Gone to Oblivion

I received the box yesterday, played for four hours straight, mostly skipping dialogues and speeding through the initial dungeon to go see things outside so that I could fiddle with the options. I quit the game with motion sickness, a big headache and pissed off about the performance. The thing ran like crap. I was quite deluded.

Today I went for the second try. I started to tune things better, dropped the anisotropic filtering (I usually play at 8x, moved down to 2x). Things improved DRAMATICALLY. It was quite playable.

Slowly I started to sort things out, read the forums, ran around to take more tests. The intro movie was still running awfully, freezing for a second every second, with the audio also freezing (basically the video and sounds play alternatively, one second of video, then the video freezes and I hear a second of sound, then the sound freezes and the video restarts). On the forums I noticed that this problems was quite common and they suggested to go look at the bios and see if the “Fast Writes” was enabled for the video card. I know it wasn’t so I reboted and enabled it.

Now the intro movie plays ok, the main menu is also super-smooth (it was very laggy before) and I gained another 15-20% in performance. Turned on more stuff. Wow…

This games is mostly a tech demo. The main graphic render is the Gamebryo engine also used by DAoC and Civ 4, the vegetation (grass, trees and even butterflies) is SpeedTree, the physics engine is Havok and the character/face generator (also used obviously on every NPC) is FaceGen. Bethesda made the content, though, and it is indeed quite amazing.

This game is a direct improvement over Morrowind in pretty much everything. The only exceptions are that MW felt bigger and more varied. Oblivion is too dependent on the tech stuff and it looks too much as the same wilderness spreading everywhere. MW had completely different environments and felt more detailed and handcrafted. Oblivion is instead technically advanced but directly dependent on the engines it uses, so you don’t really see the scenery completely changing. It also takes place in one big valley and from what I’ve seen there aren’t different “cultures” packed together, with completely different types of villages and “feel”.

For the rest Oblivion improves MW in every aspect, which doesn’t mean that there are still things feeling wonky. The combat is finally enjoyable but it still feels rather clunky, the characters are much better than MW, but the faces look absurd and the bodies badly modelled, the dialogues work better but there isn’t anything deep that could even be compared to Ultima 7 and the animations, which were awful in MW, have more style now, but are still jerky.

If you go around hunting for inconsistences there are plenty. The physics model isn’t so realistic, in particular with the ragdolls, I’ve seen deers getting stuck everywhere and keeping running against rocks and even sink within them, unable to escape anymore. The biggest issue I’ve encountered is that I could shoot at things with my bow from a long distance without the target reacting at all, just sitting there till it died. If this wasn’t a special case it would be a quite significant exploit.

The animations are still awful. The single animations, taken one by one, are acceptable, but the transitions between them are still jerkly and this has a major impact on the game. Both NPCs and monsters just look like robots, switching states roughly with no realism at all. This affects badly even the combat because it makes everything too faked and inconsistent. A monster could switch from a super slow walking animation to a sudden leap toward you. These sudden switches from state to state makes things too jerky, breaking every attempt at “flow” during the combat.

Archery is fun but still subpar compared to “Mount & Blade”. There is no precision involved and if you don’t move you can center the exact same spot from a long distance with every arrow. There is no variance at all and you just need to calculate the bad physics model that makes the arrow slowly fall the longer it flies. The arrows are also too slow but I already noticed a mod that does exactly what I had in mind.

Some things are truly awful and I cannot figure out why they weren’t fixed. For example: if you walk against a NPC or an horse, or every other living thing, you make it slide unrealistically on the ground. You can basically push people around like pins. I guess this was to prevent stuck issues but I wish they had solved it in another way. And the jumping animation. This is still as terrible as it was in MW. Get a horse and the jump thing becomes even worst, it looks awfully amateurish. The worst of the worst. All the controls while on a horse suck, the turning animation sucks, the movement sucks. Just a bad implementation overall.

I also wish the “grab” thing had a stronger effect. It’s really hard even to throw something as light as a skull and if you want to drag around a corpse you have to push it inch by inch.

The persuasion mini-game is silly.

So. Graphically it is amazing. It relies too much on the middleware on which it is based and the environments are maybe too repetitive, but they did an impressive work with the textures and the shaders effects. The dungeons are MUCH better than MW, the exploration feels more satisfying and there’s finally a “game” to care about. The combat is more challenging even if it still has those issues with the animation systems. The characters are both good and bad. The faces are super-ugly but the tech is so pretty that you can easily pass over lots of ugliness and still feel impessed. The equipment has some wonderful textures but the naked body is as bad as it can be. Not on the level of MW but near. There are still obvious seams between the body parts, with the heads too often looking as implanted on the wrong body… Eww.

