Archive for the ‘Game Infomation’ Category
The Future of Submarine Games
In the last six months, the demise of sims has been pronounced in abundance. Print mags and sim webzines have been telling you sims are being cancelled left and right Jane’s A-10: Cancelled. Wolfpack II: Cancelled. Silent Steel II: MIA. M1Tank Platoon 3: Cancelled. Fighting Steel Deluxe: Cancelled. Jane’s Attack Squadron: MIA. Thunder Over Europe: MIA. The list goes on.
We all know that this is a down cycle for sims and we believe there is hope that in a couple of years, things will turn around and sims will be hot stuff again. Hey, I remember in 1973 when the EPA and OPEC throttled the life out of the muscle car scene. I had a 1970 Cobra Torino that had 450 hp and ran the quarter in the high 13s. In less than three years every car out of Detroit was a smog controlled, gas economizing slug. They even started making them as ugly as they were slow! It was heartbreaking.
But over time, things change. Now you can get a high performance machine that handles and has luxuries like front/rear AC. My ’99 Riviera has a supercharged V-6 that would make my old Torino proud.
So, keep the faith. Things will improve, even if no one knows when. Silent Hunter II and Destroyer Command are showing signs of life. Harpoon 4 is still under development. There are stirrings from the Sonalysts camp.
When a new subsim does hit the shore, try to remember, the developers and game producers are our friends. They make the kind of games we like because they like them too. Why would they labor over armor thickness tables, ship model physics, and torpedo trajectories for a niche market? I know a few developers and they all love the genre.
Try to keep your criticism balanced. Should you blast a sim you had trouble with or didn’t enjoy with all the invective and animosity you would normally reserve for someone who stole your car or used your toothbrush? I was told by one producer that high-level executives frequently ask him about hard-core negative postings on newsgroups and forums. The industry sees us as demanding, unappreciative, and impossible to satisfy. It’s much easier and more lucrative to crank out Deer Hunter and Barbie games and their users rarely flame the game company to a crisp.
I work with a CPA accountant who likes computer games and is pretty good at them. He can play a mean Age of Empires warrior. I tried to interest him in learning Jane’s 688(I) for some multiplay. He took one look at the hefty manual and waved it off. He assumed he would need to learn all the material to play competitive. The blessing and the curse of a good sim is its complexity. You want to command a battle fleet or do TMA on a Los Angeles class submarine? You need to learn skills and study. And this restricts the popularity of the sim. Mass market games generally do not carry the steep learning curve a sim does. So while we hard core sim players are delighting in the minutia of seven different stations and all their controls, casual gamers are passing up the sim at a 20 to 1 ratio. Sims truly are a niche market.
Niche market games have limited budgets. This mean a small number of programmers and artists must concentrate on the basics. Don’t expect to see everything you want and imagine in a sim. Oh yeah, I’m with you–I wish a subsim could have full motion crews and other fun stuff. But as one producer told me, “We don’t have the money to design and integrate these features into the product. I wish we could, too.”
We should be finding out the status of Silent Hunter II soon. Either Mattel Interactive is going to sign someone to complete it or it will be canned. I went through the “we are planning to do this” stage with the fabled Jane’s Ice Pack add-on for 688(I), Crusader Studios’ Akula: Red Hunter, Silent Steel 2, and the interoperability between Jane’s Fleet Command and 688(I). I’m not passing judgment here, just stating that when the momentum dies, so does the objective. For whatever reasons, the product champions behind those sims were unable to secure the financing to start work. To get a better feel for the whole process, read my friend John Sponauer’s analysis of the life and death of a sim, M1 Tank Platoon 2, from its early development as an upgrade all the way through its last couple of weeks.
Despite my previous experiences with other sim companies, I am optimistic that Carl Norman and Rick Martinez mean what they say and SSI will continue to raise the banner of the Digital Combat Series while the Jane’s, NovaLogics, and Microproses around them fall like unfortunate tin soldiers. This is not to say SH2 is a done deal–that moment will come when you hold the box in your hand. We look to the next rumored subsim as our best hope for advanced underwater warfare. All we can do is stay positive, supportive, and if it’s decent, buy four copies when it comes out.
About The Author
Neal Stevens is the editor of Subsim.com and contributing author of the coffee table book United States Submarines.
$20 Buys a Lot of Game These Days
Watching the evolution of sports games has been like watching a retarded child grow up to become a handsome and brilliant Master of the Universe. Now I’m not saying ESPN’s NBA 2K5 is the pinnacle of sports gaming, but I will tell you why it comes pretty damn close ? especially for all of us basketball fanatics. Before I go on, let us talk a little bit about the “Corky” Thatcher friendly games of the past.
