Kelgray and Beyond

int game_engine(void) {

Video Game Ideas

Going back to school to study some real software development at SAIT and having trouble finding games that I’m interested in, I’ve been thinking a lot about different game ideas that are beyond the scope of what I would be able to create without a full company behind me.  Talking specifically about roleplaying games which happen to be my preferred genre, I’ve been thinking about the lack of good RPGs that are on the market today, and the holes that can be filled in that area.

One main realm that RPGs have yet to fill well is superheroes.  The closest we’ve come so far other than the MMO City Of Heroes and City Of Villains, but MMOs are real RPGs.  At least not in my opinion.  Don’t get me wrong, I got nothing against Massively Multiplayer online games, I just don’t think of them when I think of having a world that you actually have a significant impact on.  Besides, the sort of equalizing that is necessary to make different people who play a different amount of hours each week makes MMOs often very slow and tedious.  So a single-player, probably first person game that is focused on superheroes.

At first it seems like it would be difficult to do without it becoming an action game.  Spiderman 2 and 3 already cover the almost-rpg action game genre about as well as GTA does for driving games.  However, I think that it’s exactly the juxtaposition of that fact that could make the game great.  Kind of like The Tick was for action cartoons (even moreso the live action series).  It’s sort of looking on the other side of superherodom, the real life side where we see the heroes that aren’t so important, and the day to day lives that they lead.

I use The Tick as an example, though I think that it would be important for the game itself to not be based entirely on the series as the first rule of any good RPG is that you can make your own character, personality and all.  But imagine a next-gen RPG that takes place in The Tick’s world.  You’d have to do things like pay rent, maybe have a fling or two with other super-heroes.  You’d so some actual detective work (over the top Sherlock Holmes style of course) in order to find out where the bad guy is or what he’s up to.  You could use different skills to escape fiendish traps and foil evil plots.  Most importantly, you could start out as a sidekick, gain experience and items to level up your character, start solving crime on your own and possibly even gain your own sidekick (though I firmly believe that RPGs are best kept to one player so the sidekick should be an NPC, but that’s just me), and work towards many storylines and goals.

It would definitely have to be a complex system in order to make different characters with different powers equally playable, while at the same time making the game a different experience for each type of character you play.  However, with game companies reaching the sizes that they’re at now, and with the resources that they have available with current processing power and the abilities of the next-gen consoles, I think it’s entirely possible to make a cult-classic.  Unfortunately in order for that to happen, it would have to be done really well, which would mean having a major company backing the project, and unfortunately there are no major companies that are currently showing any real promise in the area of cRPGs.  Bethesda seems to be the only company that’s had any success in recent years with cRPGs.  Whether or not they could pull it off I’ll keep my nose out of for the sake of keeping the argument about it to a minimum, but regardless, it doesn’t seem to be the sort of game that they’d be interested in making.

Ah well.  Maybe by the time I’ve got my piece of paper that tells people that I can program there’ll be some new contenders on the market who’ll be willing to listen to my ideas.  There’s always hope.

September 4, 2007 Posted by | Bethesda, Computer Programming, Games, programming, Roleplaying Games, RPG, Television, The Tick, TV, Videogames, xbox | 6 Comments

On Bethesda, Fallout 3, and Oblivion

It looks like I’m gettin a few visitors from the Fallout 3 forums and I haven’t updated the blog in far too long so I figure I’d share my own, somewhat convoluted opinion on what I think about the company, and the games both from a fan’s perspective and an aspiring young software developer’s perspective.

Let’s get Oblivion out of the way first.  I came into the Elder Scrolls series with Morrowind and I loved it.  Mainly because it was the closest game that I’d found to Fallout in a long time.  That may seem counter-intuitive to some, but it was one of the only open-ended RPGs that didn’t focus on party based combat (which I dislike intently) that I’d seen in a long time.  Of course I was also younger and more naive at the time and didn’t even consider the implications of it being first-person instead of top down (and, to be fair, Morrowind’s combat system is still largely based on stats) and thought the move a good one.  When I finally got a 360 and Oblivion, I was excited at the prospect of having this hugely hyped sequel to Morrowind that was supposed to be so much larger and more robust.  While I was disappointed, I don’t think I was as dissapointed as many.