There is a clash between the super-realism and doll bodies+robotic animations. In a game so pretty as Oblivion the flaws are made much more visible and these contrasts more evident.

I still cannot comment about the story because I just digged the engine for now. After the initial disappointment about the bugginess and the impossibility to make it run in a playable state I have to say that this is a darn good game. Deep, sandbox-y, immersive. It has still plenty of flaws and consistency problems, but it’s a worthwhile experience considering that these types of games are rare.

And I love the textures. Oblivion, even if not as varied, shares the artistic quality of Morrowind and obviously improves on it with all the new shader effects and higher quality render. Things are so pretty and the towns in the game are the best of the best.

Simply put, it’s a Better Morrowind. You can take all the weak points in Morrowind (characters, dialogues, animations, NPC models, AI, combat, pathing etc..) and they are STILL the weak parts even in Oblivion, but much, much improved if considered one by one. Just not perfect and sleek as you’d hope. And what was great in MW (the environments, architecture, mood, immersiveness, freedom) is great even on Oblivion. It shines. Morrowind was a flawed game, Oblivion is still flawed in similar ways, but exponentially better.

About the hardware problems: there are lots of tweak and fixes that you can find around. There’s a technical FAQ that could help solve some problems. Yes, the game has a memory leak, many players are reporting this (and crashing while exiting) and it is true as it was true for every game that is based on Gamebryo. It has been like this for years, so don’t expect Bethesda to push out a “miracle patch”. Gamebryo sucks, I had to deal with that crap for years on DAoC, now all those quirks and problems are exposed to a larger public.

If you have a Nvidia video card I suggest three things (that improved things significantly for me):
– Check if you have the “Fast Writes” option enabled in the video and graphic driver
– Use the coolbit trick
– Drop the Anisotropic Filtering to 2x or below

Right now I’m playing at a widescreen resolution (1088×612) even if I have a normal 17′ monitor (just shrank manually the image to keep the aspect ratio). It is much prettier because it expands the view horizontally, which truly improves these sort of games with a more “panoramic” screen, so I suggest to experiment with that. I also have HDR on even if it hits hard on the performance because it truly enhances how things look, it makes the textures more vibrant and the environments more “alive”. I turned off the shadows completely, with only the trees casting them. The rest is pretty much turned from medium to max, with the grass to 1/4 of the slider. Vsynch and Anti Aliasing off, I hate blurred textures but I don’t mind the jaggies. I love pixels.

I have also the difficulty slider moved up to 3/4. This is something they did really well. Not only it affects how much damage you receive, but also how much damage the NPCs can take. So if you move it up you don’t just get hit for more, but you also need to land more attacks, making the fights lasting more time and feeling more satisfying instead of just a couple of hits.

The only manual tweak I made to the oblivion.ini (which is NOT in the main game dir, you have to go find for it in the “documents” folders) is to increase “fDecalLifetime” from 10 to 120 (how many seconds before the blood splashes vanish) and “iMaxDecalsPerFrame” from 10 to 20 (how many decals/blood splashes in the general area). Then set the file to “read only” because the games overrides the first option as you enter the “video” menu. Then I enabled “bAllowScreenShot” to get the screenies (print screen), but this only with HDR, if you have Bloom on it probably won’t work.

If you want to see the framerates in the game just press “~” and type “tdt”. It’s built-in.

I’m going to experiment with the archery mod I linked above and I’m looking for another to the physics engine (if it’s possible) to make the “grab” command stronger and one that disables the characters sliding on the ground if you bump against them. I also wish the ragdolls were less “tense”, when the NPCs are dead they are too stiff. I wonder if the physics properties are moddable…

Btw, I’m probably the only one out there to love the UI. I just wish there was a way to create shortcuts to the various menus or a quick key to switch the basic modes. But it’s just the detail and I really like how they organized the whole thing. I didn’t feel the need for anything more customizable. The auto-scaling is also very good.

I’m going to get much more screenies. For now I just have… a door.

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Mark Jacobs invented the mmorpgs

More amusing than ever:

a) I/we were doing MUDs before 99.999% of the world’s developers had even heard of them (let alone MMORPGs).

b) I actually (with Richard Mulligan at GEnie), tried to convince Richard Garriot to sell us the rights (or co-develop/publish) to do an online version Ultima back in the late 80s. Richard told us he didn’t believe in online games.

