Silverlight Issues

So this has been bothering me for a while and I can’t seem to figure out whats wrong with it. When running the WP7 emulator, I get this strange red tint on the display. At first I had thought its something to do with my code, but then I noticed it only happens when I run the emulator on my laptop. To add to the oddity, the same red tint also appears when I view some silverlight based web content such as Netflix movies. Here’s a screen of what it looks like. Only similarities that seem to be present between the two (Netflix and the WP7 emulator) is silverlight.

One possible issue that just popped into my head is that my laptop is an Asus G74SX 3DE, which has a built in 3D ready display and it sometimes flickers when I try to view shows on Netflix, yet it doesn’t do so when I’m using the emulator.

Designing games with females in mind

As part of an assignment a few weeks ago, I had to write an opinion based article on anything related to the game industry. There are very many issues that plague the industry, but I’ll use the word “issue” sparingly because some of the “issues” may not be issues at all to people. They range from poor support that PC players receive from many of the major gaming companies, to business-first games-second mentality that many publishers have managed to instill into their development houses. The issue I wrote about and I found interesting at the time was how gaming has transformed from an exclusively male past time to a more open, accessible and broad choice of entertainment for many. Firstly I’d like this post to sound less scientific and more informal, so I’ll replace male/female with men/women. I’d also like to note that my interest in the topic of this article was during International Women’s Day (yes, its a day that exists).

The issue (or what I think is an issue) that I found is that many of today’s major games don’t cater much to women. Now after reading that sentence, the title of this post may be slightly unclear or misleading, so I’ll clear it up. I’m not talking about designing games exclusively for women, I’m talking about taking into account that there are women out there who want to play many of these “triple A” titles, but more often than not are unable to for various reasons. As mentioned before, gaming has grown dramatically in both reach and accessibility. More and more people are playing games on new platforms that continue to grow as technology advances. No longer is gaming primarily about just manipulating simple primitives on screen. It now involves many different principles, from audio and visuals to story telling character development.

To help illustrate the issue I’m talking about, picture this scenario. You’re working on a game (could be an original IP, a sequel or even a combination of the two). Coming up with game mechanics, stories, characters and art themes are all fun and good (and arguably the most fun part of game development). However, how often do designers ask themselves “How would the game be viewed, perceived, played and enjoyed by women?”. Many of today’s major games would would have you think that such a question never really comes up. Some games by nature are exempt (to a certain extent) from such questions (e.g. you wouldn’t expect to see women running around on the field in Madden or FIFA), but many games out there could do more to gain a larger following among women who play games.

Personally, I’ve always wondered how some games could actually affect their player base by adding more female-friendly content. Ever wondered what would happen if games like Battlefield or Call of Duty had female soldiers? What if Max Payne was a female cop with a husband and kids? Or how about Sam Fisher being a female agent? Those are probably measures on the more extreme end of the gender friendly spectrum, but its food for thought. There are more subtle ways to go about it. For example, that game cover that features scantily clad or hyper-sexualized women could be toned down or altered to make it something that most women could relate to.

Try buying a copy of Duke Nukem for your girl friend and see if she likes it

One game in particular that I think is a good example of this is the Tomb Raider series. Early versions of Lara Croft from Tomb Raider presented her to the player as a seemingly virtual porn star (tight, revealing clothing, ample bosom and behind, e.t.c.). Over the years, Lara Croft slowly began to gain more detail with each game that came out. Whether this was due to technological advancements or more of a focus on Lara as a character rather than an object for guys to ogle at (or both) is anyone’s guess, but the fact of the matter is Lara Croft has slowly changed from what she used to be (hyper-sexualized) to what she’ll soon be in the up coming Tomb Raider game a shown in the image.

Lara Croft - Then and Now

Now as you can probably tell from the image, the Lara on the right would appear to be more well developed and people may find her easier to relate to as opposed to the earlier versions of Lara on the left. That being said, I wont deny that men will be men and there are certainly men who’d prefer to play a Tomb Raider game with the left Lara rather than the right Lara (see what I did thar?) As a test, why not grab the nearest girl friend and ask them which of the two Lara’s they would be in the game.

