Category: Cool People

A Whole Bunch of Evenings with a Whole Bunch of People

Just as I’d hoped, the University of Texas is making all of Warren Spector’s talks available. Fortunately, you won’t have to buy a DVD – instead, you can just download them all from here (Quicktime format, large files). I would like to suggest you do so quickly, before they change their minds (or run out of bandwidth).

Edit: Well, that was fast. They’ve taken the page down. Turns out they made them available before all the legal stuff was handled. There’s an alternate download site here…but I’m not sure if that’s supposed to be available or an oversight.

Edit: Now the alternate site is gone too. I guess we’ll just have to wait and hope the files become available again in some form.


Atanua

Proving yet again that he is cooler than I will ever be, Jari Komppa has released a new software thingie called Atanua. It’s a toybox filled with logic circuits, switches and LEDs and allows you to string these pieces together to make virtual electronics. You could even build a computer inside your computer!

Logic gates and LEDs go together like chocolate and peanut butter.

This was Jari’s final project for school and is damn impressive if I may say so. If you try it out, be sure to send him feedback and bug reports, since this is the initial release.


Aquaria

Aquaria is a new 2D action-adventure game. It’s the culmination of two years worth of work by Bit Blot, which consists of Derek Yu (artist) and Alec Holowka (programmer, musician). The voice of Naija, the main character, was performed by Jenna Sharpe. The indie scene has been looking forward to this game for practically its entire dev cycle and for good reason…

The game was finally released Friday. I played the demo and it’s just as fantastic as I’d hoped. If you’re a fan of Metroidvania-style games you should definitely give it a try.


Tabula Rasa

Man, I’m glad that contest is over, because it means I can now talk about something else. Like Tabula Rasa!

I got a three-day trial of the game from my friend Wynne McLaughlan, who is actually a designer on the game now. I was…trepidatious about playing it because I really, really didn’t want to dislike something so many people I like worked on. Fortunately, that wasn’t a problem.

Tabula Rasa almost defies description. It’s an MMO, but it plays a lot like a shooter, except when it doesn’t. I got a character to about level 11 over my three-day trial (would have been higher but I had my daughters’ birthday party that weekend).

So what’s the basic gameplay of Tabula Rasa? Well, you outfit your character with weapons and armor. You drag the weapons, items and abilities you want to use to a quick-use bar that maps to the number keys at the top of your keyboard. Then you run around looking for enemies to fight. When you find one you can lock on target with the tab key – or not, since the game auto-locks onto whatever enemy is under your cursor when you pull the trigger. Then you fire at the enemy by left-clicking, usually dancing around trying to avoid return fire, until one of you is dead. You may also use Logos abilities during the combat, which you do by right-clicking. You also run around exploring, doing quests and trying to find more Logos symbols so that you can become more powerful. That’s basically it. Armor and health are handled in a very Halo style – both recharge over time, with armor quickly but only when you are out of combat.

What I loved:

* You loot enemies shooter-style, by running over their bodies instead of having to interact with a GUI. YES YES YES.

* Killing several enemies in a row gives you an XP multiplier, which increases as long as you keep your streak going. I got mine up to 150% and I’m pretty sure that’s not the max multiplier.

* Lots of quests and a good quest progression. The game does not just throw you into the Wilderness without any sort of guide; its quest progression (at least in the starting area) is as good as World of Warcraft’s.

What I hated:

* Resurrection trauma. Resurrection trauma in Tabula Rasa lasts for five minutes. It’s not quite as debilitating as World of Warcraft’s, since it only drops you to about 70% of your stats…but it happens every time you die. Plus, your armor seriously degrades with each death and there is no on-screen indicator to tell you this, so if you’re a new player and not used to the system and you try to jump right back into the action, you’re going to die again quickly. And then again even more quickly. Until you finally look at your character sheet and see that your armor is 0 and all your stats are red…at which point you clue in to what is going on. Now when I die I immediately repair and then spend the next five minutes turning in quests or fighting enemies significantly lower in level than I am until the rez sickness wears off. It’s kind of annoying, though I did become a more cautious (and therefore probably better) player once I figured it out.

