Saturday, December 31, 2011

A wider point of view, The Aftermath

As far as gaming goes though, 2011 has been an important year for first person shooters. There were some ambitious titles this year, many debuts. Most of them poised to capture the hearts and minds of the same public. Now at the end of the year, at last, we can look back as the dust settles. As I type this I am aware that I'm writing this from the one perspective, that of the PC gamer. I also realize there were more interesting shooters this year then mentioned here. But I wanted to keep the scope of this post limited to those games aiming squarely at Call Of Duty. For some these are competitive games and PC still remains the home of that. Console gamers should look to PC as well, because the tech that's present now will be what dictates the hardware of the next consoles. This is especially important now, because the next wave shouldn't be too long out.
Talking about hardware almost always means talking about graphics. But I shouldn't sell PC gaming short, it's not all about graphics. The social aspect of gaming shouldn't go unnoticed. More and more people are playing games. Pulled in by their friends, or simply because everyone else is doing it.
It won't be long before we find it hard to imagine the social aspect absent from gaming. For a good long while now Steam, Xbox Live and PSN have been familiar names to gamers, yet these platforms are still evolving. Becoming more social oriented instead of being just a digital marketplace. Facebook is the norm to follow. This year was also important because it marks the point at which console ports seem to look really dated. This is generally a bad thing, making developers push their tech if they want to keep selling on PC. It only takes one, because if the competition does...
So how did the other contenders to the throne fare? I'll give you the rundown of what I remembered.

Homefront turned out a little Battlefield-clone that could. Or at least wanted. At first glance, gameplay looked like a cross between the fast paced action of Call Of Duty and the scope of Battlefield Bad Company. Multiplayer was about that, if you could handle the way it played. Inertia and loose screws are two words I could use to describe the experience. None of them are overly negative, but it took some getting used to. Not nearly as fluent as CoD, but still fast. Not nearly as deep as Battlefield but not shallow either. The PC version of the game got some extra attention and it showed as this was by far the superior version. Just looking at the archaic options screen that looked as dense as an excel sheet made me smile. But that's where the praise stops for most people. Homefront got outclassed by the competition in every way. I also make a deliberate point not to mention the campaign mode. It set the scene for Homefront, let's leave it at that.
The Homefront franchise is not done though. THQ wants its militairy shooter. After all, they've been doing very well recently with their other titles such as Darksiders, Saints Row and all things Warhammer 40k. To everyone's surprise Crytek will be making Homefront 2. Originator Kaos studios was put out of business.

Crytek also had its own seminal shooter this year. Showing the prowess of the Cryengine3. At the time of the release of Crysis2 is was quite clear that real time computer graphics had taken the next step. This first engine that was ready to enter the next generation was still on current consoles. But it was until the engine started showing some muscle on DX11 tech that we saw we were dealing with an engine for tomorrow. My quad core PC with a single gtx460 had to bow out but the screenshots thrown around the web spoke volumes. Crytek had made another engine for tomorrow's systems.
The game itself was very good indeed, the gameplay mechanics deviated drastically from the standard run and gun found elsewhere. Instead you'd run, gun, cloak, super-jump, shield up and gun some more. Unfortunately the game was run like a console game, even the MP part was done by a console developer: Crytek UK, formerly Free Radical Design. Known from Timesplitters and more recently, not to mention notoriously, Haze. As a result the MP was well done but FRD was clueless when hackers started taking over as soon as the game went live. Pirates could play MP unhindered. Bringing with them the ire of all honest Crysis fans that made the franchise what it was. Steps were taken, but by then the game was bleeding active players.
The single player campaign was quite good. I'd rate it higher than both Battlefield 3 and MW3's campaings. Sure it was a lot more linear than Crysis1, but it still had set pieces which one could tackle whichever way you wanted. The story was a lot better and held a few interesting twists.

Brink didn't need a new engine. Brink took another, more artsy direction. The look of the shooter game with the hooligans was well established. The caricatures in this game wield caricatures of real guns. Too bad then, the gameplay wasn't quite the caricature of what Team Fortress has to offer. The concept of the game was painfully limited. Multiplayer matches were essentially a series of objective-oriented team challenges. Where one side would have to stop the advance of the other. These story missions got very old very fast though and that's what killed the game for me. The missions were well made but once everybody figured out the maps, every match would play out more or less in the same way. Needless to say, things got boring. I still feel extra, more open, game modes such as team death match, domination and payload could have saved this game.

After my disappointment with Brink, I was hesitant to give Bethesda more money for Rage. So I am holding off until Rage gets a hefty discount, or steam has a sale on it. Rage was well received by the press. And people seemed to like it well enough. The PC version wasn't very good at first - the techniques used by Carmack were more fit for consoles. This brought out the usual pitchfork mob of disgruntled PC gamers. Carmack sold out. Carmack lost his mind. Carmack has left us. Carmack made amends. He then stated that the PC should propably have been the lead platform for the game, and will be for future ID projects. PC problems were fixed within a few patches though, so in the end it all came together. The big upside to Rage is that Bethesda now has a established next generation engine. The engine is very powerful as it is, making Rage run at 60fps on current consoles is no small feat. Though it remains to be seen if it will be used in the future. The next big FPS from Bethesda will be Prey2, and that looks fantastic even though it still runs on the old Doom 3 engine.

