<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-134343252235204633</id><updated>2011-10-08T09:34:28.321+11:00</updated><category term='ross-isms'/><category term='oflc'/><category term='first-person shooters'/><category term='in retrospect'/><category term='censorship'/><category term='gameplay'/><category term='role-playing games'/><category term='online drama'/><category term='politics'/><category term='Gaming Theory'/><title type='text'>mental shunting yard</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>24</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-4007461392191906400</id><published>2011-10-08T08:11:00.004+11:00</published><updated>2011-10-08T09:08:19.752+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='ross-isms'/><title type='text'>Red Orchestra 2 - she loves me, she loves me not</title><content type='html'>Oh, Tripwire.&lt;br /&gt;&lt;br /&gt;I was going to make a bunch of posts between last August and now. I have about five or six drafts kicking around and a bunch of half-formed thoughts still lingering at the back of my mind, or scribbled down on various sheets of paper that litter my desk (and much of my floor). In the end, though, there's really only one game that I feel strongly enough to write about. Not because the others weren't good, or I didn't think some features revolutionary and others counterproductive, but because &lt;span style="font-style: italic;"&gt;Red Orchestra 2: Heroes of Stalingrad &lt;/span&gt;is a perfect example of everything that is wrong&lt;span style="font-style: italic;"&gt; &lt;/span&gt;with&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; the gaming industry, and everything that is right about it, at the same time.&lt;br /&gt;&lt;br /&gt;As anyone who knows me even vaguely will know, I am a diehard &lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt; fan. From the day I got the game in late 2006 - on the suggestion of a good friend and curiosity stirred by various Steam ads - I fell in love with it. I've never been good at most shooters, as I spent my childhood playing combat flight sims and then RTS games. They're too fast for me, or demand too much fine motor control too suddenly. They're also... well, kind of bland, honestly. You can only play so many rounds of &lt;span style="font-style: italic;"&gt;Counter-Strike&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Half-Life 2 Deathmatch&lt;/span&gt; (grav gun volleyball excepted), or even the early &lt;span style="font-style: italic;"&gt;Battlefield&lt;/span&gt; games before it all starts to feel like one big blob of sameness. Now before anyone sends me death threats for implying that &lt;span style="font-style: italic;"&gt;HL2 &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;Battlefield&lt;/span&gt; were samey dross, I'm not saying that - what I'm saying is that the core mechanics were always the same. Moonwalk around with WASD, put crosshair over bad guy, shoot mans. Half your bullets will miss unless you have a sniper rifle and hit detection and damage output are done by hitscan calculations on a giant invisible refrigerator box your enemy is encapsulated within. If you hit them enough times and luck is on your side, they fall over. No matter how many revolutionary or genre-defining features games have introduced, nearly every shooter on the market has fallen into that same category.&lt;br /&gt;&lt;br /&gt;Then I discovered &lt;span style="font-style: italic;"&gt;Red Orchestra: Ostfront 41-45&lt;/span&gt;. Developed by modders-turned-studio Tripwire Interactive, the game was an improved retail version of a mod they had used to win the &lt;span style="font-style: italic;"&gt;Make Something Unreal&lt;/span&gt; competition. In terms of gameplay, I understand it was similar to the later versions of the mod (which I have sadly never played) but featured considerable polishing. The game was still a fairly recent release when I bought it, and it immediately proved to be a different beast to &lt;span style="font-style: italic;"&gt;Day of Defeat: Source&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Medal of Honour: Pacific Assault&lt;/span&gt;, and &lt;span style="font-style: italic;"&gt;Call of Duty&lt;/span&gt;, which had been the only WWII shooters I had really logged any play time with up to that point. There was no crosshair; my weapon would move around the screen and deviate from centre, and the bullets would go where the muzzle was pointing, not where the camera was looking. The only method of aiming reliably was to use ironsights or a scope. Hitboxes were no longer gigantic boxes, but so detailed that I began to make a habit of shooting enemy snipers' rifles out of their hands to annoy them. Players couldn't heal and their health didn't regenerate, and they couldn't take many shots before they went down, either. The gameplay was slow compared to the games I had come from, and yet far more tense and astronomically more rewarding. There was a definite sense of your actions having consequences - if you tried to race across a street being covered by a machine gun, you couldn't take a couple of hits and then change your mind halfway. You were dead. It was also a game (probably one of the first) where teamwork wasn't just a suggestion - it was a necessity.&lt;br /&gt;&lt;br /&gt;It wasn't just this that made &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt; appealing to me. I've always been mesmerised by WWII history, and this was the first game to really explore the Eastern front in any considerable depth (since &lt;span style="font-style: italic;"&gt;CoD&lt;/span&gt; did little more than reinforce make-believe Hollywood stereotypes). Maps were based on real engagements, and in some cases they almost perfectly replicated locations that existed or even still exist today. Weapons and vehicles handled as close to their real-life counterparts as possible in the Unreal 2.5 engine (well, except the well-known nerf of German tanks and the awesome might of the IS-2, and the recoil-o-matic submachine guns). Uniforms were based on the real things. Visuals were gritty, but not overly dramatic.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt; was not a game that would appeal to a vast majority of gamers. Free weekend promotions from Steam would see an influx of players from mainstream shooters, and while some would stay, the majority had little or nothing positive to say about the game. Tripwire realised they had a niche market, however, and continued to support the game and its community without sacrificing the things that made it great in the name of a larger profit. They continued this tradition of excellent support with &lt;span style="font-style: italic;"&gt;Killing Floor&lt;/span&gt; afterwards, although that game enjoyed a much larger playerbase, likely because gamers can't say no to a zombie game.&lt;br /&gt;&lt;br /&gt;With all that said, you can imagine how excited I was when Tripwire finally announced that "our next project" was indeed a sequel as many had expected. Initial screenshots and gameplay videos confirmed my suspicions it would blow everything else out of the water, including the preceding game - Tripwire had taken all the things that made &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt; great, and improved upon them. They'd also listened to the community's suggestions over time, incorporating sight adjustment, functional ironsights on sniper rifles, improved weapon deployment, and a drastically improved tank element. They'd also added a whole bunch of new gamemodes. Everything looked set to astonish.&lt;br /&gt;&lt;br /&gt;Except it didn't. Well, not the way I had hoped.&lt;br /&gt;&lt;br /&gt;You see, somewhere along the line, the decision was made that the game should appeal to a wider audience. You may recognise this as the scourge that is currently plaguing the gaming industry (and even many mod teams); instead of picking a solid audience and sticking to it, developers are trying to make their games all things to all men and the result is seldom a good one. I've said it on here before: you can't do everything and do it well. You can do it mediocre, and make your game a bland experience for everybody rather than an excellent one for a specific audience. &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt; found its niche and catered to it exclusively, and was dearly loved for it. Its successor seems to have gone astray somewhere along the line.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;RO2&lt;/span&gt; is much, much faster paced. You move faster, you bring up your sights faster, you reload faster, and automatics rule the day. Long gone are the times of bolt-action rifles making up the overwhelming majority of a team's arsenal; in any given &lt;span style="font-style: italic;"&gt;RO2&lt;/span&gt; match, you're lucky if a third of your team is using them. Exceptionally rare, experimental weapons - which may not have (and in some cases almost certainly did not) seen action anywhere near Stalingrad - shift the balance even more, with the MKb.42 (H) giving the Germans a decisive upper hand reminiscient of the StG.44 in &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt;. The difference here is that the Soviets have no real answer to it until players unlock the drum magazine for the PPSh, and even then the MKb's versatility is unmatched.&lt;br /&gt;&lt;br /&gt;Yep, you read that right, folks. There's an unlock system. This is quite different from the titular 'Heroes' system, which was by no means a bad idea; this is purely weapon-based, and it unlocks improvements for some weapons, cosmetic changes for others, and nothing for some. As well as improving the way your character handles the given weapon (which is just fine by me), you will magically upgrade it as time goes on. This could have worked if it hadn't been cobbled together in such an arbitrary way. Already good weapons like the MKb and MG34 - both of which totally outmatch their direct counterparts - can be extensively upgraded, while the DP-28 remains in its normal state regardless. Players must unlock the drum magazine for the PPSh-41, despite the 35-round stick magazines the weapon starts with only becoming widespread in the year following the battle the entire game is centred on. They must also unlock select-fire for the weapon... despite the fact that this feature was standard on it until its deletion in a &lt;span style="font-weight: bold;"&gt;1944 revision of the design&lt;/span&gt;. Similarly, Soviet snipers start with the PU scope for their M91/30, and must work towards the side-mounted PEM. The PEM was almost ubiquitous until 1943, when it began to be replaced by the PU. I'd like to remind you that the Battle of Stalingrad began in August 1942 and ended in February of 1943.&lt;br /&gt;&lt;br /&gt;I could write a small book about the sheer mess of bugs that the game has been since the early-access beta, and how very few have been fixed despite constant patching, but I won't. I'm here to talk about game design, not technical details.&lt;br /&gt;&lt;br /&gt;As you can hopefully glean from the above, the game has a lot of historical inaccuracies; it also has maps accurate to the last brick (not exaggerating) and uniforms that are absolutely on the money. Despite the changes to weapon balancing, the weapons themselves are the best I have ever seen in a game and I seriously doubt they will ever be surpassed - they are as close as you will get to shooting an actual firearm in any game. At times, I can feel the gameplay that made &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt; my one true gaming love struggling to shine through. That's the most infuriating thing about this game; under the mountains of slutty makeup and MKb.42s, there is the true heir to &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt;'s throne as the reining monarch of tactical realism in games, and everything we could ever have asked for. The problem is getting to it under the aforementioned, and Tripwire's attitude so far has not been promising. The game's sales figures were excellent - it far outsold &lt;span style="font-style: italic;"&gt;Ostfront&lt;/span&gt; and at one point was well ahead of &lt;span style="font-style: italic;"&gt;Modern Warfare 3&lt;/span&gt; in number of preorders on Steam - but only a few weeks from release, the servers are barren wastelands and many, many people have been left with a sour taste in their mouths. Is the game doomed? I really hope not. The core gameplay and mechanics are far superior to anything, and I don't just mean in its class - not even &lt;span style="font-style: italic;"&gt;Battlefield 3&lt;/span&gt; can scratch the surface, and the latter comes off as gamey and shallow in comparison. All the game needs is some love and for Tripwire to go back and undo the haphazard and ill-advised design changes they kept quiet until release, and give us the game we expected - the game that wants to get out.&lt;br /&gt;&lt;br /&gt;This, people, is why you do not ever try and leave your niche once you've found it. Please remember this lesson.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-4007461392191906400?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/4007461392191906400/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2011/10/red-orchestra-2-she-loves-me-she-loves.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4007461392191906400'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4007461392191906400'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2011/10/red-orchestra-2-she-loves-me-she-loves.html' title='Red Orchestra 2 - she loves me, she loves me not'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7377114978491607253</id><published>2010-08-02T03:24:00.015+10:00</published><updated>2011-07-05T22:00:40.532+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='role-playing games'/><category scheme='http://www.blogger.com/atom/ns#' term='ross-isms'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>I hate modern gaming, and here's why</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;There are a lot of reasons I'm growing increasingly frustrated with gaming. Some are to do with the developers, both commercial and mod, and some are to do with the community. This won't be a comprehensive guide to my pet hates, but a list of things that do irritate me and why. Feel free to chip in - the comment section is there for a reason.&lt;br /&gt;&lt;br /&gt;Let's start with the sudden, almost unanimous swing from 'quality' to 'quantity'. While this is at least understandable on some level for some of the larger commercial developers and their publishers, what really gets me is how infectious it seems to be. The mentality of modders almost reflects this to a tee: pack in more shiny features, and focus on blinding players with a plethora of new toys before worrying about &lt;em&gt;'&lt;/em&gt;&lt;span style="font-style: italic;"&gt;small'&lt;/span&gt; problems like game-breaking bugs or substandard gameplay. It's astounding just how rapidly this has spread; I've been hard-pressed to find a game or mod in development which isn't more concerned about adding in more filler than delivering what's needed most: consistent, enjoyable gameplay. It's another example of how devs are trying to be average at everything, but good at nothing, and it's not something that works well.&lt;br /&gt;&lt;br /&gt;Back in the old days of gaming (read: last decade), the focus was almost solely on improving gameplay. Indeed, devs would cut enough content to create an entire new game just to streamline the experience. Some games were cut and restarted altogether, &lt;span style="font-style: italic;"&gt;like Half-Life 2&lt;/span&gt;. There was no DLC, patches were entirely devoted to bugfixes and gameplay improvements, and people seemed happy with this arrangement. &lt;span style="font-style: italic;"&gt;I &lt;/span&gt;certainly was. If we wanted more, we could add it ourselves; it wasn't the devs' job to pack the game full of whatever whimsical wants each and every player possessed. No longer! Devs will now go out of their way to accomodate for as many people as possible, broadening their target audience from a well-chosen niche to literally anyone. We high-and-mighty PC gamers usually attribute the overwhelming dumbing-down of games (particularly when favourites are ruined in this manner) to console gamers, but that's not entirely true. We, too, are the ones causing this downfall. More on this later, as now I'll explore some of the effects.