Tuesday, March 18, 2008

OLPC Pic

Well, I couldn't get the pic up with the OLPC. I could upload the pic to Blogspot, but when it said, "Hit Done" there was no "Done" button.

So I tried to put the pic on Photobucket and paste the url in. I could copy the url to the clipboard, but couldn't figure out how to paste from the clipboard (Ctrl-V didn't work). I could've put the url in directly, but I couldn't see the entire url-- it's in a little text box on Photobucket and the OLPC wouldn't scroll through the thing.

Long story short, I'm on my regular laptop now, and here's the pic:
Yeah, long way to go for a fat guy sitting in a chair. But you get some idea of the quality. Granted this was a pretty low-light condition, but it's about equivalent to my cell phone camera.

Sunday, March 16, 2008

OLPC

I'm typing this on my brand new OLPC (One Laptop Per Child). It's rather difficult, because the keyboard is designed for tiny fingers, and mine don't fit. So I'm doing two-finger hunt and peck.

I ordered this in early December, in the hopes that my Social Issues in Interactive Media and Games class could develop ssomething for it. My class was over on February 27, so the OLPC is a tad late. Apparently the OLPC organization believes so completely in the power of volunteerism that there was little oversight on the program where first-world people like me could pay double ($400) to purchase one OLPC and donate a second one to a kid in a third world country. Around 20,000 orders were lost,or delayed until now. I don't really mind-- though I hope the kid in Haiti (or wherever) got their OLPC.

My department head doubled the size of my class anyway, so with those kinds of numbers it was impracticle to only have one for the class to play with, and I didn't have the money for a second one.

I took my first pictures with it tonight, and if I can figure out how to upload them, I will put them here. There are simple and more complex environments to learn programming on this. I'm planning on learning C# this summer anyway,so Ill be playing around on this too.

I can also foresee using this as a book reader, as the screen is visible even in bright sunlight, and it supports pdf's.

All in all it's a very nice little machine.

Wednesday, January 30, 2008

Long time no blog

Okay, so I haven't written anything here in awhile. Let's see, what's happened since last July?
  • I played straight from Half Life, through Half Life 2, through Episode 1 and 2 and I loved every minute of it.
  • I started playing Company of Heroes online with my friend Joe. We kill Nazis on Tuesdays and Thursdays.
  • Team Fortress 2, baby!
  • I jumped on the Companion Cube meme, desperately wanted a plush Companion Cube, and when they came out, realized that $30 was way to much to spend for a plush box.
  • I was still very happy when I got an Aperture Science parking sticker for Christmas.
  • I went to E for All and spent five days in the hospital with shingles.
  • I became Acting Director of the IMGD program at WPI and I'm kind of run ragged with that.
  • I became a GHII neophyte, then a Rock Band neophyte (I love them, but I'm lost beyond Medium difficulty)
  • Finally finished Halo. That's right, the original Halo. I meant to work through Halo and Halo 2 in time for the Halo 3 release, but I still haven't started Halo 2, and now that the media blitz is over for Halo 3, I don't really feel the pull to play any of them, ever.
  • Decided I kind of hate Metroid.
  • I think I spend more time playing games on consoles than on the PC, and this scares me.
  • I realized it's hard to take screenshots of games on consoles.
  • Despite all the warnings, I bought and played a lot of Spider-man 3. I did not finish it, because it became too annoying.
  • All these games that I did not finish, I want to go back and finish them.
  • I got my wife to play Lego Star Wars with me. Then I regretted it, because she really sucks and dies too often and I can never get True Jedi when she's playing and then I started to wonder why I ever wanted her to play with me in the first place.
  • I still have to go back and replay most of Lego Star Wars in free play mode, but now I can only do it while my wife's not around or she'll want to play too, and that'll wreck the entire point of playing, which is to get all the collectibles.
  • I fell asleep while playing Mass Effect.
  • Played Starcraft: The Board Game and decided that I liked it enough to buy it. Now I'm wondering when I'm ever going to get enough like-minded people together to play it.
  • Got all the way through Puzzle Quest on the DS, then did a bit of Elite Beat Agents, and am now slogging through Age of Empires. I think DS games are somehow more personal than other games, because no one really cares what DS games you've played.
  • I think I'm playing more current games than I ever have before in my life.
And I realize that's mostly just a list of games I've played in the last 6 months, but each and every one of those is an idea for an entire blog post. So next time I get on this thing, I'll just look at this list and start writing.

