Games Archive

The web is not a post-racial utopia

Interesting experiment by the developers of Rust.

When the game was first opened up, all players were given the same default avatar: a bald white man. With the most recent update, Rust's lead developer, Garry Newman, introduced different avatars of different racial origins into the mix. However, they did so with a twist - unlike typical massively multiplayer online role-playing games, Rust does not allow players to choose the race of their avatar. Instead, they are assigned one at random.

Interestingly enough, the inability to choose skin colour only became a problem after a black skin colour was added to the game. I love experiments like this.

The first first-person shooter

The year was 1973. They were high school seniors in a work-study program with NASA, tasked with testing the limits of the Imlac PDS-1 and PDS-4 minicomputers. Their maze program flickered into life with simple wireframe graphics and few of the trappings of modern games. You could walk around in first person, looking for a way out of the maze, and that's about it. There were no objects or virtual people. Just a maze.

But Maze would evolve over the summer and the years that followed. Soon two people could occupy the maze together, connected over separate computers. Then they could shoot each other and even peek around corners. Before long, up to eight people could play in the same maze, blasting their friends across the ARPANET - a forebear to the internet. Two decades before id Software changed the game industry with Wolfenstein 3D and Doom, Colley, Palmer and MIT students Greg Thompson and Dave Lebling invented the first-person shooter.

Amazing story.

AMD: Nvidia GameWorks “sabotaged” Witcher 3 performance

While AMD seems to have made up with Slightly Mad Studios, at least if this tweet from Taylor is anything to go by, the company is facing yet another supposedly GameWorks-related struggle with CD Projekt Red's freshly released RPG The Witcher 3. The game makes use of several GameWorks technologies, most notably HBAO+ and HairWorks. The latter, which adds tens of thousands of tessellated hair strands to characters, dramatically decreases frame rate performance on AMD graphics cards, sometimes by as much as 50 percent.

I got bitten by this just the other day. I'm currently enjoying my time with The Witcher III - go out and buy it, it's worth your money - but the first few hours of the game were troubled with lots of stutter and sudden framerate drops. I was stumped, because the drops didn't occur out in the open world, but only when the head of the player - a guy named Geralt - came close to the camera, or was in focus in a cutscene. It didn't make any sense, since I have one of the fancier Radeon R9 270X models, which should handle the game at the highest settings just fine.

It wasn't until a friend said "uh, you've got NVIDIA HairWorks turned off, right?" Turns out, it was set to "Geralt only". Turning it off completely solved all performance problems. It simply hadn't registered with me that this feature is pretty much entirely tied to NVIDIA cards.

While I would prefer all these technologies to be open, the cold and harsh truth is that in this case, they give NVIDIA an edge, and I don't blame them for keeping them closed - we're not talking crucial communication protocols or internet standards, but an API to render hair. I do blame the developers of The Witcher for not warning me about this. Better yet: automatically disable and/or hide NVIDIA-specific options for Radeon owners altogether. It seems like a no-brainer to prevent disgruntled consumers. Not a big deal - but still.

Castlevania: Symphony of the Night is forever

The strangest thing about Castlevania: Symphony of the Night is how it's over a decade and a half old and I'm not sick of it. I don't just mean it's old but I still like it: I mean I still play it regularly. I don't think I ever really stopped. I can hardly remember when I didn't play it. I have no idea how many times I've finished it.

Castlevania: Symphony of the Night is one of the best games ever made, and the very pinnacle of the 2D pixellated era. The textures, the animations, the level backgrounds, the monster design - it's the best that era had to offer, and as far I'm concerned, it's never been topped. While I understand some consider Super Metroid to be the better of the two, I strongly believe Symphony of the Night is the better of the two.

Luck would have it, then, that its creator, Koji Igarashi, just managed to get its spiritual successor funded via a Kickstarter campaign. Big name studios were not interested in helping him build it, so he decided to do it on his own. Castlevania composer Michiru Yamane is also on the team, as is the studio behind several Mega Man games, as well as several other big names.

We're living in a great era for gaming right now. Thanks to crowdfunding, we're already in the middle of a great renaissance for the classic isometric RPGs, with brand new, successful titles such as Pillars of Eternity, Wasteland 2, Divinity: Original Sin, and many others rekindling the glory of games like Baldur's Gate and Planescape Torment, and many other genres no longer deemed interesting by the big players are now seeing new games thanks to crowdfunding. I can't stress how thrilled I am that the man behind Symphony of the Night will finally be able to make the successor he always wanted, but that the big names wouldn't let him.

Debugging old Nintendo games

Have you ever played a video game and wondered what rules you could bend? What's behind the flagpole in Super Mario Bros, can you skip a dungeon in Legend of Zelda or beat the BubbleMan with his own gun?

Sometimes the game authors themselves leave cheat codes that implement interesting game rules like flying, all weapons etc. Game genie codes and glitches like cartrigde tilting can also provide a ton of fun. But what if the game you like has no exotic codes, and the only game genie codes you can find online give you infinite ammo? You break the game yourself, of course!