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Wolfpack blowing up

From Grimwell, a few days ago (now edited):

– Wolfpack and Ubisoft not so friendly. Ubi dropped the price to “FREE!” and there is no SB2 announcement. Sat in on a PVP roundtable moderated by Damion Schubert and he didn’t mention this, neither did the other WP friends. At the end of the day SB didn’t bring the $$ on a large scale despite doing many things right for MMOG’s and PVP. Possible, but not verified.

Then Ashen Temper (Wolfpack Community Rep/Designer?) somewhat disproves the rumor:

While I do love a good rumor mill, let me point out that Wolfpack is not a third-party development house but is a studio of Ubisoft (we were not originally and some people still think we are). While I would love to talk about why Shadowbane is free at the moment, I can’t until an official announcement is released (from higher up the food chain than me).

As for any future announcements (pertaining to other “possible” projects), let me say three things: (1) I learned with Shadowbane that it is not a good idea to announce a project too early in its development. Having a rabid fanbase for roughly three years was hard to manage without having more than morsels to feed them for the first two years. (2) GDC isn’t the only gaming convention in the year and I know many marketers prefer E3 over GDC. (3) That I really can’t say if or what we are working on (aside from Shadowbane) but there seems to be a lot of bread crumbs out there…

And NOW, he reconfirms it:

I wasn’t going to post this initially but I figure the word is already out (I’ve already seen it on a few webzines as well as a multitude of forums). Yes, the rumor is true: I am looking for a new job. No, I did not get fired. Nor am I the only one looking for a job. We were recently informed that as of mid-May 2006, the doors of Wolfpack Studios will be closing. Ubisoft, our parent company, will be refocusing their efforts on the console market with the new fiscal year, what with the new systems coming to market such as the X-box 360, PS3, and the Nintendo GO! (or so the rumors call it lately). This is not an unheard of practice; many game publishing companies tend to put a majority of their efforts into development of games for new systems. It is best to strike when the iron is hot, as the saying goes.

What does this mean for Shadowbane? Truth be told, I really don’t know. I wish I did because I don’t only work on the game, I play it too. Once I do know something and can officially state as much, I’ll let you all know.

From mmorpg.com:

In total, approximately 25 people at the Austin, TX studio have been left without work.

TINFOIL HATS!

And Ubiq?

I give up at the blogging game

Jeff Freeman has a great piece about what it takes to run a blog. Here I take him seriously ;p

I don’t agree with Jeff Freeman.

I don’t play with those rules, I don’t get paid if I get more hits.

I could have one hundred readers being all idiots as I could have four but being intelligent people. At the end of the day I couldn’t care less about how many people read me. Actually, let me get this straight: the less I know, THE BETTER. I write to develop ideas, not to build consensus. Too often I’m misunderstood, it would be terribly frustrating if I had set my goal as trying to convince people of what I think. Instead I see the “blog” as a personal point of view. A personal research. I “reblog” not to steal the worth of other people content and enhance my own, but because I draw from it, it provokes thoughts or needs to be archived. As a memory of things that are worthwhile to be kept. So that if I need to find something, the research is simpler. The blog is a way to create order, to select what you need and what you find worthwhile. To focus on certain parts.

What is fundamental is the overall community where ideas are being suggested and elaborated. The raw material of the experience. The fact that we “irritate” each other and, maybe, produce a reaction. Whatever comes out of it, following whatever a possible reader may find interesting. It’s an absolutely selfish game, everyone takes what he needs.

I don’t run it as a competition even if it may be fun to think about it that way. But at the end it doesn’t count. What counts is the synthesis you make of things. The way you borrow from everything and everyone. Nothing is created, we are just getting influenced in multiple ways and have a personal reaction. A blog is that subjective reaction, a selection of arguments and a soapbox.

The audience is optional.

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V for Vendetta, deluding

After all the positive reviews I was expecting to go see a great movie, instead it is only “passable”. I’m not surprised that Alan Moore didn’t like it.

There are two parts that didn’t work, the “humanization” of V and the whole screenplay.