In 1958, Bill Higinbotham and Bob Dvorak developed Tennis-For-Two, the world’s first virtual sports game. The game itself worked on an oscilloscope and basically demonstrated the magic of Pong in green wave form. Electronic signals bouncing back and forth in an electronic . Over the next two years, Bill and Bob demonstrated Tennis-For-Two to astounded audiences across New York, but it would take another quarter century before the next electronic sports game would work its way into the public eye.
It was 1978 ? our parents were high on coke, Carter was jerking off the Chinese and Atari released its arcade sports classic, Football. And if a title is any indication of the creativity behind this electronic ball of shit, it fit like a glove. Sitting on a whopping M6502 cpu with less than 1 Mhz of processing power, the only glimmer of hope for this inept beast was the unique roller-ball controls.
By the late 80′s, the NES vs. Sega gaming war was in high gear leaving Atari’s Football and most other first generation arcade titles collecting dust in dive bars across America. The fierceness of said battle brought us some of the most memorable sports games to date. With the likes of Tecmo Bowl, Punch Out, and All-Star Baseball, things were indeed looking up for the aspiring couch potato youth of the world.
The 90′s brought a new era of 64 bit systems and remarkable graphics in the sports game arena. Even the game play for football, hockey and baseball titles were impressing the masses, but developers still hadn’t given much attention to basketball titles. Just another example of whitey trying to keep the black man down.
In comes Sega’s ESPN NBA 2K5.
As fans of the real life game, we know the way players are supposed to move and interact with one another on the wood. We know that players don’t stop to catch a pass (so eat shit, EA) or change dribble direction in a split second. This is why Sega’s geeky team of developers can self high-five their asses straight to the bank.
This year’s release offers numerous adjustments and new features made to create the series’ most realistic basketball simulation to date, powered by a physics engine that can truly handle the quick paced, high scoring, stop-and-go game play with lubricated ease.
Sega also introduces a “Next Movement” system designed to display skills and talents from specific NBA players. A player’s particular physical makeup now helps determine how well he performs in everything from running up court on a fast break, rolling a pick, or cutting off an open lane on defense.
The key feature that ties all this goodness together is the “IsoMotion” control. Using one of the thumb sticks to control your player, you can glide him across the floor and execute hop-step jukes as smooth as Iverson on his best day. Playing online, however, I’ve learned that this method of controlling can be exploited to create impenetrable defense when you throw in network lag and a stick happy adversary. Once the glitches are worked out, I imagine the 24/7 mode of online play to be the biggest hit of this fall and winter season.
Speaking of which, the 24/7 mode is a definite step in the right direction for bringing gamers online. 24/7 allows you to create a player and run him through training levels to collect points which unlock new courts and increase your skill level. It’s like an RPG, but fun!
I’ll close with this: The fucking game costs $20 bucks. Go buy it.
Great Games Youve Never Played
Do you know what you’re missing?
Some of the best computer games ever made are likely games you’ve never heard of. Created by individuals and small companies working in relative obscurity. They don’t have million dollar budgets, some don’t even have hundred dollar budgets. They don’t have dedicated marketing departments, research analysts, sales teams, fancy offices, and cutting edge tools. They scrape together whatever tools they can, often discarded by the ultra rich game designers of big shiny game studios.
Making Miracles.
In spite of these deplorable working conditions, they create some of the most amazing games around. How do these game gems get created, and who are the miracle workers creating them. They’re independent game designers. Sometimes called Indies for short. Working out of their bedrooms, garages, spare offices, and basements. They have a passion for what they do. They love games, they love the act of creation, and are relentlessly committed to their vision of what a game should be. They often build games they themselves would love to play. Simply because no one else will. These kind of games you won’t find at the big box electronics store casting it’s shadow over your end of town. These passionate Indies could care less what the marketing boys up on the 26th floor have to say about the latest game trends. Probably because their garages don’t have 26 floors. They just know their love of games, and how much they enjoy playing.
Where do Indies come from?
Indie game developers come from all different areas. They’re often former artists, programmers, or designers of some big name software companies. Maybe that quiet little programmer in that tiny corner cubicle dreams of being an Indie one day. Tired of the corporate rat race, and looking to express themselves creatively they become Indies. Some of been lucky enough to avoid the corporate avenue altogether and make a living doing what they love from the beginning. Regardless of their origins, they all have the passion and desire to create. To be able to put their name on something really great. They want to be recognized for their abilities and worth. But more than that, they want you to play their games, and have fun doing so.
Why are Indie games so good?
Indie games are good first and foremost, because they’re fun. It’s a game after all, and if it’s not fun from the get go, then what’s the point. They’re also highly original, sometimes mainstream funny, sometimes just weird funny, sometimes morbid, sometimes creepy, and sometimes just downright gross. But, thats OK. Games should be a departure from the everyday. They should make you think in different, fantastic ways. So many big name games are just rehashed ideas done a thousand times before. Another sequel of the same old games from last year. Indie games are adventurous and risky. Indies take chances and devote their time to making something unique. So, take a look around, and try a few, till you discover the one that matches your own bizarre and fantastic interests.