Truecraft: an open-source implementation of Minecraft Beta 1.7.3

A completely clean-room implementation of Minecraft beta 1.7.3 (circa September 2011). No decompiled code has been used in the development of this software.

I miss the old days of Minecraft, when it was a simple game. It was nearly perfect. Most of what Mojang has added since beta 1.7.3 is fluff, life support for a game that was “done” years ago. This is my attempt to get back to the original spirit of Minecraft, before there were things like the End, or all-in-one redstone devices, or village gift shops. A simple sandbox where you can build and explore and fight with your friends. I miss that.

Only the server component is implemented at the moment, so they're still using the official Minecraft client (hence the textures). Interesting project nonetheless.

Valve removes paid mods feature

We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.

It's refreshing to see a company openly admit this strongly that they made a mistake. Kudos to Valve.

Steam charging for mods: for and against

It used to be that the only way to make money from a mod was a) make a standalone sequel or remake b) use it as a portfolio to get hired by a studio or c) back in the pre-broadband days, shovel it onto a dodgy CD-ROM (and even then, it almost certainly wasn't the devs who profited). As of last night, that changed. Mod-makers can now charge for their work, via Steam.

It's far too soon to know the long-term outcome of Valve offering the option for mod creators to charge for their work, which went live yesterday using Skyrim as a test case. Everyone has an opinion, and I'll try to cover the main angles below, but first I simply want to express simple sadness. Not fatalistic sadness - I'm genuinely curious as to how this will play out, and there's high potential for excitement - but End Of An Era sadness.

The backlash Valve is facing over this whole thing is immense. Every gaming website, and sites like Reddit, are swamped with people lashing out against this new Valve policy. This kind of universal backlash is incredibly rare, and it's kind of interesting to see it unfold. Whatever goodwill Valve had with PC gamer - they managed to throw it all away in a day. Absolutely amazing.

As for my personal opinion on this matter - I'm used to mods being free, but considering some of the insane amounts of work people have put into incredibly complex, vast, and terrific mods for games like Skyrim, it does seem more than reasonable to give mod makers the possibility to charge for their work. And let's be absolutely clear here: Valve is forcing nobody to charge for their mods - mod makers choose to make their mods for-pay themselves.

That being said, introducing money into an previously pretty much money-less scene is bound to have a lot of negative results - for instance, free mods from Nexus are being offered for sale on Steam; not by their authors, but by pirates. As a result, mod makers are removing their content from Nexus to prevent others from profiting off their work.

It's a huge mess right now, and it'll be hard for Valve to regain all the goodwill they threw away in just a day.

A new documentary asks: will e-sports ever go mainstream?

A work-in-progress cut of All Work All Play, a documentary that focuses on the rise of e-sports and some of the best competitive teams in the world, just premiered at the TriBeCa Film Festival. All Work All Play profiles a few professional League of Legends teams as well as the programming director of the Electronic Sports League, Michal "Carmac" Blicharz. The film attempts to bring the viewer into the world of competitive gaming while constantly making comparisons to other professional sports by highlighting team changes, grandiose spectacles, intense crowds, and broadcasters.

I watch a lot of let's plays on YouTube, and as far as e-sports go, I only watch the various League of Legends championships, most notably the European and North-American leagues. The idea of watching other people play games is easier to explain if you dig back into your gaming childhood, which for me, meant playing games on the NES, SNES, and PC with friends. A large portion of the time, you would not be the one playing; you'd be one of the people watching.

I have a feeling the surge in let's plays and e-sports has its roots in that. There's something relaxing - and in the case of e-sports, exhilarating - about watching other people play the games you love.

How Cities: Skyline took a great big slice from SimCity

The day Mariina Hallikainen received a communique detailing first day sales stats for Cities: Skylines, she was very happy.

The numbers were wildly ahead of all projections. She decided to splurge on a decadent and indulgent treat.

She ordered a strawberry cream cake.

It's amazing that a small team from Finland managed to build the SimCity EA could not. Cities: Skylines is completely and utterly worth it, and the best city builder currently available, by a huge margin.

On a related note, an artist who used to work on SimCity for Maxis/EA is currently earning a decent buck through donations because he's designing a lot of additional buildings for Cities: Skyines and releasing them to the community for free. Amazing.

After a hit game, indie developers struggle to replicate success

Bithell has become one of a growing number of prominent indie game developers known by name after releasing a hit game. New platforms like Steam and iOS have made it easier than ever for a single developer to create a successful game, and sometimes those games really blow up - developers like Minecraft creator Markus "Notch" Persson have become fast millionaires solely off of a single title. But after the elation of a hit game comes a sudden realization: you need to make another one.

This is pretty common among artists; the second album is always the hardest.

Nintendo finally commits to making mobile games

Nintendo finally confirmed today it will be making the leap to mobile game development as part of a new partnership with DeNA.

According to a statement released by the companies today, new Nintendo IP will be developed for smart devices and specifically optimized for this platform. In other words, rather than porting games created specifically for the Wii U or the Nintendo 3DS you can expect entirely new titles on mobile.

I'm interested to see what Nintendo can do to cope with the inherent limitations of touchscreen gaming.