&lt;br /&gt;&lt;br /&gt;There's no two ways around it: modern games are becoming increasingly easy. I don't mean that we're all getting so good at them it seems easy, I mean that developers are deliberately dumbing these games down so they're more accessible. In a lot of cases, this is absolutely &lt;span style="font-style: italic;"&gt;not&lt;/span&gt; a good thing. A game with a steep learning curve will usually have a strong, dedicated fanbase (no matter their size), and more often than not, this fanbase have become very good at the game through a lot of hard-learned lessons. Opening up that game to the 'drooling masses' usually results in a much bigger and more mainstream fanbase, but very likely will drive the old hands away. We'll look at two examples: &lt;span style="font-style: italic;"&gt;Red Orchestra: Ostfront&lt;/span&gt; and its mods, and &lt;span style="font-style: italic;"&gt;Il-2 Sturmovik&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;From its earliest days as an &lt;em&gt;Unreal Tournament&lt;/em&gt; mod, &lt;em&gt;Red Orchestra&lt;/em&gt; has been aimed squarely at those looking for a more immersive and realistic WWII shooter. It's hard to pick up and even for veteran players, it remains unforgiving. There's very little room for error, and what room there is tends not to exist for very long. It says a lot about Tripwire's dedication to staying true to their roots that upon making the retail game, &lt;em&gt;Ostfront&lt;/em&gt;, they did very little in the way of making the game more accessible to new players. While this means &lt;em&gt;RO&lt;/em&gt; has a comparatively tiny community for its age, those players tend to be fairly close-knit and have stayed the course, despite newer shooters coming out in the years since. I recall watching a G4 review of the game shortly after I got into it, and sitting there in disbelief as it was labelled pretty much the worst game ever just because the presenters - who presumably don't care about any game that isn't Quake - thought it took "forever" to reload the bolt-action rifles. The video accompanying this &lt;em&gt;review&lt;/em&gt; showed quite plainly why they had such a horrible experience: they were trying to play the game as if it &lt;em&gt;was &lt;/em&gt;a typical fast-paced FPS. They were running around in the open with a 91/30, trying to hipshoot enemies from across the map. At the time I was pretty mad that such a good game was reviewed by such idiots and thus given a bad image, but now I'm rather glad that was the case. It's kept the &lt;em&gt;CS:S &lt;/em&gt;kiddies away and kept bullshit to a minimum.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;The mods &lt;em&gt;Mare Nostrum &lt;/em&gt;and &lt;em&gt;Carpathian Crosses&lt;/em&gt; follow the same path as the game itself, providing quality content and not dumbing the gameplay down at all. Both mods are, for all intents and purposes, dead. &lt;em&gt;Mare Nostrum&lt;/em&gt; is under continuing development, but I've yet to see a populated server; the last time I recall anyone playing it was after its release on Steam. This is an almighty shame, as it's one of the better mods I've played for any game.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;On the other hand, we have &lt;em&gt;Darkest Hour&lt;/em&gt;. The mod takes place in Western Europe - chiefly France, Belgium, and the Netherlands - but I suppose someone had to do it. Unfortunately, this immediately ropes in a whole lot of gamers with little or no interest in &lt;em&gt;RO&lt;/em&gt; or any of its other mods; all they want to do is relive scenes from &lt;em&gt;Saving Private Ryan&lt;/em&gt; or &lt;em&gt;Band of Brothers&lt;/em&gt;. A whole &lt;em&gt;Day of Defeat&lt;/em&gt; clan, numbering somewhere beyond two hundred members at last count, immediately came into the mod, bought up a whole lot of servers, and set about trying to turn it into their previous platform by making replicas of maps like Donner. Any other &lt;em&gt;RO&lt;/em&gt; vets should know how this turned out - for the rest of you, 'badly' doesn't even begin to cover it. The map was dominated by SMG classes and an exercise in misery for everyone else. By the time they finally got over their hard-on for bringing &lt;em&gt;DoD:S&lt;/em&gt; into the mod, they decided to play realism with the long-standing units. At time of writing, they own the only frequently-populated mixed-map server outside of Europe, and take a generally hostile stance to anyone and everyone. In short, a single external influence has a monopoly on the game servers. You work it out.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;Even if there were some less strictly-run (and equally populated) servers to play on, the community has been so saturated with imports from other games that each passing update makes it that little bit less fun for the old hands. Rather than adapt to the &lt;em&gt;RO&lt;/em&gt; way of gaming, the overwhelming impression I get from the &lt;em&gt;Darkest Hour&lt;/em&gt; community is "this is too boring, it's too realistic, it's not fun, change the game to make it perfectly balanced". Balance is not something that works out so well in a game like &lt;em&gt;RO&lt;/em&gt; or its mods; you end up with the Tiger situation (i.e. the Tiger was nerfed to the point of uselessness in the retail game) or the SMG situation (they suffer worse muzzle climb than rifle-calibre semiautomatics). Both of these were measures to try and prevent complaints from the less attentive players, and both (in the opinion of this writer and also many others) is the game's biggest downfall. &lt;em&gt;Mare Nostrum&lt;/em&gt; did away with both issues and is far better for it; &lt;em&gt;Darkest Hour&lt;/em&gt; got rid of both issues and replaced them with ten more. Grenades, as of the last patch, are utterly useless; they have to land within three feet of your target, and even then it's not a sure thing. The reason? To prevent "grenade spam". Never mind that oftentimes during not just WWII but before and since, whole sections would throw a grenade or two each into a building to clear it out. There is currently a lot of debate about putting Pershings or even Super Pershings into some maps, because apparently no Allied tanker has the sense to just flank their German counterparts and kill them from behind. The 'Super Stuart' is so incredibly buffed that it's preferred over most Sherman variants.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;Unlike the other two mods, &lt;em&gt;DH&lt;/em&gt; also suffers from an acute case of 'Shiny Kit Sindrome' - every update, scores of new features (usually of questionable value) are added, while the basic art assets remain less consistent than my shooting scores. Some of the art is beautiful and a handful of the maps are on par with the best commercial offerings, while a good deal of the weapons look horrible and most of the other maps are a few boxy buildings on some flat ground. Calling for these issues to be addressed will earn you a lot of abuse from the community, whose only concern is how many more updates they need to wait for X super tank which saw little to no combat in the war, or Y useless fantasy feature I wouldn't expect from &lt;em&gt;ArmA II&lt;/em&gt; let alone a mod running on the UE2.5. I'm not kidding; some of these people unironically beg over and over for a single, massive open-world map, field repairs for vehicles, and logistics chains. Of course, they also ask for the team they don't play as to be nerfed into oblivion as well.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;Like &lt;em&gt;RO&lt;/em&gt;, the &lt;em&gt;Il-2 Sturmovik&lt;/em&gt; series is extremely hard for new players to get into; going online is like attending the Hartmann family reunion, even for someone who's been playing flight sims since CFS 1 (like myself). While the original developer works on the next game, &lt;em&gt;Storm of War: Battle of Britain &lt;/em&gt;(which looks to be continuing the tradition of realism over all else), a third party released &lt;em&gt;Il-2 Birds of Prey &lt;/em&gt;on consoles, and later &lt;em&gt;Wings of Prey&lt;/em&gt; on PC. Playing the latter was a serious eye-opener; even with the settings on full realism, I felt more like I was watching the aerial combat sequences from Pearl Harbour than playing a game in the &lt;em&gt;Il-2 &lt;/em&gt;series. While the graphics were gorgeous, they were stylised to hell and back; everything was either desaturated or over-saturated with no middle ground; the aircraft models, while detailed, lacked the accuracy of the former games; the aircraft paint schemes weren't even vaguely close to what they should have been (even the average Hollywood flick does a better job of replicating RAF markings than was done in &lt;em&gt;WoP&lt;/em&gt;) and overall, the flight models just felt... wrong. I still can't pin the exact problem, but I do know that I didn't feel like I was playing an&lt;em&gt; Il-2 &lt;/em&gt;game at all. It felt more like &lt;em&gt;Battlefield&lt;/em&gt; flying.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;In previous posts (if memory serves correctly, as it's been a long time since my last update), I have spoken about how &lt;em&gt;Fallout 3&lt;/em&gt; suffers horribly from this dumbing-down. It's not so much a hardcore post-apocalyptic survival game (like the true &lt;em&gt;Fallout &lt;/em&gt;games)&lt;em&gt; &lt;/em&gt;as it is &lt;em&gt;babby's first venture into post-apocalyptic games&lt;/em&gt;. Apparently &lt;em&gt;New Vegas&lt;/em&gt; remedies this, but I am going to have to wait and see; it doesn't unlock here until tomorrow. Why we still have to deal with staggered release dates and regional pricing in these days of Steam is anyone's guess - mine is &lt;em&gt;publishers are concerned only about profits and not about actual gamers. &lt;/em&gt;Prove me wrong.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size:85%;"&gt;Jesus, I go on a bit when I'm irritated, don't I?&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7377114978491607253?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7377114978491607253/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/08/i-hate-modern-gaming-and-heres-why.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7377114978491607253'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7377114978491607253'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/08/i-hate-modern-gaming-and-heres-why.html' title='I hate modern gaming, and here&apos;s why'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-892563617199265175</id><published>2010-04-20T01:01:00.005+10:00</published><updated>2010-04-20T01:34:37.878+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='role-playing games'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Atmosphere vs. Gameplay - Round Two</title><content type='html'>Back to gaming, finally.&lt;br /&gt;&lt;br /&gt;Lately (mainly due to the two more recent &lt;span style="font-style: italic;"&gt;STALKER&lt;/span&gt; games being broken, and me having played &lt;span style="font-style: italic;"&gt;Shadow of Chernobyl&lt;/span&gt; through about six or seven times by now), I've been playing more &lt;span style="font-style: italic;"&gt;Fallout 3&lt;/span&gt;. Technically, I've finished the game once; however, on my first run I was still in the 'hurry up and finish the main quest, before it all goes down the pan on you' mindset of nearly every other game I've played. This sense of inevitability drove me to blast through the main quest at such a rate that I had barely explored the map beyond the central area of the Capital Wasteland, as well as the most direct routes between quest objectives. In doing so, I missed probably a good 50-60% of what the game had to offer, and it was too late to do anything.&lt;br /&gt;&lt;br /&gt;Thankfully, I'd saved halfway through the assault on the Jefferson Memorial. After the credits finished, I immediately loaded up and put as much distance between myself and the ensuing battle as possible, before wandering off to explore. This broke the game pretty badly, but at least I got to explore a little.&lt;br /&gt;&lt;br /&gt;Recently, I started the game over for the sake of altering my playing style a little. It's this character I've been playing on, and it was halfway through a trip between Meresti and Arefu that I decided on the topic for my next post.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fallout &lt;/span&gt;had a very tangible time restriction on the main quest, and this was very apparent. You were told in your briefing, you had a countdown timer accessible from your Pip-Boy, and it added the very real risk of not getting things done in time and suffering for it. &lt;span style="font-style: italic;"&gt;Fallout 3&lt;/span&gt;, on the other hand, seems happy to do away with this utterly. &lt;span style="font-style: italic;"&gt;STALKER &lt;/span&gt;used time constraints on its side quests, but Bethesda wouldn't even take this step; even where a sense of urgency seems logical, there is absolutely none. The Big Town residents you're supposed to save from the Super Mutants in Germantown can and will wait for as long as you want. You could feasibly spend a year ingame; they'd still be there, and you'd still be able to rescue them. With this in mind, it's not entirely strange to ponder whether they really need saving at all.&lt;br /&gt;&lt;br /&gt;Bethesda seem to half-do things a lot. The potential for character variation is decent at worst, yet everyone looks and sounds the same. Some areas of the Wasteland shine in their own desolate way, while others look like they simply took rocks, puddles, dead trees and grass and scattered them willy-nilly around the landscape. I haven't been to Washington DC (or at least not that I can remember), but I'm fairly certain even all-out nuclear war wouldn't make it look like some kind of incredibly rocky hinterland. Most pertinent to this post, they try and create a sense of urgency through the briefings for your quests, but they utterly fail to follow this through by creating any kind of consequence at all for not completing them as soon as possible.&lt;br /&gt;&lt;br /&gt;Of course, this would present problems for players like me, who try to do everything at once: it'd result in a lot of failed quests and a lot of bad consequences. Presumably the main reason for their choice is to comply with the ever-worsening trend of molly-coddling players, making things nice and easy for them while making sure they never feel a sense of failure or regret. &lt;span style="font-style: italic;"&gt;Fallout&lt;/span&gt; was made back in the day where games were challenging to the point of frustration, and the player was left on their own to work things out. Very few games seem to opt for this philosophy anymore, and that's a sad loss on our part.&lt;br /&gt;&lt;br /&gt;To be honest, I wouldn't mind sacrificing a little of the openness of the game world for the improvements to the overall atmosphere that such a change would bring about. Sure, you might have to decide whether to save those settlers or not in order to complete another quest. You may even need to drop everything halfway through and run back to the other side of the Wasteland in order to complete something of a much higher priority. Having said that, though, it's important to realise that the way the game works is a large part of why quests will always wait for the player.&lt;br /&gt;&lt;br /&gt;Basically, nothing happens without your presence. Until you show up at the quest start location, it simply hasn't started. Once it's completed, that's it, there's no more. Everything that happens within the Capital Wasteland hinges upon the player, and the player alone. In some ways, GSC did get something right with &lt;span style="font-style: italic;"&gt;Clear Sky &lt;/span&gt;and its faction war system: things will happen, whether you're there or not. If your friends in the Cordon are attacked while you're in Yantar, then hard luck. Life (and death) will go on with or without you or any other given character. This created some frustrating scenarios, but in the eyes of this gamer, that's preferable to a magical world where everybody simply sits around, waiting for that inevitable protagonist to show up.&lt;br /&gt;&lt;br /&gt;The Zone feels fluid, almost real. If you're not there to help your friends, they die. If you die, nobody really cares. Your body will be looted, maybe eaten, and will decay back into the irradiated earth it lies upon. The Capital Wasteland feels like some kind of bizarre dream. If you're not there, your friends won't even be attacked; if you die, everything stops.&lt;br /&gt;&lt;br /&gt;I doubt we'll see anything change in &lt;span style="font-style: italic;"&gt;New Vegas&lt;/span&gt;, but I certainly hope that as more open-world games are released, we'll start to see more believable environments and less shallow facades.