The player-skill based combat bothered me much, as well as the complete lack of meaningful dialogue, and the surprisingly small (in feel if not in actual size) game world.  I think I passed the main plotline within 20 hours the first time through (I loggged well over 200 on Morrowind and still haven’t gotten around to actually passing the game, though I always had quests to do)  and found very little to do beyond that.  That all being said, I still enjoyed the game and do not regret the purchase.  It may not be close to what I was hoping for, but it’s still so much more than any RPG I tried to get into since Morrowind.  Of course I still consider my favorite RPG of all to be the Secret of Mana which is entirely linear story and dialogue, so that may have had something to do with my ability to accept Oblivion as a decent game, if not a decent cRPG.

I found out that Bethesda had bought the rights to the Fallout franchise back in  2004 when it was first announced and was highly looking forward to my new favorite RPG company making a new version of my old favorite RPG game.  I’ll admit that one of my first thoughts was that a 3D Fallout would be so extremely cool.  I continued to wait for information on the subject for far too long after that before I actually decided to go and look for some info.  In 2006 I was saddened to fin out that there was exactly zero new news stories on the franchise since I’d first heard about the purchase two years earlier.  So I succumbed to the urge to look at the forums on the fan sites, mainly NMA.  At first I was shocked to find out that the Fallout community did not think that Bethesda making Fallout 3 was a good idea.  However, I figured that there must be some reason for their complaints outside of the simple fact that Interplay wasn’t doing it, so I looked further.

As I spent more and more time lurking around NMA I got to learn the arguments against 3D real time RPGs pretty well.  I already completely agreed with the idea that twitch based combat had no place in the Fallout universe (I can put up with swords and arrows but when the main weapons are guns, well let’s just say that I’ve never been a fan of first person shooters).  I did, however maintain my faith in Bethesda, more simply out of the fact that there was no real indication that they were going to move in that direction.  After all, no information had been released yet.  So I bided my time, and I waited, and I waited, and I slowly began to see exactly why people were getting a little frustrated.

I can understand wanting to keep important game concepts, characters, weapons, graphics, all of that under wraps.  Anticipation is a powerful tool.  But Bethesda took it too far.  If they had had a simple message once every month or two that said non-specific things about what they were working on, like, oh say, "today we had a board meeting where we discussed different possibilities for combat styles" I think it would have quelled a huge amount of the mistrust (sure people woulda been angry with the prospect that it might not be turn-based, but the huge relief that the combat was ot going to be like Oblivion’s would have far surpassed the small increase in forum slander that was already there anyway).  More than that, if they had told us vague descriptions of what general area of the game they were working on, we could have written essays and posts based on that area so that we wouldn’t feel like we were yelling into the darkness and so that if by some random whim one of the developers actual wanted to find out what the fans thought about the area that they were talking about or working on, they could go find some recent ideas and debates on the subject.

Of course I don’t expect any game company to pay too much attention to forum based communities.  It is a small sample size of fans who have had much time to discuss and find common ground in their opinions so that many opinions of average fans get lost along the way.  I understand all that and respect it as a smart business decision.  However, the controllers of  the internet based media (especially concerning the Fallout games) did and do have a certain amount of sway over those who came to their sites once every few months simply to get updated information (and right up until the Bethesda forums came out they were still the only places with any real info on the game and stuff in the world of post-apocalyptic art and games and still are some of the first places that pop up when ya google "Fallout 3").  So as long as Bethesda continued to withhold information, they continued to post well-thought out and very rational anti-Bethesda propaganda that converted more to their cause.  Even if you weren’t going to listen too much to the input of the NMA and DaC frequenters, if you’d simply made them feel as though the process was not some government based, classified, highly dangerous and volatile project.  Basically, if you wanna be treated like people, you gotta treat other people like they’re people too.