Chrono Trigger turns 20 today

Exactly 20 years ago today, one of the best - I would argue, the best - video game(s) of all time was released: Chrono Trigger. This Gamastura article from 2012 gives a lot of fantastic insights into the game's complex, modular story.

From Mass Effect to Skyrim, modern RPGs go to great lengths to merge linear, carefully crafted narrative with dynamic, emergent gameplay. Hundreds of thousands of man-hours are poured into these incredibly complex works, all in the effort to create a believable, cohesive story while giving players a sense of freedom in the way they play their game. The results of these efforts have been best-loved play experiences video games have offered.

But the goal of marrying linear narrative to dynamic gameplay is not out of reach for developers that don't have the resources to create such complex systems. No game shows this better than the classic RPG Chrono Trigger. Crafted by Square's "Dream Team" of RPG developers, Chrono Trigger balances developer control with player freedom using carefully-designed mechanics and a modular approach to narrative.

Chrono Trigger is something special, something one-of-a-kind that cannot be replicated. You see its influence in so many games today, and even on its own, despite its age, it can still hold itself up very well next to all the Quadruple Turbo HD Mega Graphics games of today. While Marle (or Nadia in the Japanese version) is my favourite character, it's hard to deny that as far as storyarcs go, Glenn's story is the most heartbreaking and emotional story ever told in 16 bits - and beyond (well - almost beyond).

While originally a SNES game, Chrono Trigger is currently available for both iOS and Android.

Valve unveils Steam Link, final Steam controller, Source 2

The Steam controller is a big part of what makes a Steam Machine a Steam Machine; we were told that running SteamOS and being packaged with the controller were two of the main things that need to be included to use that branding. The controller itself has gone through a number of revisions, but we were able to use what Valve is calling the final version during GDC.

We've been using pretty much the same controller setup for a while now, so I'm glad Valve is trying to see if things can be improved. I have no idea if this will be it - a hands-on is required - but I'm open to try.

In addition to the final Steam controller and the announcement that Steam Machines will hit the shelves later this year (sure, Valve, sure), the company also unveiled a new streaming box for gaming.

Valve will release a new product called Steam Link later this year that will "extend your Steam experience to any room in the house," according to an announcement from the company. Steam Link will work with PCs - including Valve's Steam Machines and Windows, Mac and Linux computers - to stream content from Steam to the device, as long as they're on the same home network.

Steam Link will support 1080p resolution at 60 Hz "with low latency," Valve says. The device will be available this November and will retail for $49.99.

I'm definitely buying the Steam Link, as it seems like a great way to play PC games on my living room TV without having to hook a full PC up to it. Of course, a lot will depend on the latency, and I'm sure using a wired network is preferable (which I do).

The last and final Valve announcement: the Source 2 engine. It's not yet available, but it will be free for developers. The Source engine powers a number of classic titles - Half-Life 2, Left 4 Dead 1 and 2, Counter-Strike: Source, and so on - and it's hard not to assume that a release of the Source 2 engine also means Hal...

No.

Inside the post-Minecraft billionaire life of Markus Persson

For the better part of the last five years the 35-year-old Swede was that guy, a man who constantly stressed about his creation, Minecraft, the bestselling computer game of all time. Even calling it a game is too limiting. Minecraft became, with 100 million downloads and counting, a canvas for human expression. Players start out in an empty virtual space where they use Lego-like blocks and bricks (which they can actually “mine”) to build whatever they fancy, with the notable feature that other players can then interact with it. Most players are little kids who build basic houses or villages and then host parties in what they’ve constructed or dodge marauding zombies.

Truly obsessed adults, though, have spent hundreds of hours creating full-scale replicas of the Death Star, the Empire State Building and cities from Game of Thrones. The word "Minecraft" is Googled more often than the Bible, Harry Potter and Justin Bieber. And this single game has grossed more than $700 million in its lifetime, the large majority of which is pure profit.

Rare interview with Persson.

The state of Linux gaming in the SteamOS era

Now, more than a year into the SteamOS era (measuring from that beta launch), the nascent Linux gaming community is cautiously optimistic about the promise of a viable PC gaming market that doesn't rely on a Microsoft OS. Despite technical and business problems that continue to get in the way, Valve has already transformed gaming on Linux from "practically nothing" to "definitely something" and could be on the verge of making it much more than that.

Progress has been amazing, and once Valve gets its SteamOS and Steam Machines, things should pick up even more.

The untold story of the invention of the game cartridge

Consider the humble video game cartridge. It's a small, durable plastic box that imparts the most immediate, user-friendly software experience ever created. Just plug it in, and you're playing a game in seconds.

If you’ve ever used one, you have two men to thank: Wallace Kirschner and Lawrence Haskel, who invented the game cartridge 40 years ago while working at an obscure company and rebounding from a business failure. Once the pair's programmable system had been streamlined and turned into a commercial product - the Channel F console - by a team at pioneering electronics company Fairchild, it changed the fundamental business model of home video games forever. By injecting flexibility into a new technology, it paved the way for massive industry growth and the birth of a new creative medium.

Ah, gaming with effectively no loading times. Those were the days.