Once, in a Steam review of the game I wrote the following (see quote):

Simply put, TF2 has become the best shooter of all time. It has proven its staying power for years now: the timeless art style, the classic gameplay, the support from one of the best developers. The micro-transaction based free to play model is a sign of things to come, as TF2 is the herald of a new age in computer gaming.
And I feel I was pretty much right. Even though I wrote it in a hurry in exchange for an event achievement. TF2 went free to play this year. Boldly going where no big mainstream shooter dared go. Valve was rewarded in a huge way for their calculated gamble. The game even surpassed Counter Strike, which had been on top for years, as the most played Steam game.
Income from TF2 now comes solely from microtransactions from the in-game store. Once a player buys an item, he'll activate the random drop roulette that exists within the game. Which gives him even more, craftable and tradable items.
By making the game free, Valve has effectively invited everyone to the in-games store that has already made them, and the in-store item creators, a fortune. With this Valve has changed its initial stance on character customization. They had always put character silhouette first, to improve the recognizability of the various classes. Don't take out the pitchforks just yet, because this means we can expect more solid titles from Valve because of this. Dressing up your own characters is fun but this doesn't say anything about how fun the game is to play. The answer is very. But by all means try the game out for yourself. It's free. Despite being really old in gaming terms, TF2 is still getting a ton of attention from its creators, almost as if it was an MMO. There's something new almost every month. Valve isn't resting on their laurels either. Soon Counter Strike: Global Offensive will storm Steam, and the world as the next e-sport. Next to DOTA2. Another e-sports game. They don't seem to concerned about what happens in the world of FPS, keeping Counter Strike in a league of its own. Much like that other e-sports titan, Starcraft from Blizzard.
Duking it out for the mass market though, are EA and Activision. The title fight! In the next post.

Sunday, September 11, 2011

A wider point of view, the inverted Y-axis.

My first foray into PC gaming was called "Falcon" on an Amstrad 8086. It wasn't really a game as such but an F-16 combat flight simulator. At the time, and at the mere age of 7, I wanted to be a fighter pilot. Being so young a pilot, some of the flying had to be done for me. So taking off was done on auto-pilot. So was navigating, engaging and landing. All I mostly did in between was steer the plane with the joystick. Whenever things got a bit too hot for comfort, I would press the "a"-button and the game would take care of business.
A while later I got a new PC, a 386, and was given MS Flight Simulator by a relative. Soon hours would be spend in a Cessna zipping around the Detroit city skyline, making a game out of flying between the skyscrapers at breakneck speeds without crashing. This time though, all of the flying was done by me. The sim had an auto pilot but it was too complex for me to configure.
Another PC upgrade to a 486 brought with it another flightsim: Falcon 3. This is the game that would seal my fate: I was going to be a military pilot, because the sim trained the player to be one. I got the game in the deluxe edition, which added an F/A-18 and a MIG-29 sim using the same engine. It had a very thick booklet on how the F-16 works. It had a booklet about how the air force works. It had a booklet about how weapon systems work. I doubt anything like it could be printed today without looking like a wikileaks publication and being treated like one. The box containing all the books and CDs was a treasure trove to my eyes and felt like it too - I could barely lift it. Hope and destiny carried most of the weigth all the way to my father, who was waiting for me at the cash register. The treasure cost accordingly, but my father was somewhat of a flight buff himself and he must have seen a great pilot through my trembling arms and the tears welling up in my eyes. So he bought it for me. In short, yes, the game sealed my fate. As a PC gamer.

Later, my flying carreer came up to speed when I also got Chuck Yeager's Air Combat, and when Pentium came around, expanded with EF2OOO and even later with F22 Air Dominance Fighter from the same company. Flightsims were my thing and I strove to know everything about air combat and fighter jets.
I knew all about navigating airspace using pitch, yaw and banking. And I would use them to great effect in barrelroll, Immelmann, Split-S, and cobra turn manoeuvres. I was in perfect control.

Control is what this post is really about. Control is crucial.
When one plays flightsims one controls aeroplanes like this: push forward on the stick to move the nose downwards, pull back on the stick to pull the nose upwards.
Translated to mouse controls means that pushing the mouse forward, which is perceived as an upward motion when you look at the mouse from the top down, results into the nose going down - not up. This reverse effect along the Y-axis is what lends inverted controls its name. The mechanics of a plane make the controls inverted by their very nature. Knowing about these makes inversion very logical.

You should watch the following clip if you want more info.

After the flight sims came the shooters. Doom revolutionised gaming and introduced the first person shooter genre in a big way. In those early days mice weren't as common as you might think, it was the joystick that accompanied every gaming PC. Gaming in those days was mainly done in arcades the PCs were trying to emulate. Not to mention mouse support in software was almost as rare as the hardware.

Doom was no exception and was played mainly with just the keyboard, in the game there was no actual use for looking up or down. Aiming was done only on the rotation of the player and shooting would result in a hit regardless of the target's height, as long as the shot was neatly lined up.
When online gaming finally swooped me up I got into playing Dark Forces 2: Jedi Knight. The game was often showcased as the game to play while using a force feedback joystick. Of course, I had to make do with the stick I already had. Through the power of imagination the flight stick became the handle of a lightsaber. But it wasn't very long before I realized there might be a better way. The gun play was too slow to be competitive, because with a stick you need to steer your aim. So I switched to a mouse, which offered the needed speed and precision.
Ever since, I have been pulling back on the mouse to point the camera upwards in the virtual space of a shooter. Just like I always had with the stick and still was in the new flightsims.

Some of you will like a mechanical explanation, so I'll give it a shot. Just to make the point even clearer. More proof, I hope, that inverting the Y-axis has a working, logical explanation. You're steering the virtual camera as if it was your virtual head. A real life comparison would be if you would replace the mouse with the top of your virtual soldier's head and you were pulling his head backwards to make him look up. I threw together an animation to show just what I mean:

In contrast the non inverted control works as if one is pointing the cursor in a 2D environment like windows. If one was to translate this to a 3D space you'd be pointing towards your target on a 2D pane or a windshield. The emphasis is on the pointing. As in a lightgun game or a shooter on the Wii or PS Move. Perhaps this control scheme comes more natural if you have a background with these.
Simply put, you're steering the virtual camera by pointing towards targets.