About the author
Chris Campbell, is that quiet little programmer in the tiny corner cubicle harbouring dreams of an Indie life. He likes to surround himself with his gaming masterpiece and those of other Indies at his website http://www.SunAndGames.com
Malicious Advertising
Advertising is a necessary irritant in the world today. You can’t drive down the street without coming across an ad, either a billboard suspended over a road or a large poster plastered down the side of a bus. If you walk into a shopping centre it doesn’t matter where you look, you see an advertisement of some kind. Even the tables in the food court now have ads embedded in them, and on my last trip to Melbourne I noticed that they were starting to embed flat screen TVs into the tables to deliver the full commercial experience to your meal. If you jump on the Internet you have to contend with pop-ups and banner ads, with some advertising agents being ruthless enough to write malicious code that embeds the ad into your computer so that you still receive the pop-ups even when you’re not at the original site.
In the past, pop-ups and banner ads have been easy enough to avoid with the right software installed (incidentally, am I the only one who finds pop-up ads that advertise pop-up blockers tremendously amusing?) but now the software developers have worked their way around that little problem. The solution was simple; sell advertising space in your software, not just on your web page.
As much as I like to complain about this new idea, it does come with a significant upside. These days, not all Shareware applications drop out after a limited period of use, nor do they constantly remind you to register. Having ads in the software provides the application developers with the necessary funding to live but leaves the user free from having to pay to use the software. It ends up being in the developer’s best interest to ensure that the user continues to use the software for as long as possible, because that means an increased income. In my opinion this was a brilliant idea, and I wholeheartedly supported it until they started building unblockable pop-ups into the software.
The gaming world is getting in on the act as well, which could be both positive and negative. The Internet provides the functionality for games to constantly update the virtual world with new billboards, TV ads, clothing and so on, keeping the content fresh and the ads current. From an advertising standpoint it’s an amazing idea, people are spending less and less time watching TV and more and more time immersed in virtual worlds. The interactive nature of the ads means that they will remain in a player’s mind for a lot longer than the TV ad break that can be walked away from, flicked over or simply ignored. The game developers on the other hand now have an added source of income, meaning that they can take more risks without the fear of losing money.
Advertising in games is not a new idea, the soft drink ’7-Up’ created a game many years ago called ‘Cool Spot’, which had the player controlling a red dot with sunglasses in his quest to collect 7-Up logos. The game was remarkably solid, leaving the players to enjoy the game while still getting its message across. I played it a long time ago as a child, but I still remember how much fun it was and exactly what product it was pushing. Pepsi released a Playstation game called ‘Pepsi Man’ that involved a blue and white striped super-hero running around collecting cans of Pepsi. Red Bull got in on the game with ‘Wipeout’ featuring ‘Red Bull’ banners and a loading screen bearing the phrase “Increase your reaction time with Red Bull”. ‘Worms 3D’ featured Red Bull as a power up. ‘Crazy Taxi’ had customers jump in the player’s taxi and holler “Take me to KFC!” or any of the numerous other licensed locations in the game. ‘True Crime’ had the characters dressed in ‘Puma’ attire, with the main character changing his outfits several times throughout the game. Until now I’ve always thought that the ads in games were amusing and, so long as they didn’t interfere with the playing of the game, I was all for them. However, there are new ideas afoot that seem set to change my mind.
The main problem I have with ads in games now is the same as my issue with Pay TV. You’re shelling out a lot of money for a product (new games being sold for upwards of $50.00 U.S.) and you’re still getting ads. If developers are going to start flooding my entertainment with advertising, I’d like to see a significant drop in the price of games.
The other big issue is that of spyware. Until now, spyware has been a hated part of existence. This malicious software digs its way into your system and collects information about you: your Internet surfing habits, the contents of your hard drive(s) and even the unblocked ports available on your computer. This has lead to the necessity of loading a system with anti-spyware utilities to run alongside the pop-up killers, anti-virus programs, firewalls, registry guards and whatever other protective measures a paranoid PC user has to implement. Now paradoxically, someone has had the ‘fantastic’ idea of building spyware into software, and games in particular.
In the future the games that you’ve just paid such a high price for will sit there monitoring you in the background, watching your every virtual move. Then they can target ads that are more likely to have an impact on you based on the contents of your hard drive or your Internet surfing habits. The best part about it is that as soon as you click ‘I Agree’ and install the software, it becomes legitimate and you’ve agreed for them to access information about you. Many software products already feature clauses in their license agreements that have the user permitting the developers to collect ‘anonymous information in order to provide the customer with a better experience’. The other part of this that irks me is the fact that I’m going to have to have my computer connected to the Internet and chew through my download limit just to play a single-player game.
