Archive for the ‘video games’ Category

Holy @#$! Awesome VR with Wiimote!

January 10, 2008 7 comments

Frequent readers will remember that I used to make video games in a prior life. So I nearly jumped out of my skin when I saw this:

Someone, please, jump all over this and make me some games. (Yes, I’m gonna tell my game developer friends).

Why on earth hasn’t this spread all over the place? Thanks Geekdad!

Categories: 3D graphics, video games

Duke Nukem's fate in question? 'Come get some.'

August 31, 2006 1 comment

In a former life, I was lucky enough to make video games (actually, SmugMug is a happy accident based on what was a video game company – but that’s another story for another time). And the way I got into making video games was by hosting Duke Nukem 3D’s internet launch on my servers. It went so well, I did the same thing for Quake a few months later. The rest, as they say, is history.

Now, my old friends at 3DRealms are under fire. Duke Nukem Forever has taken an awfully long time to make (9 years at least), and Shacknews has a rather breathless article on the loss of some talent on the game. Now, Shacknews is my absolute favorite gaming site, and I love the addition of Chris Remo to the staff there – but come on people!

Every game developer I know loses people constantly – and on much shorter titles than Duke Nukem. We lost plenty of people making SiN, and that was a 2 year project, not 9. Losing people from time to time on a project this long is going to happen – people get bored, burnt out, want to do something new, etc. Big deal – it wasn’t the entire team that left.

I’m sure 3DRealms misses some of these people. Knowing some of the ones who left personally, they certainly lost some very talented people – but Duke’s fate isn’t in question. Even mentioning a phrase like that is ridiculous and silly. They’ll continue with the rest of the team (a game like Duke doesn’t get made with 7 people) and hire replacements as necessary. My understanding is that they didn’t all leave en-masse anyway.

Anyone can see that 3DRealms is doing fine financially (look at all the console Duke titles over the years, the Max Payne franchise, and now Prey) and they’re gonna take their time. Remember all the whining and moaning about Half-Life 2? How’d that turn out?

One of my biggest regrets (and I know I speak for lots of the other SiN team members here, too, some of whom are on the list of those who left 3DRealms) is that we didn’t have the money and time to make SiN truly great. We were forced by market pressures to ship the game before it was done – and as a result, we had an average title that had clear glimpses of greatness. Imagining what life would have been like if we could have polished it like Valve and 3DRealms get to do is a fantasy – but a beautiful one.

True game fans should stop whining about Duke and instead laud developers like id, Blizzard, Valve, and 3DRealms for taking the time to do their games right and ship them when they’re done. The wait can be worth it – just look at HL2 and WoW.

Categories: business, personal, video games

Phantom finally dies! Long live the Lapboard!

August 16, 2006 2 comments

Shacknews reported that the Lapboard is finally for sale (and that the Phantom “console” is finally dead).

About time. It’s been obvious for years that the only thing worth having is the Lapboard and that the Phantom would suck, if it ever shipped.

Categories: video games

SiN: Emergence available for pre-order! Save 10%

April 6, 2006 Comments off

SiN Episode 1: Emergence, the sequel to a video game I worked on, SiN, is now available for pre-order via Steam! What’s more, you’ll save 10% and immediately be able to play the original SiN and SiN multiplayer.

What are you waiting for?

Past blog entries about SiN Episode 1: Hands On and Your questions answered.

Categories: video games

SiN Episodes – your questions answered

January 30, 2006 5 comments

UPDATE 5:20pm: Turns out Ritual has a survey up. Go let them know if you’d like Co-Op or any other form of multiplayer!

Got a bunch of questions via email, comments, and forum posts after my last blog entry about SiN Episodes, Emergence. Here’s your answers, right from the source:

  • Middle of March is the estimated ship date. But I’m pushing them hard (and sounds like they’re pushing themselves hard) to not ship before it’s polished. So if it slips, don’t kill me.
  • The original SiN will come, free of charge, with a purchase of SiN Episodes. You can play it immediately, no waiting period.
  • SiN-on-Steam will work for multiplayer (including the awesome SiN-CTF!) via Steam and Steam’s browsers
  • SiN-on-Steam *is not* the Source re-make of SiN. Ritual’s working on it, but it’s a low priority right now.
  • The “shaky cam” video from a tradeshow (CES?) isn’t very indicative of the current game. In that video, it looked sorta like a HL2 mod. The game itself doesn’t look or feel that way at all. I guess I played with a newer version, but the art and design didn’t feel like HL2 at all. There were one or two placeholder textures, but most of it looked like new art and definitely a new feel.
  • Wages of SiN – Ritual wants to include this in the SiN-on-Steam package, but don’t know if they can yet. They’re looking into who has the rights, and whether they can get them if they can’t. They’re hopeful.
  • Multiplayer in SiN Episodes – it’s coming, but not in Episode 1. Hopefully in Episode 2.
  • Co-Op in SiN Episodes – A couple of people at Ritual would like to do this, but they’re not sure if lots of their fans really want it. Let them know if you do!
  • There will be a mod SDK for SiN Episodes shortly after release.
  • There’s *lots* of interactivity. I thought I made that clear in my first post, but I got questions about it. Lots!
  • Elexis’ “assets” have more animation “bones” in them than the rest of her model total. Think DOA4 level reality on the animation of those puppies.
  • ADV has a new SiN anime in the works. The first one was a blockbuster, so this should come as no surprise.

I’ll update again if there are more questions. Keep em coming!

Categories: personal, video games

Hands-on with SiN Episodes

January 27, 2006 9 comments

As some of you may know, I worked on the video game SiN back in the day. We loved making it, and everyone involved has wanted to make a sequel ever since. Ritual’s finally doing so, and I spent all of last night looking under the hood of the game. I’ve got some goodies to share. (And so does my brother). Also, I can get details on just about any aspect of the game you’d like. Post your stuff in the comments and I’ll do a follow-up entry with answers (UPDATE 1/30/06: Answers!).

Before getting into the details, though, I wanted to quickly touch on just how important this game is for the entire video game industry. Everyone wants episodic games. Developers want it because they get to make better games (by listening to their fans suggestions every 6 months and incorporating it directly into the next chapter) and do it more cheaply (6 months of game development vs years. Do the math). Gamers want it because their favorite games will be more frequent, higher quality, and more innovative since developers can now take some risks with different & new gameplay.

But figuring out if it’s a money-maker is a big risk. Someone’s gotta put their hard-earned dough on the line and try it out. Traditional publishers don’t want to jeopardize their revenue stream (just like the music and movie industries, they’re terrified of new distribution models.) Luckily, Ritual’s putting their money where their mouth is and self-funding this little experiment. If they succeed, the market will shift and we’ll all get what we want. Valve did an excellent job proving online distribution works (last I heard, 50% of Half Life 2’s ~5,000,000 copies were sold online via Steam)… now we just need Ritual to prove that episodic games make money. I know I’ve got Steam fired up and my $20 ready. Bring it on. 🙂

Let me get to the game itself. If the game sucks, this whole episodic thing could get set back 5 years. Luckily, the game looks awesome. (Bear in mind it’s not complete yet, and things may change, so don’t lynch me if everything’s not exactly as I described) It’s a true sequel to the original, and the art style manages to both remain consistent to the original and extend it. In fact, I saw some of the exact same geometry from the first game in one of the first sequences. 🙂

The thing that struck me first was how strong the AI is. They watch where you’re waving your gun and react accordingly. Aiming at their head? They’re gonna duck. Aiming at their torso, and there’s cover nearby? They’re gonna use it. Are there some garbage cans in the alley with you? They’re likely to pick them up and throw them at you before shooting. They help each other, too – we loved kneecapping guys and laughing at them as they fell to the ground, unable to walk. That is, until they still continued to shoot at us and called over a buddy, who helped them get back up. Oops!

Easily my favorite thing about the game is the adaptability. The game adjusts the difficulty on-the-fly, which we’ve all heard before. I thought that’d be sweet, but probably a little one-dimensional and easy to “game” or use to your own advantage. It turns out it’s not one-dimensional at all, but actually 5-dimensional. It utilizes a spider-chart to track your progress along multiple different game axis – things like how fast you’re moving through a level, your accuracy with your weapons, how much damage you’ve been taking, etc. The game then adjusts all sorts of variables to try to keep everything balanced just so. It’s got a great visual (I’ll get a screenshot for everyone) which looks remarkably like a spiders-web. The game tries to keep you dead-center on each axis, if that makes sense.