You do not pick your class when you start the game. Instead you begin to choose your class at level five. You must choose to either become a Soldier or a Specialist, and each class has branches that allow you to specialize further later. Basically the Soldiers are the damage dealers and the Specialists are the support. I went Soldier.

The thing in the game that I enjoyed the most was after I had gotten my Shrapnel Bomb up to level 2, at which point I would run up behind a group of three Bane thugs that had just teleported out of a dropship, pop them with the Shrapnel Bomb to immediately remove all their armor, and then kill them with 2-3 shots of my shotgun. I could do that all day.

Base defense can also be quite fun…until the game decides that it’s time for the humans to lose this base and sends an absolutely overwhelming force at it, at which point the prudent player will immediately hit the teleporter in order to get away quick before the base’s capture point switches allegiances (at which point the teleporter doesn’t work any more).

I didn’t manage to do any crafting, although I had several recipes drop. But the crafting system I observed looked a heck of a lot like Star Wars Galaxies’ system, where you have a recipe that requires certain skills and components and once you fulfill all your prerequisites you go to a crafting station to actually do the work. I’ve no idea if the system is as punishing as SWG’s (where you could lose incredibly valuable resources and possibly even die for critically failing a crafting roll) but I kind of doubt it.

So is it good? Hell yes! It’s the second-best MMO I’ve ever played after WoW – and I’ve at least tried practically every MMO out there. Will I be subscribing? Well, no…but it’s because I simply cannot afford another timesink if I want to get Planitia finished. So I guess I should say “not yet”.

If you pick it up, look for an engineer named Salter at Alia Das (the first base you come to after finishing the tutorial). Because he’s named after me! He’s even a quest target, though the voice actor for the questgiver mispronounces my last name as “Sattler”. Why does everyone do that? He’s also apparently got a bad dust habit…


An Evening with Richard Garriott

I finally managed to get to another of Warren Spector‘s design seminars last night. This one was with Richard Garriott.

Okay, I’m going to be up front here. Richard is one of my Favorite People. He’s the reason I moved to Austin – when I decided to leave home to get a game development job, I felt that my two options were to move to Austin to work for Origin Systems or to move to San Mateo, California to work for Electronic Arts (please note that this was back in 1990, before they became the Borg). So I’m not going to be particularly objective about his talk.

My one real annoyance was that while Warren started with Richard’s chronology of games, Ultima IV was the last game in the chronology they got around to talking about (other than Tabula Rasa, of course). This was disappointing because I wanted to hear more about the development of Ultima VI and VII myself. But at one point Richard answered a question about dealing with his staff by mentioning that he is very easily swayed by the last person who has talked to him. This neatly explains why he and Warren kept getting off-track.

As a result, the session was a mish-mash of Q&A and Warren and Richard discussing whatever came to mind – Richard gave no formal presentation. That doesn’t mean that the session was boring or pointless – quite the opposite. What it does mean is that the summary that follows is basically going to be as random and haphazard as the session itself.

Richard and Warren did start off with the chronology, with Richard talking about his upbringing. His father was a NASA scientist who later became an astronaut and was constantly bringing experiments and equipment from NASA home that Richard got to play with; he mentioned that one time he got to use a image intensifier tube years before it found a commercial application in night vision goggles.

His mother, on the other hand, was an artist. She was the inspiration behind the silver serpent necklace he now wears.

And in high school he was exposed to the three things that combined to lay out his future path – computers, Dungeons & Dragons, and Tolkien’s Lord of the Rings. He became obsessed with the idea of programming a computer to play a role-playing game.

The first computer he used was a PDP-11 terminal. The terminal was never used, and Richard really wanted to try it out. In the first of many benign cons, he actually managed to convince his teachers and principal to let him have complete access to the terminal every day as a school class. The class had no teacher, no tests and no other students – it was just Richard playing around with the computer unsupervised. All he had to do was show progress on a program at the end of each semester to get an easy A. Not only that, but he managed to con them into considering this his foreign language credit – that’s right, the foreign language Richard learned in high school was BASIC. This was what made it possible for him to write his first RPG.