As it stands today games offer both control schemes, and if the people designing them are capable this will remain to be the case. But gamers shouldn't take the abuse of uneducated people calling them crazy for inverting the Y-axis. The fact that this is happening at all, where it used to be common practice to invert, is a sign of the times. And that many, mostly younger gamers, have no connection to how things used to be. Or in other words, are unincumbered by old ways. Either way, one shouldn't remain ignorant about why the option is there in the first place. But in the rare case of games that feature fighter jets with un-inverted controls, we're dealing with a decision informed by either popular opinion or by ignorance that degrades both every game maker in the industry and the intelligence of the players. And that would be truly crazy. As crazy to me as having a car go left when steering right.

Sunday, June 26, 2011

Money Games

Belgium is a sporting nation with many national sports. Such as football: the international sport. The ever popular Cycling: the other international sport.
It also used to be Judo. A Belgian even won an Olympic medal once. But since said person retired, Judo was never mentioned again. International appeal is where it's at with the big sports because you're nobody if not a world leader.
I should mention Tennis as another somewhat national sport because of our tireless duo, racket-whipping the world's backside. But both are on their way out and this may spell the end for a few tennis clubs too many. As it goes, the afflicted sport will have representatives lobbying for government support, punctuated by the threat that no new talent shall be found or trained and our national image bruised unless certain financial demands are met. The government, faced with the dire prospects of additional international embarrassment will then pull funds from education and reallocate them to sports.

Education is a field we Belgians still manage to lead in, so why would funds be needed? As long as creationism stays off the agenda we're good to go. Unfortunately, too many young students become religious adults so there might be a spanner in the works. An expensive search campaign for said spanner was researched, planned, organised and subsequently scrapped due to budget cuts.

"Brawn over brains" has become the national motto. I wish I was kidding. The solution for the current financial crisis given by liberal democrat Dirk van Mechelen during election time was:
"We must work harder and harder, and I know because I used to be a butcher's son when I was young".
The line was delivered with the poised jaw conviction of Caesar crossing the Rubicon and tremendous intensity. To further clarify his point he said nothing, but let the grave rebuttal sink in during the long, long seconds of silence in which the camera paused the image on his fierce gaze.

I wonder if he managed to convince single mothers working two jobs to pay for food and bills. And I wondered at the time that if we were told the missing inner monologue about the butcher argument, it might have made at least some sense.

Money is always a problem. Even in sports. You can't get good at something without putting in the hours, and time is money.
In order for a sport to get subsidized we must first answer the question: what is a sport? We have appointed a minister to spend 8 hours a day to mull over this conundrum and come up with the list.

The current appointee is Philippe Muyters. After careful thought and consideration he has dismissed, among others, Chess, Darts and Billiards. The reason being "because there is no physical effort (involved)". The words inside the brackets were not present due to more budget cuts, but I added them for clarity.
He went on to say that "A sports-person must stimulate his physical development, upkeep or improve his condition. None of these condition are present with mental sports."
I do wonder how Sir Raymond Ceulemans reacted to this news. He was the World Champion of Carom Billiards 35 times and was awarded "Belgian sportsman of the year" in 1978. He even had an international nickname "Mr. 100".

Some of his shots look like magic:

During his long reign, Carom Billiards probably was a National Sport too. But even during Sir Ceulemans lifetime, the sport would cease to be that. Because of the lack of required muscle mass and sweat output?
The physical argument puzzled me because shooting Clay Pigeons still is a sport.

The reason Shooting Clay pigeons is still considered a sport by the minister is tradition. In my mind, this alone exposes the ministers intentions with the designation because shooting Clay Pigeons has no traditions as a sport. Though perhaps it does as a rich mans hunting game. Perhaps the ministers fancies himself in a tweed suit? Maybe he's the nostalgic type who would like a return to the time when colonialism yielded cheap Earl Grey Tea, a coloured man to shine your shoes and Jeeves to brush the dandruff off of said suit. I also find it hard to think of a sport as traditional when its main tools are firearms. Compared to Chess, Shooting Clay Pigeons is a toddler wielding a plastic pistol loaded with a suction cup dart.
Maybe the minister's reason for respecting the art of The Shooting Of The Pretend Bird is because it has the potential to put a meal on the table in a way playing Chess or Billiards doesn't. Those bring nothing to the table - they're not subsidised. However it may be, the former and latter definitions wielded by the elected official are inconsistent. In political speak, inconsistency is often named a dynamic response to demanding situations, or adapting to new situational circumstances, or tactical adjustment to stimulate a positive response. I'm sure Mr. Muyters has a fair arsenal of this kind of verbal buckshot. Which he wears like a bandoleer of blanks: Looking tough at first but looking more ineffectual with each subsequent shot.

For those wondering, my interest in this debate is from a gamer's perspective and e-sports. I'm sure Mr. Muyters has his reservations about all things e because of their minimal physical component. Which is a gross and offensive simplification. Say you're a programmer, your job is "pressing buttons on a keyboard". But let's stay on topic. I was wondering if games like Starcraft, Street Fighter, Call of Duty or Counter Strike could ever be recognised as a sport. I can attest to the fact those take a lot of effort to play competitively. One must have strategy, communication, lightning reflexes, nerves of steel and solid concentration. All those flow from good physical condition. And you have to use your brain.
If clay pigeons can be a sport, perhaps there's hope for Shooters like Call Of Duty or Counter Strike. Starcraft may be out of luck, because the strategy component makes it so akin to Chess, even if it's action packed and players need to perform about 250 to 300 actions per minute. I do wonder how Mr. Minister would view computer games. Pressing buttons like madmen, seeing rhyme nor reason in the actions. Probably the way he sees foreign languages, "Listen! It tries to communicate. How quaint, how primitive.".