Thursday, July 5, 2007

Sunday, July 1, 2007

The Evolution of the Shooter

After years of sheepishly admitting that I've never played it, I finally played through Half-Life. Yeah, the original one. I started Halo at about the same time, so it was a nice contrast to play the 1998 shooter during the day, then the 2001 shooter at night. My TV has a wicked glare, so there is no console gaming (especially something as dark as Halo) during the day. Since it's summer, that means that I've finished Half-Life while I'm barely halfway through Halo.

We talked a lot about the wide road theory of game design when putting together Immortal Throne. That is: we're building a road, or a strictly linear game. Essentially the player travels the road and sees the things you've set up, and fights the battles you've placed in his way. The wider you make the road, the more it feels like the player actually chooses his own experience, when actually, all he's choosing is whether to travel down the left side of the road or the right side. Half-Life isn't a very wide road. In fact, mostly the road is a corridor wide. It's relentlessly linear, and everyone who's played it has had basically the same experience. So why is it hailed as a huge step forward in game design?

Because it never leaves that road, the writer now has a more or less linear plot that can unfold.

Everything happens from your POV. Scientists get sucked into vents, and if you see it, then you saw it. If you've turned away, then you might hear it. You might see it out of the corner of your eye (or screen, in this case), or you might just catch a glimpse of it as you're turning to look at something else. The story is told by the environment, with the occasional lapse into "you have to get to the lambda complex!" not from some disembodied voice in your ear, but from a terrified scientist who isn't willing to leave the safety of the corner he's found. We know a little bit about what happened, but we piece together the events of that day from the things we see, not what's told to us.

That's a great lesson for all game writers. Trust the audience. If you spell everything out in minute detail, your audience has probably already figured it out. If they don't get every little nuance of your world, so be it. It's their world now anyway. I'm not sure exactly what happened at Black Mesa, but I don't think Gordon Freeman or anyone involved it. I'm not exactly sure why I launched some satellite on the way to the Lambda Complex, but I figure someone will tell me eventually, or maybe not. Maybe it was the first step in bringing Breen to power, or maybe Breen was in power all through Half-Life and it was just another day at the office away from City 17, or 15, or 2.

It made me think about the story as well as what kind of ammo I was using and how to sidestep and hide from army guys.

I've heard people complain about the jumping puzzles in the last third of the game, but sonny, there were jumping puzzles throughout. I lost much more health to ladder mishaps in Black Mesa than to alien beings from another dimension. It got to the point that before attempting to get on a ladder I would automatically save the game. The last third had weird alien platforms instead of broken catwalks and mountain ledges, but it was the same gameplay.


My one complaint is the giant baby-head at the end. (Is it okay to spoil a nine year old game? I know it was spoiled for me before I played, so I guess I'm returning the favor.) Fighting a giant alien baby tells me more about the designers' fears of fatherhood than about the alien race that's trying to invade Earth (or is Earth trying to invade them? That G-man guy sure does talk funny.) The actual killing of the baby-head is anticlimactic in the extreme, because it's more a factor of whether or not you have enough ammo, than any kind of gunplay. You jump into his head when it's open, and you shoot the floor (his brain) until you're out of ammo. It takes awhile, and I'm proud to say I killed the final boss of Half-Life with the pistol (because I'd already unloaded everything else into it). Aargh!


On to Half-Life 2!!!