I think one of the most important ways that game developers can make their games more appealing to women who play games is by the use of depth. Depth in this case can mean rich story, well developed characters and justifiable violence. I’ll put those into perspective starting with justifiable violence. Many games today feature a lot of violence that would be more than questionable in real life. For example, Saints Row The Third lets you go out and beat down the nearest civilian with a near human-size dildo for no real reason but to appeal to the inner sadist in you. Hopefully everyone can recognize that it is just a digital world that bears no meaning on the real one and the actions they take in there are just for the sake of entertainment (and entertaining they are). In such a case I’d imagine that (most) women would find it difficult to find any fun in that, and not because it is a dildo being used, but because the violence in it isn’t really justified or reasonable.

Beating people with a dildo was part of the fun

In contrast, a game like Dragon Age which features just as much graphic violence most likely has a larger female player base. I haven’t actually looked at stats on that, but I’m working with an assumption based on the few women I know to play games. The main difference between these two games (besides the obvious game types) is that Dragon Age has a lot more depth to its story and characters, and the violence in the game ties in closely to the two (as it does in Saints Row). When you go out and fight enemies in Dragon Age, the right-versus-wrong element usually plays a role in the story behind the fight and choice in the game allows players to decide the outcome. In contrast, Saints Row is much more straight forward. Money, revenge and power are central to what is going on.

Heads flying in Dragon Age

Now I’m not suggesting that every game out there should present rich story, multiple dialogue options and plenty of choice to the player. I’m merely highlighting some ways in which designers can make their games more appealing. I’m sure many companies will still priorities the demographic that will bring in the most financial gain at the end of the day, but I’d like to think that some day that will change and the games we play may have more to them than the new level of simplicity that we have. Either way, games will still be entertaining and I hope you enjoy yours.

Happy Gaming!

12 in 2012 update

I hate backtracking on what I’ve said but I’m forced to reshape the schedule for the 12 games I intended to make this year. My original plan was to have 1 game done each month (which I’m still fairly positive I can achieve), but it doesn’t leave me with much time for play testing. So instead of doing exactly 1 game each month, I’ll just leave it to 12 games in the year but will try to follow the 1 gamer per month idea. The current game I’m working on (The Escape) is done for the most part, just have to track down a few bugs and have it sent to Microsoft for certification and publishing onto the market place. More updates to come soon!

12 in 2012

So I’m currently enrolled as a student (again) at Full Sail University, a place where education happens at a very accelerated pace. One of the challenges of attending school here is finding time to do anything else that isn’t related to school work. Classes occur everyday of the week and around the clock and it certainly isn’t unusual to find students in class at 1am or 3am working hard on assignments or projects. For some reason this kind of felt like an opportunity to challenge myself and so I shall. I’ve decided that I will attempt to develop 12 games (one game each month) this year and have them published at the end of each month on the Windows Phone market place. Now anyone who’s been through Full Sail will easily tell you that certainly won’t be easy to do, but you never know until you try (and I’m certain something similar has been tried before). That being said, I’d like to introduce the first of the 12 games – The Escape.

The Escape

Early screen

Now first off I’d like to note that the image is from a version still in development and that its also a little bit of a cheat. Work on The Escape started before 2012, but I want to use it as a first game because it will kind of set a standard for the remaining 11 games to come. If everything goes according to plan, a finished and polished version of this game should be up on the Windows Market place by the end of this month. That being said, The Escape is similar to most tower defense games in that its about building and repelling waves of enemies. This particular version has you control a ship which has three defenses. The defenses can be changed and upgraded to suite the situation. I won’t say much more about it because its always easier to just see the game as opposed to reading about it, so expect more updates soon!