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-892563617199265175?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/892563617199265175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/04/atmosphere-vs-gameplay-round-two.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/892563617199265175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/892563617199265175'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/04/atmosphere-vs-gameplay-round-two.html' title='Atmosphere vs. Gameplay - Round Two'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-6498829537804990386</id><published>2010-03-31T12:49:00.002+11:00</published><updated>2010-03-31T13:18:53.274+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='online drama'/><category scheme='http://www.blogger.com/atom/ns#' term='ross-isms'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>I'M MAD, MAD AS HELL</title><content type='html'>Yes, I'm aware this is meant to be for articles related to gaming. Yes, I'm aware that rants are generally not something people want to read. No, I &lt;span style="font-style: italic;"&gt;don't&lt;/span&gt; care. I'm seriously getting sick of this bullshit and I need to blow off steam.&lt;br /&gt;&lt;br /&gt;Once again, Youtube comments are the cause. You'd think by now I'd have just disabled them, but unfortunately some part of me feels compelled to try and educate the great unwashed masses of drivelling neckbeards that dwell there, whether they want it or not.&lt;br /&gt;&lt;br /&gt;I'd best give you some background: I decided to go watch the video clip from the Herd's version of &lt;span style="font-style: italic;"&gt;I Was Only Nineteen&lt;/span&gt; set to the original Redgum music. For those who are currently giving their monitors the vacant stare of cluelessness, that's an anti-war song written about Vietnam, from the perspective of a returned digger who is suffering PTSD. Rather than inspire massive protesting, it actually ended up becoming basically a kind of soldiers' anthem.&lt;br /&gt;&lt;br /&gt;Naturally, you'd expect the usual pro-war/anti-war/anti-argument shitfight to be going on. It was, and with spectacular ferocity. That didn't really bother me. What did bother me were the comments of two or three people in particular. One was railing against 'those uniformed cretins', alternately calling us 'murderers', 'killers', and various other insults. One was essentially calling us all idiots, suggesting we have somehow been hoodwinked into doing the dirtywork of the so-called 'Elite', who naturally control the world and everyone and everything in it through means so subversive that only these people can see it. Yeah, sure. The other was basically backing the second guy up.&lt;br /&gt;&lt;br /&gt;Once again, I'm left wondering where this lot gets off on telling us how much more they know about our line of work than we do. One said his dad was a Vietnam veteran, but he himself was a civ. The other two are just idiot civs who think they know everything. I'm all for world peace. I think it's a wonderful little dream. I say dream because it will literally &lt;span style="font-style: italic;"&gt;never&lt;/span&gt; happen. As long as there are two people left on Earth, at least one will want to impose themself upon the other; more likely, both will. I live in the real world, so I realise that disarming a country is little more than an open invitation for whichever despot or resource-hungry nation that happens to be nearest. Apparently, though, wherever these nuts live, every single person gets along in perfect harmony and nobody is motivated by greed or by wanting to impose their beliefs on their neighbours. I sure wish I lived in this mystical place. Meanwhile, when someone decides they don't like your kind and comes around trying to kill you off, enslave you, or otherwise do something you won't like by use of armed force, don't be surprised when waving signs and chanting slogans and wearing flowers around your neck does absolutely nothing to discourage them. I would truly love to see how fast these oblivious morons change their precious world view when, for whatever reason, there are no friendly troops around to keep their cushy little lives from being completely ripped apart. We maintain their right to insult us. We might not like it, but we do it anyway. I can take all the insults in the world, but one thing I absolutely will not stand for is when people insult my mates, which is what all this bullshit amounts to. Worse yet are the kinds of scum who insult people who died so they would be able to say shit like this without disappearing into some black hole and never coming out.&lt;br /&gt;&lt;br /&gt;For those people who actually have some common sense and common decency, thanks.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-6498829537804990386?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/6498829537804990386/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/03/im-mad-mad-as-hell.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6498829537804990386'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6498829537804990386'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/03/im-mad-mad-as-hell.html' title='I&apos;M MAD, MAD AS HELL'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7374664188043469367</id><published>2010-03-21T15:31:00.004+11:00</published><updated>2010-03-21T15:32:40.192+11:00</updated><title type='text'>ATKINSON GONE; LIFE OWNS</title><content type='html'>If this works out to be hype, I don't even know what I'll do. Likely something involving copious amounts of alcohol.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.heraldsun.com.au/news/breaking-news/troubled-attorney-general-michael-atkinson-to-quit-front-bench/story-e6frf7jx-1225843386675"&gt;Article&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Good riddance.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7374664188043469367?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7374664188043469367/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/03/atkinson-gone-life-owns.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7374664188043469367'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7374664188043469367'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/03/atkinson-gone-life-owns.html' title='ATKINSON GONE; LIFE OWNS'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-3726457666611769943</id><published>2010-03-10T22:25:00.003+11:00</published><updated>2010-08-04T22:04:52.360+10:00</updated><title type='text'>Fratricide</title><content type='html'>This was actually written in March, but it hadn't posted yet (presumably the fault of my oh-so-wonderful connection). Since it's still rather relevant, here it is.&lt;br /&gt;&lt;br /&gt;I'd best warn you now, faithful readers. For this article, I'll be breaking from my usual attempts to avoid anything people would get offended by; if you do, for whatever irrational reason, find yourself offended by arbitrarily-chosen words, perhaps you'd best stop reading for now.&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;I've had a pretty boring day. My internet has been causing me no end of trouble - as usual - and so even Youtube was out of the question for entertainment. I couldn't start many of my games, because Steam kept crashing and then wouldn't switch to offline mode. I didn't really feel like playing any of my non-Steam games, either. Eventually, I resorted to a mix of Lock On and sitting around waiting for Steam to start working properly.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Eventually, I was able to get it running. I then found myself with only a few games to play, as I can't update anything (my connection is shaped, so I'm running at dialup speeds right now). I decided to give &lt;i&gt;World in Conflict&lt;/i&gt; MP another shot, since I've been playing against the AI a little and I seemed to have made at least &lt;i&gt;some&lt;/i&gt; improvement. I sign in, find an Australian server with a pretty decent number of active players, and figure I've lucked out. Not so.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;We lose three games in as many minutes because our support player seemingly can't be bothered to get any anti-aircraft cover up and running. In light of this, and the fact that I'm sick of watching my units get slaughtered defending our last capzone while my teammates mill around an empty zone doing &lt;i&gt;absolutely nothing&lt;/i&gt;, I decide to go support and drop some artillery. I settle into this pretty well, and when I don't actually make kills, I'm still denying the enemy any hope of taking the capzones.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;Apparently, though, I'm violating some unwritten rule of the game by doing this, and my &lt;i&gt;own team&lt;/i&gt; starts gobbing off at me and trying to votekick me. I raise the issue that I'm by no means good at the game, and instead of actually being helpful, they figure this is an even better excuse to harass me. Eventually, one bitches that I'm just dumping artillery and not providing air support; last I checked, nobody else had been in any of the previous games, but no complaints were forthcoming then. Not only that, I was actually dropping effective barrages, eventually dumping a nuke right in the middle of the map and shaving a fair chunk off of the enemy force. You'd think my teammates would be at least a little appreciative of this, especially since the explosion wiped out several helicopters. Nope. Not good enough, apparently. I got kicked about ten seconds later.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;It's fucking well hard enough having to deal with sore losers and other pricks in general without your own team joining in. As far as I saw I had the second best score on the team, was constantly disrupting and destroying enemy assaults on my teammates' forces, and I actually saved up my tactical aid points rather than pissing them away like everyone else was. Just because some self-absorbed piece of shit thinks I should be personally sacrificing every unit I can to protect him as he ponces about doing sweet fuck all, I got kicked from a game which I was helping to win. With all the bullshit gamers have to take, you'd really think they'd be less inclined to act like absolute pricks to each other, but I guess not.&lt;br /&gt;&lt;br /&gt;It sure is a good thing I like the game and I'm not easily discouraged by morons (quite the opposite), because this kind of thing is what kills off good games. Sorry if you don't like me using an effective weapon to maximum potential; I guess if WWIII comes, you're going to ask the enemy to stop bombing the shit out of your house so you can finish that one more game before you get up to the next rank by cruising around and dragging yourself up off of your teammates' hard (and utterly thankless) work.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-3726457666611769943?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/3726457666611769943/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/03/fratricide.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3726457666611769943'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3726457666611769943'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/03/fratricide.html' title='Fratricide'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7634868164218501716</id><published>2010-03-08T00:07:00.002+11:00</published><updated>2010-03-08T00:52:45.750+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='ross-isms'/><title type='text'>A little originality, please.</title><content type='html'>Some time ago, I posted an article on the generic locations used by many games, and put forth the proposal of developers going to a war far removed from any they've portrayed (however accurately or poorly) so far. Perhaps I was setting the bar too high. Perhaps it's too much to expect from the modern PC gaming industry, where large developers are so single-mindedly fixated on churning out the next reiteration of the same game in time to seize the Christmas market (yes, Activision, I am talking about you right now) that any suggestion of originality warrants the deposing of a studio's chiefs.&lt;br /&gt;&lt;br /&gt;Maybe we should take this a little slower, then. So here's my new proposal: why not stick with the same locations, but go to a different war. Surely this isn't too much to ask? There have been plenty of wars in every developer's favourite areas, so it's not as if there's a lack of choice. In Europe alone, war has been raging since the dawn of time and it's only since WWII that things have settled down. The Middle East has probably never been at peace in human history. Likewise, central and south-east Asia have been hotbeds for conflicts through the ages.&lt;br /&gt;&lt;br /&gt;As the favourite of late seems to be the Middle-Eastern Area of Operations, let's go to Afghanistan. But how about we do it differently this time? No more ACU-clad Americans. No more high-tech rifles which will never actually end up replacing&lt;span style="font-style: italic;"&gt; anything&lt;/span&gt;, let alone the M4. No, let's take a trip back in time to the 1979-1989 conflict with the Soviet Union, in what has come to be known as their own Vietnam.&lt;br /&gt;&lt;br /&gt;Perhaps unsurprisingly, I watched &lt;span style="font-style: italic;"&gt;Charlie Wilson's War&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;/span&gt;recently. By recently, I actually mean yesterday. I see no reason this game does not exist, aside from the industry's apparent reluctance to make anyone who isn't American (or sometimes British) appear good at all, let alone a heroic character. The war was long, was bloody, and had a distinct turning point; it had a spectacular victory by the underdog, only to plunge back into chaos due to cessation of support from the US government; it had plenty of intrigue, thanks to the incredible scheme that saw the utterly outgunned and outmatched mujahideen armed with Stinger missiles. The Soviet helicopters, in particular the Mi-24 gunships, had been the absolute scourge of the Afghan resistance fighters. However, as the imposing machines began to fall from the sky, the entire course of the war changed and the eventual withdrawal by the unsuccessful Soviet invasion force was considered a contributing factor in the crumbling of the USSR.&lt;br /&gt;&lt;br /&gt;So once again, I'm putting out a challenge. Quit working on the tenth samey re-release of a tired series, and put the love back into games that has been missing from the mainstream for years now. Eventually even the drooling diehards, who are currently oblivious to the sharp decline in quality of their favourite franchises, will come about. Try actually doing something different, something which sets you apart from the rest of the industry. Who knows, you may even make a killing.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7634868164218501716?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7634868164218501716/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/03/little-originality-please.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7634868164218501716'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7634868164218501716'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/03/little-originality-please.html' title='A little originality, please.'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-6299685508843338667</id><published>2010-02-03T18:02:00.001+11:00</published><updated>2010-02-03T18:05:39.817+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='censorship'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>Just when I thought I’d heard it all</title><content type='html'>Yet again, I find myself amazed at the sheer idiocy of a certain individual within this country. As I sat reading an article on the Black Mesa mod in the latest issue of PC PowerPlay, I hear something on the radio which absolutely stuns me. Immediately, I cease reading and pay closer attention. I hear that in South Australia, a law was proposed which would force any person within that state to provide their full name and postcode when commenting on politics online. Think you can work out who proposed this? Take a guess. It was every gamer’s favourite misguided bigot, SA Attorney-General Michael Atkinson. Clearly not satisfied with demonising violent games and making insulting generalisations against Australian gamers, the man seems determined to stamp out any criticism whatsoever. Instead of being able to voice an opinion anonymously, without fear of retribution beyond the usual name-calling, Atkinson seriously expects South Australians to provide all the information needed for any given nutter to rock up to their house and do whatever they please. This comes in the wake of Atkinson calling one online poster who criticised him a Liberal creation, despite the man living only a few doors down from his office. He even came into it to collect some paperwork. Of course, this means nothing to Atkinson.