Writing that RPG wasn’t easy. The PDP-11 wasn’t actually at his school; he had to use a terminal and punch paper tape in order to program it, and it took forty seconds for the PDP-11 to respond to input while the program was running. That gives a new meaning to “turn-based”…

The first program he wrote (which he simply called “D&D 1”) was effectively a Roguelike (and dammit, I meant to ask him if he’d played any other Roguelikes before he wrote it, but I forgot). It was so complicated that his father actually bet him that he’d never finish – if Richard did manage to finish the program, his father would split the cost of an Apple II with him.

Of course, Richard did manage to get D&D 1 finished, but it took a while for him to get the Apple – by the time he did he was up to D&D 28! He converted D&D 28 (which he called “D&D 28B”) to the Apple and continued to improve it. This led to him later publishing that same game as Akalabeth, which started his professional game development career.

Richard is pretty proud of his latest game, Tabula Rasa. Now, before I get into this, I just want to say that I really like what NCSoft has been doing in general…even though I don’t play any of their games. They are proving that MMOs don’t have to be fantasy-based and they don’t have to require subscriptions and they don’t have to be Everquest clones. Yes, it’s easy to snicker at the failure of Auto Assault, but NCSoft more than any other company is trying to break the mold of MMOs. And Tabula Rasa is the latest iteration of that. It’s an RPG, but it’s one where positioning is important, you can actually get behind cover, and you don’t roll for damage until you actually pull the trigger on your gun – there is no “auto-attack”.

Tabula Rasa also uses a very interesting system to handle instances and big events in the game. I seem to recall a long time ago mentioning that World of Warcraft would probably have been the best RPG I ever played…if anything I did in the game actually mattered. Anything you do gets undone five minutes later so that someone else in the game world can do it again. Tabula Rasa actually fights this by having things appear differently in the game world for different players based on their own actions. So instead of the world continually getting reset, it appears that the world is moving forward…just at different rates for different players.

But the strange thing is that despite the fact that it’s “Richard Garriott’s Tabula Rasa”, Richard deliberately pulled back from doing a lot of the design work. He described the backstory and game world and made a few key design decisions, as well as creating the Logos language for the game, but after that he mostly oversaw the design and kept it on track rather than doing it himself. He called himself more the “creative director” of the game, saying that Starr Long was the actual director and producer.

He’s actually very proud of Logos, which is a pictographic language (not merely a substitution cypher like the Runic, Gargish and Ophidian languages were). He wanted a language that was just as easy (or rather, just as hard) for an English-speaking person to read as a German-speaking or Korean-speaking person. He based the language heavily off of pictographic languages for handicapped people and considers Logos to be superior to many of them. And he showed us how to read it…it’s actually not hard. For instance, the Logos on this screenshot means, “the fight for control of the universe begins now”. Logos is usually read top-to-bottom rather than left-to-right, though.

It’s pretty obvious to me that Richard has a Reality Distortion Field. When he mentioned convincing his teachers to let him at the PDP-11, Warren interjected that Richard did stuff like that all the time…which jives with Mike McShaffry’s anecdote in Game Coding Complete where he and the other programmers on Ultima IX went into a meeting early in the project with the express intention of convincing Richard that an Ultima VII-style streaming world just wouldn’t be possible in 3D…and came out of the meeting convinced by Richard that an Ultima VII-style streaming world in 3D was obviously the right thing to do.

Then came the question-and-answer session. I asked Richard if he’d ever consider doing a single-player RPG again and he said yes, but that his next project would be another MMO. Much later I asked him if he ever thought we’d see MMOs with the deep world simulation of Ultima VII and he said that hopefully I’d see one when he made one, and that’s probably what his next project would be. So if Richard’s next project turns out to effectively be an improved Ultima Online, I am taking full credit. I put that idea in his head. It was all me, baby.