All the while I still managed to keep my neutral stance on Bethesda.  They still haven’t done anything yet that says that they fucked up (although they’re coming close with the possible elimination of groin criticals and possible loss of sexual based themes and humour, or seemingly any humour for that matter outside that of the pip-boy and related cartoon figures themselves).  Since they finally started letting information into the air (though they still seem to be trying to limit the sources that they give info to to sources that do not disagree with anything that they’re doing, kinda like, you know, that guy, he lives in a big white house and has way too many bombs at his disposal) they have done a good job at relaxing some of my nerves, what with the work they’re putting into text trees and different options to complete quests and the moral choices that affect the game world and the ending of the game etc… I’m still in my alert stance on far too many things, like the staff’s seemingly adamant opinion on the idea that Fallout contained no silliness and to have anything silly in the game at all would somehow ruin any speck of credibility that they worked so hard to muster up against the huge angry storm (which they provoked slightly and gradually over the course of almost 3 years) that arrived at their doorstep when they finally opened the forums.  Taking out the star trek based random encounters I can understand, but to potentially leave out shots to the groin or drug induced women trying to hit on you so that you’ll buy her some Jet.  If done properly those are not slapstick and dick and fart jokes.  They’re a chuckle here and there that also make you think about how sad that Jet addict’s life is, or how sad that guy you just whacked in the nuts is gonna be when his wife divorces him because he can’t give her any babies.

I really didn’t intend to sound this anti-Bethesda when I sat down to write this, but like I said, it’s hard to listen to them telling everyone that they and only they know what belongs in Fallout and what does not.  But like I said before, I’m not gonna count them out.  I’ll continue to be angry about their condescending attitudes and lack of respect for the people who pay their cheques.  But as far as their business practices, hype machine, and general development talent goes I still think that Fallout 3 does indeed have the potential to be the game that the majority of Fallout fans (you know, the ones who don’t know anything about Fallout 3 that they haven’t read in a magazine) will enjoy as an actual sequel to Fallouts 1 and 2.

August 20, 2007 Posted by | Bethesda, Computer Programming, Fallout, Games, Oblivion, programming, Roleplaying Games, RPG, Technology, Videogames, xbox | 3 Comments

And We’re Back

I just realised that the last post I made before taking my little hiatus was about online gaming which must have made me seem like much more of an uber-nerd than I actually am.  I feel the need to state now for the record that my lack in posting new and wonderful news about the universe of Taylor was not due to the fact that I was playing a game with friends while chatting on teamspeak (though that did happen once or twice).  The truth is, I lost my job and therefore lost the time that I normally post.  Fortunately I have a new job now at which I have access to el interneto and so I’m back posting.  So, time for a summary of what I feel is important.

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April 20, 2007 Posted by | Computer Programming, Fallout, Games, Generalities, Kelgray Arena, Logic, programming, Videogames | 1 Comment

Back In The Den Of Evil

I finally done it.  After years of abstaining I’ve finally gone back to playing a MMORPG.  I’m back on Star Wars Galaxies and I’m impressed.  They’ve done so much with it, the only thing they’re missing now is people.  The marketing wizards at WoW took so many people from SWG that they left the planets barren and abandoned.  It’s a problem that could be easily solved if it weren’t such a good game.  One of the coolest parts of SWG is how player-driven it is.  The best weapons and items and buffs and drugs and food are all player made.  So the economy is completely player driven.  They bring in quests that let people make more money and the prices of things will drive itself up as players realize that there’s more money to be passed around.  As part of the player-driven game-play there are player made cities.  That’s where the problem comes in.

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April 3, 2007 Posted by | Computer Programming, Games, programming, Star Wars, Star Wars Galaxies, Technology, Videogames | Leave a comment

Scratch That – Reverse It

Remember Willy Wonka and the Chocolate Factory?  Not the new-fangled Johnny Depp one which got pretty much everything right but the script, but the old one with Gene Wilder.  It’s a wonderful movie.  Gene Wilder’s comedy being a much more subtle brand made Wonka seem like a nice bloke at first, and when the creepiness came out it was almost surprising, yet it felt completely natural for his character.  My favorite bits are when the parents ask questions and Willy gives em flippant answers like “Are the oompa loompas going to rape my precious daughter?”  “I’m sorry ma’am but those questions will be feilded after the tour during a Q&A period.”  I’ll always remember how his eyes grow large as he says “The excitement is terrible!” When Augustus Gloop is being shot up the chocolate tube.