&lt;br /&gt;&lt;br /&gt;I’m usually the first person to complain about the immense freedom of speech the Internet allows, because I hate having know-it-all armchair experts vomit their misinformation in my face, but to strip this altogether is absolutely mind-boggling and, for any sensible person, an appalling violation of basic rights. I don’t doubt that if I had to provide my full name and my postcode every time I expressed an opinion online, various people would’ve tried to intimidate or even harm me. I have a habit of going to town on the ignorant, and most of the time they don’t like this. Atkinson likely realises full well that this is a possibility, but since when did anything like that ever stop him? Apparently, his own precious image is more important than the safety of his critics. In my eyes this shows just how perverse an interpretation of democracy this country’s politics are becoming.&lt;br /&gt;&lt;br /&gt;Of course, I heard this on 2GB, and any Australian will probably tell you how often 2GB gets into trouble and how prone their talkback hosts are to shooting their mouths off with reckless abandon. I haven’t heard the other side of the story, but at the same time this strikes me as precisely the kind of thing such a grossly incompetent person as Atkinson would do. How the man remains in office is utterly beyond me, and I can only hope he finally gets the axe (and I &lt;em&gt;don’t&lt;/em&gt; mean that literally, as he would likely construe) before he manages to make an even bigger mess of things.&lt;br /&gt;&lt;br /&gt;Internet filters, inconsistent bans on violent games rather than appropriate ratings, and now the removal of anonymity which allows people to voice opinions which may cause them great amounts of misery otherwise – I’m beginning to wonder what this absolute joke of a government comes up with next.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-6299685508843338667?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/6299685508843338667/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/02/just-when-i-thought-id-heard-it-all.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6299685508843338667'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6299685508843338667'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/02/just-when-i-thought-id-heard-it-all.html' title='Just when I thought I’d heard it all'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-3164058226075744649</id><published>2010-01-03T18:50:00.006+11:00</published><updated>2010-01-06T06:28:54.945+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><title type='text'>Ghillie suits in the Modern Warfare games: a perfect example of concealment done right</title><content type='html'>Too many games use unrealistic, easy-way-out devices to render concealed players invisible. In many cases, they fade into nothing, or become literally no more than a shadow. In some - &lt;em&gt;ArmA 2&lt;/em&gt;, looking at you - they would barely stand up to a cursory glance. But of all the games I've seen so far, only one series has really done concealment &lt;em&gt;right&lt;/em&gt;. You might be surprised to know that it's the &lt;em&gt;Modern Warfare&lt;/em&gt; series - then again, if you play the game, probably not.&lt;br /&gt;&lt;br /&gt;Without a doubt, this is as good as it gets. Unlike &lt;em&gt;ArmA 2&lt;/em&gt;, your suit matches the grass sprites perfectly. Colour, density, shape - it's all there. You don't fade as you lie there on the ground, as seen in &lt;em&gt;Empires&lt;/em&gt; or many RTS titles. Instead, your suit is what renders you invisible. To discover exactly how effective the suit was in a controlled (i.e. not mid-game in a crowded TDM server) environment, and partially to kill some time, Kolby and I took to an empty server on Overgrown, by far one of my favourite maps and easily the best map for concealment. I had long suspected the suit as modelled by Infinity Ward's artists would be effective, but it wasn't until we put it to the test that I realised just how incredibly so it was.&lt;br /&gt;&lt;br /&gt;The guidelines were simple: one of us would stare into a corner of the barn, the other would find a position and conceal themselves. To make things fairer and a little faster, the concealed man would give a rough location so the seeker would know which area to concentrate on; if this didn't result in a find, the location would be narrowed down until the former was standing up and talking the seeker onto his position.&lt;br /&gt;&lt;br /&gt;The results were astounding. Even when I knew exactly where Kolby was, I could only just make out his outline - if it hadn't been for the outline of his rifle, I would never have seen him. Numerous times I stepped on him, and when my turn came, he walked past me some six times before I rose up into a crouch; he passed me again twice before I stood and talked him to a point only a few feet in front of me, by which time he only noticed me because the muzzle of my rifle was right in his face.&lt;br /&gt;&lt;br /&gt;While browsing Youtube out of boredom I happened upon the following video, which demonstrates this rather well - notice how the sniper remains nigh invisible even when he takes a knee, and how hard he is to see while prone, even while moving slowly:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JQlsfMIe3Ag&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;color1=0x2b405b&amp;amp;color2=0x6b8ab6"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;br /&gt;&lt;embed src="http://www.youtube.com/v/JQlsfMIe3Ag&amp;hl=en_US&amp;fs=1&amp;color1=0x2b405b&amp;color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;If only as many developers followed the example set by IW, the gaming world would be a much better place - particularly for people like myself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-3164058226075744649?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/3164058226075744649/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/01/ghillie-suits-in-modern-warfare-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3164058226075744649'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3164058226075744649'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/01/ghillie-suits-in-modern-warfare-games.html' title='Ghillie suits in the Modern Warfare games: a perfect example of concealment done right'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-6711353117692099769</id><published>2010-01-03T09:56:00.003+11:00</published><updated>2010-01-03T10:17:10.219+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='in retrospect'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='online drama'/><title type='text'>The dust settles: MW2 and matchmaking</title><content type='html'>Wow.&lt;br /&gt;&lt;br /&gt;What a drama that was, and how unwarranted it was, too. As I'm painfully aware, there are still plenty of people who will waste no time in extolling the horrors of matchmaking and just what a low and depraved group of individuals comprise Infinity Ward; no doubt they do this despite begrudgingly playing (and probably enjoying) the game. &lt;em&gt;MW2&lt;/em&gt; created such an uproar that despite being literally half the world away from my own PC, I figured it pertinent to look back on the entire fiasco and share my thoughts here. I've also got little else to do for the next few hours, so naturally, typing this will amuse me enough to kill some of that time.&lt;br /&gt;&lt;br /&gt;Right from the outset, my predicament varies drastically from that of many &lt;em&gt;MW2&lt;/em&gt; owners; I had the game pre-loaded, all ready to go, but I couldn't play it. It wasn't until four weeks after its release - nearly five, in fact - that I finally got to fire up the game which has caused one of the biggest online shitfights I can recall. Communities fractured, friends became arch enemies... it was absolutely ridiculous, and in the end, it was also absolutely pointless. While I have no doubt at all that various people will disagree with me, I thought &lt;em&gt;MW2&lt;/em&gt;'s multiplayer a drastic improvement over the ever-frustrating experience of the original &lt;em&gt;Modern Warfare&lt;/em&gt;. The touted lag was nowehere to be seen; in fact, I ran into no more trouble with it than I have in any of the locally-based dedicated servers I frequent. Yes, occasionally the game has to pause for a minute or two while it migrates hosts, and yes, that has resulted in my painful and very avoidable death on multiple occasions. So what? It's a minor annoyance. It happens maybe once every five games for me, and that's at most - some days it won't happen at all. One unfair death or missed kill a day is hardly justification for the mess that followed the big announcement.&lt;br /&gt;&lt;br /&gt;One of the other major concerns was the tactical nuke; again, this was something I found to be a non-issue. If one person can seriously get that many kills in a row without dying, it's a pretty sure sign to me that there's a severe skill stack going on, and most of the time that results in the game being little to no fun at all for those of us who still whoop with glee when we get killstreaks of more than five. An early ending to a game is hardly a life-ruining experience, and if it keeps happening, there's nothing stopping you from dropping out to find another match. I guess we're all just so used to being spoon-fed by developers that today's gamers will suffer a severe mental breakdown at the thought of actually needing to act on their &lt;em&gt;own&lt;/em&gt; behalf.&lt;br /&gt;&lt;br /&gt;Another concern - the customisable killstreaks. Again, non-issue. Don't like getting hammered by that C-130? &lt;em&gt;Then find some cover and stay there, like any sensible being equipped with a survival instinct would do&lt;/em&gt;. I don't see how the new killstreaks are any worse than &lt;em&gt;MW&lt;/em&gt;'s helicopters or airstrikes were - in fact, a number of them are significantly less destructive and in the case of the care package, even useful to the other team if captured. Truth be told, the two killstreaks which proved most disruptive were - and brace for a shock here - &lt;em&gt;the air strike and the helicopter&lt;/em&gt;. Amazing.&lt;br /&gt;&lt;br /&gt;After several days solid of enjoyable play in various gametypes using matchmaking, I can honestly say that I'm glad Infinity Ward dared to rattle the cage of the PC gaming community. I'd even go so far as to say I'm glad that they went on to thrust a gigantic middle finger at those who couldn't accept this change.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-6711353117692099769?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/6711353117692099769/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2010/01/dust-settles-mw2-and-matchmaking.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6711353117692099769'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/6711353117692099769'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2010/01/dust-settles-mw2-and-matchmaking.html' title='The dust settles: MW2 and matchmaking'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7485071549669488390</id><published>2009-12-19T19:19:00.002+11:00</published><updated>2009-12-19T19:28:58.987+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='ross-isms'/><title type='text'>Epiphany</title><content type='html'>I can't believe it took me this long to work it out, but I've finally cracked the mystery of why &lt;span style="font-style: italic;"&gt;ArmA 2&lt;/span&gt;'s terrain, while being nearly photorealistic, feels unnatural.&lt;br /&gt;&lt;br /&gt;There's no dead ground.&lt;br /&gt;&lt;br /&gt;I'm not talking about huge valleys or sprawling basins, because as we all know, there's no shortage of those. No, what I'm talking about is the smaller-scale stuff - the stuff yours truly would seek refuge in with his mates in a contact.  Drainage canals, creekbeds, culverts along the sides of the road, berms, craters, fissures, erosion channels... the list goes on. Nowhere in the entire game world - and now I think about it, nowhere in that of the first game, either - do I recall seeing any of these. Considering that &lt;span style="font-style: italic;"&gt;ArmA&lt;span style="font-style: italic;"&gt; 2&lt;/span&gt;&lt;/span&gt; is regarded a sim rather than a shooter, and also considering the heavy emphasis on infantry combat, wouldn't you think that the infanteer's favourite forms of cover would be included from the outset?&lt;br /&gt;&lt;br /&gt;I'd gladly sacrifice a few forests, truck-sized boulders, and locked buildings to see these included in &lt;span style="font-style: italic;"&gt;ArmA 2&lt;/span&gt;. Don't even start me on the gates and doors, though.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7485071549669488390?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7485071549669488390/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/12/epiphany.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7485071549669488390'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7485071549669488390'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/12/epiphany.html' title='Epiphany'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-4297216299175400659</id><published>2009-11-10T03:05:00.009+11:00</published><updated>2009-11-10T10:51:01.491+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='role-playing games'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Borderlands</title><content type='html'>Over the past few days, I've been gaming hard. I'm leaving very shortly to go to basic training, where I will remain for four weeks (or so I hope); few things bother me more than to leave a story unfinished, so I was intent on completing  &lt;span style="font-style: italic;"&gt;Borderlands &lt;/span&gt;before my departure.&lt;br /&gt;&lt;br /&gt;At first, I wasn't sure what to think. The effort put into the game's intro sequence alone was pretty impressive; however once I embarked upon my journey, it began to feel a lot like I imagine &lt;span style="font-style: italic;"&gt;Fallout 3&lt;/span&gt; would have if Bethesda had left out a lot of the extraneous bullshit. Don't get me wrong, I like the sheer amount of features in that game; VATS makes up for the awful manual aiming (although I would rather they fixed that instead), and I wasted no time in setting about rescuing every teddy I could find from the horrors of the Capital Wasteland. The ability to just mess about doing things like this was kind of entertaining, but at the same time it diverted me away from the main story time and time again; I'd take on one side mission and end up trying to complete ten all at once. While &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt; presented me with a lot of the same issues - particularly the one where I would have a small nervous breakdown trying to work out which areas to explore, for fear of forgetting to look somewhere else - it did it a lot less often and the side quests were generally fairly short, which was nice.&lt;br /&gt;&lt;br /&gt;The game started out at a rather leisurely pace; in fact, it remained that way for most of its duration, again echoing the things about &lt;span style="font-style: italic;"&gt;Fallout 3 &lt;/span&gt;which irritated me. Forgive me for comparing the two almost exclusively, but it's for reasons of simplicity, not a belief that &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt; is any attempt at a copy of that game. &lt;span style="font-style: italic;"&gt;Fallout 3 &lt;/span&gt;is the most recent game I've played which I can really compare &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt; to at all. To get back on track, the reasons for this were twofold: slow-paced missions, or plenty of missions. As the game progressed, the number of quests available skyrocketed and it took me about two days to get through the New Haven phase of the game alone. That said, I was enjoying myself. While a lot of the side objectives tended to repeat themselves - searching for objects scattered either locally or over an entire map segment being the worst offenders, followed by elimination challenges - they usually coincided fairly nicely with my more important tasks or even each other, allowing me to wrap up anything from two to six all at once. I'm not entirely sure how, but Gearbox have somehow managed to stop this from boring me to death, like it would in most games. Gearbox have also managed to reference a variety of absolutely brilliant movies without making things seem cheesy, and I got a good laugh out of spotting these. &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;At times things became a little tedious, but never enough for me to quit the game for days, weeks or months on end like I generally do; I took breaks every few hours, but then I was right back into the game.