StarCraft: Orcs in space go down in flames
codeofhonor.com
codeofhonor.com
Mode 7 was the SNES graphics mode that allowed for things like rotating and zooming a background layer - used for things like the track in Mario Kart and F-Zero, or the worldmap in Final Fantasy 6 (while you're in the airship). The Scroll Register was used for scrolling in Mode 7.
H-Blank is the horizontal blanking period (and associated interrupt) - a time period between the drawing of scanlines on the screen (there's also V-blank, between frames). Changes made during H-Blank could make for some interesting effects - it was used for things like the circle that closes around Mario at the end of a level of Super Mario World: The rectangle draw routine is used, but the size of the rectangle is changed between scanlines, creating a circle. I'd imagine this was used for some of the wavy distortion effects in games like Chrono Trigger and Earthbound as well.
Even the 3D plane effect in F-Zero and Mario Kart requires an hblank interrupt routine that changes the scale and scroll registers for the tile map. Without such trickery Mode 7 technically only does 2D rotozooming. That said, in colloquial use "Mode 7" tends to refer (somewhat inaccurately) to that 3D plane effect.
That is amusing.
Apparently Wikipedia has a nice article on it - http://en.wikipedia.org/wiki/Mode_7
There's no youth like nerd youth.
There is a long line of coders who grew up playing games that want to do that into adulthood, leading to a perverse supply/demand ratio that allows studios to treat their employees like crap under the auspices of "that's how the industry works". I wouldn't buy into it.
In most European countries, unions tend to be strong enough to prevent this type of situations in regular IT shops, if you complain about it.
Just in the game industry, people tend to avoid to complain, because it is so hard to get into.
For example, pretty much all Norwegian IT workers are organized either through Tekna (union for Masters degree holders in technical subjects) or NITO (union for engineers and technical personnel). Being organized in such a community is a huge bonus when it comes to bargaining power and decreasing the leverage employers have due to ignorance or lack of information on salaries, etc. This comes in addition to all the advantages you get for having easy access to like-minded professionals.
But here in Germany we have good unions that are able to say _stop_.
So those blood-baths had limited extent here.
In industries where skills are in demand, employers have the treat these skills carefully or lose them to someone else. This includes fast growing industries (Linux, web, mobile) and skills that are both hard and really unsexy to obtain.
Perfect example: SAP consulting.
Fortunately, my dad made sure that I contacted a local game designer before I committed to Digipen.
He told me the most important thing I could do if I wanted to succeed was not become a programmer, but to study English instead. He said programmers were considered a dime-a-dozen by most studios, were often treated terribly, and truthfully, weren't exactly the most pleasant of people to begin with. By developing a background in English and creative writing, I would immediately give myself a leg up over most of my competition and my career prospects as a game developer would be significantly better off for it.
This left me with a conundrum: what did I want to do more? Write stories and be treated well or write code and be treated like dirt?
Neither. I wanted to write code and be treated well (crazy, I know).
I still write stories on my own, and I'm in the process of developing my own game, but every time I read one of these stories, I feel much better about my choice to skip professional game development as a career path.
Also, there's burnout. I spent around a year working on a turn-based strategy game, and I now hate turn-based strategy games with a passion.
How many times in the history of computing has a team seen a faked demo, believed it, and cloned it, unwittingly becoming the first ones to do it for real? The fact that there are several such stories is really quite amazing.
Based on a press-release for the capabilities of a new graphics card that would have blown his project out of the water, an engineer spent a long time thinking about what they must be doing to get that sort of performance. He figured they were using a FIFO somewhere in the circuitry, and had enough space to implement a 1-deep FIFO for a certain operation, figuring that it wasn't enough. Turns out, his improved chip beat the benchmarks that were in the original press release because they had implemented a FIFO for a different operation that had less impact on performance.
Source: Walter Isaacson's Steve Jobs biography. You can probably find this story somewhere on the folklore website.
That's not true. The Xerox Alto had overlapping windows, and it was released in 1973!
http://www.digibarn.com/collections/software/alto/index.html
Also, MIT Lisp Machines had overlapping windows by the late '70s, and MIT had borrowed this idea from the Alto.
Smalltalk didn't even have self-repairing windows - you had to click in them to get
them to repaint, and programs couldn't draw into partially obscured windows.
Bill Atkinson did not know this, so he invented regions as the basis of QuickDraw
and the Window Manager so that he could quickly draw in covered windows and
repaint portions of windows brought to the front.