The reactions from the game aren’t just “oh, ok, we’ll spawn more guys” or “let’s make more health canisters”. Instead, they’re things like more helmets on enemies if you’re getting very good at headshots. Feels more immersive than just piles of health everywhere. 🙂

The weapons are great. Blade’s magnum still feels and sounds powerful and meaty. You can now look down the barrel to get a more accurate shot, and it has an alternate fire which shoots a wall-piercing antigen round. The antigen round, when used on certain mutants, can make them grow or shrink. His shotgun now has an alternate fire with a ricochet. Bounce shots around corners and things. All the weapons have a melee attack, so you can beat SinTEK to a pulp. There’s an assault rifle, a sniper rifle, and off-hand grenades. The grenades have great effects, with sweet particle sparks and nice flames which affect the environment and enemies.

From time to time, Jessica (JC’s hot sidekick) will drive Blade around the city and Blade’s on gunner duty. She’ll take different courses each time, based on her decisions, so there’s a little extra replayability for the “rail shooter” portions of the game. The car is totally destroyable piecemeal, so parts (doors, windows, the trunk, the hood, etc) can fly off as Blade takes heavy fire. Oh, and for a funny easter egg, stare at Jessica’s assets a bit sometime. 🙂

Ritual’s built an amazing skybox with the complete city all laid out. So as you progress from location to location in the game, all of the scenery totally matches up. Further, one of the buildings is an enormous skyscraper, from which you look down on all the other places you’ve visited during this chapter.

As SiN fans will know, Ritual has ABOs, or Action-Based Outcomes, which let the player change the direction the game takes based on how you accomplish tasks. One thing we talked about was the possibility of meta-ABOs where this episode gathers data on how everyone killed the final boss, for example. They can then take that information and start the second episode in such a way that it matches up with the way most people played the first. It wasn’t clear whether this would make it in this first episode or not, but I truly think the most powerful aspect of episodic game design is something like this. When fans can tell the developers what parts of the game they did and didn’t like, and the developer can incorporate that into a brand-new game within 6 months, everyone wins. Automatic stat gathering could help this a great deal and keep the story seamless.

There’s TONS of interactivity, and as a result, tons of easter eggs. You can use almost everything the world, including pay phones, and there are tons of numbers to call all over the place. If you see it in the world, you can probably do something fun with it.

The physics stuff is present and works well. It looks like they’ve extended Valve’s base physics to include things like oxygen tanks that have accurate velocity when shot. The game remembers which portion of item you picked up, so when you drop or throw it, it spins naturally as if you’d grabbed some corner of something, rather than the whole object.

There’s a massive amount of stat-tracking in the game. They keep track of everything you’d imagine, like your hit percentage, time playing, shots wasted and lots you wouldn’t. There are dozens of different metrics the game tracks and you can take a look anytime. If you’ve got a Logitech G15 keyboard, the game will show you your stats on the built-in LCD display.

We saw one boss fight, and he was sweet. Didn’t seem to have multiple stages or anything, but he did have a variety of attacks (huge melee fists, and a great glowing ball of stuff) and his skin showed all the damage we were laying on him. During the fight, we discovered that you can blow up any of the health containers in the game and they’ll make volumetric clouds of health. Likewise, the antigen containers will make coulds of antigen. And it turns out that antigen harms you but heals the mutants (and vice versa). So we could blow up health canisters as a means to injure the boss and other mutants. Pretty sweet.

Whew. I could go on-and-on, but the game really looks like a winner. Ritual, like Valve, has a full-time writer on staff and it shows. The game feels cohesive. It’s story-driven without getting bogged down in the details. The world exists already and you just happen to be in it. Some lame video game story isn’t shoved down your throat, whether you like it or not. You don’t know everything that’s going on, and it doesn’t matter.

Oh, yeah, and before I forget: All SiN Episodes buyers will get all of SiN 1 as a free bonus. So when you pre-order SiN Episodes, you’ll immediately get to play SiN 1. Pretty great, if you ask me. (Long live SiN-CTF!)

Post any questions in the comments (or over on my brother’s Shacknews thread) and I’ll try to answer any questions you have. I think I’m at liberty to talk about just about anything.

Categories: business, video games

Dig deep, give generously

November 14, 2005 4 comments

So we experimented a little bit with matching charity gift-giving earlier this year with Hurricane Katrina. And our customers came through -in a big way! We ended up donating $14,000, matching the $14,000 donated by our customers. What a great feeling.