So we probably won't see anything like this around here anytime soon:

Or even this:

But as with chess, so with e-sports. In that they don't require brawn, but finesse and clear thinking. Which brings me to the one thing Mr. Muyters probably has forgotten. While talking up physical condition and training he seemingly fails to notice that the brain is a physical organ situated in the corpus humanum and can be trained just as well as muscle. Or should I say, has to be trained. Perhaps the minister still clings to the belief that the mind and the brain are two separate things. A theory, that of the soul, invented more than 2000 years ago to try and explain the gap between body and mind. Because the mind is a projection of the brain. In my mind, or should I say brain, the following rule is true: the better the brain, the clearer the mind. And brains are more important than brawn. This is another rule: big brains are able to accomplish much more than big muscle and in much more then just sports. And that's where our country should make the difference. We need to develop our big brains because that's what were good at.
Anyway, if I told you about Muscles from Brussels, one man already comes to mind. So why still try? We could still take a shot at e-sports though.

I do believe that we should keep our bodies fit and healthy though, a healthy mind comes from a healthy brain comes from a healthy body. An idea that should be taught from a young age.
That's where Mr. Muyters has missed the point as well. At this point I would like point out that he's also the minister of Finances, Work and Planning. Plus he's got an economic background. A field he's probably better suited for. So imagine what his economist eyes beheld when he was delivered, on the 10th of June this year, the report that in 13 years our top sporting schools had only delivered 2 top-tier handball players. What a gigantic waste of resources! Logically, the sport has since been scrapped from the curriculum. Along with Judo, a former national sport, and long distance running, because our small country's lack of long distances.
With the budget cuts made to schools, the minister has crossed the border of the acceptable. If there's anything schools need it's more funding. The result of schools isn't just top tier sports-people but educated people. And that's what we can't have enough of. If we have enough of them maybe they'll even find their way to parliament.
And anyway, if you're a patron to the arts you can't be too concerned with return on investment. You just have to hope the artist you're funding that somewhere down the line, but don't count on it, because it's rare. It's the reason why patrons of the arts are rare. One just accepts that the money is gone, but the mind is at ease because the money has gone to a generally good cause, and not to say, an expensive mistress.
Speaking of arts, perhaps Mr. Muyters wants to take aim at the art schools because of the minimal amount of world renowned artists our country is producing? What a clever idea, if you can't sell it, why have culture at all?

I'm sure Mr. Muyters congratulates him on his big brains for being a minister. Perhaps hard to justify because it requires about the least physical activity in the nation's range of professions. I could call it hypocrisy, but I'm not sure about his after-hours activities. Maybe he has a second job as a longshoreman. Though more likely he goes to the firing range, where he shoots clay pigeons. Scoffing at his aide for his performance "Why did you load blanks instead of buckshot? Weren't you thinking?"

Saturday, March 19, 2011

A wider point of view, part two.

In part one I talked at length about current games and their console and PC features. One of which is an often ignored option that has been irking me to no end: A configurable Field Of View (FoV) variable. A limited FoV is usually a telling sign of consolitis, a term the online PC community uses to denote a game that is marred by its console origins. Yet I have not explained just why it's such a big deal. Why the fuss over adjustable features? And what makes the FoV so important?

An example might clarify what I'm talking about. If you want to fully notice the difference between the following clips, watch the peripheral vision, size of opponents, sense of speed and turning speed. The effect is clearly visible when you look at the onscreen size and position of the AK47. This first clip is Black Ops at its standard 65 FoV:

This second clip is Black Ops at its maximum allowed FoV of 80. Which still considered on the low side by most PC gamers who'd want the scale to go as far as 90:

The differences are subtle, yet make a world of difference while playing. CoD might not be the best example of this because the gap between min and max FoV isn't that big. The engine is quite performant and so the standard FoV is still quite wide compared to other games.
But does it make a difference? Of course it does. Compare the render area with this picture in picture image images courtesy of the GamingAU.net Forums). In the picture is a screenshot of Bad Company 2, the numbers on the shot is the used FoV. 55 Is what the console uses, 85 is typically around what a PC gamer would use on a 16:10 monitor.

The difference in number of assets that are displayed on-screen is clearly visible. More on screen logically means the computer will need more system resources to display them. Also note that the 55 FoV screen is zoomed in, enlarging objects in depth. The shot with 85 FoV is less zoomed in, but objects in the distance appear smaller on screen.
There's an additional concern with the zoomed-in view. If we were to apply 3D vision to it, the effect would be less pronounced. If you've ever looked through binoculars and moved from left to right, you'll know that depth perception is minimized. This means that any game with a very narrow FoV will gain little from 3D effects, and might even get in the way of gameplay because it is so unnatural, at least on PC.
If the viewing angle gets to big though, the image will become noticeably warped, like watching through a fisheye lens. What's more, if more image is squeezed into the view port of the monitor, objects in depth will get pushed even further away, making them smaller and, as a side effect, harder to aim at in a shooter. Debunking the claim that increasing the FoV would be some sort of visual cheat, just because you get to "see more". Players need to find a workable medium, one that looks and feels comfortable.

PC gamers demand adjustable FoV because, unlike their console playing brethren, they're sitting quite close to the screen. A low FoV makes you look around constantly in order to take in your environment. Combine this with the screen distance, a lack of peripheral vision and one can easily get motion sick.
What's more, a larger FoV is more immersive because our natural FoV is quite large as well. So it is best to match the natural FoV with the one in the game. The further you sit from the screen, the smaller it can get without appearing unnatural. But when watching a screen up close, as is the case with a PC, it needs to be quite wide. To drive the point home: if your eyes were the screen, logically, you'd want to have the full natural FoV which is about 180 degrees. Fun fact: a large FoV also greatly increases the sense of speed.

