game you fight your way through 5 elemental planes, last of which is the Astral plane, where you will encounter the Three Horsemen of the Apocalypse, Famine, Death and Pestilence.

Hang on. Are we a Horseman short? The game doesn’t seem to think so. When you #chat with Death he replies:”Who do you think you are, War?”

After killing thousands of monsters either directly or indirectly, perhaps genociding a number or races, getting close to finishing the game, the player is presented with this idea. He is War himself. Of course, the full blow of this situation is not delivered through reading about it. This shall forever remain as the lonely straw of hope for those opposing the superiority of Computer Games as an art form, not playing them!

Reality-Tv Idea

Why has no-one thought about a reality tv-series set in Game industry? The possibilites are endless! There would be a number of people competing over a chance to get their game design realized by a team of harnened industry veterans. You could subject the candidates to all kinds of hardships, sleep deprivation, impossible dead-lines, hunger, humiliation and of course all manner of personal strife. You could draw party-lines based on whether candidate was brought up on the NES or C64.

Since most of the candidates would probably be men, you could set them up with a model school attendants and add alcohol. Then you could have a bit of Gordon Ramsey -type screaming and cursing, visits from industry heavyweights offering words of encouragement and wisdom and of course challenges with overly luxurious prizes like dinner with Pac-man.

Now that I’d like to see.

Throwing Out Ideas…

… to make room for new ones.

Not so long ago, I was asked to deliver a level-design for an imaginary computer game as a work example to a Game designer position. Suprisingly I didn’t get the position for lack of experience, what I did get was a rather nifty idea to be used in mystery or problem-solving games or anywhere you deduction would be part of the game. I’m describing it in this entry and if anyone sees any value in it or might use it in their own games, it would be nice to be told about it or credited in somehow. Continue reading

Assembly Attendance, 3rd Day

This Assembly has matured enough to cast a kind of impression on it. The oldskool area where I’m located is crowded and situated in the grand stand, leaving us VIP’s among the commoners. It is also noisy as hell, which begins to eat you slowly. I’m also beginning to feel increasingly anachronistic in here (the average age is allegedly 17) and I’m also slightly annoyed that I haven’t managed to bring anything to the party myself. I am contemplating if this would be my final Assembly.

Today I’ve so far attended two interesting seminars from Finnish Game industry veterans, and there aren’t that many of those around. Jani Penttinen had been around the globe and is currently in China. Aki Raula is working at a new Finnish Game start-up Recoil games. He stunned me with confessing that he had played NetHack only twice in his life. And he works as a Game designer! There really ought to be a lawa against dangerous omissions like that in once gaming experience.

Energia (people behind Star Wreck: The Pirkinning) was present teasing us about Iron Sky. I bought a relevant baseball cab from Torssonen with the word ‘Raumsturmführer’ which I think sounds cool.

There are the most interesting compos (64k and Demo) still coming up, so I hope to see some ‘wow’ing there. Short film compo has managed to amuse me with silliness earlier. I wonder what movies will be the subject of pastiches this year.

Oh, and I almost landed on a picture taken by the token Finnish Geek, Petteri Järvinen.

Technical Decisions

I have been thinking about more practical issues concerning my apprentice-project. I have always thought that something like this should be made in Java to allow as wide an availability as possible. I also think that something like this should be made as easy as possible to produce, even at the cost of efficiency. Especially since this project isn’t primarily meant to display my mad coding skillz. And there are plenty of computational resources on todays computers to squander.

Being as easy on me as possible means that I want to make use of existing components as far as possible. This means they have to be fitting licence-wise. Fortunately this doesn’t seem to be an issue for me, since most these components are released as Free software or at least Open source. I have been looking for a physics and a 3d-engine.

ODE (Open Dynamics Engine) sounds suitable for my needs, only it isn’t in Java. Versions of it do exist for the 3 major platforms, so I don’t consider this a major problem. It’s usability with Java is an issue, however. There exists a wrapper (ODEJava) for Java that provides a bridge to allow it’s use in Java. As this is a work-in-progress the price is unstability.

For the 3d-engine I’ve been considering jMonkeyEngine which seems more than capable for my needs and is Open source as well. And seems to have a interface for ODE as well. I’ll have to set-up these things and get experimenting.

Does Two Half-Life’s Equal One Full-Life?

Half-Life is one of the most succesful games of recent history. It is always a pleasure to say why somethings good and at the same time, aim to claim that for the exact reason it is also a baaad example of its category. Even more when it’s something as influential as Half-Life.

HL is part of a well-established genre of computer games called first-person shooter. HL didn’t actually bring anything new to the genre, it just did a few things well, very, very well. The game has a standard plot revolving around a secret research center and something going wrong with some of that secret research. It also has a silent main character, the player’s alter ego, Gordon Freeman.

