Archive for the 'Games' Category

My name is Inigo Montoya…

Posted in Games, Industry Rants, Links from the In-tar-web on February 12th, 2008 by MrCranky

Well, someone must have been taking pity on my and my excruciatingly long train journey filled day yesterday, because I found this little gem on my morning news trawl. I’ve been a Princess Bride fan since the first time I saw it, years ago, so it’s a bit of a no brainer that I would happily shell out cash to play a game version, so the pre-order went in about 5 minutes after finding the site. Looking at the trailers and concept art, I think I’ll be pleased with the end result - definitely looking forward to the release date later in the year.

On an unrelated note, my train journey down to our client’s site yesterday was capped by a mother and her kids joining me at my table, a boy of around 6 and a girl probably 9 or 10. The boy had a PSP and was playing away, engrossed, but he would keep banging my laptop in his efforts to show this or that to his mother. So I asked what he was playing, and he replied “Grand Theft Auto”.

“Hmm,” I said, “Liberty City Stories?”.

“Uh-huh”, with an eager nod.

“That would be the 18 rated Liberty City Stories then?”, which I accompanied by a look for his mother which I hope conveyed the level of my disgust and disappointment in her parenting skills.

“Oh, ” she says, a bit flustered, “is it?”

“Yeah”

And with that the conversation died, thankfully. Anything else I could have said would have boiled down to “you’re really just a bad parent”. Really though, come on: you wouldn’t let your five year old watch The Exorcist, or Goodfellas, what on earth makes you think that letting them play an 18 rated game is okay?

The government is apparently planning to ‘clamp down’ on unsuitable video games. If I believed that it was anything other than a cynical vote-grabbing ploy to pander to Daily Mail readers I would heartily endorse this, as I’ve always been in favour of proper age regulation on games content, just as there is for films and television. Thing is, it’s already there. The games industry gets a BBFC/PEGI age rating on pretty much every title that goes out there. The console platform holders (Microsoft, Sony and Nintendo) insist on it as part of the publishing process. Big publishers would never think about not getting their game rated, it’s just part of making games. All in all, we’ve got a great record of self regulation - we are open and up front about the content of games, and we’re not trying to sneak games into the hands of younger gamers.

None of that makes a blind bit of difference though, as long as irresponsible parents refuse to accept that games deserve the same level of care as films. So you’ve found your 14 year old playing Manhunt, or GTA with the Hot Coffee mod - you think it’s outrageous that the developers can make such games. Well here’s a newsflash - we didn’t make those games for your 14 year old. We didn’t sell them to your 14 year old (high street retailers thankfully do pay attention to age ratings). But if their gran bought them the game for Christmas and you said “Oh, that’s nice, now go play” without ever actually checking what the game was like, then I’m afraid that the blame for your child’s emotional scarring lies firmly and squarely with you, the responsible adult. Stop trying to blame others for your actions.

Puzzle Pirates

Posted in Games on June 23rd, 2007 by MrCranky

A while ago, while doing ‘research’ for one of our contract jobs, I was scoping out pirate games on the Internet. Puzzle Pirates had come up in various places as an example of a massively multi-player game that wasn’t targeted at the usual World of Warcraft playing gamer. So I fired it up and gave it a shot; since it is free to begin with it was a bit of a no-brainer.

The game itself is really a massively multi-player world, but the actions you take in that world almost all revolve around puzzle games. Your character is simply a 2D sprite moving around an isometric world. The puzzle games themselves are nothing particularly new or innovative, but they play well, are polished and fit nicely with the world’s style. Your character earns money by working on a ship (either an NPC ship, or a real ship crewed by other players), pillaging other ships for booty, or by working in shops on the various islands which make up the game world. The workings of the ships are tied to your puzzle playing performance; if you play well, the ship goes faster, and in the case of ship to ship battles, can fire more cannons.

A simple idea, but one that works amazingly well; by no means is it an immersive pirate simulator, but the simplicity of the basic puzzles allows new players to contribute, and the complexity of how the different actions interact with the game world leads the player along a long learning curve with much scope for fun along the way. On a hunch, I introduced my girlfriend to the game, and while she doesn’t do any of the more complicated things available in the game, she is perfectly happy to haunt the game’s taverns and inns, challenging people to sword-fighting (a frenetic block building game) for money. I on the other hand have worked hard (in between regaining the losses made when my other half logs on to my character and gambles away all of my money) to build up enough to buy a little ship, and work on trading between islands. In fact, the in-game economy is complex and rich, and the interface is much like EVE’s in that it involves bids, sales and supply (fake producers) and demand (player-run shops). Everything the player needs, from weapons to clothes, is produced by shops run by other players - the game masters do little to affect the economy at all.

Those who choose to subscribe can access the full range of the gameplay all the time; non-paying players can join in and enjoy the world, but are limited to basic equipment, restricted from owning shops, and may only play tavern (player vs. player) games on certain days. Those restrictions serve to nicely encourage people to subscribe, without placing a big hard wall between them and the paying players.

