Valve bleats, ignores elephant in the room

Gabe Newell from Valve: Newell believes that if Apple makes a move on the living room before the PC industry gets a foothold, then the Cupertino manufacturer can “shut out the open-source creativity” possible with the Steam platform. Valve’s DRM system makes Apple look like a saint. I love Valve games but Steam is a … Continue reading “Valve bleats, ignores elephant in the room”

Gabe Newell from Valve:

Newell believes that if Apple makes a move on the living room before the PC industry gets a foothold, then the Cupertino manufacturer can “shut out the open-source creativity” possible with the Steam platform.

Valve’s DRM system makes Apple look like a saint. I love Valve games but Steam is a closed, DRM-heavy, anti-consumer stick. And on Mac it’s sluggish and buggy as hell too.

Waffle about open source creativity if you want, Gabe, but when your system means my account can only be used to play one of the 50 games I have bought from you at a time (meaning I can’t log in elsewhere and let my son play one of my other legally purchased games, then you look like the king of Digital Restrictions Management.

At The Foot Of The Mountain

Mountainous Sometimes I feel like I’m standing at the foot of a mighty mountain that I have to climb. The only path open to me is a single rope, fitted with a lasso, which I can somehow loop around the summit and then just pull like mad until I reach the top. I cannot conceive … Continue reading “At The Foot Of The Mountain”

Copyright: http://www.ivydra.com/blog/tag/snow/

Mountainous

Sometimes I feel like I’m standing at the foot of a mighty mountain that I have to climb. The only path open to me is a single rope, fitted with a lasso, which I can somehow loop around the summit and then just pull like mad until I reach the top. I cannot conceive of the 100,000 steps that I should be taking, the company I should be making and the help I’ll need in order to achieve this mighty undertaking.

I marvel at others, like Brain and Nerd and Twenty3Ten and their ability to step carefully through the minefields of their visions.

Like for Predestination:

And for Mulbury:

This mountain is my Magnum Opus. It could very well end up being the video-game version of my “Qabal” RPG but I’d hope that it ends up being more like “The 23rd Letter”, “Zombi” or “SpaceNinjaCyberCrisis XDO” (also known as the books I was able to finish).

Some of the things I’ve been talking about:

  • Real time tactics
  • Asynchronous Multiplayer
  • Massively and Passively Online
  • Multilevel 3D world (cityscapes)
  • Squad-based combat
  • Territory-based resource collection
  • Human and AI protagonists and antagonists
  • Story-based plot development
  • Aliens, Tanks and Explosions

The problem is that climbing a mountain alone is difficult.

Eagle Lake for iPad – download it now!

DOWNLOAD IT HERE VIEW GAMEPLAY MOVIE Civilian Documentation Enjoy retro arcade action in this 1 or 2 player classic. Stalk your AI enemies, making use of the grid-based landscape and bonus weapons through 27 increasingly difficult levels. When you’ve beaten the computer, use Game Center to challenge your friends (albeit one at a time). Amazing … Continue reading “Eagle Lake for iPad – download it now!”

DOWNLOAD IT HERE

VIEW GAMEPLAY MOVIE

Civilian Documentation

Enjoy retro arcade action in this 1 or 2 player classic. Stalk your AI enemies, making use of the grid-based landscape and bonus weapons through 27 increasingly difficult levels.

When you’ve beaten the computer, use Game Center to challenge your friends (albeit one at a time).

Amazing Features include:

  • Unlock 27 different levels of 1 Player action – potentially hours of your life we guarantee you will NEVER get back.
  • Nine different maps and random bonuses for 2 Player adventures (if you really do have a girlfriend, and she’s not just in Canada).
  • iCade joystick support.
  • Multiple bonuses. They spin! They zoom! One makes you invisible (N.B. not in real life, but wouldn’t that be awesome? Or would flying be better? I’m never sure)
  • Exclusive graphics designed by a programmer who isn’t very good at art, but likes black and green to a potentially scary amount, because it makes him think of the old VT terminal he had to use when he was at University.
  • In-game soundtrack performed by a programmer who isn’t very good at in-game soundtracks! Don’t worry, you can turn it off. We did.
  • Sound effects! They go ‘Bang’ and stuff. No expense spared.
  • Speech synthesis! Yeah! Really! It talks!
  • Surprisingly fun to play. Actually, this bit is true.