&lt;br /&gt;&lt;br /&gt;I think that the sheer uniqueness of the game's art style played a large part in appealing to me. It's something I haven't seen for a long time, and it's always nice when a dev decides to fly completely in the face of the current trends, even when there's no real guarantee that the gamble will pay off. Originally, &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt; subscribed to the same gritty over-realistic, Hollywood-esque style that many recent titles have used; although it still featured far more colour than most of those games, there wasn't much else to distinguish it visually. In changing to a completely unrealistic, almost cartoony art style, Gearbox not only managed to make it stand out from the crowd, but they also proved that you don't have to follow everyone else's lead to produce a popular game. Even in the absence of the usual long cinematic sequences or rooted-to-the-spot exposition dialogues, I found it relatively easy to lose myself in the world of Pandora; I developed an almost parental over-protectiveness of Claptraps, and took great glee in mowing down any who I found near a hurt one. I developed something of a 'feel' for the characters' personalities, usually spotting a betrayal or a helping gesture before it came. Most importantly, I felt the kind of drive to reach the Vault while keeping Lilith as safe as possible that I needed to finish the game (despite there being no real penalty for dying). Even though no real backstory was provided for the characters ingame and scant details were all I had seen elsewhere, it was fairly easy to work out what made Lilith (who is an absolute force to be reckoned with in good hands) tick. That said, I would've liked the chance to actually learn more about each character at some point in the game; like &lt;span style="font-style: italic;"&gt;L4D&lt;/span&gt;, vague details and subjective guesswork are all that are available.&lt;br /&gt;&lt;br /&gt;Returning to the gameplay itself, once again, the &lt;span style="font-style: italic;"&gt;Fallout 3 &lt;/span&gt;comparison rears its ugly, desolate head. Both games featured a slow lead-up to a tipping point after which no amount of willing the game to slow down would help. That's it, really; the story just hit its climax and ran away wildly, like a kid tyre-rolling down a hill. In the case of &lt;span style="font-style: italic;"&gt;Fallout 3, &lt;/span&gt;I actually went back and loaded an earlier save before buggering off and setting out to explore the remaining &lt;span style="font-style: italic;"&gt;two-thirds&lt;/span&gt; of the game world, abandoning the final quest as it neared its close. I genuinely hadn't expected things to take off so fast, and as I'd finished the game, I knew how I would end it. To this day,  &lt;span style="font-style: italic;"&gt;Fallout 3 &lt;/span&gt;appears confused as to whether I've finished the main quest or not, evidenced by the mixed news updates on &lt;span style="font-style: italic;"&gt;GNR. &lt;/span&gt;This is essentially the same problem I had with &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt;; I had a few side quests I was partway through, and whole areas of the game world I had only given a cursory glance to. In particular, the latter areas of the game were all but unexplored to me, as I'd been so single-mindedly intent on reaching the Vault. I'm trying to keep this relatively spoiler-free, so I won't go into specifics; however, Thor was the tipping point, and from there on I didn't stop for hell nor high water. I did stop for hurt Claptraps, but I digress.&lt;br /&gt;&lt;br /&gt;Once the inevitable had happened, and I had finished the game - the ending of which, by the way, felt like a bit of a slap in the face - I sat and watched the credits roll, and began the inevitable comedown that follows a long binge on a game which has managed to really draw me in. You can imagine my surprise, then, when the credits stopped rolling and I found myself standing alone in the snow, a single objective marked on my HUD.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt; isn't quite done with me yet, and in a way, I'm kind of glad. While the actual main story was incredibly short and wonkily paced, much like &lt;span style="font-style: italic;"&gt;Fallout 3&lt;/span&gt;'s, I wasn't ready to just leave Pandora, or Lilith, to gather proverbial dust. In conclusion - because I have to end this barely-coherent mess of thoughts somewhere - Borderlands is something like a donut to me: thoroughly enjoyable, but leaving you wanting more. Gearbox is already working on DLC which will add new areas, enemies, and quests, but in this gamer's mind, a more filled-out main story would be worth more than all the DLC in the world. Borderlands will probably suffer somewhat upon my return as I'll no doubt binge on &lt;span style="font-style: italic;"&gt;MW2 &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt;, but it can certainly rest assured that I won't be able to leave it alone for any longer than necessary.&lt;br /&gt;&lt;br /&gt;Like a hurt Claptrap, really.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(204, 0, 0);"&gt;Edit - and this does contain something of a spoiler -&lt;/span&gt; &lt;/span&gt;I should probably make one final note, which is that my disappointment with regards to the ending was due to the speed at which it arrived, &lt;span style="font-style: italic;"&gt;not&lt;/span&gt; what it entailed. A lot of people seem upset that they couldn't do what they expected to do; well, you can't always get what you want. If anything, it's nice to see a game which leaves the player feeling well and truly stitched up and wondering if anything they'd experienced was what it seemed to be. Nearly every game I've ever played ended well for the player; this is a welcome change.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-4297216299175400659?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/4297216299175400659/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/11/borderlands.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4297216299175400659'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4297216299175400659'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/11/borderlands.html' title='Borderlands'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-1115380217591435933</id><published>2009-11-06T13:06:00.002+11:00</published><updated>2009-11-06T13:29:36.400+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Brown Brown Brown (Red Blue Green)</title><content type='html'>Over the past few days, I've been playing two games in particular: &lt;span style="font-style: italic;"&gt;Mirror's Edge &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt;. Some time ago, Kolby covered the issue of the 'fade to brown' seen in a lot of newer titles. Here, though, we have two very different ways of avoiding that problem.&lt;br /&gt;&lt;br /&gt;Let's start with the former. &lt;span style="font-style: italic;"&gt;Mirror's Edge&lt;/span&gt; makes use of white like most games make use of brown. The buildings, streets, drainage canals, walkways, AC units... virtually everything in the city is pure, eye-burningly stark white, right down to the cardboard boxes and benches and other detritus that you encounter during the course of the game. Obviously, this is as much a device to tell the player they're in a sterile, utopian society as it is a design choice; accents of orange, green, blue, pink, and various other vivid colours are used to draw the player's attention to where they're meant to go, or to detail an area. In places, even the lighting and shade are coloured. This is the all-out, dead-opposite approach to what we're becoming used to, as brown usually represents something dirty or old.&lt;br /&gt;&lt;br /&gt;Perhaps the credit for the more interesting of the two approaches, though, goes to &lt;span style="font-style: italic;"&gt;Borderlands.&lt;/span&gt; While the game itself is largely brown by necessity (Pandora, of course, being one giant wasteland), the player's weapons - the things they will see every second they are playing the game, in the bottom right corner of their screen - are so vividly coloured they put even the &lt;span style="font-style: italic;"&gt;Halo&lt;/span&gt; series to shame. Kill a lot of enemies in one area, and you will find a veritable rainbow of weapons lying on the dusty ground. The fact that Gearbox found a way to add some colour to a game which takes place on a dustbowl planet is impressive; the fact that they did so without hurting the atmosphere is even more so. If only more developers would try to inject some variety into the sea of brown... as even deserts have colour.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-1115380217591435933?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/1115380217591435933/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/11/brown-brown-brown-red-blue-green.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1115380217591435933'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1115380217591435933'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/11/brown-brown-brown-red-blue-green.html' title='Brown Brown Brown (Red Blue Green)'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-5301938826840196807</id><published>2009-10-29T19:18:00.007+11:00</published><updated>2009-10-29T20:26:32.234+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='oflc'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>L4D2, and Atkinson and the OFLC; round two.</title><content type='html'>I played the &lt;span style="font-style: italic;"&gt;Left 4 Dead 2&lt;/span&gt; demo for the first time today. I then went on to play it several more times, record a machete run and upload it to Youtube for shits and giggles, and advise numerous frustrated Australian gamers of the wonderful loopholes of Steam's gift system. I enjoyed it thoroughly, although it certainly does have a different 'feel' to the first game. Obvious differences in characters, environments, infected, and weapons nonwithstanding, I found &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt; to be more confusing and cluttered; while I commend the effort they've put into the game, perhaps Valve have given us &lt;span style="font-style: italic;"&gt;too much&lt;/span&gt; choice. Although it could be due to my lack of experience with the new game and my intimate knowledge of the original, it seems that the level design in the former has moved away from the simple (yet effective) formula that made &lt;span style="font-style: italic;"&gt;L4D&lt;/span&gt; so fun to play. There were plenty of places you could get slowed down or even stopped, but most of the time that bogging down could be attributed to the set-pieces or horde intervention. The map itself presented you with a clear and relatively uncluttered path, while still convincingly portraying the intended environment.&lt;br /&gt;&lt;br /&gt;In &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt;, I found myself getting hung up on walls or disoriented a lot. Sometimes this is good as it can add tension to the game, but in this case it was more annoying than anything else. From what little the demo shows, it seems that Valve has moved away from the original game's level design theory somewhat, following the more recent example, &lt;span style="font-style: italic;"&gt;Crash Course&lt;/span&gt;. Compared to the retail campaigns, &lt;span style="font-style: italic;"&gt;Crash Course&lt;/span&gt; was a lot more open and a lot less simple to navigate; it offered wide alleys, courtyards, and warehouse floors, as well as a number of shortcuts and backtracks. The impact on gameplay was immediately apparent. Teams used to the constricted but intuitive layout of the first four campaigns found themselves being drawn apart by the wide expanses and shortcuts; players were running far ahead of the rest of their team, sometimes without even realising it. This new environment certainly provided an interesting new set of problems which players needed to adapt to, but it was severely mismatched from the rest of the game. Instead of narrow, linear hallways dominating each campaign with some open (yet still ultimately linear) areas here and there, players were faced with the polar opposite.&lt;br /&gt;&lt;br /&gt;This brings me to &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt;. From the first two segments of &lt;span style="font-style: italic;"&gt;The Parish&lt;/span&gt;, it seems Valve have opted for medium-sized spaces this time... except they're filled with clutter. Unlike the original levels, which typically had a sort of 'clutter-free zone' through the most likely route to be used, &lt;span style="font-style: italic;"&gt;The Parish&lt;/span&gt; breaks up this zone with hedges, columns, armco rails, fences, and all manners of detritus. The result is a game which feels as constricted as the original - if not more so - yet is more liberal with open space. I'm honestly not sure what to think of this yet, other than it being interesting that Valve have decided to change even the most basic of the game's rules. Similarly, the vast array of weapons, the new ammunition types, the new special infected, and the use of movement panic areas rather than 'hold until relieved' panic areas (the CEDA quarantine point versus the drain bridge or construction yard) have complicated what was an incredibly simple (gameplay-wise) game. &lt;span style="font-style: italic;"&gt;L4D&lt;/span&gt;'s simplicity is one of the things I liked most; I could jump straight in and have a few hours of fun, but not especially taxing, gameplay with friends. So far, &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt; seems like an information overload - but whether this means it'll be less enjoyable as a casual game but more so as a serious one remains to be seen. I'll reserve final judgement for when I finally get to play the full game in mid-December, as I won't be around for the release.&lt;br /&gt;&lt;br /&gt;With the game itself out of the way, the obvious major issue surrounding the demo's release is just how badly censored the Australian version is. Anyone who keeps track of the OFLC's decisions will know just how inconsistent they are, but I think I can safely say that a new low has been reached. Thankfully, I have the US version; however, a lot of fellow Australian gamers pre-ordered without realising what was coming, and are now incredibly annoyed. I don't blame them. The Australian version lacks any kind of dismemberment, blood sprays, dead bodies (they fade instantly, before they even hit the ground), and even the intro movie has been censored. Whenever someone fires, the camera pans up to their face. When Coach frees Ellis from the Smoker's tongue in the elevator with a chainsaw, it doesn't show the effect on the common infected in the way. If I'd been lumped with such a watered-down version of the game, I'd be pretty mad, too. As if that's not enough of an insult to the gaming community, the game still carries the MA15+ rating, which is the highest available for games in this country (R18+ applies to movies, but not games, thanks to Michael Atkinson's stubborn ignorance and holier-than-thou disregard for gamers). &lt;span style="font-style: italic;"&gt;Brothers in Arms: Hell's Highway&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Left 4 Dead, Fallout 3, &lt;/span&gt;the recently-approved and released &lt;span style="font-style: italic;"&gt;Borderlands&lt;/span&gt;, and countless other games were not banned or censored with regards to violence by the OFLC, despite all featuring blood, dismemberment, and in some cases extremely violent cinematic sequences. In fact, the only one of those games named which the OFLC disputed &lt;span style="font-style: italic;"&gt;at all&lt;/span&gt; was &lt;span style="font-style: italic;"&gt;Fallout 3&lt;/span&gt;, and that was due to the game using the name 'morphine' for what is known in our version as a 'stim pack'.