All in all, Puzzle Pirates is a great game to play. It’s light and easy to play that you can sneak in a quick 10 minutes of fun between other things, and complex and engaging enough that you may find that 10 minutes turning into several hours because of that one-more-go factor. Plus, Three Rings (the makers), have one of the coolest offices around, and you can’t fault that for keeping their staff happy!

Jumpgate

Posted in Games on June 16th, 2007 by MrCranky

A bit of a change of pace this week, here’s a snippet from a post I made elsewhere on the Ether-web.

Flying through space alone, only to be ambushed by three enemies popping out from behind asteroids within firing distance. Firing off a few shots to distract, and then running like a bitch, dodging like hell through asteroid fields and flying like a crazy man, while screaming like a girl on voice comms for backup. Surviving for a couple of sectors by the skin of my shields while my squad mates are assuring me they’re almost there. Almost intercepted by another bad guy coming in from another direction, but then punching past them and through a gate, to find 3 of my squadmates just turning up on the other side. The green guys come out of the gate to find that it’s turned from a chase into a battle in a matter of seconds, and I get to turn round and join in the most satisfying 4 a side battle. And when they’re all down and we only lost one of ours, I’m jumping up out of my seat and shouting “take that you f&**ers”, and then collapsing back down in fits of laughter, and a smile that didn’t go away for hours.

The game was Jumpgate, a game originally sold to me as “online Elite”; and with a description like that I was instantly sold. Elite has been a favourite of mine, and many others, since before high school. Jumpgate took the same open ended ethos and made it massively multi-player. Even in its heyday, Jumpgate rarely boasted more than 500 players on-line at any one time, but those who did play showed an amazing dedication and passion for the game that turned a small universe into a hive of activity. Combat, deep-space mining and trading all co-existing in space (relatively) well together; however it was the combat that generated the most devotion from the players. From all 3 factions squads and pilots relished the character traits of their factions, and role-played them to the hilt. There was a fair amount of out-of-character banter, but the meat of the game was always the warring between the factions.

Unusually for an MMOG, the complex flight model means that success is based entirely around your skills as a pilot. While you can earn money and experience to gain ready access to better equipment, the only thing that can improve your ability is practice and training. Undoubtedly this puts many people off, but for those with the ability and perseverance to learn, the adrenalin pumping rewards are phenomenal. My own skills in the sky were sadly outclassed by my contemporaries; I had the privilege of flying with the Octavian Vanguard - generally accepted as the finest squad on the server, and certainly filled with some of the most able pilots.

Sadly, a litany of poor decisions on behalf of the developers (Netdevil) sent Jumpgate into a spiral of decline. Arguably it was simply suffering from the natural cycle for MMOs - a big initial following which dwindles as newer and more interesting games appear. However it was clear from the long cycles between patches that there were few people behind the scenes supporting the game, and that the engine was fragile and prone to bugs when any significant changes were introduced.

The combination of stagnating game-play and bitter disputes amongst the player-base with claims of ‘griefing’, mean that today the server population rarely tops 50. A space once filled with new players and the vibrant hum of travellers lies cold and mostly empty; the few who remain live primarily for conflict, and continue to test their combat skills against each other. The much vaunted role-playing aspect has all but disappeared. However there is life in the old game yet, and talk of an upcoming graphical update to bring the visuals forward from their pre-2002 level has a few old heads interested again. And while there is still apparently just a single developer working on the game, no-one seems to want to see Jumpgate retired just yet.

The end of Ganondorf (and our tax year)

Posted in Games, Tales from the grind-stone on April 2nd, 2007 by MrCranky

Finally finished Zelda: Twilight Princess last night - very good final sections which made good use of all the game-play mechanics introduced gradually over the game. A properly satisfying final cinematic, and end-bosses that weren’t ridiculously hard like some games insist on. Admittedly, I was crippled and hung over, so had no intention of getting up from the couch and going to the PC to consult the walk-through that I’d been cribbing off the whole game, so it was good I could do the last bit on my own. I think all in all I used the walk through for about 20% of the game, which is a good learn-to-cheat ratio for me.

Also, the end of March saw the end of our financial year, which means that I have to go through all of our accounts for the last year and make sure everything tallies and cross-checks. Oooh, paperwork, yeah. Got to love it. Anyway, preliminary numbers suggest we made a small loss this year - which is great! No, seriously. We made a profit last year, but then Mr I-don’t-like-small-businesses Brown changed the rules so that any profit, no matter how small, gets taxed (previously there was about 10K UKP of profit allowed before tax kicked in). So we made a small loss which ate some of the overall profit we’ve made since incorporation, which means no tax for us this year. Yay! Turn-over’s up around 50% on last year, which is about consistent with taking on Pete part-time.

So, all in all things for 2006/07 went all right. Not great, just all right. I’d have liked to see things kick off last summer when they were supposed to, but the project we were angling for stands or falls based on the government’s whims, and getting money out of them is like bleeding a rock. I have much higher hopes for this year, so tonight I will be raising my glass in toast to the future.


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