So why don't console games provide a bigger FoV? The low FoV on consoles could be there for a number of reasons. As I mentioned before, one is that the player sits a distance away from the TV, his "window" into the virtual world. Making a smaller FoV appear more natural. We'll ignore the naturalistic appearance of a pair of arms more than a meter away for now. One argument against this then is: why don't they incorporate a FoV slider and give players a choice. I can imagine some console gamers are sitting quite close to the screen too.
Perhaps console devs simply can't. And that really narrows down the number of design choices.
Linked to system resources, a low FoV can also be due to the limited horsepower of the consoles. Rendering less makes a console render faster. Here is where we get to the crux of this topic. This highlights what infuriates PC gamers so much about badly ported shooters: inferior hardware dictating and limiting the way a game plays on potentially superior PC hardware.

In the past PC's have always been used for immersive applications that greatly benefit from wide viewing angles. A good example are flight simulators where, even in the early days, multiple screens would be used to simulate a real cockpit in which the pilot could watch not only in front but also to the sides. This was even more useful when piloting a fighter, where dogfights would take place in 3D space. By which I mean a fighter pilot has to keep track of his targets all around him, back, front, left, right, up and down. Watching rigidly ahead would narrow his spatial awareness to less than 1/6 of what it should ideally be. If the used foV is around 90 degrees.
We could quite easily change the context to shooters, where a soldier needs to keep track of his targets in a 3D environment. Perhaps not so much under and above him, but certainly in front, to the left and right and to the back.

With all this in mind. Let's watch the following youtube movie. The commentator, the esteemed El Presador, doesn't have an inkling about how a game engine works technically, but what he's saying from his gamer background is pertinent. And that's what really matters. The game is Killzone 3.

If you enjoyed that, there's more on topic El Presador on Killzone 3.

Killzone 3 is a prime example. A low FoV is its main persisting problem, as it has been present since the first Killzone. And its bad controls are always what people complained about however the "sluggish controls" are wrongly attributed to the controls. The game looks sluggish because the view is so zoomed in. It can make people nauseous. It makes the environment harder to navigate which in turn makes people run into walls. That's also what happened in the video.
I assume Guerilla squeezed the PS3 for performance, making the game look good, by squeezing the FoV. Render less to make it render faster. And despite the sacrifices the game doesn't run any faster than 30fps. Meaning that a TV running at 60hz will display every frame in the game twice, where it would display any given frame only once at 60fps. Twice the frame rate makes a game feel more responsive.

Because engines have gotten harder to run on consoles, the FoV has become more narrow. And in many cases can be blamed for the sluggish or unresponsiveness in console shooters. Which makes all of them fail to topple Call Of Duty. It has the lightest engine, the widest, most natural FoV, the highest frame rate and the most responsive controls on the market. Does this mean it is untouchable? On the current consoles it probably does. But I for one feel that the age of Call Of Duty is coming to an end. The new engines dazzle players with their effects, physics, realism and immersion. The visual fidelity of Cryengine 3 and Frostbite 2 will raise the standard in a way that Call Of Duty players will expect the same quality from their favorite game. Unfortunately though, if Call Of Duty has to upgrade its engine, it will also have to leave behind its 60fps and 65 degrees FoV in favor of 30fps and 55 or less FoV. With the same sacrifices on gameplay in favor of visuals, it would get attributed the same dubious award of looking great, but playing like garbage. Current console hardware only goes so far.

For PC players though, this tipping point is a sweet release from the shackles of console hardware. We're seeing it with Battlefield 3 already, where PC is the leading platform. PC hardware does have the power to run a 64 player battlefield game at 60fps with a 80+ FoV. Which is bound to get the goad of at least some ardent console players who'll have to admit that the PC platform is leaping miles ahead in both gameplay, scope and graphics. The consoles will only be getting a limited version of the very same game. Again, Battlefield 3 will have to use DX9 technology on consoles leaving out all the realism gained with DX11.

Ultimately, it's hard to point fingers. I guess the lead artist or lead gameplay designer of these games are responsible for allowing it. Even though they might not even be aware of the issue. Not knowing about the legacy of shooters or technical limitations. Perhaps they simply have to comply with the lead programmer that the game just doesn't run fast enough with these kind of high-end visuals.
Maybe it's the fault of their customers, supporting bad practice with their money. Though they are even less aware of the issues. And are at a loss about what some other, often PC players, are raving on about. Why are they getting so upset? They only know that this game doesn't feel as good as Call Of Duty but can't quite put their finger on as to why. So they play it for a week and go back to their beloved franchise with the crisp controls and the responsive frame rate. Even though they wished the other game would take them somewhere else.
Then, the newest trailer of Battlefield 3 stuns them into a new dream. The lighting looks amazing! And look at the soft shadows! Will it run at 60fps? But of course it won't. Even Josh Olin, Treyach community manager, hinted at that smirking all the way from his gold plated throne. Disappointed once again console players will go back to Black Ops and Modern Warfare 3, while DICE wonders why only the PC crowd keeps cheering them on. And EA, learning too little, will break their heads over how they could possibly reclaim the FPS crown from Activision once more. Funny that, how this cycle repeats itself.

A wider point of view, part one.

I may or may not have mentioned the end of civilization recently, which may or may not be coming our way soon. But just in case of a global meltdown, I'm preparing for extreme violence. Luckily as a Belgian I'm not far away from one of the world's most renowned weapons manufacturers. So when I go online and equip a FN F2000, like the ones delivered to the Libyan special forces, to headshot teenagers in Battlefield, I'm actually celebrating our great Belgian Culture. How our Minister of War, Pieter De Crem, would swell with pride and joy upon reading this post. If only he knew how to read. Yet all of that pales in comparison when compared to the way the man can pre flight check a Lockheed C-130 by patting the side of the fuselage as if congratulating it after winning the Ostend Derby. Sadly, the last great Belgian military victory dates back to when horses were high tech in the year 1302, when we kicked the French all the way back to France. We haven't had a French related problem ever since, proving the value of armed conflict once more. But let's not dwell on political games.

