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The old that is strong does not wither

Wow
(Source.)

Posted in Games.


Draw Something


“If this is a model for entertainment in the post-PC era, we’re in for a good time.”

To be fair, she did make an effort to use two colours

Posted in Games.


The long and short of it

How long should a game be?

Six hours? Sixty?

What is the right length?

As with the related questions, “How much should a game cost?” and “How costly should a game’s development be?”, the issue is nowhere near as simple as it appears on the surface and the article purporting to reveal the truth of the matter is somewhat suspect as it gives disproportionate weight to the truthiness of some truths while overlooking other inconvenient truths.

The short answer to the question is the standard shifty-eyed, feet-shuffling evasion: “Well, it depends.” The long answer boils down to the same thing but it does at the very least bring up some interesting discussion points along the way to the same unsatisfactory conclusion.

You were only killing time and it'll kill you right back - J. Steinman

(Source.)

Continued…

Posted in Games.


Apocalypse through a window

It is the year 2012 and according to ancient Mayan beliefs and prophecies, this is the year writers are obliged to make cute references to the Apocalypse in their intros. Even when discussing X-COM: Apocalypse.

X-COM Apocalypse: Don't Get Hurt

The Steam version of X-COM: Apocalypse utilises the brilliant emulator, DOSBox, which runs the game in fullscreen mode by default. Although it’s perfectly playable that way, X-COM’s top scientists have determined that staring at blown-up jaggies on large displays for prolonged periods of time is not conducive to defending Mega-Primus because the experience is, and here I quote their report, “like, a total downer, man.”

(Memo to self: forbid top scientists from conducting further “research” on Psyclone.)

Fortunately, DOSBox is easily configurable. Unfortunately, its ins and outs may not be intuitive. For instance, running X-Com: Apocalypse in a DOSBox window is easy enough: change the fullscreen setting to “false”. The downside is the gripping drama in Mega-Primus plays out in an itsy-bitsy 640×480 window and our top scientists, impaired as they were, were frustrated in their attempts to scale the window. X-COM operative “Major Isoor”, looking to solve another problem, has the solution. The trick is to change both the windowresolution and the output settings.

The DOSBox file to tweak is dosbox.conf, which in Steam’s default installation is located in Program Files/Steam/steamapps/common/xcom apocalypse. (Be sure to back up the dosbox.conf file before editing it.)

To run the game in a 1024×768 window, make the following edits.

fullscreen=false
fulldouble=false
fullresolution=original
windowresolution=1024×768
output=ddraw

If the game feels a little sluggish running under DOSBox, experiment with the cycles setting. A 30000 setting feels right on my machine but 20000 might be a good place to start.

cycles=20000

To prevent the opening cinematic from playing every time the game launches, locate the “xcomapoc.exe” line in dosbox.conf and make the following change:

xcomapoc.exe skip

With that taken care of, Commander, let me remind you of your mandate from the Senate: invaders must die.

Posted in Games, X-COM.


A complex problem

Chris Crawford has always been one of the most forward-looking and prescient gaming commentators, and looking back upon his writing it’s remarkable just how far ahead of the pack he was. Trip Hawkins’ EA may have claimed to have seen farther but it was Crawford who actually did. In 1981, he was anticipating the negative effects of anti-piracy solutions on consumers and, in an era of crude blobs bleeping obnoxiously, he was heralding the awesome potential of games as participatory art.

He’s developed games and written books about game development but his finest hour was the speech he made at the Computer Game Developers Conference in 1992. Even 19 years later, The Dragon speech (video: part 1, 2, 3, 4, 5) remains one of the most exhilarating and dejecting works you’ll ever read, hear or see about gaming. It is at once a glorious paean to gaming’s importance and a strong condemnation of its failure to achieve its ultimate potential. It’s Crawford at his very best with everything on display: the intelligence, the arrogance, the bluntness, the humour, the passion, the theatrics and most importantly, the insight.

Chris Crawford: The Dragon Speech

Here’s what he had to say about game difficulty:

“Think in terms of a scale of difficulty with simple games at the bottom and hard games at the top. But the scale applies to people as well with inexperienced people at the bottom and very expert game players at the top. Now any given game falls somewhere on this scale but it doesn’t fall at a single point. It actually has a window. There’s the lower level of difficulty and the upper level of difficulty. When you first start playing a game, you normally start off below the lower level and what happens? You get stomped, the game clobbers you and you lose. But no problem, you come back and try it again and you learn and you get better. You start climbing the ladder and as you climb the ladder pretty soon you climb above the lower level of difficulty and you climb into the fun zone where the game is challenging and interesting and fun. You keep playing so you keep learning and you keep climbing the ladder and as you do, the day comes when you climb above the upper level. Now the game is too easy to beat. It’s boring. You don’t play it anymore. You put it aside. And then what do you do? Well, you buy another game. But this game is going to be a little more difficult than the previous one. It’s going to be higher up on the scale so you’ll climb up through that game and put it aside and buy another game and another and another. You’re just going to climb up that ladder, improving your expertise. And the result is something I call games literacy.”

(The downside of being so far ahead of the pack is when the pack does finally catch up it will have completely forgotten those who were there before, resulting in inadvertent rediscoveries of old discoveries. What Crawford described as the ladder of difficulty is now known as the Chick Parabola.)

Though that may seem like a simple observation, and one hardly worth pointing out since it would appear to be fairly obvious, it’s actually a very important one as it informs a lot of behaviours, patterns and expectations in gaming.
Continued…

Posted in Games.