Star Wars The Old Republic (more ranting)

So as I’ve said before, I appreciate the amount of so called “bold new direction” comments that SWTOR has garnered, but lets be serious here for a moment. The game has been out for less than a month, but somehow its managed to land itself (at the time of me writing this) a Critic Score of 87% and a User score of 6.1/10. Leaving aside the user score (for reasons that should be obvious), the critics who are giving the game scores well above 80% must really be something special.

They have somehow managed to come to the conclusion that the game deserves this kind of score. Usually one would imagine when a review is done, the reviewer has managed to touch a greater majority of the content available, if not all of it. I find it rather hard to believe that people have actually managed to do this in the short span of less than three weeks (some sites have even branded the game as MMO of the year). Now in all honesty, if other MMO developers out there had the kind of resources that EA has undoubtedly blessed Bioware with (voice talent among others), would they really be branding the game as something new and refreshing and worthy of an 87% average?

Gaming laptop check-list

Prior to building a desktop which serves as both a development machine and a gaming powerhouse, my main machine has always been a laptop. I loved the mobility, the slim keyboards, the relatively low noise output and a list of other things that I personally felt were important. Now a few years down the line I’m on the desktop bandwagon and I’ve come to the conclusion that I’d always prefer a desktop for work and gaming, although I’d never abandon my love of laptops. That being said, I recently (about a month ago) acquired a new laptop for school and gaming purposes – the beastly Asus G74SX-3DE (I’ve always wondered who names these things).

Now having used laptops for a while, I have a list of requirements/expectations for laptops which has slowly grown over the years. I’ve been putting this small list together based of new technologies and past experiences and I have to say, the G74SX has really managed to impress on all fronts. First off, as you can see from the specs, it is a really high end gaming laptop with some very impressive hardware. But of course when it comes to laptops and most mobile devices in general, hardware alone shouldn’t be the determining factor when deciding whether or not to invest in a particular device. Based of my list, which I do admit is based off personal preference but also includes reasonable points as to why the G74SX is a winner (at least I think so), I’d like to share some key points which I think really make the G74SX great.

First of all the hardware itself. There isn’t much to be said about it, but all you need to do is look at the G74SX specs and I’d be surprised if you were not impressed. Its a powerful machine and so far the one game that has managed to bring it to its knees (albeit in the ever so taxing 3D Stereoscopic mode) has been The Witcher 2. I will admit though that I was running both those games on the highest possible visual settings (Ubersampling disabled on The Witcher 2). But like I previously mentioned, hardware alone may not be the most important as that seems to be standard in high end machines.

Second on the list is input methodology*. First and foremost is the keyboard layout and style. The G74SX has a complete keyboard as opposed to most standard laptop keyboards. For those who can’t see the difference, the full laptop keyboard features a number pad to the right, where as most standard laptop keyboards don’t. From a gaming perspective, this would be important for obvious reasons (more bind-able keys, quicker access, convenience e.t.c.) and from a developer perspective, having a number pad helps for similar reasons too. I found that for some this is more of a personal preference and I personally prefer the full keyboard to the standard laptop one. One other notable thing about the G74SX keyboard is that it is can be very silent to type on provided you’re not smashing away at the keys, so typing in a crowded library or other places that are usually meant to be silent won’t bother people around you.

The G74SX ships with a five button mouse (left, right, middle mouse buttons and two thumb buttons) all of which are programmable. For most games that sufficient but some people may find that mice with more buttons such as the Razer Naga are better suited to their gaming needs, especially MMOs. One downside to the G74SX is the number of USB ports it has. I found that some games are best played using other forms of input besides keyboard and mouse and in some cases a combination of keyboard mouse and some other peripheral (such as a Joystick or a 360 controller). The G74SX only has three USB ports which in reality is only two because more of then not, you’re mouse is always going to take up one of those three ports. So with only two ports left, you can connect other devices such as controllers or USB headsets, or in my case, devices such as phones or tablet PCs used for development or even just for recharging. As you can see, that’s a lot of devices with few ports to host them all.