Let’s see…what else did he talk about…oh, he said that they put up with player-run Ultima Online shards until some of them started charging money, at which point he simply picked up the phone, called the FBI and had them arrested. It’s kind of stupid to do something like that when it’s so easy to find out through your ISP who you are.

Also, to his credit, he took exception when Warren called Ultima Online the first MMO, but pointed out that previous efforts were either very difficult to get into like textMUDs or were linked to proprietary online services like Kesmai and thus had very limited markets. Ultima Online was the first mass-market, internet-based MMO and proved that genre’s viability. Richard had been turned down by EA again and again when he proposed UO to them and was only able to start the project by cornering Larry Probst personally and applying the Reality Distortion Field, which got him $250,000. He was able to create a viable prototype with that $250,000, but in order to get beta testers they needed more money to duplicate and mail CDs, which they didn’t have. So Richard & Co. put up a web page, one of the first Origin and EA ever had, to tell people, “Hey, we’ve got this game and we think it’s going to be great, but if you want to get into the beta test it you’ll have to send us $5 to cover the cost of shipping you a CD.” All their co-workers said they were crazy, but within a week they had 50,000 takers – and this was when the biggest MMO in the world had 15,000 subscribers. That was the point at which Electronic Arts perked up their ears and actually started investing in the project.

He also said that one of the most touching moments he ever had was when he was GMing UO invisibly. He said he was near a player who was fishing (fishing being one of the most popular activities in UO) and was actually wearing shorts and a straw hat to look the part. The fisherman was approached by an adventurer who had obviously just come from a dungeon run and who said something like, “Ho, fisherman! It is obvious that you are poor – you have no armor and weapon! Here, take some of the spoils of my latest adventure!” and started laying money, armor and weapons out on the ground for the fisherman to take (player trading having not been implemented yet).

At which point the fisherman player said, “Stop! You misunderstand! I am a fisherman. I catch my fish, take it into town and sell it, and then spend the money with my friends at the pub. I like this life and desire no other. Be off with you, warmonger!” Richard considered it one of the great accomplishments of his life that he had created a game that people could get so far into.

And I think that’s all I can remember…for now, at least. Like I said, it was a great evening.


Oooh, Spiffy!

Robert “OddBob” Fearon, co-host of the ArseCast and game remaker extroadinaire, has just finished a revamp of the Retro Remakes website and it looks quite nice. Have a look, and you may notice that he actually posted my post-mortem for Inaria! Thanks, Bob!

And while I’m mentioning the co-hosts of the ArseCast, Graham Goring has just completed his remake of the classic Commodore 64 game Wizball. If you ever played and liked the original C-64 version you should definitely give Graham’s version a try.


Can YOU Make Text Mode Look Good?

Well, can ya? Punk?

This year marks the spectacular Tenth Anniversary iteration of Jari Komppa‘s Text Mode Demo Contest. If you’re not sure what the text mode scene is all about, grab the official invitation demo to get a feel for what the judges will be expecting. The contest ends on December 12, 2007 so you’ve got about a month, and there are links to lots of text mode APIs and resources on the site so you don’t have to start from nothing. Now get out there and show us that text mode doesn’t begin and end with NetHack, soldier!


An Evening with Mike Morhaime

Last night I went to the second session of Warren Spector’s series of lectures on game design. The speaker was Mike Morhaime, co-founder and current president of Blizzard Entertainment.

Mike’s kind of a nervous type. Frankly I just wanted to go up there and shake him and say, “Mike! Come on, man! You’re a millionaire! You run the premiere PC game development studio in the world! You were on South Park! What could you possibly have left to be nervous about?” But I get the feeling that it’s just his temperament. Unfortunately it does impact his public speaking ability…as does the fact that he’s got to be very, very careful about how he answers questions.

