20091231

Co-Optimus


I was talking about coop-centric gamedesign (and specifically AI) yesterday, and I forgot to link to this interesting topical website — linked by Chris M. Park's blog, also very much worth reading, for that and more.

Merry '10, people, this will be an interesting year, in the Chinese and any other sense, I reckon.

20091230

Coop vs AI



An emerging trend in the world of strategy/tactical games of late is the focus on coop multiplayer vs AI, as opposed to the more traditional use of AI as a stand-in for an absentee 'real' opponent.

While not entirely new, this is an interesting development, and one of the many subtle ways in which the wargames (as a broad category/genre) are finally getting payback from the adventure/action/RPGs that have shamelessly 'borrowed' from strategy games forever, without giving back much love until recently.

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While other genres have evolved spectacularly over time, thanks to genre fusion/bending and cross-pollination, strategy games have known few significant changes since the emergence of RTS:
at core, most strategy games tend to fall in either of two categories: computerized renditions of boardgame-styled designs, or mildly brainy action games sitting in a fancy simulated environment, with eyecandy added to taste.

The reason for that is simple: strategy and wargames are traditionally and by nature thought of as 'versus' games, yet current AI do thoroughly suck at emulating a 'real player' opponent.
Thus the tried and true solutions to make the AI look good boil down to either very solid game mechanics that even a seriously retarded bot can't screw up, or relatively simple game design (that an AI can handle, with cheats if needed) fleshed out by a rich enough simulated environment to overload the cognitive capacity of the human player and create the illusion of lifelikeness.

As a result, designing for single or multi player(s) has often been perceived as an either/or choice: a good single-player campaign usually will hinge on RPG-like scripting, crafty level design, extensive playtesting, with some storytelling and cutscenes thrown in to thicken the sauce, while the multiplayer PvP mode requires solid boardgame-like game mechanics to work — it's really tricky to do both at once and well enough in a single game.

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Luckily, other game genres bring a comparatively lateral-thinking answer to this dilemma: cooperative multiplayer.
As hinted above, this is a counter-intuitive option for strategy and wargames, and although coop mode has been present in the multiplayer options of many a RTS in he past, it generally has been there for the sole sake of exhaustiveness, and rarely if ever been a defining feature of any srs bzs strategy game until recently…
Just to be clear, I'm talking about coop vs computer here, not team-based PvP, which is indeed cooperative too and can spice PvP quite a bit, but is still PvP at core and is not an essentially different play mode from FFA PvP, mechanics-wise.

Coop vs AI (CVA) comes from CRPGs (notably MMOGs) and action-adventure genres, which have been struggling for a long time to reconcile their single-player heritage with the commonly accepted wisdom (and now built-in expectation) that multiplayer adds value to a game. In those genres, Coop gameplay is a fairly obvious way to go about bringing more than one player on the same boat, and is also a welcome answer to the seemingly insurmountable problem of Artificial Stupidity of henchmen and other computer-driven teammates in RPGs and action-adventure titles.

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Applied to strategy games, the eureka moment of going CVA involves putting the genre on its head: the common ancestors of all wargames are about two guys sitting on chairs across a table and duking it out over a board and tokens — at face value, making it about two guys helping each other to beat the crap out of a machine is more of a leap than a stretch — but in hindsight, CVA looks just as elegant and obvious applied to strategy games as to CRPG.

CVA works best when freed from the preconception that the AI's there to substitute an absentee human opponent, which AIs are notoriously bad at.
Dropping the Turing-test idiot ball and instead embracing a PvE-centric design approach allows to build a game that can be equally interesting in solo and multiplayer mode, as the game mechanics no longer need to cover for Artificial Stupidity. It's certainly extra work over just bolting more seats on a single-player game, but it's definitely the easier path (compared to faking human intelligence with scripts) to get something worth playing.

Coop doesn't mean the challenge, tension and sense of accomplishment have to be diminished, either : the human factor and drama fuel can be just as strong when players try to work together rather than intently butt heads, and a CVA design can still be spiced up with multiple coops competing against both the AI and each other, as long as the AI is clearly defined as the primary threat/target.

The brilliant (despite disputable looks) 2009 poster child for that approach is probably AI War — go check it out now if you haven't yet.

…and if you want to know more about the AI in this particular design, here's a good and thorough writeup series.

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20091229

Entropy

I used to be precocious, and now I'm old and retarding…
— things even out that way.

20091130

Head in the cloud, and beyond.

There's a lot going on vis a vis cloud computing these days, and it has been occupying a good share of my time lately, especially considering what it can do for the future of R-POW gaming…

I was so busy trying to wrap my mind around its potential from an infrastructure and business standpoint, how it could inform game design practices and tie with other pink unicorns like augmented reality and AI/AGI, I missed the obvious… frickin' gorgeous games.