In the end, I suppose that there’s no way to avoid advertising in our current world. Having it implemented into software and games was simply the next logical step. I suspect that I will be looking to download the inevitable ‘Ad Blocker’ cracks that I imagine will appear shortly after the wholesale introduction of advertising into the gaming industry, but I do believe that with appropriate tact and respect for privacy, advertising could turn out to be a positive addition to the interactive experience.
Daniel Punch
M6.Net
http://www.m6.net
Computer Traumas
It has happened! Computer games have started to control my life on and off the screen. No complicated games like Age of Empires, just the simple one of Tetris. You know the one, where different shaped and colored bricks fall out of the sky and you have to arrange them in nice lines at the bottom? Hopefully with the end result of all colors matching in straight lines so that they can be removed and point gained.
Crazy really, it first happened many years ago when I had this stupid bet that I could get more points than the next guy. What that really means is that, “I am going to be up all night playing this game and will be totally incapable of staying awake in the office tomorrow, unless of course I play the game in the office as well”. That’s what computer games do to us. We become machines where food and sleep are secondary items to all else. Just keep on playing………….till you drop.
I managed to get through that episode with only a slight increase in my weight and a damaged back from not having moved anything else except my two fingers for a sustained period of time. The latest episode though has created havoc with my life in more ways than one and I am getting seriously worried about it.
I had been playing that game in the evening for around three hours and had then gone to bed early for a dreamless and normal sleep. All okay and expected you say? Well, the sleep was but when I drove to the office the next day things started to happen that rapidly woke me up to the danger that I was in. There I was in my blue car approaching the traffic lights when all of a sudden I swerved into the other lane thus ending up stopped neatly behind this other blue car. Behind me, confused and irritated drivers with green and red cars tooted their horns angrily wandering what this maniac was doing. But I? I was happy in that I had managed to get the colors arranged and all I needed was another blue car and then we could have a full line…………….oh, no, what is happening to me? I sat there for a while shivering as it dawned on me that I had entered the game itself, it had taken me over………I was a brick!
Yeah, and that was not all. I found myself one afternoon staring inanely at a house wall and following the line of bricks along trying to sort out in my mind which pattern was best and which was not. And at my desk I found that I had arranged all files and papers in a neat pattern according to color and size having totally disregarded any format associated with the importance of in-going, outgoing, urgency, etc. Extremely worrying to say the least!
I have withdrawn from playing Tetris and other games of that sort hoping that I will stop having these off the screen episodes in real life. In the hope that I can return to a normal existence without having off-the-screen battles. Do other people suffer from this or is it just me?
The other game that I played to have a break from Tetris was “Prairie Dog”. One of those annoying games where you have a choice of guns and dogs keep on appearing on the screen. Aim and fire being the next step. Bang, Bang, Bang, another dog bites the dust. Yes, I know, pathetic really, but great fun. Volume up full, there I would be furiously firing at any movement, reloading and starting again and the dogs would make a strangled sound as I hit them. But once again I one day realized that all was not well with me, as I used to sit on my balcony and take imaginary potshots at cars as they appeared on the road. Or in a busy street I would say “bang, bang” and pretend that I had cleared a path for myself through the crowds.
I played that other game Age of Empires many times to. Love that game as it takes s kill and thought as well as two fingers and rapid movement and I became extremely proficient at it as time went by. My computer often struggled to cope with the size of my army and the enemies that I faced. I would sit there for hours on end, maneuvering, shifting, attacking and withdrawing till the sun started to come up on the horizon. It would be then that I would force myself away and climb into bed only to resurface two hours later, make a large urn of coffee and re-attack with a vengeance. Although this game never caused me to start charging at other cars on the highways or lobbing screwed up notes at others in the office it did cause me to take a good look at myself.
What would happen if suddenly I started to do this sort of thing in real life? If I started to make deals with my neighbors to attack next door offices or ping elastic bands at the mail delivery boy? I’ve stopped playing games now and have become a serious and boring “been there, done that and cured myself” type of person. I do have long and empty hours where I feel the urge to take up where I left off and I get extremely jealous when others talk about games or I see others playing them but I resist. I think it must be like smoking where one never loses the urge to light up and take a draw ? just the one! No, No, I cannot! I now sit there and lecture others on the dangers of playing games and that they should stop before it is too late. And they? They just nod politely and then disappear to talk amongst themselves………….”must be and ex-player”, whisper, whisper, whisper.
About The Author
Author and Webmaster of Seamania. As a Chief Engineer in the Merchant Navy Ieuan Dolby has sailed the world for fifteen years. Now living in Taiwan he writes about cultures across the globe and life as he sees it.