Sunday, 14 June 2009

Twitter bug

Yeah I had to go and do it didn't I? Just how many personal pages do I need? I'll probably Tweet more than I update this, and reserve the blog for long rants, reviews and debates.

Oh yeah, I'm also working on updating Union with voice acting and more. See the ModDB page.

Monday, 1 June 2009

Luminesca Evolved

I've been toying with the idea of an updated Luminesca game, and came up with this mock-up screenshot. All comments and criticism are more than welcome!

lum,luminesca

Saturday, 23 May 2009

2 Down, 1 To Go

Second year of university is over. So much free time now. :D

I've got a few projects in the pipeline. Not sure which one's I'll focus on first, but watch this space.

This post is so short it could almost be on Twitter.

Wednesday, 20 May 2009

Dear game story writers...

Please stop using revenge as a primary motivation for your protagonist as it has become somewhat overused. It is also something I cannot identify with as the death of my family/loved one/dog would not cause me to stock up on weapons and go on a killing spree. I would probably just become a gibbering wreck instead, cowering in my room and crying myself to sleep at night.

On seconds thoughts, that wouldn't make a very entertaining game.

Stick with revenge.

Thursday, 26 March 2009

Persistent Timescale

I'm going to explore a concept I will call Persistent Timescale. This is not for any particular game design but more just a design concept in general. I'm really just looking to bounce ideas of people, get a bit of a discussion going and see what people think about this topic.

I was watching some videos of a play-through of Resident Evil 2 and began thinking of the idea of time scale in games, that is to say whether or not the game events occur entirely in real-time or whether they include cuts ahead (or even back). Here are some FPS examples: you can play through Half-Life from start to finish and will never miss a thing that Gordon Freeman personally witnessed. You are present in every single moment of his life (save for a few instances where he loses consciousness for a while). Compare this to a Call of Duty game in which, between levels, the player is taken out of their character's shoes and returned in a new situation, probably on a different day, in a different place. This is the difference between a game with Persistent Timescale (HL) and one without (COD).

My main interest here is how it can affect the player's perception of the game world. As I watched the events unfold in Resident Evil 2 I felt as if I was observing someone in real time on CCTV, following their every move in a constant, real situation. Of course, this might have been a fairly different response if I had actually been playing the game but I think the idea still remains.

I think the whole issue relates to the player's concept of space and location as they are able to see the transitions between different places, rather than just jumping to somewhere else. I often find that when that new level loads on Call of Duty I have to spend a moment getting my bearings before I can press on. Is that one moment crucial for the extent to which the player remains immersed in the game world?

Not only this, but I think Persistent Timescale allows the player to experience a greater sense of achievement as they progress through the game. Every yard they advance is directly linked to the next, allowing them to constantly be touching new ground and making progress. When I look back over the journey I have taken in Half-Life I can remember that I have walked 10km (for example) and I can see exactly where it has got me and what I faced along the way. In Call of Duty, well, I walked about 2km and then there was that bit where apparently I was in a helicopter for a while, but I didn't see any of that. Then I walked a bit more, and then I was controlling someone else in Russia!

I find it very jarring and for a short while it really takes me out of the game. Thankfully it is only a short while, but I wonder how damaging it can sometimes be for the player's experience. How do you feel?

I am also posting this on GameDev.net forums.

Wednesday, 25 March 2009

OnLive: the future of gaming?

Just announced at GDC '09 is OnLive, a brand new technology used for gaming which basically allows you to play high-quality games through any PC or even a TV. As far as the user is concerned, it works in a similar way to television streaming systems like 4OD and BBC iPlayer. What actually goes on behind the scenes is that your input is sent to a central bank of high-spec PCs which will essentially process and run the game for you, then stream back to you a video output of your game session. The quality and resolution of the visuals is directly proportionate to the speed of your internet connection.

Of course this technology is very new and I'm sure it will be riddled with bugs and latency issues to begin with, but after a little while I can see this seriously catching on and becoming the 'next big thing' as far as gaming platforms are concerned. The next Steam? It could be! They've already got 9 major companies signed up and it looks like games such as Crysis and Mirror's Edge could be part of the initial library available.

But what does this mean for indie game developers and modders? Obviously existing methods of gaming will still remain and OnLive Inc have fully acknowledged this, but will mods be available on this system? If so, can we play any old mod or only the ones they give the green light to? Also, with this technology there may be a significant drop in sales of high end PCs as people will no longer need them to play their games on top settings. That means that hardware prices are likely to go up and this will have a knock-on effect for people like me who need those powerful systems to make maps and 3D models. But then what if OnLive is extended to incorporate game development as well? What if we eventually just have the most basic systems in our homes and everything is handled in vast processor farms in some big factory?

This could be big news, so I'll be keeping an eye on it. Meanwhile you can watch GameTrailers' interview with Steve Perlman (head of OnLive Inc) right here.

Sunday, 22 March 2009

Ivan's Secrets: new forum

Go forth and post.