&lt;br /&gt;&lt;br /&gt;Once again, an entire nation's gaming community has been colossally flipped-off by a ratings board which panders to the demands of irresponsible or overprotective parents and bad scientists. According to the kinds of people who force these insane decisions through, the responsibility for raising their children lies squarely on the shoulders of the community, the government, the games industry - anyone but themselves. It seems they have better things to do than educate their children properly about violence, much less trust their children not to copy what they see in movies, read in books, or do in games. Of course, games are the rock and roll of the early 21st Century; they have some kind of evil hold over the adolescent mind, while books, movies, and music do not. Ironically more people seem inspired to commit violence due to their parents' ridiculous, ignorant views than they are due to games.&lt;br /&gt;&lt;br /&gt;Naturally, anyone who argues against violent games will have stopped reading this article long ago, since I dared to disagree with their unsupported opinions. Anyone can claim games cause real-world violence, and anyone can construct a study which is an absolute affront to proper experimental methods to prove their statement true. The fact of the matter is that every person thinks differently. Some (especially twins) think almost exactly alike, but the word 'almost' isn't there for no reason; many people are polar opposites. Each person will have their own reaction to violent media, be it games, movies, or books. Give me an obscenely violent game, and I'll probably laugh hysterically at just how many pieces I can hack someone's body into. Show me a photograph of an actual, mutilated human being, and I might crack a joke to try and keep myself from thinking about it on any deep level (probably a valuable asset in my part-time line of work). Give me a machete and tell me to hack somebody - stranger, family, worst enemy - to pieces with it for any reason short of defence of self or loved ones, and I'll be escorting you to the nearest mental hospital. The way any anti-gaming campaigner will take great pleasure in listing off every death threat sent to them seems extremely ironic, considering that in a similar situation, their reactions probably wouldn't be much different. Does anyone know what Michael Atkinson's favourite past-time is? If you do, maybe you should persuade a politician in an appropriate position to heavily restrict it or even ban it outright, then get on the telly and make a mockery of him for all the paranoid parents and retirees watching &lt;span style="font-style: italic;"&gt;Today Tonight&lt;/span&gt;. Let's see just how different you are from us, Mr. Atkinson, when the playing field is actually &lt;span style="font-style: italic;"&gt;equal&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;See, no matter how depraved, desensitised, and hateful the media portray us as being, or the out-of-touch, ignorant parents, politicians, and bureaucrats alike &lt;span style="font-style: italic;"&gt;want &lt;/span&gt;us to be, that's just not true. Looking back, it's plain to see that society has chosen something new, something whose following is relatively harmless, and branded it that generation's great evil. Exposed skin, rock and roll... unfortunately for us gamers, we're the fall guys for now. It's up to us to try and prove the ignorant wrong at every turn, but until we can do so on such a level that even they can't ignore or deny, it looks like we'll just have to wait until &lt;span style="font-style: italic;"&gt;we're&lt;/span&gt; the out-of-touch, overly conservative desk jockeys who make the rules. I can only hope we don't end up being as foolish as those before us.&lt;br /&gt;&lt;br /&gt;So get writing to the OFLC (sensibly). Meet up with your friends, your local fellow gamers. If your parents are as open-minded as mine, then get them in on it, too. Organise petitions, organise massed complaints, organise protests, strikes, whatever you like - just do &lt;span style="font-style: italic;"&gt;something&lt;/span&gt;. Nobody ever got what was right by sitting around picking their noses all day.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-5301938826840196807?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/5301938826840196807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/10/l4d2-and-atkinson-and-oflc-round-two.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/5301938826840196807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/5301938826840196807'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/10/l4d2-and-atkinson-and-oflc-round-two.html' title='L4D2, and Atkinson and the OFLC; round two.'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-1310275150915726207</id><published>2009-10-19T00:15:00.003+11:00</published><updated>2009-10-19T00:42:49.699+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='online drama'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>Boycotts, forum raids, and people getting really mad in general</title><content type='html'>It seems that with its recent decisions regarding &lt;span style="font-style: italic;"&gt;Modern Warfare 2&lt;/span&gt;'s multiplayer arrangements, Infinity Ward has &lt;span style="font-style: italic;"&gt;&lt;/span&gt;caused a stir to rival that of Valve's first announcement that there would be a new &lt;span style="font-style: italic;"&gt;Left 4 Dead &lt;/span&gt;game, purchased separately from the original.&lt;br /&gt;&lt;br /&gt;Of course, there will always be those who suffer uncontainable kneejerk reactions to even the slightest change to their favourite series. However, the &lt;span style="font-style: italic;"&gt;L4D2&lt;/span&gt; boycott, the &lt;span style="font-style: italic;"&gt;Healers Against Halos &lt;/span&gt;episode, and now the spreading idea of a &lt;span style="font-style: italic;"&gt;MW2&lt;/span&gt; boycott have all flared up within such a short timespan that it's nigh impossible to speak to a fellow gamer without them suspiciously questioning your stance with regards to Valve and Infinity Ward. Naturally, being blessed with a short temper and irrepressible need to try and rationalise everything that happens around me, I've wasted no time telling my friends (any anyone else who will listen) my thoughts. I'll tell you, too, and I hope you do take note - rather than argue for any given party, I speak for myself.&lt;br /&gt;&lt;br /&gt;I've always bought story-driven games for the story first, and the multiplayer (usually a very distant) second - with the obvious exception of those games intended primarily for online play, such as &lt;span style="font-style: italic;"&gt;L4D&lt;/span&gt;. In my book, the fact IW are adding new features to the franchise to keep it interesting after so many years and so many games more than offsets the removal of superfluous features. Matchmaking doesn't really bother me, and nor does it instill horrific images of the PC being pushed aside by the console in my mind; it by no means prevents me playing with friends, and it saves me trawling through the myriad of servers looking for one which is actually worth playing on. There are concerns that it will affect competitive play, but I've never been one for that; I have a general distrust and plain dislike for competitive gamers born of many leaving me with distinctly bad impressions. In any case, matchmaking-based games have often had &lt;span style="font-style: italic;"&gt;better&lt;/span&gt; competitive features, and this has been the case for years. Why &lt;span style="font-style: italic;"&gt;MW2&lt;/span&gt; would be any different is beyond me.&lt;br /&gt;&lt;br /&gt;Yet despite all this, self-professed IW worshippers are stopping short of no extreme to tell the world &lt;span style="font-style: italic;"&gt;just how wrong this is&lt;/span&gt;. Because a few relatively pointless online features were docked (how many of you actually browse for servers in &lt;span style="font-style: italic;"&gt;L4D&lt;/span&gt;? I sure don't), they're cancelling their pre-orders, geting angsty over how much they spent on their &lt;span style="font-style: italic;"&gt;Modern Warfare 2 computer&lt;/span&gt;, and generally making a mess of IW's forums. This kind of behaviour might be &lt;span style="font-style: italic;"&gt;marginally&lt;/span&gt; more understandable if the game was primarily intended for multiplayer, but it wasn't; none of the 'true' &lt;span style="font-style: italic;"&gt;Call of Duty&lt;/span&gt; games were, either, nor Halo for that matter. Initially, multiplayer was simply something added on so you could take the gameplay style and content you enjoy online. It seems that these days, however, it's the story which takes the back seat.&lt;br /&gt;&lt;br /&gt;If there's one positive outcome of this absolute first-order shitstorm, though, it's that I'll have a lot less whiners to deal with when I &lt;span style="font-style: italic;"&gt;do&lt;/span&gt; decide to hit the online mode - provided, that is, that they don't make a policy backflip and become just as rabid for the game upon release as they were a few short weeks ago.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-1310275150915726207?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/1310275150915726207/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/10/boycotts-forum-raids-and-people-getting.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1310275150915726207'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1310275150915726207'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/10/boycotts-forum-raids-and-people-getting.html' title='Boycotts, forum raids, and people getting really mad in general'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-4276137489679910017</id><published>2009-10-13T02:48:00.007+11:00</published><updated>2009-10-13T03:36:23.699+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Broken Records</title><content type='html'>One thing which has troubled me for a while is the fact that the vast majority of developers focus on one of two time periods when creating an FPS: WWII, or the modern era. The &lt;span style="font-style: italic;"&gt;Call of Duty &lt;/span&gt;series is a shining example of this. I must cut Infinity Ward, who I recognise as the only legitimate developer of the series, some slack here; publisher Activision wanted more of the same following the second installment, and when those crazy, crazy IW devs decided they'd had enough, Treyarch was ready to step up to the plate with yet another WWII shooter, and then another following the extremely successful &lt;span style="font-style: italic;"&gt;Modern Warfare&lt;/span&gt; from IW. It seems that even Infinity Ward itself can't get far enough away from the legacy of the Treyarch releases, dropping the &lt;span style="font-style: italic;"&gt;Call of Duty &lt;/span&gt;title from &lt;span style="font-style: italic;"&gt;Modern Warfare 2&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;As good as it's looking, though, I can't help but feel a pang of disappointment. They finally got away from WWII... and caught up with every other dev, portraying modern warfare instead. While I must give them serious points for making the &lt;span style="font-style: italic;"&gt;Generic Middle-Eastern Nation&lt;/span&gt;™ merely a sideshow rather than the chief bad guy, it's still just a modern war being fought with modern weapons by modern soldiers in various locations around the world. Don't get me wrong, I'll be all over &lt;span style="font-style: italic;"&gt;MW2&lt;/span&gt; when it goes up for pre-order, but I just feel let down that once again, a whole array of other conflicts have been passed over.&lt;br /&gt;&lt;br /&gt;My pet hope is that one day, &lt;span style="font-style: italic;"&gt;somebody&lt;/span&gt; will make a game set during the Falklands War. It was an exceptionally hard fight in an extremely inhospitable environment; elite British troops of the Royal Marines and the Paras were pitted against a vastly larger force of Argentine conscripts, as well as a small contingent of Argentine Special Forces. An Argentine Exocet hit and sank the &lt;span style="font-style: italic;"&gt;Atlantic Conveyer&lt;/span&gt;, sending the bulk of the British force's transport to the bottom of the South Atlantic; the soldiers were forced to march over rock-strewn peat bogs and dense scrub, up steep mountains and through heavy fire by day and by night. As can be expected from the South Atlantic, the weather was absolutely vile at best, and as a result, losses on both sides were more or less equal (not counting the 300-odd Argentine sailors lost when  &lt;span style="font-style: italic;"&gt;HMS Conqueror &lt;/span&gt;torpedoed the &lt;span style="font-style: italic;"&gt;General Belgrano&lt;/span&gt;). The terrain and the distances involved meant that both sides' soldiers had very little in the name of support. It would be hard to even imagine up a harder conflict.&lt;br /&gt;&lt;br /&gt;So with that in mind, this is my challenge to any current or hopeful future developers who may be reading:&lt;br /&gt;&lt;br /&gt;Give us something we haven't had hundreds of iterations of already. Give us something interesting. Give us something that many people either haven't heard of, or are at risk of forgetting.&lt;br /&gt;&lt;br /&gt;Give us a Falklands title.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.project-new-hope.com/upload/images/Royal%20Marines%20-%20Falklands.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 254px; height: 333px;" src="http://www.project-new-hope.com/upload/images/Royal%20Marines%20-%20Falklands.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:78%;"&gt;Royal Marines putting their boots to good use, due to a chronic lack of helicopters&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.project-new-hope.com/upload/images/falklandsDM1305_468x357.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 255px; height: 193px;" src="http://www.project-new-hope.com/upload/images/falklandsDM1305_468x357.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:78%;"&gt;Paras pose for a victory snap after the battle of Goose Green&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-style: italic;"&gt;...Please.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-4276137489679910017?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/4276137489679910017/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/10/broken-records.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4276137489679910017'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4276137489679910017'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/10/broken-records.html' title='Broken Records'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-1353488934987230470</id><published>2009-09-27T23:41:00.003+10:00</published><updated>2009-09-28T00:18:06.188+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Too Many Chiefs</title><content type='html'>One of the biggest problems for any developer is trying to predict or influence the way a team game will play out, as every player will have their own ideas as to which is the best course of action and just how much they should listen to other players' advice or requests. Similarly, a lack of decent teamwork can be immensely frustrating and can cause even the most (individually) skilled team to lose badly to inexperienced players. The amount of team play present in a game depends largely on its dominant demographic; games aimed at special interest groups or older gamers (mostly simulators, but also some of the more challenging shooters like &lt;span style="font-style: italic;"&gt;Insurgency &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt;) are often quite full of team players. Conversely, mainstream games which offer little to no incentive to coordinate efforts (&lt;span style="font-style: italic;"&gt;Counter-Strike&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Call of Duty&lt;/span&gt;) don't seem far removed from free-for-all - the only difference being that you can't (or shouldn't) attack your own team. Each player goes off and does their own thing, and very rarely will they band together, even in small groups.