Before cadets can progress to commanding real materiel, they must complete tank simulator training to level 27, and win multiple randomly selected battles at level 28. The training system is codenamed “EagleLake”, and provides simplified visuals, touch-screen interface and audio-visual feedback.

EagleLake will provide cadets with simulated situations which include:

  • Multiple AI enemies (Using AME: the Artificial Malevolence Engine).
  • One-on-one human enemies over local and intra networks
  • Experience in stealth situations, contained supplies management, and multiple ordinance types.

Cadets are advised to set aside a considerable amount of time to spend in the simulation, for although simulated battles are short, they provide valuable skills for the missions to come

Modern Ruins – Unity and other goodness

More of an aide-memoire for myself than anything. I spent some time last week with a group of students and was shocked to find that out of the whole class, less than a handful had a portfolio. Of anything. This is by the same guy: Students, get your portfolios in order. Related posts: Unity 3D … Continue reading “Modern Ruins – Unity and other goodness”

More of an aide-memoire for myself than anything.

I spent some time last week with a group of students and was shocked to find that out of the whole class, less than a handful had a portfolio. Of anything.

This is by the same guy:

Students, get your portfolios in order.

We’re not going to get out of this mess with the thinking that got us in here.

From Pandodaily: The 60-person startup is pulling in close to $750,000 every day, according to our reporting. That’s 50 percent up from the $500,000 the Times reported in early October. Not bad for a two-year-old company, whose two big-earner games launched in June and August respectively. This is an important point for local investors and … Continue reading “We’re not going to get out of this mess with the thinking that got us in here.”

From Pandodaily:

The 60-person startup is pulling in close to $750,000 every day, according to our reporting. That’s 50 percent up from the $500,000 the Times reported in early October. Not bad for a two-year-old company, whose two big-earner games launched in June and August respectively.

This is an important point for local investors and “business appraisal” executives. This company is two years old and they just launched their big earners in July and August of this year. It took them 18 months to produce a hit. Rovio, the other big game dev in Finland took 4 years to have an overnight success with Angry Birds.

Lesson for locals: it’s not going to be overnight but compared to biotech or ship building, it’s not going to be costly.

We’ve also heard that the startup has very low costs, spending as little as $60,000 a day. Again, Paananen wouldn’t confirm that figure, but he did say that user acquisition costs are very low, because the vast majority of its traffic is organic. The games spread by word of mouth because they are inherently social, he said.

They’re bringing in $750,000 a day and their costs are less than a tenth of that. Think about that for a minute when you consider the “high margins” that companies like Apple commands. 90% margins for this game. 28% margins for Apple.

Supercell has venture backing, but not a lot given this torrid growth. It has raised $15 million, including $12 million from Accel Partners alone.

This is the rub.

Northern Ireland has several venture funds but all of them are little. None of them would be able to meaningfully contribute to a $12M funding round. Also, Supercell is based in Finland but has operations in San Francisco. With backers like Accel Partners and London Venture Partners, it’s plain that Northern Ireland is attempting to play in the big leagues with their local venture capitalists. But having the plaque on the door isn’t the same as walking the walk.

Northern Ireland needs to accept that it has seed capital and treat it as such. The terms in the average term sheet from [local venture capital firm] are so punitive that I can honestly say they’re aimed at idiots and anyone with an ounce of savvy would just leave. There are bigger and better funds who actually are motivated to succeed (compared to tiny local funds who don’t give a shit whether you succeed because they get their fees anyway).