It’s my pleasure to announce that we’ll be doing something similar for one of my favorite charities, Child’s Play. It’s put on by the funniest web comic around, Penny Arcade, who also happen to be two of the most generous guys around. Child’s Play is done 100% fee-free, so these guys aren’t collecting anything in return for all their hard work. In all, almost a million dollars worth of toys have been donated, thanks to their efforts and everyone’s generosity. (In the small world department, their very first comic strip was about a video game I helped make).

As a passionate, life-long video game addict, I’m thrilled that the video game community comes together and helps sick kids all over the world. In past years, smugmug has hosted the photos for the charity. I’m hoping we will again this year. Last year, we offered to donate $10 cash for every smugmug subscriber who signed up with the code ‘childsplay’.

This year, we can do even better. We’ll match every cash and gift donation from a smugmug customer with the same amount of cash ourselves, up to $10,000. I’d be thrilled if we can meet that goal – and given our customers’ past histories, I’m sure we can. We’re hoping to go to Oakland (the local hospital to us) and take some great photos of the toys being delivered, too.

If you participate, drop us a note with the subject ‘Child’s Play Donation’ and the body of your message telling us what your smugmug URL is and what you donated. We’ll handle the rest. We’ll answer questions and post status updates on digital grin.

So dig deep and give generously. The kids need us.

Categories: personal, smugmug, video games

Word-of-mouth advertising

June 27, 2005 3 comments

As a follow-up to my post on Buggy Games, I think it brings up a telling point for any business and a key to smugmug’s success.

Word-of-mouth is an incredibly powerful thing.

For a video game, they have a very small window (not quite as small as a Hollywood movie, but still very small) in which to attract a lot of purchases. If they don’t, the game flops. In the case of Battlefield 2, if the game crashes constantly when your average customer gets it home, your word-of-mouth campaign comes to a screeching halt before it’s even gotten started.

With smugmug, it just doesn’t make sense to run expensive TV campaigns and the like to get our brand and product out there. We’d have to spend hundreds or thousands of dollars to get even a single customer, who then only pays us $30 per year. What to do?

It’s shockingly simple. There’s no great secret. If you build it, they will come. Not in waves upon waves, at first, but they will come.

  • Build a great product.
  • Deliver great customer service.
  • Listen rabidly to your customers to find out what more you can do.
  • Constantly refresh your product with what you’ve learned to stay great.
  • The end result of the above formula is a fanatical customer base who does your marketing and advertising for you. They’re so enthralled with your great product and great service, they shout it from the mountain tops.

    How great would it have been if I could, instead of lamenting the quality of Battlefield 2, have told the world how great it is? Bought copies as gifts for my friends?

    We’ll try to never let something like that happen with smugmug.

    Categories: smugmug, video games

    Buggy games

    June 27, 2005 4 comments

    I’m as guilty as anyone else with this particular pet peeve of mine, but I’ve gotta get it off my chest. 🙂

    At smugmug, we have a “Work Hard – Play Hard” mentality. Luckily, our jobs often combine fun with work, but every once in awhile we like to let off some steam and play video games all weekend. Everyone hauls their gaming PCs over to smugmug HQ and we play LAN games 24/7 for a few days.

    We’ve all been anxiously awaiting Battlefield 2, the sequel to one of our other LAN staples, Battlefield 1942. It finally arrived last week, so of course we all bought copies and settled down for a long weekend of online squad-based combat.

    What actually ended up happening was the following:

  • lauch game
  • game crashes
  • yell at game
  • re-install driver X, reboot
  • launch game
  • game crashes
  • yell at game
  • launch game again (no changes!)
  • game is stable! quick, connect to a server!
  • play for 5 minutes!
  • game crashes
  • yell at game
  • Rinse, lather, and repeat. End result? 72 hours of Warcraft III instead! Thank goodness for Tower Defense, Hero Defense, and every other mod for good old Warcraft.

    I know shipping bug-free software is tough. I’ve been there, we blew it with SiN, and I’m in the middle of it every day at smugmug. But come on, people! We’re talking about a highly anticipated game from a $17.5 BILLION corporation.

    We have 6 PCs in the room, all with widely varying system configurations, all rock-solid on every other game on the planet. But not the one we’ve waited years to play and took time out of our schedules to enjoy.

    I don’t think it’s an accident that the titles which sell really *really* well from Blizzard, id Software, and Valve actually tend to work right out of the box for most of their customers. Yes, they had bugs, but not to the extend that BF2 has – go read any Battlefield message forum.

    If they can get it right, why can’t EA and DICE?

    Categories: video games
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