&lt;br /&gt;&lt;br /&gt;In my three years of playing &lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt;, I've seen the effects that poor teamwork can have. I've also seen some games where it seemed the players were all operating under the control of some greater entity, utilising them all with perfect efficiency and sublime results. One of my favourite gaming moments was during the final twenty minutes of a round on Kriegstadt, where we (the Axis) had to hold the final control point with our backs to the wall, so to speak. There was nowhere to fall back to, only one of our PaK-43 guns would actually fire, and within minutes there were several tanks and scores of infantry advancing across the Moltke Brigde, at the near end of which lay the final objective. The bridge formed a natural bottleneck and was extremely hazardous to cross, with too many obstacles for armoured vehicles but too little cover for infantry. At our end, it was overlooked by the Ministy of the Interior, a wedge-shaped, three-storey building; at the opposite end and some 200 yards distant, the Soviets held a long row of multi-storey apartments and hotels. A large open area of road divided these from a park, far on our right. Assorted tanks and guns were pushing up the main street towards the bridge, stopping short enough to avoid any adventurous Germans with Panzerfausts or satchel charges. Our PaK knocked a few out, but they kept coming; before too long, it was destroyed itself. With every fresh wave of reinforcements, ten, twenty or thirty Russians at a time would run from the apartments and descend upon the bridge, with their remaining comrades firing upon us from the windows and their tanks putting round after round of high explosives through our own.&lt;br /&gt;&lt;br /&gt;For twenty minutes, we had to endure this. There was little we could do about the tanks except duck when their shells began to find their mark. Every machine-gunner we had was firing at the hordes of enemy footsoldiers, hacking them down two or three at a time. The roar of some ten MG42s was near-deafening (not least because I had the volume cranked all the way up). Without any communication at all, it seemed every man knew what to do. When an MG42 fell silent, a nearby soldier would run ammunition to it. When one was silenced, the nearest rifleman would immediately throw his rifle down and snatch up the machine gun, continuing the deadly streams of fire which rained down upon the advancing enemy. Nobody remained idle and every single player on the team picked a target, fired, and moved on to the next target as rapidly as they could.&lt;br /&gt;&lt;br /&gt;The Soviet team never stood a chance. Despite pushing us back at a blistering pace at first, they were halted dead in their tracks once we were forced to make a last stand from a strong position. Not one of them set foot beyond the middle of the bridge (flying limbs excepted). Not one person on our team had a score below 50 points and most of us were in the hundreds. For that last twenty minutes, I really felt the team spirit. It was like I was on autopilot, doing everything that was required of me without even thinking. That seemingly telepathic link, the way some players just 'click' and absolutely destroy all and sundry that gets in their way, is my favourite thing about online gaming.&lt;br /&gt;&lt;br /&gt;Of course, this doesn't happen all the time. In fact - even in games like &lt;span style="font-style: italic;"&gt;RO&lt;/span&gt; - it's not really the norm, either. Several games have taken steps to try and increase the frequency of this happening; for one, the aforementioned displays only total score achieved through kills &lt;span style="font-style: italic;"&gt;and&lt;/span&gt; objectives completed, not kills, deaths, or any other information usually associated with FPS scoring. Some games offer minor or even major advantages to players who stay close to their team, or who make a habit of resupplying, healing, or protecting others. Even the achievement systems incorporated into many newer games are sometimes used as a subtle way of encouraging players to coordinate. Sometimes, all that's needed to turn a motley group of individuals into a proper, organised team is a few simple instructions delivered forcefully - but not rudely or aggressively - by a natural leader. Sometimes, teams are just beyond help.&lt;br /&gt;&lt;br /&gt;So please, next time you play a team-oriented gametype - be it in &lt;span style="font-style: italic;"&gt;ArmA&lt;/span&gt;,&lt;span style="font-style: italic;"&gt; Call of Duty&lt;/span&gt;, or even &lt;span style="font-style: italic;"&gt;Counter-Strike&lt;/span&gt; - think just how much more you could achieve with a little cooperation. Even if you lose, you may just gain something a little more special than a single victory.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-1353488934987230470?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/1353488934987230470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/too-many-chiefs.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1353488934987230470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/1353488934987230470'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/too-many-chiefs.html' title='Too Many Chiefs'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7751683447963248288</id><published>2009-09-27T04:26:00.003+10:00</published><updated>2009-10-13T03:25:15.501+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Player 2: Now with more bad grammar!</title><content type='html'>Well, I figured I'd continue this now that I finished what I was doing today and have time to write again. In my first post I rambled a bit about games that focus more on storytelling than mowing down hordes of enemies as well as providing a strong atmosphere for the player to experience. I think for a truly original and successful game to come out, it would actually take a collaboration of companies rather than one company. You look at companies like Epic Games (Unreal &amp;amp; Gears of War) who can provide heavily on the action but sometimes have a little bit of trouble on making a truly amazing story that immerses you. Then you look at companies like Black Isle Studios (Fallout &amp;amp; Planescape: Torment) who deliver detailed stories that immerse you in the atmosphere but some of the action aspects are little lacking. Apples to Oranges? Sure, but the fact still remains that you have companies who can do one thing good and companies that can do another thing good.&lt;br /&gt;&lt;br /&gt;My ideal game is probably what most everyone wants; a game that has amazing atmosphere and story with breathtaking environments and innovative game mechanics that are a boon rather than a bogdown like most "innovative" elements tend to be. The graphics don't need to be spectacular, but they should provide enough detail to paint the picture properly. Music should be fitting without being quaint or on the other end of the spectrum; bombastic. The music needs to fit the situation and preferably be a very ambient thing so that you know it's there but not having it drowning out the world around you. Ross has already made a post regarding movement and such so I find my own commentary on it somewhat redundant.&lt;br /&gt;&lt;br /&gt;Annnnnnd- my train of thought just derailed so I'll post again later when it rerails itself...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7751683447963248288?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7751683447963248288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/player-2-now-with-more-bad-grammar.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7751683447963248288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7751683447963248288'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/player-2-now-with-more-bad-grammar.html' title='Player 2: Now with more bad grammar!'/><author><name>Gurne</name><uri>http://www.blogger.com/profile/09375078653259367855</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-4220525970749839600</id><published>2009-09-27T01:45:00.006+10:00</published><updated>2009-09-27T02:14:52.995+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><title type='text'>Realism: Atmosphere vs. Gameplay</title><content type='html'>This question was brought up on the &lt;a href="http://forums.tripwireinteractive.com/"&gt;Tripwire Interactive forums&lt;/a&gt; with regards to &lt;span style="font-style: italic;"&gt;Red Orchestra: Ostfront &lt;/span&gt;and the upcoming &lt;span style="font-style: italic;"&gt;Heroes of Stalingrad&lt;/span&gt;; a thread requesting a field of view decrease while using ironsights evolved into heated debate, with both sides bringing up interesting points. For the most part, the dispute was more concerned with the fact that either atmospheric or gameplay realism could be achieved, but not both at once - it was taken as agreed from early on that decreasing the player's field of view to create a zooming effect was the closest possible method of replicating real-life perceptions of object scale when aiming through ironsights.&lt;br /&gt;&lt;br /&gt;When you're faced with two mutually exclusive options like this, what do you do? &lt;span style="font-style: italic;"&gt;Red Orchestra &lt;/span&gt;refrained from introducing sight zoom, turning even relatively short-ranged engagements into a nightmarish game of 'pixel-hunting'. Beyond a hundred yards, even the largest monitors at the highest resolutions would fail to effectively tell the player what they were aiming at, and whether it was likely to shoot back. Some would argue that visually, this was more realistic or immersive (personally I barely notice the change in games which use it sensibly), but there is little doubt that it made long-range shooting or even target identification hellishly difficult, especially in a game where one stray bullet or random artillery shell could mean a five-minute walk back to the front, sometimes far more. With this taken into consideration, I would be far more inclined to side with the gameplay camp. But what if it was something drastic, something which is very noticeable? What do you do when you want to make an immersive and realistic game, but you have to choose between the two?&lt;br /&gt;&lt;br /&gt;Naturally, the answer would differ from game to game, with the end goal being a precarious balancing act. If the game's a simulator (&lt;span style="font-style: italic;"&gt;ArmA&lt;/span&gt;), obviously realism is the concern. If it's a shooter, though, I would say that atmosphere would usually be the primary concern. If a game &lt;span style="font-style: italic;"&gt;feels&lt;/span&gt; right, then it will be rewarding even if some aspects are not entirely realistic. Despite the necessity of going pixel-hunting in &lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt;, it remains one of my favourite games because it certainly does feel right to me. At the end of the day, that's what brings me back.&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Thanks to Matty Dienhoff for taking this matter up with me earlier today, and linking me to the relevant thread.&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-4220525970749839600?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/4220525970749839600/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/realism-atmosphere-vs-gameplay.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4220525970749839600'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4220525970749839600'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/realism-atmosphere-vs-gameplay.html' title='Realism: Atmosphere vs. Gameplay'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-3894145482614388813</id><published>2009-09-26T22:37:00.009+10:00</published><updated>2009-09-26T23:35:01.416+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming Theory'/><title type='text'>Player 2 has joined the game.</title><content type='html'>Hello there, gentlemen (and ladies who may or may not read this.)&lt;br /&gt;&lt;br /&gt;Ross allowed me to bless this fine blog of his with my own thoughts since we tend to agree and share similar thoughts on many matters we discuss (while making fun of each other no less.) We've known each other since an encounter on a community that will remain unnamed since I'm sure Ross would blow an anus out if I mentioned it in his sanctuary of thoughts. Anyways, I'm someone who thinks in an esoteric manner so expect my posts to digress off the main topic at times to detail something else that may or may not be relevant. JUST BEAR WITH IT, it's okay, you'll get used to it. There, with that out of the way let's talk games, more importantly: Shooting or Storytelling?&lt;br /&gt;&lt;br /&gt;Recently I played a couple modifications for Half-Life 2 (Source Engine) called Dear Esther and Korsakovia. Both were very interesting in the sense that combat or straight forward objectives were not the emphasis of the games content but rather exploration and storytelling. The former takes place on a deserted island with a man narrating various aspects as you explored the areas, leaving a somewhat dynamic and not-so-linear gameplay aspect to it. The latter takes place in a psychiatric ward as you experience it through an insane man's perspective, the environment disturbing and demented by his own mind's perception of it. Korsakovia has a little bit of combat but it's not an intense focus on it, more an afterthought or simple roadblock you need to get over to continune in the developing story. Dear Esther has no combat what so ever and focuses more on you exploring the environment you've been placed. The music scores for both are very fitting and well done as well as the voice acting and I urge anyone who hasn't played them yet to go look them up, simply search for them at &lt;a href="http://www.moddb.com/"&gt;www.moddb.com&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Now before I get too far and lose my train of thought here, these games sparked a lot of thoughts in my mind. I've found a lot of games nowadays to be rather shallow or just simply undeveloped enough in their stories regardless of how expansive they are. Either being simple rehashes of past stories, a developer's take on another story or idea, nothing that truly screams of originality. The gaming industry is starting to develop a syndrome similar to Hollywood: Remakes and Spin-Offs. Halo is a prominent series so we'll use that as an example, it was a trilogy. The story started in the first game, built up over the second, and reached its conclusion in the third. This is all fine and dandy, but what happens afterwards? Halo Wars and Halo:ODST, we've seen the trailers perhaps even played the game, but what are they? Spin-offs of the original idea. Say what you want about the Halo series, that you love it or think it's overrated, but my point still stands.&lt;br /&gt;&lt;br /&gt;I have no problem with making follow-ups or sequels to a game, sometimes you need to because you couldn't fit everything into the first game, but in most cases it's unwarranted and sequels tend to be the death of a game. This isn't always the case, games like Half-Life got better with their sequels, but largely because they were not a full continuation of the last game but rather an advancement on the plot, the general timeline having advanced approximately 20 years since the events of Half-Life 1 and the events of Half-Life 2. Half-Life 1 and Half-Life 2 have the same general background; theoretical physicist turned commando Gordon Freeman has to fight off the nasty aliens, but the reasons vary between the two slightly. The former being the start of it, the second being a sort of aftermath that you're brought out of stasis to alter. You go from claustrophic hallways of some secret government laboratory to this dystopian city and the areas surrounding it. Half-Life is still one of the best games on the market nowadays for its story and gameplay that relies on problem solving and combat rather than just cutting through hordes of scripted AI enemies.&lt;br /&gt;&lt;br /&gt;I've ventured out onto a tangent again, as I stated my trains of thought are esoteric so I'll swing this back around.&lt;br /&gt;&lt;br /&gt;My original thought was, what's more important in a game? Storytelling or Action? The answer to me is both are very important, the story elaborates on your character's motivation for their actions while the action gives players something to do instead of playing an interactive DVD movie. The problem is nowadays, the stories tend to be subpar and just enough to rationalize your character's homicidal rampage and focus more on creating cool tricks and features to make it easier (or harder in some cases) to get through your goal of badguy genocide. RPGs tend to have better stories but the combat engines always suffer in most cases due to clunkiness or desire to make it interesting but only if you have X amount of points in skill Y to get result Z. Shooter's tend to have the most exciting combat but the stories are typically shallow and just enough to make it seem less like MAIM! KILL! BURN! Some companies get close to hitting this virtual nirvana by creating a story I can actually find myself getting into while giving me enough interesting bits to play around with to suit a certain style of play I find enjoyable with the situation. I- well, I'll continue in another post since something just came up and Ross doesn't want me making too huge a wall of text and scare you guys off (what a weenie.