Minesweeper on Windows™


R-POW, in their various MMO* incarnations to date have been plagued with the general curse of blandness at best, ugliness at worst, with a few notable exceptions such as EVE online and World of Warcraft, which have managed to make for reasonably good looking games by banking either on a hardcore g4m3rZ userbase with matching rigs, or on insane talent and production value, respectively.

Cloud-based gaming, by moving the computing power out of the end-user field, not only brings hardware requirements down (all you need is a decent display hooked up to broadband — read any HDTV-capable appliance), it opens the possibility to code games with previously unreel hardware reqs that would have reduced the potential market to the niche of very special nerds operating liquid-nitrogen-cooled gaming clusters, purpose-built for one title.
Incidentally, such systems exist, they're called military-grade training simulator platforms, and for some reason it's an approach that never made it big in the consumer market — I blame the terrible dress-code and hairdos, personally.

Moving on…

Cloud computing doesn't just hold the potential to bring down development and operating costs of R-POW, to let studios finally make a buck by steering clear off parasitic publishers & retailers, or to open the way for easy licensing and high-quality indie games by allowing costs to scale up gracefully with user base growth. The biggest change may yet come from the fact games will no longer be defined by the limitations of the end-user hardware. People (and designers) will be able to make decisions based on what they need/want, rather than what the target PC or console can handle.

No longer forced to design and code within the confines of 5 years old consoles or $600 office/family PC, game makers will be able to trust the platform to glitchlessly churn out the latest in rendering algorithms, and may even gain access to on-the-fly throttling to beef up the simulation engine to meet the demands of a climactic scene.




Minesweeper in the cloud.


Movie-level visuals, plus solid simulation engine, massively multiplayer, always on, from your smartphone to your wide-screen TV… now we're getting somewhere.


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20091129

Apple in bed with BigPharma™ companies ?

Here, get a tinfoil hat so I can talk to you safely, and hang on, you're in for a treat…

Apple has figured a new way not to honor AppleCare warranties on their very expensive hardware — preexisting conditions.
If your machine has been taken out of its original shipping box, or at any time since purchase otherwise ventured outside of a clean room and into contaminated environment, a.k.a RealWorld™, Apple will not service it under AppleCare,  because frankly, you brought it on yourself by daring to, you know, use the computer, instead of setting it on display in your personal gallery's sealed, bulletproof shrine, with Colorsync-matched gentle UV-free lighting.




Apple computer used as intended.


This should only come as a mild surprise, considering the high standards of customer service Apple is known for, and how Apple service reps are encouraged to deny warranty claims on the slightest pretext (one Apple service center employee explained me how he's been briefed on the not-so-subtle art of tripping 'submersion sensors' to turn warranty-covered faults into revenue-generating after-sale servicing).

The recent stories about second-hand smoke as a warranty-voiding 'clause' however, show Apple reaching to a new level of creative callousness that warrants notice. 

Here's the reasoning: Apple is not refusing to service the machines that show (?) signs of having been exposed to tobacco smoke out of a misplaced sense of anti-smoking righteousness or — perish the thought — as a flimsy excuse to save costs at the expense of the customer, oh no… it's doing so because it can't in good conscience expose its employees and service reps to bio-hazards…

What would you want Apple to do ? Knowingly poison techs by feeding them your toxic waste, you monster !?

I wish I was making this up, but no: apparently it is part of the standard service procedure that Applecare techs are required to lick every part of your machine chassis to clean it up thoroughly before re-assembling it — which also implies part of the training for Applecare servicing certification centers on learning how to lick one's way around the aforementioned moisture sensors.

Leveraging imaginary health-hazards to shift the blame on the customer for its ailments and therefore deny coverage, while painting ghastly pictures of alternative protection systems faintly reminds me of something in recent US news, but I can't quite put my finger on it right now… nevermind, it'll come back.

Not to be insensitive to the ordeal of career Steve worshipers with an oral fetish for delicious machined aluminum alloys, but I'm starting to wonder if Apple seriously means to end the hackintosh excursion, or if they're just pretending to, for the sake of maintaining their image of batshit-insane control freaks, while really plotting to push their users into switching to cheap knockoffs ?

If your machine must be disposable — by virtue of being more expensive to maintain than replace — do you really want to shell the extra 30% Apple-brand tax on it ?

I didn't think so.

20091127

Best of luck.


Believe it or not…



…these two are soon getting married.

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[Here be the photo gallery, and go there for a nice behind-the-scene look at Big Daddy's inception.]

20091124

Story of my life.

Either I'm getting complacent and easier to please (which would be subtly ironic, given the link below), or I'm on a roll for finding stuff worth reading, lately.

In this case, and for my sake, worth re-reading at least once a week until it sinks in.

 
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