On Xerox, Apple and Progress: http://folklore.org/StoryView.py?story=On_Xerox,_Apple_and_P...http://news.ycombinator.com/item?id=2998463
It wasn't overlapping windows, it was the ability to repaint a partially-obscured window without user interaction, plus some confusion because the Xerox Star did not have overlapping windows.
Arriving late to a class he quickly jotted down two equations left on the board, thinking they were homework. Several days later he hands the solutions to his professor. When his professor finally marks the problems he realises that George just proved two statistical theorems which had been unsolved up to that point.
http://www.snopes.com/college/homework/unsolvable.asp#zZx2h5...
It is interesting to hear that this was not always the case. As graphics have gotten better, storage has gotten cheaper, and budgets have gone way up, studios can't just pump-and-dump franchise cash-ins and casuals quite like they used to (with the exception of smartphone titles). ION Storm did Blizzard a great favor by wounding their pride and motivating them to create one of the greatest games ever - and to continue that brilliance until the present day.
I know the Diablo 3 performance issues weren't picked up in the open beta stresstest - because I played that and the performance was good enough to make be buy the game after being hesitent to buy an online-only ARPG when I live in Australia.
Can't talk about Diablo3 though, that series never interested me.
I think it shows that (a) the staff is being manipulated by upper management, who doesn't understand what made Blizzard games good in the past or (b) the turnover has been so high in this industry that the designers and developers themselves don't know what made these games great.
Like one where you could change your local computer time and affect the auction house online to cancel your account at will and get the money bidden on these items.
They either had to finish the product on a tight schedule and did not focus on core aspects of the game or they had no real talent on the project. But this has probably something to do with the day Vivendi took over and they had to deliver ROI at any cost.
WoW is still a first class game but we will see if they are able to convert enough of their player base to Titan. But it looks like the brand name is starting to lose value.
Is it believable that they have more freedom to scrap, or extend projects? Certainly. But are there are also external forces to development that include things such as deadlines, and other timings? I would imagine so.
It's easy for us to think of companies as an unchanging abstraction, but in reality a company changes very much based on who is behind it. Blizzard in its heyday is not the Blizzard today. I feel like the company has lost some of its magic, and it's not even quite sure why.
The talent is very different since the industry has matured. Their projects are run by people from industry that have been able to deliver before (C&C:SC2, DoW:D3). I can understand the desire for a certain predictability when you are spending 100M+ on a title. But at the same time, the reality is that these people spent many years delivering mediocre titles. Contrast this approach with Valve, which routinely picks up brilliant, but risky, talent and IP. Today, they have picked up DOTA, possibly one of the biggest games of this decade, which has slipped either by ignorance or incompetence through Blizzard's fingers.
Blizzard has every right to rehash their older games. But in 15 years, we see sidegrades instead of evolution. Perhaps they are using 1997 as a reference point. When you release a product with the barebones featureset of BNET2, it would have been passable in 1997, but 2012 is different. The landscape has completely changed. Blizzard is no longer one of the few providers of a functional multiplayer experience - you can get any game you can think of in your browser, desktop, or console. They are no longer a big fish in a small pond, but just one fish in a large ocean. By their actions, I'm not sure they truly understand how dangerous their position is. It's understandable to miss the change in the environment, after all it has been slow, and masked by tremendous successes with WoW.
But the times have changed, and on their current path, they will miss the boat the next time someone eats their lunch.
I want to also clarify that a lot of this rant is in the context of them trying to build out stuff like the UMS maps store for SC2 (or even putting in development time on their version of DOTA). To me, these are a fool's errand; pursuing them demonstrates that Blizzard doesn't understand _why_ UMS was so successful on their platform 15 years ago, and how the landscape has changed such that it no longer makes sense.
SC2 could've had a successful modding scene as well; Blizzard just doesn't understand what modders want or how to build tools for them. SC2's editor and the Galaxy scripting language were both underwhelming in their own right and significantly less powerful than the community-developed tools available for WC3. As a result, the competent WC3 modders abandoned Blizzard en masse.
Blizzard Allstars is also a fantastic idea and exactly the right move from a strategic standpoint. Unfortunately, Blizzard has absolutely bungled the execution. They should have had it ready to release with SC2, long before LoL had really caught on or DotA 2 was a thing. Instead it's been more than two years, and there's still no release date for it or HotS.
This is completely different from wc3's system where whatever games were hosted by people showed up, so you would have to wait to find a game you wanted, but it also provided new maps much more exposure.
http://www.youtube.com/watch?v=7hGV1eJEGx0
http://www.youtube.com/watch?v=-Bgxel9g-ms
http://www.youtube.com/watch?v=cu7E7Ds2V6g
The middle one is a particularly good example because you can't dynamically set the miss chance. Or rather you can, but that change will affect all units, so in practical terms you can't do it that way. Instead you have a single 1% miss buff and layer it on until you hit your target value. The problem there, of course, is that each 1% suffers from diminishing returns, so you end up having to use a logarithmic approximation instead. By contrast, completely dynamic evasion in WC3 was a breeze.