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March 27, 2007 Posted by | Computer Programming, Games, Kelgray Arena, Language, Movies, Popular People, programming, Technology, Videogames | Leave a comment

ARRRRRR

I went to a pirate party last night. And that’s not to say that it was as cool as pirates are, it was a genuine party of pirates. Almost everyone came in at least some form of costume (and some spent a lot of time on theirs) and we all gathered at a small house about 30 blocks away from mine to be rowdy and rude and drink rum and yell “Arrr!” as often as possible. They had decorations and old shwashbuckler movies goin on in the background and a whole lot of people (by which, of course, I mean more than some by a bunch). I stayed pretty sober the whole night but it was wonderful fun nonetheless. Who’da thunk that the party would have a potential impact on my life goals and an almost definate impact on my game.

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March 25, 2007 Posted by | Beer, Calgary, Computer Programming, Games, Kelgray Arena, Language, programming, Stampede Wrestling, Technology, Videogames, Wrestling | 3 Comments

The Gaming Industry

This was originally written in response to Matt Jenkins’ blog post: Mastering digital media where he talks about how video games are redefining the way that we communicate, but it got pretty long and involved several tangents so I figured I may as well post it here instead.

 [To Matt]  You sound pretty optimistic about the gaming world.  There’s a downside with the way things are going though.  Both with games and with the internet.  Just as we “interact in a manner that approximates our offline experience”, the internet, and especially the gaming community, is beginning to manifest itself in a close approximation to the corporate world.  Just like Walmart puts smaller stores out of business because they can’t compete with its low prices, the large gaming companies have overtaken the smaller ones as the small companies don’t have the funds or the manpower to produce the same caliber of game that the large companies do.

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March 24, 2007 Posted by | Computer Programming, Games, Generalities, programming, Technology, Videogames, Writings | 2 Comments

Calling All Programmers

I got a few questions to ask.  The first question is about the game.  I’m wondering if anyone can point me to a good tutorial on using 2D graphics in C/C++.  I’ve seen all sorts of tutorials out there on how to use directx to manipulate polygons and all that fun 3D stuff, but unless I’m involved in a big pretty game project, I’m not interested in that side of the coin.  What I need to know is how to draw tiled maps from pixels which can be navigated in 8 directions, add some houses and trees on top of that and an animated sprite or two and I’m happy.  I have seen a tutorial or two on how to do this, but they’re all missing the basics, that being what libraries to include and what functions to call to get the bitmap data in the first place.  If anyone knows where I can find a beginner/intermediate guide to this I would be most grateful.

The second question I have is about careers.  I’m wondering how hard it is to get a job in programming without having to get a degree (note that’s degree, I got no problem getting a certificate or even a diploma).  After taking the prerequisite course and looking into the curriculum of the certificate program that I may be about to start, I’ve discovered that most of the stuff they’re teaching is stuff that I already know, and the stuff that I don’t know is stuff that I’ll be able to learn just as easily (and probably faster) studying independantly.  The problem with degrees is that they cost a lot of time and money, and while I’m willing to put in the time to learn the work, I can’t afford to both pay tuition and not work full time while I’m doin it.  Is there some type of company that I can get an entry level programming job in without having the pieces of paper to prove that I know how to write the code that’s in my portfolio?

Lastly I want to know if there’s anyone out there who wants to work with me on my simple game project.  I’m lookin for someone who’s either also somewhere between beginner and intermediate with C/C++ or someone who’s willing to teach me a lesson or two about programming.  Leave a comment and let me know if you’re interested.

March 23, 2007 Posted by | Computer Programming, Games, Generalities, programming, Technology, Videogames | 5 Comments