For a country of just over 5 million to produce a Rovio and a Supercell in just the last few years…well, that can’t just be coincidence can it?

No, it’s not a coincidence. Of course it’s not. They have a different environment. It’s a wealthier nation, but they also apply that wealth appropriately. In June this year, they launched a new €70M programme to support the games industry. In comparison, Northern Ireland has contributed almost nothing to sectoral development of this industry. They contributed £235K over three years from 2008 to 2011 but only if industry contributed £265K in effort (and the industry effort had to be given first).

This is separate from grant schemes for “creativity” or funding for R&D. I’m talking about direct sectoral development.

€70M versus £235K is considerable. Is it any wonder that the NI Digital Sector is lagging? I’ve come up with half a dozen ways that government could help develop the sector, at incredibly low risk to the public purse. I’m getting tired of thinking of new ways to push things forward when local companies cannot afford to take risks.

Now, if a local MLA comes up with this:

And everyone agrees that something must be done and nobody does anything, is it any wonder that we never seem to get the results we are looking for?

“We’re not going to get out of this mess with the thinking that got us in here”

The Economist thinks Gamification is a “fad” rather than a “trend”.

Link As video games have grown from an obscure hobby to a $67 billion industry, management theorists have begun to return the favour. Video games now have the dubious honour of having inspired their own management craze. Called “gamification”, it aims to take principles from video games and apply them to serious tasks. The latest … Continue reading “The Economist thinks Gamification is a “fad” rather than a “trend”.”

Link

As video games have grown from an obscure hobby to a $67 billion industry, management theorists have begun to return the favour. Video games now have the dubious honour of having inspired their own management craze. Called “gamification”, it aims to take principles from video games and apply them to serious tasks. The latest book on the subject, “For the Win”, comes from Kevin Werbach and Dan Hunter, from the Wharton Business School and the New York Law School respectively.

Video games may not have been entirely mainstream but to call them an obscure hobby highlights a thorough lack of understanding of history. Almost since they appeared, video games have captured the imaginations of young and old. Whether the operation was in an arcade, at home on a console, using a PC or, more recently on your phone, the games market has been anything but obscure.

Does gamification merit the hype that has quickly surrounded it? The idea is only a couple of years old, but it has already spawned a host of breathless conferences, crowded seminars and (inevitably) TED talks.

The name “gamification” is only a couple of years old but the concept and the practice go back more than thirty years. Major UK retailer Sainsbury’s launched their Homebase reward card in 1982. Air Miles, possibly the most well known international brand, started operating in 1988. Collecting points for rewards is the simplest form of gamification but we’re supposed to ignore it because they didn’t invent the name?

Does the Economist merit the hype with this kind of shoddy research?

The problem is that, after the authors have finished instructing their readers in what not to do, the concept of gamification is left looking somewhat threadbare. That is a shame, because their central idea—that the world might be a better place if work was less of a necessary drudge and more of a rewarding experience in itself—is hard to argue with. But then perhaps it is called work for a reason.

If all you want to do is paste achievement badges and point collecting onto drudgery, then yes, the concept is threadbare. But that’s not gamification. You have to use game concepts and gameplay to entice better performance.

If all you want to do is produce some poorly researched and barely understood fluff about Gamification, then I wholeheartedly recommend that you contract whichever Schumpeter journalist produced this article. They deserve an Achievement.

Clark

Looks like a isometric version of Portal crossed with WALL-E. Coming midway through 2013. See more here. Related posts: Remove your assumptions Putting some meat on the bones Developing for iPhone? iPhone coming to Vodafone

Looks like a isometric version of Portal crossed with WALL-E. Coming midway through 2013. See more here.

Borderlands Legends: is this what they wanted?

First of all, I’m not a big fan of Borderlands. It’s not the genre, it’s not the art, it’s not the plot or the subplots. It’s not even the plethora of weapons and mods, too numerous to list. The problem is entirely in the gameplay. It’s a fun, high octane and extremely capable first-person shooter. … Continue reading “Borderlands Legends: is this what they wanted?”