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-3894145482614388813?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/3894145482614388813/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/player-2-has-joined-game.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3894145482614388813'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/3894145482614388813'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/player-2-has-joined-game.html' title='Player 2 has joined the game.'/><author><name>Gurne</name><uri>http://www.blogger.com/profile/09375078653259367855</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-2675522300373133726</id><published>2009-09-26T22:37:00.002+10:00</published><updated>2009-09-26T22:38:18.646+10:00</updated><title type='text'>Team Effort</title><content type='html'>My good mate Gurne is now able to publish articles here too; just a heads-up.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-2675522300373133726?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/2675522300373133726/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/team-effort.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/2675522300373133726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/2675522300373133726'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/team-effort.html' title='Team Effort'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-7456450009342292454</id><published>2009-09-18T11:36:00.003+10:00</published><updated>2009-09-18T12:04:22.846+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><category scheme='http://www.blogger.com/atom/ns#' term='oflc'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>Get with the times, Atkinson!</title><content type='html'>Having played violent games since I was 14, I don't see why games should be prevented from reaching sale in this country on the flawed assumption that violent games will automatically inspire violent behaviour. There is no conclusive evidence to back this view; it is highly disputed, and with good reason. With proper parenting and education, as well as a lack of psychological problems, I don't believe games inspire violence at all - I've thrown about two punches in my entire life, and only ever after being attacked myself. I'm 19 years old, and an Army Reservist; apparently I'm mature enough to handle a rifle, grenades, claymores, and a whole array of other weapons, but not a game?&lt;br /&gt;&lt;br /&gt;Virtually the only reason L4D2 has been refused classification (a nice little euphemism for 'banned') in Australia is SA Attorney-General Michael Atkinson, who seems totally opposed to even considering an R18+ rating for games. Movies, sure; we've had it for a long time. When it comes to games though? MA15+ is the highest it goes. We lack an equivalent not only to the ESRB's AO rating, but also to its M17+ rating. The OFLC, while extremely inconsistent, can't really be blamed when they're forced to ban anything that would be deemed unsuitable for a 15-year-old. While the introduction of the R18+ rating for games has been on the table for quite some time, without Atkinson's go-ahead and the resultant unanimous decision, we won't be getting it.&lt;br /&gt;&lt;br /&gt;Personally, I'd like to know why he thinks games are any less deserving of an R18+ rating. Perhaps he thinks those evil gamers will go on killing sprees once they're finished with their murder simulators, no matter whether they're nine or ninety? I recall catching the last few minutes of a television programme covering the issue once as I went channel-surfing; he was up on a soapbox smugly proclaiming just how many threatening letters he'd received, and how they proved him right. I suppose that if he tuned in to the news once in a while and heard about the various attacks by extremists around the world, he'd also come to the conclusion that the Islamic faith turns people into killers? Doesn't seem much of a leap, does it? Simply throwing every gamer into the same basket is little more than discrimination, yet he's allowed to get away with it. If he had arrived at the aforementioned conclusion instead, he'd be out of a job and publicly disgraced. Why, then, is it perfectly alright to bash gamers and deny them equal rights to movie connoisseurs? Why are gamers the only group against which outlandish generalisations are perfectly acceptable?&lt;br /&gt;&lt;br /&gt;Of course, the fact that the media will immediately call out an actual killer for playing some GTA or Halo at some point in their lives - and then make it out to be the cause - doesn't help. It's undeniable that some gamers are absolute headcases, but so are some businessmen, suburban mothers, and even politicians. No matter what group you decide to look at, there will always be some who are on a hair trigger, yet time after time us gamers are the 'fall guys'. Because games are interactive, they somehow inspire us to kill while movies like &lt;span style="font-style: italic;"&gt;Saw&lt;/span&gt; or exceedingly violent books don't. We are treated like some unstable, already partly unhinged, and paranoid children without the mental capacity to tell the difference between a game world and the real world.&lt;br /&gt;&lt;br /&gt;Here's some news for you: we're not stupid. Most people have no trouble telling the difference, most before they even reach the age of 10. In the cases where a child (or even adult) &lt;span style="font-style: italic;"&gt;is&lt;/span&gt; unstable enough to be affected by a game (or a movie or book), then it's simple - their parents or friends should do something about it, not a branch of the government. Stop trying to raise peoples' children for them. All it does is breed lazy (synonymous with &lt;span style="font-style: italic;"&gt;terrible&lt;/span&gt;, in my book) parents and kids who resent authority. If you want to see an increase in violence, then keep on going the way you are, interfering with decisions that cannot be made based on a mythical figure like 'the average Australian child' or 'the average Australian gamer'. These decisions should be made per case, and not by you.&lt;br /&gt;&lt;br /&gt;I'd also like to make a very large point of the fact that violent games are a very good way to blow off steam; rather than going around whacking people in real life, I can shoot up computer-generated zombies with my friends and forget all about whatever made me angry beforehand. I don't know about you, but I'd say that sounds like a pretty good way to &lt;span style="font-style: italic;"&gt;reduce&lt;/span&gt; violent crime.&lt;br /&gt;&lt;br /&gt;I'm 19. I'm responsible. Now give me my damn game, please.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-7456450009342292454?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/7456450009342292454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/09/get-with-times-atkinson.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7456450009342292454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/7456450009342292454'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/09/get-with-times-atkinson.html' title='Get with the times, Atkinson!'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-4844679685660772074</id><published>2009-08-28T02:16:00.006+10:00</published><updated>2009-08-28T02:47:27.153+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><title type='text'>Sticking With the Old Ways</title><content type='html'>Following on somewhat from my previous post regarding movement in games, one of my most major gripes is the way developers seem to stick so doggedly to the old ways of doing things. I understand in some instances it's due to engine, time, or budget constraints, but there are plenty of devs out there with the time and the money to try something new. So why don't they?&lt;br /&gt;&lt;br /&gt;After movement, the way weapons behave is probably the most important (yet most neglected) aspect of a shooter. Yeah, yeah, your game features accurate recoil and perhaps even ballistics because your coders spent a day out on the range firing the real things - but where does the projectile originate from? In the overwhelming majority of shooters, it's the mystical camera, that thing which seems to be of paramount importance in dictating gameplay mechanics. Why does the player's viewpoint control everything? Why doesn't the player's &lt;span style="font-style: italic;"&gt;body&lt;/span&gt; control the camera, or the player's rifle control the projectile it supposedly fires? Using &lt;span style="font-style: italic;"&gt;Insurgency&lt;/span&gt; as an example, the former system can be a real nightmare to work with, especially when aiming for realism. Until a patch was released several weeks after the first release, &lt;span style="font-style: italic;"&gt;Insurgency&lt;/span&gt; players found that while their crosshair could be directly on the target, their bullet would hit the wall, ground, or windowsill in front of them. This isn't limited to the Source engine; &lt;span style="font-style: italic;"&gt;Red Orchestra&lt;/span&gt; has the same problem at times. Sure, you can adjust the camera height or the projectile origin in relation to the camera, but wouldn't it just be a better idea to change the entire system and make the game that much better?&lt;br /&gt;&lt;br /&gt;Think about it. If your body and weapons are in control, wouldn't things be a lot easier? Wouldn't they make a lot more sense? If your weapon's muzzle is colliding with something, your bullet will strike the obstruction. If your weapon is clear of any obstructions, then your bullet will fly forth and kill whatever gets in its way. Instead of relying on a simple cone of randomised trajectories to reduce the effectiveness of firing on the move, the round will fly in a predictable trajectory... &lt;span style="font-style: italic;"&gt;from the muzzle of your weapon&lt;/span&gt;, wherever it's pointing. If you're sprinting, that could be at the ground. It could be into your teammate beside you. It could be into your own foot. Breathing hard? Your rifle is moving with you, and anything fired from it will be affected by this. &lt;span style="font-style: italic;"&gt;ArmA &lt;/span&gt;had this system, and with a few exceptions, it worked quite well. It wasn't entirely foolproof, but it was a tremendous improvement.&lt;br /&gt;&lt;br /&gt;Perhaps it's time developers waved a fond farewell to the fixed-camera-centric shooter, and welcomed a new system into their studios - a system where the player's avatar is the most important thing.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-4844679685660772074?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/4844679685660772074/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/08/sticking-with-old-ways.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4844679685660772074'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/4844679685660772074'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/08/sticking-with-old-ways.html' title='Sticking With the Old Ways'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-134343252235204633.post-2462092279453829089</id><published>2009-08-21T02:51:00.000+10:00</published><updated>2009-08-21T03:20:53.636+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gameplay'/><category scheme='http://www.blogger.com/atom/ns#' term='first-person shooters'/><title type='text'>The Quest for Perfection: Movement</title><content type='html'>&lt;span style="font-size:85%;"&gt;&lt;span style="font-family: verdana;"&gt;As this is my first entry, let me begin this blog by offering my thanks to both &lt;a href="http://www.littlelostpoly.co.uk/devblog/"&gt;Robert Briscoe&lt;/a&gt; and &lt;a href="http://designreboot.blogspot.com/"&gt;Jack Monahan&lt;/a&gt; for inspiring me to finally dump all of my many gripes, musings, and ambitions regarding gaming's past, present and future in one convenient place. I recommend you head over to their respective sites and take a good look.&lt;br /&gt;&lt;br /&gt;Movement is, perhaps, my biggest complaint when it comes to gaming. It seems that no game can get it 'just right'; their player movement is either too unnatural, with little difference to the games of old where there was no better option (&lt;span style="font-style: italic;"&gt;Half-Life 2&lt;/span&gt; and many of the mods spawned from the Source engine fall into this category), or it's realistic but far too clunky to control reliably (&lt;span style="font-style: italic;"&gt;Cryostasis&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;ArmA&lt;/span&gt;). Some games have managed to fall closer to the proverbial sweet spot, but as of yet, I have neither seen nor played one which has actually hit it. &lt;span style="font-style: italic;"&gt;Call of Duty 4&lt;/span&gt;, for example, combined the fixed-camera, constrained player of the last several generations with smooth, fluid movement (facilitated by excellent animation work and camera movement).&lt;br /&gt;&lt;br /&gt;Obviously there is a whole host of problems associated with bridging this divide: to what extent should control be handled automatically, so as to allow for fluid gameplay without jumping aboard the fixed camera train? &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;ArmA&lt;/span&gt;&lt;/span&gt;'s player movement may be extremely realistic, but it's equally frustrating. On many occasions, the player's body doesn't go where it's told, deciding instead to lag behind the input or to respond selectively to it. Trying to move around a cramped environment while switching constantly between walking and running is nothing short of a nightmare, and requires so much work that it can really kill the immersion. Having a lot of key commands for the player to use is one thing; forcing the player to use four or five at a time is just annoying.&lt;br /&gt;&lt;br /&gt;At the other end of the scale, we have the games which subscribe to the old system, where the player only has a few keys to worry about but has very little fine motor control. For some games, this is fine. I would be quite worried if Valve suddenly decided to bring &lt;span style="font-style: italic;"&gt;Team Fortress 2&lt;/span&gt;'s movement more into line with &lt;span style="font-style: italic;"&gt;ArmA&lt;/span&gt;'s. On the other hand, I wouldn't complain if they rethought the player's movement for &lt;span style="font-style: italic;"&gt;HL2 Episode Three&lt;/span&gt;. That's just it: single-player games rely on the inbuilt immersion to keep a player interested, as opposed to most multiplayer titles. Even as atmospheric a game as &lt;span style="font-style: italic;"&gt;S.T.A.L.K.E.R: Shadow of Chernobyl&lt;/span&gt;, which is positively overflowing with a depressing sense of decay, paranoia and isolation, can be let down by overly 'gamey' movement. Why is this core element of every shooter overlooked? Many developers will labour endlessly to make sure level progression is perfect and that the colour palette conveys their intended feelings, but the most basic element of the modern shooter is something the player literally cannot go without. Doesn't this, then, deserve as much attention as the colour of the player's sleeves, or the design of the weapons they will be using?&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/134343252235204633-2462092279453829089?l=shuntyard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://shuntyard.blogspot.com/feeds/2462092279453829089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://shuntyard.blogspot.com/2009/08/quest-for-perfection-movement.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/2462092279453829089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/134343252235204633/posts/default/2462092279453829089'/><link rel='alternate' type='text/html' href='http://shuntyard.blogspot.com/2009/08/quest-for-perfection-movement.html' title='The Quest for Perfection: Movement'/><author><name>rossmum</name><uri>http://www.blogger.com/profile/15145748774081415499</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='27' src='http://2.bp.blogspot.com/_OxkV22G26Cs/So1wZKhS41I/AAAAAAAAAAM/dqvmA_CfPBI/S220/profpic2c.jpg'/></author><thr:total>1</thr:total></entry></feed>