The execution of the plot is beautifully balanced as far as gameplay goes. Some half way through the game the player gets hold of some experimental and alien weapons. Shortly after this the player is casted on an alien world. Gordon Freeman is also an existing entity, he has co-workers who get shot infront of his eyes by a soldiers coming to their “rescue”. Now that’s how you engage a player! These soldier eventually learn who’s the lone scientist causing all kinds of mayhem around the center and begin to leave messages on the walls “Die Freeman!” and a host of booby-traps.

HL engages the player using it’s character setup (unarmed, peaceful, scientists, players colleagues, are killed), keeps it interesting when the action is getting boring (new weapons, completely different surroundings). It also executes the essentials of first-person shooters well enough (different weapons, three parties to a conflict [the player, the soldiers and the aliens], interesting level-design).

It is exactly the reasons that makes HL stand out, makes it a bad example of a computer game. The scripted and dramatic actions don’t last a second a playing. While at first making the player feel like he’s part of the gameworld, the second time around they expose their scripted nature. The story runs on rails, with the players actions allowing only one way of advancement. Computer games are not essentially a narrative medium.

Never Underestimate the Longevity of Italian Plumbers!

Super Mario Worlds 1 and 2 were published by Nintendo for the Super Nintendo Entertainment System (SNES). SMW1 came with the SNES unit itself (published in 1992 in Europe). SWM2: Yoshi’s Island was published in 1995.

I won’t delve too deeply into the why it is so pleasurable to play Super Mario Worlds. I wish to make a few points that are missing in most of todays games. First of all, the worlds are modeled with certain consistency. Objects (like Koopa shells) interact with other objects (like other shells, blocks, Yoshi’s tongue) and not just some objects that are chosen carefully beforehand. This allows much more freedom for the player to advance and also makes for much more interesting level design. Consistency damnit!

SWM2 also has done with the running clock. I don’t know why this relevant-to-arcades -quality has persisted for so long where it’s absolutely not required. Why should the player be forced to run against a clock, among other things? While this makes sense in the arcades where it’s games intention that playtime per player is limited. Especially in SWM1 I often would like to browse around the level, looking for all the secrets, in peace. It’s quite interesting how a somewhat small change makes a difference in gameplay.

That’s it. If you want more for your click, leave a comment, interactivate!

Are Your People Populous Enough?

Populous was produced by Bullfrog and published by Electronic Arts in 1989. Personally it was the time influential years for myself, but I think Populous can teach us something beyond nostalgia.

I believe it was Populous that brought the term god-sim into game-lingo. If I recall correctly it was originally intended that the two sides in the game would be God and Devil but this was changed into simply ‘good’ and ‘bad’. Players intention is to keep a good care of his people, which simply consists of leveling out the land and keeping it level and free of boulders. I think this idea is lovely on its own, but there’s one idea in the game that I think deserves more consideration.

It is the way you control your people. Your people have one designated leader that you can order to go from one place to another, but otherwise you control your people as a whole! This is the idea that e.g. Populous: The Beginning (P3 so-to -speak) lost and succumbed to the boring, unwieldy style of painting a group of people and telling them to go somewhere.

In the original Populous it didn’t matter how many people you had, the control method stayed the same and as effective. The player influenced his people with three buttons that either set them to settle new places, stay home and grow stronger or attack the enemy. Compare this with many so-called realtime-strategy games way of laborously giving orders to your troops one, or a group at a time.

I find this kind of indirect control very interesting and one which would work in any type of game.

How to Hack a Net

NetHack is a game that would have enough to write about for a few good books, but since we are blogging here I’ll try and make it short and simple.

NetHack is a Rogue-like (who even knows this day what Rogue was like?) computer roleplaying game. That’s the classic definition. More to the point it’s one presented in colored ASCII-characters, turn-based and immensely detailed. NetHack is a good example of a complex game that doesn’t swamp the player with it. In any given game the player won’t come in contact with most of the games intrigues. This means theres plenty of stuff to wonder over for years. There’s a joke about the DevTeam thinking about everything.

But that’s not where I’d like to draw the attention in NetHack. The main lessons NetHack can give any particular game enthusiast would be:

  1. Computer Games can be revised, honed, perfected indefinetely. NetHack has been in development some 20 years.
  2. NetHack isn’t imprisoned by it’s rugged apperiance but draws power from it and makes it work for it.  There are features in the game that would be practically impossible to realize without it’s ASCII-base.

Ok, is that concise enough for you? Need something elaborated? There is a thing called comment-section in this blog these days…