First of all, I’m not a big fan of Borderlands. It’s not the genre, it’s not the art, it’s not the plot or the subplots. It’s not even the plethora of weapons and mods, too numerous to list. The problem is entirely in the gameplay.

It’s a fun, high octane and extremely capable first-person shooter. But when you’ve upgraded your sniper rifle to the max, doing four kinds of additional elemental damage and you have the badlands barbarian square to rights in your sights. He can’t see you but you’re three millimetres of trigger finger movement from unleashing a massive calibre, supersonic round with a quad-payload into his unarmoured head. And you squeeze that trigger, your entire view is disturbed by the incredible recoil from your two metre long weapon of death. You peer back down your scope, only to see that not only did you hit the savage in the back of the head but he’s barely injured and he’s walking towards you. So, you unload another five rounds into him from your longarm and, he’s still coming. And the sense that you’re a badass of the wastelands evaporates as this semi-naked brute bludgeons you to death with his fists despite absorbing twenty of your maxed-out shots.

Their latest instalment, Borderlands Legends, translates the game into a third person squad shooter. This sort of game I love more than anything. But I’m disappointed to say that Borderlands Legends does not deliver. It’s definitely not a squad shooter, it’s a shooter where you have to micromanage four individual units who can barely spot an enemy unit until they’re hit by it. This poor AI is made worse by the game being the exact opposite of Borderlands. Rather than an expansive world to explore, you’re limited to a series of identical arenas waiting for hordes of enemies to spawn from unlikely corners. They have managed to exactly translate the feelings of helplessness as your weapons prove to be increasingly inadequate against the randomers who pour from the spawn points.

It’s really not a lot of fun. It’s disappointing because it’s beautiful. Both games are absolutely gorgeous.

Raspberry Pi: some useful links for doing more than playing around.

Miranda Sawyer at the Guardian: Everyone wants a slice of Raspberry Pi The £25 programmable computer invented by British scientists has turned into a global sensation. Will it encourage kids to teach themselves code, or just end up in the hands of nerds? Kit Buchan at the Guardian: 12 things to do with a Raspberry … Continue reading “Raspberry Pi: some useful links for doing more than playing around.”

Miranda Sawyer at the Guardian:

Everyone wants a slice of Raspberry Pi
The £25 programmable computer invented by British scientists has turned into a global sensation. Will it encourage kids to teach themselves code, or just end up in the hands of nerds?

Kit Buchan at the Guardian:

12 things to do with a Raspberry Pi
From keeping tabs on your baby to brewing your own beer, here’s a dozen DIY jobs for a Raspberry computer

  1. Nixie Clock
  2. Robot Slave
  3. Weather Station
  4. Rocket Launcher
  5. Portable/In-Car PC
  6. Jukebox
  7. Radio
  8. Arcade Game
  9. Baby Monitor
  10. Home Brew Beer
  11. Bird Box
  12. Near-space craft

Liam Fraser from LinuxUser.co.uk

Use Python to make your first game on Raspberry Pi in our easy to follow step by step tutorial
In this tutorial we’re going to be remaking the classic game, Pong. To do this, we’ll be using a Python module called Pygame. Pygame is great, because it allows the programmer to create 2D games without having to worry about things such as rendering the graphics in too much detail. The main portion of the code will be the code that makes up the game’s structure and logic.

Rob Zwetsloot from LinuxUser.co.uk

Build your very own media centre out of a Raspberry Pi to save on space and money using XBMC
One of the great things about the Raspberry Pi is that it not only has plenty of power to play back high definition video, but it also has the HDMI output to allow you to do so. This would naturally lead the media enthusiasts among you to think of the possibilities for using the RasPi as a media centre, but the list of advantages don’t stop there. It has network support to stream video, has a ridiculously small form factor so you can tuck it out the way, and of course the low price doesn’t hurt.