Anyway, even when Andromeda[3] was actively being worked on SC2 modding was barely tolerable. But you're also right about the mechanisms for advertising maps to players: They suck.
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1. People were making third- and first-person mods in the WC3 days too, by the way.
2. Hackish because, by design, there are many things you simply cannot do with scripting.
3. http://www.sc2mod.com/board/index.php?page=Thread&thread...
Can anyone point to companies producing games like this today? Games that are sparse, minimal, and full of atmosphere and character? I'd really like to find a few before I give up and buy Halo 4.
I'm sure you're familiar with them but all of Valve's first person shooters fit this mold (maybe not minimal...). The Left 4 Dead series especially has the atmosphere down.
I'm not certain what type of game you want. The obvious suggestions in terms of well-crafted atmosphere and high-quality narrative might be Portal and the follow-on to the above, Deus Ex: HR and Bioshock.
Probably the most authentic sense of wonder I've felt since Riven.
It's funny that you mention Halo 4 - I thought the original Halo had some of the best atmosphere of any FPS game ever, especially the Flood levels (people seem to be split on whether they loved or hated them). I thought it did a fantastic job of conveying the sense of a desperate fight for survival, and the final escape was just incredibly thrilling, especially in co-op. Halo 2 and 3 didn't come anywhere close to that. I haven't played ODST or Reach, so I'm curious if anyone agrees with me about Halo 1 and would recommend either of those.
As far recent games - if you want a sparse, minimal, terrifying game, try Amnesia: Dark Descent. It's so minimal that you don't get any weapons. There's also an XBox game called Alan Wake that was superb. Going back a little farther, there's an older Russian horror game called Pathologic that's terrifying, if you can find it and get past the bad translation and voice acting.
They're anything but sparse and minimal, but the recent Fallout games (3 and New Vegas) are full of atmosphere and character. Red Dead Redemption has some of the most beautiful and emotionally charged uses of plot + visuals + music I've ever experienced in a game.
But yeah, I agree--DX was a mishmash of a game. I liked how it experimented with some FPS conventions, though--it was very cutting-edge from a gameplay standpoint.
Agreed on the Flood levels in Halo--those are excellent, and arguably unparalleled in any other Halo game. I'm looking for stuff like that, to be honest! If I can man up I'll give Amnesia a shot, and what I've seen of Pathologic on YT looks very atmospheric.
I think that's actually a good list moving forward: Amnesia, Red Dead Redemption to cleanse the palette, then Pathologic. Maybe I'll finally get to Thief: Deadly Shadows after that.
Thanks!
(surely I'm not the only person that has discovered copy/pasting stories into a text editor to read makes it look like you're doing work? :-) )
> As every game developer knows, release dates are slippery, but the dates of trade shows are set in stone. If a game studio has spent hundreds of thousands of dollars to prepare booth space, purchase long-lead print advertising and arrange press appointments, the development team is going to have to demo something or heads will roll.
It's crazy to think about how much money and resources were wasted, not to mention destructive pressure created, by these contrived schedules of publicity dates. Getting publicity today is not as simple as making a webpage and twitter account, but at least it's not how it was in the OP's day
That was entirely different gameplay, with more RPG and less strategy. I remember how I read about it in some magazine and was greatly excited. When it came out, I liked it even more than I expected, that was one kick-ass game.
And then I found World Editor. Needless to say, I was stunned, I spent all my free time playing with JASS (wc3 scripting language), and that was very probably a deciding factor in me becoming a programmer. Hell, even now, I think I could make a decent map if paired with a good landscape designer/storymaker. I haven't finished many maps and projects in my time but the process of creation/programming was so incredibly enjoyable, that end result didn't even matter.
I wonder if there are any other world editors on HN.
[1] http://www.scrollsoflore.com/gallery/displayimage.php?album=...
[2] http://www.scrollsoflore.com/gallery/albums/war3_prerelease/... also click arrows on the page, there is more.
WC3's a great game, but the released product seems to be a backtracking from what they were trying to accomplish. DotA strikes me as having gameplay closer to what Blizzard was striving to create.
http://www.youtube.com/user/0manbiker0
Humor, gameplay and main character reminded me of another great adventure, full throttle.
http://www.ign.com/articles/1998/08/01/dominion-storm-over-g...