The screenplay was absolutely crap. I really didn’t understand why it was messed up, the original story is already prefectly cinematographic, with a perfect mood. The changes just don’t make any sense if not to manipulate the story to make it much less believable and solid. Just as an example at the very beginning, Evey originally approached the guard to offer for sex and get some money. She starts as a quite desperate character trying to survive in that world, she was hopeless and lost. In the movie the whole situation is stereotyped to the point that it loses all its strength and feels rather cheap. The guards approach Evey and menace her directly. It becomes the usual “damsel in distress” with the baddies around her, just waiting for the superhero to arrive and save her. How utterly predictable.

All the fine sophistication of the original story is lost in a second to never to be found again in the whole movie. V, one of the most fascinating characters ever created, becomes just an anarchic, politicized version of Spider-Man, or Spawn, or Batman. Or all of them stacked up together. And here starts the usually hollywood action movie. Finely crafted, sure, but nowadays feeling like an unnecessary cut and paste from every other movie.

V is humanized through the ridicule of the character. The sarcasm here looks so absolutely out of place and I felt as watching a parody of “Scary Movie”. Switch the masks and they feel exactly the same. Why there was the need to completely remove the inscrutability to transform the whole thing into another improbable love story?

The rest of the movie is acceptable but everything is so constantly bloated and pushed to the excess that the whole “message” of the movie is kind of lost. Exploited. It is just doesn’t work and makes that world feel so much distant from our own, faked. Failing to make us think and get the analogies, the symbolic value.

The original story was set in a precise moment, but Alan Moore made the mood feel somewhat “out of time”, anachronistic. Which helped to make the message feel actual and not dependent on a geographic location and precise time. The movie completely loses the mood, it “shows” too much, it is always too explicit, too defined. Too blatant.

So I didn’t like it at all. The character was ruined, the story twisted and stereotyped, the message lost credibility and power.

It is still decent. As a movie it isn’t particularly good. It isn’t directed really well, same hollywood stuff, all the movies look exactly the same, all cloned. But the power of the story is still there, somewhere, and makes the movie worthwhile at least.

It is coarse and too close to the average superhero movie. Modernized and filled with cliches. Ready to be merchandized. A great ideal made cheap, emptied and sold off. But somewhere, it can still reach the public despite all these manipulations.

Great interpretation for the actor behind V, instead. It wasn’t easy to bring on screen a character without a face, communicating just with the movement of the head and the body language. He did really a good work.

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SWG and the lack of consistency

From FoH:

Talk about immersion killing. First thing I noticed about SWG and something I never really heard a good excuse for. I’m can be a jedi, master the force, wield all sorts of weapons, see Darth Vader(!), but this 3-inch bit of rock stops me dead in my tracks!

This always bugged me and everyone else. Noone tolerates the lack of jumping (and innatural boundary boxes) but, despite still criticized, in Guild Wars this problem isn’t so terribly frustrating as it was/is in SWG. I think it’s because this issue is part of a bigger problem.

There was everywhere a lack of detail and attention, you could sit, but only displaced from the chair, on the thin air. There was a sitting animation but you would stand up by rotating in the wrong direction, melting with the back of the chair. The space shuttles used to fly right through the ceiling of the shuttle station, you could bring a huge pet in a tiny corridor with two thirds of the body going out of the roof, you could walk right through chairs and tables, run up and down terrain with absurd inclinations, reach every place without any limitation (if within the boundaries of the zone), the laser of your weapon would shoot at unrealistic angles, the animations and models had constant clipping issues, the NPCs were often stuck half buried in the city walls and everyone could start an impromptu classic dance as a skilled master dancer at any time. Race-specific animations, what are they?

The problem is much, much bigger and encompassing. It’s a problem of consistency.

The whole world was just generic wilderness, most of what you saw was graphic fluff, you could disable most of the “environment”. Everything was just somewhat randomly generated around you, without really “existing”. There was no geography, no roads, paths, environments. It was just generated terrain, but featureless and inconsistent. A “space”, but not space with a sense or justification.

This isn’t a problem of “content”. It’s not about a lack of POIs distributed around the world. Before I canceled for the first time I was following one of the quests for the first events and I had to walk through half a zone. A spread of nothingness, dull terrain, hills and mountains. I was a ranger so I could just walk in a straight line. The world just didn’t exist, it was a technical feature but it wasn’t there to offer something, to offer consistency or something you could relate to. It was supposed to be “pretty”, but with no substance. Even the POIs didn’t help in any way, again they didn’t help to create any kind of geography. A POI was usually just a building spawned somewhere with a few NPCs standing around it. They were dots on the world, but not “world” themselves.

These being all basic structures on which the whole game was built-up and engineered, problems that the game will always drag around, without the possibility to free itself from them.