Suffice to say, I've been playing a lot of games. Mostly shooters. My most recent stint started about half a year ago with the release of the Medal Of Honor reboot. But even before that the market has been flooded with big budget hardcore first person shooter (fps) games. One remarkable trend among these titles: most of them are multi-platform. Console popularity is on an all time high with developers because of the large user base. So the leading versions are often for console and then get ported over to the PC. A process that almost always leads to an inferior PC title compared to pure PC games. Developers porting from console to PC usually leave out a lot of functionality or options the hardcore PC community is used to. Such as mod tools and dedicated servers. But the lack of one often ignored option has been irking me to no end: A configurable Field Of View variable.
The field of view determines what the viewing angle (in degrees) of a game is according to the old 4:3 aspect ratio. So a 65 FoV gives the player a 65 degrees viewing angle. This same variable, 65, will result in a somewhat wider view in 16:10 and 16:9 widescreen aspect rations.. Maybe it's not quite as ignored as I think though, but I am getting the idea that many devs just don't care. Which leads people who actually are passionate about this topic to write about how devs just don't care.

The following blog posts require a bit of gaming history to really be understood. This first post sets the scene for what is to follow.
I will talk about first person shooters on both PC and consoles. The differences, the design choices and the consequences. To some this might be sliced bread, but I'll highlight the necessary info just in case. And this chronological summary will provide some perspective on the genre today. This is by no means a complete list though, but it highlights the big hitters.

The game that popularized the "modern war" setting was Call Of Duty 4. Current generation CoD games were made with a very heavily modified Quake3 engine by Infinity Ward. The game has a fully moddable FoV in the .cfg file, which could be modified with a simple text editor. The game was smash hit and instant classic on consoles first and PC second. Which led to the sequel Call Of Duty Modern Warfare 2.

A big console shift happened with this game. All variables were locked away, including the FoV. While still having a somewhat usable FoV even for PC, other neglected options, the biggest of which were dedicated servers and the access to an ingame console, made this game into the most hated Call Of Duty for the hardcore PC community. The outstanding production values made things worse as Infinity Ward dropped out of favor. Not supporting the game beyond a few simple bug fixes and exploits added insult to injury.

Not long after Battlefield Bad Company 2 was released. The name "Bad Company" denotes the console offshoot of the Battlefield series. Made by European developer DICE, the original had no PC version but the sequel did. Surprisingly it was quite configurable via an editable config file which allowed PC gamers to change the FoV, among other things. One year after release, the game still has quite an active PC community. While not a steamworks game it still makes the steam top 10 most played games list almost every day. Yet it can't get close to the popularity of CoD.

The 2010 release of Medal Of Honor marked the reboot of the series with a modern combat setting. Not surprisingly it was heavily influenced by the succes of MW2. It had a troubled development though and the game was ultimately split into two separate pieces with two different engines. Resulting in two quite distinct games. The Single Player campaign used Epic's Unreal Engine 3. Which has encrypted configuration files, making it impossible to adjust the FoV. Producer EA pushed the game primarily for the console market to compete with CoD but got absolutely destroyed in sales.
The multiplayer side of the game was done by DICE. They used their proprietary Frostbite engine giving players the same options as Bad Company 2. Making it quite configurable.

The current king of the market is Call Of Duty Black Ops. Made by Treyarch, it has been well supported across all platforms. Needed indeed because the release version of the game was very buggy for PC and PS3. The lead PC programmer (@pcdev) made a promise to make this a genuine PC title. A statement that was bound to come back to haunt him. Yet as a result this CoD game is much more configurable and enjoyable than MW2, its biggest rival. The games options menu has a built-in FoV slider. It and many more variables can be edited with a text editor just as before too. A remarkable and commendable return to form. As were dedicated servers. Mod tools are promised with a future patch.

Not a cross platform game but still important is Guerrilla's Killzone 3, as it is intended to be the flagship FPS game on Playstation 3. It's backed by Sony and presumably the answer to Microsoft's Halo before CoD took over the market. Rightly lauded for it's superb visual design but despite all effort has failed to catch on and hasn't even come close to competing with CoD.

Bulletstorm was made in response to the "serious" military shooters of the last year. This over-the-top arcade shooter was ported to PC and uses the Unreal3 engine. Many PC options were left out in the release version and the config files encrypted, which sent forums alight with rage. To soften the blow a bit for PC gamers, a decrypter was posted on the Bulletstorm forums so they could edit the config file.

Homefront is made by Kaos Studios. A spiritual successor to the developer's earlier game Frontlines. They develop games using Unreal3, not a very promising sign if we look at its history. However, Kaos has been wooing PC gamers with exclusive features, dedicated servers and the promise of editable config files. The game was recently released with moderate success. Undoubtedly it will get stiff competition from existing and upcoming games. But the success of Counter Strike has shown that a PC shooter doesn't necessarily needs to be a looker to be a darling. If it keeps getting support.

Speaking of lookers, Crysis 2 is developed by Crytek. Responsible for the exquisite Far Cry & Crysis 1. Crytek will now foray into the console market with this sequel. Now suddenly skeptical PC gamers are promised the same great Crysis style support and features. Crytek have a lot to live up to as the first Crysis had and still has the most impressive game engine to date. Just about every variable was editable. The game had dedicated servers and modding tools. It was pretty much exactly what the PC community wanted from a FPS game. Gameplay footage from Crysis 2 has been very promising so far. The demo, released on 4/03/2011, was not. Gamers all over the internet were predicting doom and gloom because the demo lacked just about every configurable setting while carrying over a few key console features, such as the now infamous "press start to play" opening screen and aim assist for gamepad users. A demo isn't representative however, so here's hoping Crytek remembers its promises.

