All posts by Olly

I Love Pixar

Continuing my procrastination around writing a review of The Incredibles, I just read Moriarty’s story on AICN about his tour of Pixar. I don’t really like AICN, partially because it always looked like an anachronistic Geocities site straight out of 1997 and was almost actually offensive to my eyes (less so with their new design), but also because of their annoying tendancy to get worked up on every little fallacy that they post while bashing anything that doesn’t meet their strict criteria on what to like – part of the reason why I found Jay & Silent Bob Strike Back’s idea of tracking down and kicking the shit out of the Talkback kids so funny. Plus there’s the fact that Harry Knowles is like a fat lion-man doing a Michael Jackson impersonation. Seriously, he scares me.

Anyway, Pixar. Reading that just reinforced my idea that it would be the ultimate place to work. There was a story in our local paper the other day about how a former Bournemouth University student is flitting between them and ILM (I forget which way) and all I can feel is raw jealousy. I’m loathe to go back to making obvious allusions to EA’s practices, but the sheer quality and popularity of Pixar’s output just shows that a free and relaxed working environment such as theirs will produce something far better than a production line/battery farm mentality.

It’s too bad that I have absolutely none of the skills that could net me a job at Pixar. I want my own cottage in the dwarf town…

Sequels Biting The Hand…

The definition of irony? EA blaming sequels for poor Christmas sales, and they’re audacious enough to blame other people’s sequels. Still, at least they know how it feels to have their market share sucked up by a competitor’s franchise. I just wish it could have been mediocre franchise sequels to blame instead of actual good ones like Half-Life 2, Halo 2 (it was a great game!), and World of Warcraft. Those games actually took a lot of work and originality to develop, unlike Need For Speed Underground 2 and NFL Street 2. Maybe that NFL licence isn’t the licence to print money that they thought it was going to be, and it’s good that the NBA avoided the same fate.

It’s amazing that they can pour out their shit and treat it as the default outcome that it will be bought up by everyone, giving them millions more to spend on slave labour. How can someone be surprised when the same games they brought out last year don’t sell? Do I smell fresh acquisitions in EA’s future?

In other news, I really want a PSP. I don’t know if I’ll manage the wait until September for a superior Japanese model.

Learning PHP

Yeah, I know I haven’t written the review of The Incredibles yet. I’ve been working on other projects and promise that it will be soon.

Since I moved this site to a WordPress system I’ve been on something of a web design kick, taking my messy but functional HTML into the realms of XHTML, CSS, and standards compliance. Things like the CSS Zen Garden have become more than just a quick curiosity – I’ll actually take the pages apart and look at how they work. I’m also in the process of taking a WordPress install for someone and integrating it with Walrus to make it into a webcomic system. There have been a few bugs to squash along the way but it’s progressing well, and doing this inspired me to take the leap and begin learning PHP.

Tinkering with WordPress has given me an idea of how PHP works, but I’ve never actually learned a proper programming language. Markup languages like HTML are comparative pieces of piss, but I’ve tried and failed at C and (don’t laugh) JavaScript alongside short-lived dabbling in others. For some reason PHP seems easier to learn, and seeing what can be done with it in making dynamic web pages makes me think that the possibilities for what I could do on future sites are huge. I suppose that web applications just hold more appeal to me than making some computer program which needs months of work to be able to create something even approaching elaborate.

I’m working through the PHP Wikibook (I wrote the section on running PHP under OS X, incidentally) to get a grasp of the basics and then I’m going to check out what Borders have and will probably pick up the PHP and MySQL Bible if it contains my level of information.

The Incredibles is Really Good

Notice how I avoided the obvious and already overdone pun?

Anyway, The Incredibles was released on DVD here today and I somehow managed to miss another Pixar movie at the cinema (so far I’ve only managed to catch the Toy Story movies), so I’ve just seen it for the first time. I really enjoyed it and was further convinced that it’s impossible for Pixar to do any wrong. I’d probably say that only the original Toy Story and Monsters Inc are better.

It’s a great example of how something can be designed to appeal to everyone with slapstick and visual humour that appeals to everyone, especially kids, and satire and clever humour that they might miss but adults are going to enjoy (the fact that people are suing superheros for compensation), without falling into the trap of talking down to or alienating anyone. Hopefully I’ll be able to do a full review over the weekend.

Spore

Will Wright is undeniably creative, and one of the few people behind the scenes of game development in danger of being recognised on the street, even if I thought The Sims was one of the most inane things I’ve ever played. My personal preferences aside, he’s perhaps even better than Nintendo at taking the idea of an open-ended and unique game idea and running with it to create something really extraordinary.

What does have me amazed, if indeed it’s more than a tech demo for dynamic asset creation, is his latest project: Spore. It starts of as basic as Pac-Man, but through evolution you can take yourself from amoeba to complex organism, right through basic tribes and civilisations into interstellar travel. Not only does the scale of the game change but so does the style of gameplay, going from Pac-Man to Populous to Civilisation right up to the ultimate in macrocosmic god games. If The Sims was a sandbox game, this could be a Sahara game.

The Sims and the GTA games, amongst others, prove that giving players a pretty sandbox is a very successful formula, both commercially and critically, and is probably one of the best ways to capture those who perhaps won’t play the usual goal-orientated title (the EyeToy style of game being the other). It’s not a new idea and isn’t what I’m looking at here. What I’m more interested in is the idea of dynamic content creation by the game itself. Past experiments with it have been moderately successful at best, with RPGs using random dungeons turning into monotonous crawls as a computer program that is infallible at crunching numbers just can’t have an intuitive idea of what is going to keep interest alive. Of course even a flesh-and-blood level designer can’t always account for taste, but it’s just not something that a computer can do.

What I don’t remember ever seeing before is dynamic creation of game assets such as textures and animations. Obviously it’s never going to work for a story-driven adventure which needs the assets created by its army of designers, but for more open-ended games it could mean an end, or at least a curb, to huge game sizes as they would house nothing but mathematical equations instead of huge bitmap images. Have you ever played a game like Resident Evil and wondered why the virus that causes random mutation creates absolutely identical mutants and zombies, even down to bloodstains? Or how RE4 contains only a handful of villagers who you’ve apparently killed hundreds of times each? This technique could change that.

No more cloned, homogenous mercenaries to blow away in your favourite FPS – each one has a unique face, body structure, voice, and even animations. No more guessing what your enemy is going to do by looking at which animation cycle they’re in the middle of because each one with throw a grenade or reload their gun differently. That’s a good application of new technology to solve a flaw of modern games, and coupled with the advancements in combat AI that we’ve seen in the likes of Halo it could prove to be a major step on the road to more lifelike characters.

FSW Treats PTSD Says MSNBC

I just saw this story referenced on the Edge website about how Full Spectrum Warrior, a game originally conceived as a training tool for soldiers in the US military who are about to enter an urban warfare environment which was also adapted as a commercial game, is being used to treat post-traumatic stress disorder in soldiers coming back from Iraq. I’m not that big on war games or strategy games, but FSW took the best parts of both into a game that I really enjoyed. The US military didn’t, but I couldn’t give two shits about them (the military itself, not the soldiers; put your angry emails away).

It’s very ironic that a game designed to prepare personnel for the kind of combat that they face in Iraq failed spectacularly in that respect but turned out to be a reasonably successful commercial game, which is in turn being used as a therapeutic tool to treat soldiers who have been traumatised by Iraq. “Not accurate enough” to train them, but apparently realistic enough to trigger painful repressed memories. The most constructive $5 million they’ll ever spend.