The last major thing on the list is one I find most important, air cooling system. Most gaming laptops and laptops in general have all the hot air generated in the laptop blown out the bottom of the laptop. Now as you may imagine, gaming on a laptop generates a lot of heat, and that heat needs to be expelled from the laptop which means if the air vents are at the bottom, all that heat will go straight to your lap (unless you’re using the laptop on a table or have some cooling accessory to mitigate the heat). I’ve always wondered why it is laptop manufacturers keep placing the air vents at the bottom. Someone at Asus must have been thinking about it too because the G74SX has its air vents facing out the back of the laptop so your laps (and other more important reproductive tools) don’t get cooked during peak usage. This means that you’ll experience little if any discomfort from heat generated and you can actually USE THE LAPTOP ON YOUR LAP!

So to summarize, if you’re planning to get a laptop for gaming purposes and intend for it to serve other needs as well, these are some things you may want to consider (some of which I didn’t discuss):

Keyboard layout
- Full size vs. laptop size
Mouse input
- How many buttons accompany the touch pad and what kind of gestures does the touch pad support (e.g. scrolling, zooming, rotation e.t.c.)
USB ports
- How many does it have vs. how many do you need
Air circulation and noise
- Which way does the air flow out
- How noisy does it get during peak performance
Display options
- My personal preference for laptops has always been at least a 17″ display with at least a 1920×1080 resolution
- Does it support 3D content and if so, does it do it on natively or do you have to connect to an external monitor to view 3D content. (Its worth noting that the G74SX-3DE supports 3D content natively)
Battery life
- While it is a gaming laptop and it is designed to run highly resource intensive stuff while connected to an external power supply, its still a laptop and I feel that it should at least give two hours of battery life if its not plugged in and running games or movies.

To wrap up, I think the Asus G74SX (3DE or not) is one of the best gaming laptops out there. Solid hardware and great features and it really complies with my personal checklist and I’d recommend it to anyone who’s looking for a gaming laptop.

*I’d like to note that in the middle of writing this, my dishwasher exploded open with all its glory and filled up the kitchen with water and soap, my opinion from here on end may be extremely biased towards dishwashers if I mention any.

New Year and new theme

Well I’ve decided to make it a tradition. At the end/beginning of every year, a mandatory theme change will be enforced. I was hoping to find a dark theme among the very well done library of themes available for word press, but I think I’ll stick with this for now. That being said, Happy New Year to everyone out there.

Star Wars The Old Republic (from a PvP perspective)

So, like the countless others out there who all jumped onto the Star Wars – The Old Republic (TOR from here on) bandwagon, I found myself presented with a rather unpleasant message. In order to continue playing TOR on my free 30 day game time, I need to provide my credit card information as select a recurring payment plan (or activate a time card). Now I’m not going to be one to fuel the fire that will probably ignite on the official TOR forum, but my main issue with the game right now stems from some very strange game play design decisions that have left me very perplexed.

First off, I’d like to say upfront that my main goal in TOR was to engage in organized and structured player versus player combat (or PvP). In retrospect, this would seem to be going in the opposite direction that Bioware has trying to innovate and that would be on the story side of things. Presenting authentic, believable and unique story driven entertainment in an massive multiplayer online game seems odd to me simply because some of the best (if not all) story driven games are single player experiences which shine the most in single player. Trying to replicate that in an environment that has thousands of players would probably be quite challenging (then again, that’s just my biased opinion).

So far I’ve been playing a Bounty Hunter/Mercenary and as mentioned before, my main focus has been PvP. Now my experience with the game so far outside of PvP has left me feeling like I’m playing a single player RPG that happens to be in an massive multiplayer online world. The questing remains true to typical Bioware RPGs which involve lengthy voice dialogues and player choice that may affect the outcome of the quest and indeed the player’s overall progression. In a sense, this is innovative or at least unique from most other MMOs which have the standard quest sequence of talk to NPC, go kill X number of Y and collect this and that. I feel that the player versus environment (PvE) side of things delivers a refreshing experience and keeps you wanting to do more because of the great voice acting and story, but as mentioned my issues with the game stem from PvP which I’ll elaborate on.