Brink is being developed by ID software protegé Splash Damage. Like Bulletstorm a reaction to current "realistic" shooters and like Team Fortress 2 is very stylized. The game uses the ID4 engine, known from Doom3, which was also used in Splash Damage's Enemy Territory Quake Wars. They seem to be very aggressive in their stance on the genre, and very confident of the game's success. They also have the material to back up their claim as the game seems to be in great shape. The PC legacy of the ID4 engine is telling, the game is promised to be fully configurable with an ingame console, FoV modification and dedicated servers on PC. If the game is a success it could spell the end for Call Of Duty clones.

Speaking of ID software. It is also cooking up a new game, with a new engine. It's called Rage and will appear on consoles and PC. Curiously, it seems to be the only one breaking new ground with its engine. As the FoV seems very wide compared to other console shooters. Which is good news for everyone. Perhaps the venerable giant, I'm talking about ID, can come back to compete in style.

Battlefield 3 is the upcoming DICE blockbuster. Using an upgraded frostbite engine, it was originally a PC exclusive and will be using the latest DX11 technology. Meaning the PC version is the one to be downgraded to the DX9 generation consoles. Couple this with DICE's excellent PC support and it should be in great shape.

And then there's Valve. They release few new games, but instead opt to support their games long after release. Counter Strike, Left For Dead and Team Fortress 2 are prime examples. Updated almost every other day, fully modable, dedicated servers and more have made these games fan favorites.
Valve had their own FoV incident when Half-Life 2 was first released on PC in 2004. Many of people were complaining about getting motion sick while playing the game. The standard FoV was set at 75. Shortly after, a patch addressed the problem by adding a feature to modify the FoV to 90. Keep in mind that the Call of Duty standard anno 2011 is 65. You can read more about this historic event here and here and even here.
Most likely the game was configured as such because at the time Valve didn't want their brand new engine to run slowly. So they probably narrowed the FoV to boost performance. Which is key to my next post.

There's another layer of politics going on though. I've mentioned developers so far but it's the publishers who're really competing for the market. The big players are Activision with everything Call Of Duty, EA with Battlefield, Medal Of Honor and Crysis, THQ with Homefront and Bethesda with Brink and Rage.
At present, everyone on the market is trying to knock Activision of its throne, with little success. In my next post I'll explain just why this is and why it's probably not going to change anytime soon while this battle is fought on the consoles. Which in a way has consequences for our PC gaming freedom.

Don't forget to also read part two of A wider point of view.

Sunday, March 6, 2011

Rebel without a clue, part two

I'm feeling a bit depressed after the first part of Rebel, so let me lighten the mood by playing some music. Music softens the senses and mine are sharp. As sharp as the peeling knife that cut the top of my right thumb while doing the dishes yesterday. I didn't realise this at first but the blood stains on the door, wall and coffee mug gave me a clue. Tired as I was, it took almost a whole minute while I feared for my sanity, before I finally felt a dull pain emanating from my thumb and saw a shallow cut about 15 millimetres long. It had reopened and small drops of blood were slowly trickling out. Next I see the walls bleeding however I'm afraid a simple band-aid might not help, because I've been on edge for a while now. Helping me to stave off clinical insanity is Mozart, and his K262 concerto performed by La Grande Écurie et la Chambre Du Roy under direction of Jean-Claude Malgoire. "An immortal masterpiece" it says on the box. There's some irony there but with the mood now set to a suitably light tone, let me continue my irrational but not insane rant about the coming end of the world.

Because the end is coming our way. Fast as an incoming comet, chilling as a new ice age, scorching as global warming, sweeping as a tsunami and inescapable as global slavery. At least, if some sources on the Internet are to be believed. A truth that has quite a bit of apostles in the world.
One of which is Albert, a friend of a nephew. Albert is something else and proud of it. He's the waving finger whenever you try to have a discussion about the upcoming elections, our national pass time. He's the warning voice saying that no amount of votes or politics can stave off the inevitable end of the world. He'll sometimes add that some of the authorities are in on the plan to enslave everybody. With motives ranging from greed to plain evil. Everything goes to achieve their goals. Even global warming is set up to kill off part of the populace. The question that never gets asked though is why a robber would burn money in order to get it. Albert would interject and say that he doesn't, he raises taxes to battle this so-called global warming and pockets the money. What the money will be used for is never stated. It might never be used at all because, also according to Albert, all forms of currency are about to disappear with the rise of the new world order.

His claim to this truth is incontestable because he has read it on a web page blog post opinion piece, much like this one. He is convinced that everything written down has to have at least some modicum of truth about it. Trough this lens Albert also looks at his preferred religion: having no preferred religion. He's the one looking for the red wire running through all the world's most popular beliefs. Believing that the thing they have in common must be the core of truth. Life after death is a good example because just about every religion assures everyone that they'll never stop being. The success of which is simple to explain. Few people exist who have the imagination to imagine not existing. Death reverts us back to the state we were in before birth: not there. Try asking people if they were aware of their personality before they were born and count the frowns. When asked about this Albert says he's had past lives, but he has trouble remembering exactly what or who he was. Luckily there are many people willing to help him remember. From would-be gurus to truth tellers. Albert has a lot to look forward to; caught in an infinite loop of reincarnation on a planet that is getting worse as time goes along.