Since Mike started as a programmer and is now a business guy, his talk wasn’t about game design per se, but more about running a successful game studio. And his main thrust was, “Don’t ever betray your principles. Ever. For any reason. If it’s not great, don’t ship it.” He talked about “brand withdrawals”, which is when a company effectively betrays its user base in some way to make some quick cash. Needless to say, he was against doing so for any reason ever.

He also talked a lot about “opportunity cost” and the projects Blizzard canceled over the years. In every case, the game in question could have been brought up to Blizzard’s standards and shipped, but the amount of work to do so could have been applied more effectively to another game Blizzard was already working on. Shipping Warcraft Adventures would have been a double disaster not only because nobody was buying adventure games at the time, but also because all the work put into finishing it would have been much better applied to Starcraft.

He talked about the South Park/Warcraft episode. South Park episodes are developed very quickly and in a fairly haphazard fashion, which is diametrically opposed to how Blizzard does things. So they basically had to dispatch a team to help Matt and Trey get the in-game footage they wanted and then just trust that the episode would come out okay. Which it did 🙂

He talked about the movie. They want the movie bad, and they think it can be done right. They are teamed with Legendary Pictures, the same people who did Lord of the Rings, Batman Begins, Superman Returns and 300. Now, I’m going to interject something here. Carmack famously once said that story in a game is like story in a porn movie – you expect it to be there, but it’s not very important. Most game developers have relied upon the interactivity of their medium to gloss over deficiencies in their storytelling, and that’s why most video game movies suck. The movies suck because the stories suck. Warcraft’s story doesn’t suck. It’s big, it’s complete and it’s incredibly detailed. Frankly, they could make a trilogy of movies out of it. If the Warcraft movie sucks, it won’t be because of the story.

He also talked about Blizzard’s popularity in Korea, and it became clear to me that they didn’t just luck out there. Gaming is huge in Korea. How huge? Well, there are about 20,000 “game rooms” in Korea. To put that in perspective, there are about 30,000 McDonald’s in the whole world. When people first started creating game rooms, they didn’t have the best hardware. They needed a game that was easy to start up, easy to get into, had network play, was very fun, and ran on older hardware. Starcraft fit that bill perfectly. If Blizzard had cut any corners on that game – if they had betrayed their principles in any way – it wouldn’t have been chosen as the standard “game room” game and Blizzard would have missed out on that huge market. Oddly enough, the original Starcraft was never localized into Korean; the Koreans just play the English version.

Of course, as Mike talked about the history of Blizzard, it became clear that at no point has Blizzard ever had to put up with publisher pressure. After Warcraft II shipped they were basically untouchable even though they are publicly owned (by Vivendi, at this point). And since Blizzard is the only gaming company Mike has ever worked at, he didn’t really have anything useful to say when asked how to prevent publishers from forcing you to betray your core values.

That aside, it was still a very interesting evening. Next week’s guest will be some guy named Richard Garriott. I’m not sure if I’ve ever heard of him before…


An Evening with Marc LeBlanc

Warren Spector is hosting a series of master classes in game design at the University of Texas here in Austin.

Despite very short notice and a near lack of funds, I managed to squeak in. The first session was Monday night and it was with Mark LeBlanc, who is most famous for his work on the classic Blue Sky/Looking Glass games (Ultima Underworld 1 and 2, System Shock and Thief 1 and 2) and his more recent game, Oasis.

The session took place in a studio in the CMB building on the UT campus and was professionally recorded. Doubtless all the sessions will be available in some fashion after the series is over, but, having never had the opportunity to go to the GDC or any other game conference, I am very grateful for the chance to see them live.

When I got there I was surprised – for one thing, the studio wasn’t full to bursting, and for another, most of the people there were fresh-faced college students rather than the slew of industry grognards I was expecting. I found myself wondering if these kids even knew who Marc was…

The format was one I hadn’t seen before. Warren interviewed Marc for about an hour on Marc’s work history, then after a brief break Marc presented a lecture on his core design philosophies. Then Warren interviewed him again, this time asking Marc about specific games he had worked on or contributed to. The whole thing lasted about three hours and I was fascinated the whole time.