The first and biggest issue that I find very strange is that Bioware opted to remove level brackets from their war zones (for those who don’t know, a the war zone is simply a PvP match player’s can sign up for and fight against each other). What this means is that the war zones consist of a very broad range of character levels (expect to find level 10 characters being put up against level 50 characters). In order to level the playing field, they introduced a bolstering system, which would in a sense normalize the stats for lower players to allow them to compete with higher level players. In theory, this means that they would be able to give and take more damage. In reality, the disparity between the abilities accessible to players at different levels usually means that the players of higher level have much greater chances of coming out on top on all fronts (healing, damage output, kills e.t.c.). That point could be argued upon but from what I’ve seen and experienced, any player at level 50 who knows what they’re doing will more than likely best a lower level player.

The next thing I found very strange was the lack of crowd control immunity. Player’s can consistently and constantly get bombarded with various crowd control abilities and receive no immunity from them (which the exception of class abilities which may free them for a very brief period of time). This is exacerbated by the lack of level brackets due to higher level players having a wider array of crowd control abilities and lower level players having very few. I would have thought immunity (even if for two or three seconds) after being affected by a crowd control ability would have been a very obvious thing to implement but I’m guessing that must have slipped the design team or they may have deemed it unnecessary.

The last thing I found very peculiar (at least for me it was) was the collision detection, or lack of it. There have been various discussions about feedback in TOR and one of the more lauded feedback systems in the game is how light saber wielding characters actually deflect blaster rounds and make physical contact with other light sabers when engaged in combat as opposed to the traditional MMO system of just having each character do their own swing animations without any awareness of their targets incoming swings (watch this video to see it in action). I thought that was pretty cool, until I realized that players and non player characters can walk through each other. That’s right. They can physically walk through each other as if made of air. Now there could be various reasonable explanations for that (eliminating potential for clogged up passage ways and crowded NPC areas), but it still does feel very odd when other players and NPCs just pass straight through you.

Anyway, just my initial thoughts on the game. Many would say that some of these “issues” will be addressed, but I think that when a game has been in development for five plus years and in public testing for six odd months (correct me if I’m wrong there), some of these things should not even make it into the final build of the game at launch. To anyone that is only interested in PvP and has been considering TOR as an option, I’d recommend thinking very hard about it before buying the game, at least in its current state. You may end up very disappointed.

Continued work

So I’m continuing to do this WP7 development thing. Making games and apps and now enrolled in a Masters degree, my work load has pretty much doubled. Some of the stuff still on the back burner includes Left 4 Dead 2D. To all the people who saw and liked the video on YouTube, my apologies. I’ve procrastinated for a long time on development on that and as soon as I find the time and incentive to continue with the project I’ll post updates as they happen.

Windows Phone 7(.5) Frustration

So another rant incoming. We’re coming up on the one year since the launch of Windows Phone 7 and as both a developer and an end-user, I feel like the platform still lacks many things that other smart phones offer. I believe Microsoft had wanted to do something different and unique, I can understand that but sometimes you have to stop and wonder what if. What if Windows Phone 7 had been initially released with all the features of mango (7.5) instead of waiting over half a year for it. Why were such seemingly important features (copy paste, multitasking, conversations e.t.c.) relegated to a patch-after-release category? Now there’s no fanboy-ism going on here. Everyday I use my Windows Phone 7 for many different things like gaming, e-mail, web browsing, Netflix e.t.c., but at the same time I also have a ViewSonic g-Tablet and during late nights when I indulge in the various forms of entertainment and activities it provides, I keep noticing how many things I don’t have on my Windows Phone 7. I’m sure there are people out there who have used an Android or iOS device and found that Windows Phone 7 still seems to be lacking something.