Of course every religion has its "end of days" scenario and Albert has adopted a few. I could also be so arrogant as to say the world will end in my lifetime. Special as I am to be one of the very, very few people in the history of existence that get to rightly predict and witness The End. But if it doesn't happen, I'd look very, very stupid. Most of the time I look stupid enough as it is so I'm not going to take voluntary steps to make it worse.
It's mostly old people who tend to speak in terms of doom and gloom, because of the thing that looms largely on the horizon: their own demise. As if nothing has a right to exist if they don't get to. Most youth with health and prospects have optimism about the future. So what makes young Albert so gloomy then?
Albert insists he's always right about everything. When his girlfriend broke up with him, he was trying to get me to break up with mine. He said that all women are deranged freeloaders, and we'd be better off without. Or with different ones. Albert gets kicked out of school. That's OK, so should you, because the school system is used for indoctrination. Albert can't find a job. That's fine, you shouldn't work either. Cannabis can be bought just as easily on welfare. Albert is poor. Not a problem, you should be too and concentrate on what's really important. Like expanding your mind, man.
Albert doesn't care about his health, and why should he? Why should you? The world will end in 2012 anyway. As "predicted" by the Mayans. Be merry, have fun, relax and make love, not war. But what then if what he thought was wrong? Now you're uneducated, homeless, angry and crawling with STDs. I'm rather thinking he doesn't want to be alone. It all comes down to this one sentence: "if you are like me then that gives me and my actions legitimacy". Even though he values his uniqueness and independence above all else.

If there is one thing Albert and me can agree on is the existence of aliens. I think there's an immensely high probability of extraterrestrial intelligent life. Albert also believes that in addition to the transdimensional aliens looking over your shoulder as you read this, Draconians, Pleiadians, reptilians and archangels.
There's a theory that says aliens have influenced ancient civilizations. Part of me hopes they did. I hope the smoke, fire and hocus-pocus in the bible is only a description of the spaceships stopping by to toss out a bearded madman or some such. That way, when they come back somewhere around 2012, as Albert believes, every Catholic will have to admit their belief in god was actually alien worship. Of course the aliens, as superior beings, will see this flaw in parts of the earth's populace and promptly send believers to alien sweatshops, where they can continue their worshiping habits. In contrast, anyone who did not subscribe to religious doctrine but instead thought for themselves will be welcomed among the Alien ranks. And by the way, let's say humanity were to enter a galactic society, don't you think it would have to discard something as divisive as religion? I doubt that will happen though. So for now we are on our own. And we have to solve our crises ourselves.
As a professional problem solver, I'll have a crack at it. It's high time we come to the conclusion that we need to deal with the problem at the source. What's really taxing the planet? The root of all this evil is humanity itself. Or at least part of it. The part that makes us spread like a wild-fire, consuming even the air we breathe. How to deal with the situation? We can't simply remove people, that would be immoral. The solution might be then to stop reproducing the way we are. Though it might not happen because every scrap of humanity thinks it is entitled to reproduce itself and add yet another mouth to the teat of nature. Even Albert thinks children are the holy fruit of love and our only hope for the future. With fewer natural resources every excess child brings us one step closer to the fight of all against all. The inability of government to sustain its populace, protecting it from such a scenario in the first place, will dissolve government. The mask of civilization cast aside to show the hungry fangs of the inner ape. No, releasing your knowledge and fresh ideas upon the world is much more useful than releasing your genes. As it stands, I would much rather conserve the talent and knowledge that is in the world already in favour of an expanding population. This means we should prolong human life and keep up the quality of it as much as possible. Who, apart from the suicidic, would rather have a decrepit body at an old age over a youthful body at a high age? I know some of you will rightfully think that I'm hoping such treatment will be available for myself in my lifetime, special as I am. Some people might cry out that I'm just afraid of death, and they are not. Willfully ignorant perhaps, unable to change the fact of the unavoidable, best to cope with it as best you can.
But I would like to point out that they are wrong. They too do obsess about death. Looking both ways before crossing a road, wearing seat-belts, signing up for insurance. And they obsess even more about the health of their children. There's no such thing as DNA insurance. If your offspring doesn't survive, neither do your genes. And that's it for your personal branch of evolution. Luckily for those occasions the human race has sidetracked natural selection, so it doesn't really matter. Everybody gets to live. No matter how muddled the gene pool. Don't get me wrong, I'm thankful for it too, but I'd like to take matters to the next step.
The books and sites Albert reads have a different view though, every one of their readers are the pinnacle of human evolution, ready to ascend. So get down to earth and back to nature! Cast aside those inoculations and medications! Don't you know that no disease can kill you!? Their children to be gods among men. Prepare for the tidal wave of indigo children! For they will defy the global government, aided by aliens from parallel dimensions, aided by telekinesis and telepathy, aided by your dreams and illusions!
If you can't quite comprehend the words of that last sentence, don't worry. Just get any issue of X-men and you'll be up to speed within reading five pages. Just don't go believing what you read, or some person might write an arsenic blogpost about you.

Just in case though I'm already stocking up and saving up for a self sustaining underground bunker. I've got the plans right here, and a few shovels. I only need to convince a few of Albert's satanic friends that satan really is down there, near the core of the earth. After all, nobody has been there to prove otherwise so he really has to be. When they dig deep enough they will get to him eventually. Of course, a day or two in they will probably find it to be too much work and get back to playing Xbox. Leaving me with my personal underground lair.
This way I'll be safe for when humanity starts loosing it's mind. And by the time generations of post-civilization cannibals have chewed their way though the concrete walls in search of the holy grail, all they'll find will be my desiccated mummy and Mozart playing through the speakers for all eternity, until the Aliens finally arrive. Expecting a golden race of Illuminati and Elvis Presley. But finding nothing more on our brown planet earth than the corpse of a civilization that found it more important to consume rather than to construct.