Now, I have to give Warren his props. I’d seen videos of him presenting at the GDC and he was very good there, but he also turns out to be an excellent interviewer.

But listening to Marc was a mind-expanding experience. This guy knows his stuff. You can get the gist of it by going to his blog and reading about the Eight Kinds of Fun and Mechanics, Dynamics and Aesthetics, but the real meat of his talk was how he actually applied those precepts to the design of Oasis. You can get the slides for that talk at his site as well, but it was much better live (and the ability to interact was key).

And now I’m just going to throw out random things that I remember from the talk in no particular order.

Blue Sky/Looking Glass actually started as a group of MIT students, one of whom had an uncle who was working at Origin and wanted to start his own company (Paul Neurath).

One of the really odd parallels between Blue Sky and Id Software is that at both studios all the developers started off living and working together in the same house – the Blue Sky house eventually had ten employees living in it. This both facilitated the work and kept initial production costs way down.

Warren said that when he first came to the Blue Sky house (to produce Ultima Underworld) the guys there wouldn’t talk to him until he got his laptop on the network and named it. Apparently, having a machine that you could name yourself was a big status symbol at MIT, and the idea that you weren’t “somebody” until your computer had a name carried over to Blue Sky. Warren said he named his computer “Elmer PHD” and that he uses that as his online tag now.

Warren said that Marc has the ability to play your game for a short time and tell you exactly what’s wrong with it and give you a whole bunch of ideas for improvement. How I wish I could have him play Planitia…

Marc finally left Blue Sky during the development of Terra Nova after he got into an argument with Dan Schmidt, the director, over a feature Marc didn’t want to implement.

Marc said that he liked the fact that his involvement with System Shock 2 was purely technical and didn’t have anything to do with the design because he could then actually play and enjoy the game!

Marc is very big on programmer/designers. He said that if you want to work at Mind Control Software, you can expect to get grilled on game design even if you’re interviewing for an art position. Warren chimed in and said that they do the same thing at Junction Point. Marc also mentioned that at Valve, there are no game designers – they have “gameplay programmers” instead. This neatly coincides with my two favorite game postmortems.

After it was all over I went over, shook his hand and thanked him for the Looking Glass stuff. He said, “Hey, I was just on the team.” I said, “Well, you’re the member of the team who is here, so I’m thanking you.” He didn’t seem to mind that.

Frankly I think the whole thing was good enough to put on TV, and I’m hoping that’s where it will end up. Looking forward to next Monday’s session, which will be with Mike Morhaime, one of the founders of Blizzard.


Kind Exposure, and Stuff My Friends Are Doing

First order of business – Planitia made the front page of Retro Remakes. I was totally not expecting this; I mentioned the demo on the forums there in the hopes of getting more feedback and Oddbob posted about it. Thanks, Bob! Teehee, I’m so excited!

Plus, I’ve got several friends with projects that deserve mentioning.

First, Tom Mauer has a brief but fun demo of the game he’s working on, Warriors of the Shining Star. It’s an action-adventure game that controls in a Robotron-esque fashion. You’ll need to have XNA installed and an Xbox 360 wired controller to play it.

Second
, Ryan Clark has just released a new milestone version of his CrazyBump utility. What does CrazyBump do? Why, it procedurally generates bumpmaps from artwork, of course! What that means I have no idea, but previous versions of the utility got lots of very positive feedback so if you work with mumpbaps you should probably give it a try.

Third, SteelGolem is starting to get some real progress showing on his action/RPG game, ActionRPG. No demo yet, but if you want to watch his progress you can do so here.

And finally, Sol buzzes me about once a week with some new project he’s done and every time I forget to post about it. He’s got videos posted of some of the stuff he did for the demoscene, crazy photoshop filters (including one that makes your pic look like it’s on a ZX Spectrum), a simple 3D engine with source, as well as his video capture API and his text mode rendering engine, etc, etc, etc. Just poke around, he’s got tons of great stuff.