The combat was also affected by all this.

If you ask me what was the biggest flaw in the original SWG I’d answer: lack of consistency. It is what makes the game “unresponsive”, hard to decipher. The combat was hard to figure out because it reacted in unpredictable ways. It was based on odd variables and mechanics that you wouldn’t expect and that you would find hard to fully understand and manipulate. And those who managed to get past this barrier would become invulnerable, exploiting the hell out of the system.

Everything was connected to that basic point. Lack of consistency and similarity to patterns that the players expected from the game. The lack of Star Wars-y feel and iconic classes was a drift of the same problem.

The “language” of the game felt alien, and not familiar as the Star Wars universe the players used to know (and hype and anticipate). A problem of communication.

Jeff Freeman plays Chibi-Robo

Here I say “owned” to Raph ;p

Jeff Freeman is playing a crazed cutesy game that I really never heard about before. From Grimwell:

So, their website really doesn’t do it justice. “So, I play a robot that cleans house? Uh…”

Getting around the house is pretty stock puzzle-game stuff, accomplishing various adventure-game type goals isn’t especially difficult or innovative, but the backstory is so serious for what is otherwise an overdose-of-cuteness sort of game…it’s just cool.

Chibi is a birthday gift for the little girl. This makes Mom unhappy because Dad is unemployed, and yet continues to spend money on stupid things… like toy robots. The little girl wears a frog at and pretends to be a frog all the time – the only way to really communicate with her is to talk to her through her teddy bear, since she’s just freakin’ out over the parents-getting-a-divorce thing.

So cleaning house is part of what Chibi does, but the goal is really to fix the disfunctional family – get Mom and Dad back together so the little girl can chill out and everyone can be happy.

And along the way you help solve various problems that the toys around the house have, too; and help to get Giga-Robo back as a member of the family (they couldn’t afford to run him, so sadly they had to store him in the basement).

It’s the juxtaposition of “cute little robot and talking toys” with what is otherwise a “fix this disfunctional family” game that makes it…cool.

The game’s website is here. It’s a Nintendo GameCube game.

I find it interesting because this game looks cool, and it plugs perfectly in the mechanics/metaphor discussion, nodding to Raph and disproving my theory.

Beyond the metaphoric level that Jeff Freeman explained, there’s a game that borrows game styles from everywhere. The tiny robot can move freely around a 3D space, it has limited autonomy with a counter on the lower right (and always carrying around a plug with a perfect physics model), it uses robots to build bridges and ladders, a radar to detect hidden doors, an elicopter to float down from high places, a blaster to shoot at things, a toothbrush to scrub the dirt, a squirter to clean where it cannot reach, a spoon to plant things, a mug used as a tank. It is a puzzle game, a First Person Shooter, an exploration game, a spaceship shooter, a cooking game.

And it may even be a sandbox game. A wonderful one. Now I’m deducing all this just by looking at the website, but if you think about it you could imagine how a big mansion could really become a perfect model for a sandbox game. Think to the possibility to have this huge house seen from the perspective of a tiny robot, make the environment freely explorable from the roof to the basement and the garden. You could have all sort of different activities and games within it, with lots of secrets and even an attempt at a “directed” style of narration through rooms that need to be discovered and unlocked. Cause and effect. You do or discover something here and unlock something somewhere else, or get a hint about how to solve something you couldn’t figure out yet.

Think to the sandbox as a circumference, then add “nodes” within it and link some of them. You would have the freedom to move wherever you like, choose your activities and still have the nodes affecting each other and even creating some sort of plot or “flow”. The house becomes a “theme park”, with no strict boundaries if not in the environment itself and the elements within. It is self contained and you would have the freedom to move around and choose the “order” of the game. No need for a “power growth” if not through the acquisition of tools and new skills that would allow you to reach what was unreachable, discover new places and challenges, expanding your skills and possibilities of interaction and even allowing you to re-run the same rooms and games to discover secrets or interact in a way that wasn’t possible before.

From this point of view even Mario 64 is a sandbox. The metaphors change sharply in the two games but the mini-games and puzzles below are recombined and just “matched” with their purpose and justification. An “house” is a perfect place to stuff in every kind of mini-game and can be seen from completely different points of view. It can be cutesy, scary, mysterious, adventurous.

It is a domestic simulation and a psychodrama. It has all sort of crazy puzzles. And it risks even to feel “immersive”.

Sigh…

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