Animal behaviours

This is something that has always been in my wishlist. Try to design the mobs in a game as creatures, with a background, specific behaviour and so on.

What I don’t like is having one pattern only. Where aggressive mobs pretty much react only to the player’s level and range. I always though that in a game the mobs shouldn’t be just generic entities with different statistics. Differentiated not only by a model, a texture and different attacks, but also by different behaviours.

Here you can see how this way of thinking (because it’s really about an overall approach to a genre) is linked to all the critics I made against the linear content progression typical of level based games. Instead of “killing the bigger foozle” as you progress, you wouldn’t just deal with stronger mobs, but you would have to learn and recognize their different behavious. Something that, even in this case, is much more “systemic” than the linear progression. Less forced in a obligatory sequence and MUCH more appropriate to a “world”, where different creatures have their own individuality and aren’t exclusively functional to a power progression.

A few games tried to go in that direction, but without much success. Ryzom has creatures that come to watch you and even migrate in packs from zone to zone. SWG also had creatures that approached you. But what really misses is the variation. The possibility of reaction to a number of different variables, both coming from the player and the environment. So that the concrete gameplay will be then much less predictable. And also much more interesting to discover and learn.

It’s also again not a wish for complex, reactive AI systems. I repeated in the past that advanced AI isn’t something that these type of games should waste lots of resources on. Both Dave Rickey and Raph Koster are strongly against me on this front. But I continue to think that we only need some more complexity, but not necessarily reactive AI, with the hope that it would help to auto-generate content. I have a desire for identity and specificity, but not automation. I would just like to see worlds that are more interesting to explore, more immersive, interactive. Rich.

Less predictable. Feeling not all coming from the exact same mold. But in THIS genre. Not in another. A fantasy world, still, but seen from a new point of view that would make it feel as a totally new experience. Standing out between the rest.

It’s an approach that, despite applied to a similar genre and world, would be the exact opposite of WoW and all the other similar games. Instead of simplifying and reducing everything to the essential, the goal would be about delving, adding details. Rediscovering aspects of this genre that have been purged. Similarly to how Diablo “boxed” the RPG genre, making it lose a lot of unique qualities.

We are used to mosters that simply aggro at a range. It’s even incredibly annoying if you are traveling and start aggroing all sort of critters that in a few cases can even stun and snare you. What if instead the creature would start growling if you walked too close? What if some creatures could be attracted by a light, or scared by it? Or attacking only to defend their lair? What if some wolves would attack you only if you were alone, while runinng away if you moved with a party? What if they would attack you only when they feel the smell of your food? What if the game could simulate the mechanics of a real hunt?

With zones designed to be more organic. Mobs with realistic loot.

That’s the approach I’d like to see. Richer, immersive worlds. Without the need to move away from the fantasy genre to do something different.

(Then if you tell me that is already daunting enough for the servers to check aggro ranges and pathing without adding more variables, okay. Let’s make treadmills all life long… *sigh*)

OMG, tard rocks are fixed! (WoW 1.12 patch notes)

It looks like the patch notes for the next WoW update were leaked again. They seem legit, but remember that I’ve been fooled in the past (only once, though!).

Follow the first link and read them from FoH, because I’m not backing them up here.

Beside the cross-realm BGs that were announced and confirmed a while ago and the world PvP objectives that I commented yesterday, there’s some of the very best bugfixing EVER.

Here are some highlights:


– Your Friends List and Ignore List has been expanded to hold 100 players.

– Reputation loss from killing NPCs has been drastically decreased across the board, and applies only to the players responsible, rather than to their entire party or raid.

– Fixed a bug that caused the sound level to increase when alt-tabbing in and out of the World of Warcraft client.

– Fixed a bug that would sometimes result in player names being magnified.

– Dishonorable Kills now apply only to players responsible, rather than to their entire party or raid.

– You will now be placed in a raid upon entering a battleground.

– Players can now see how many battleground instances are running, but are not able to choose specific instances to join. (Abalieno’s note: it will make harder to arrange a match)

– You can now leave a battleground from an option on the scoreboard at any time.

– Token systems have been implemented in Molten Core and Blackwing Lair. Tier 1 and Tier 2 Class Armor sets are now acquired like the Tier 3 sets are through turn-in quests. Bosses that previously dropped the armor have had their loot tables revised. In addition, new items that appeal to a greater variety of playstyles have been added to ALL raid instances as both quest rewards and drops!

– Meeting stones no longer automatically search for party members. Instead, joining a meeting stone for a dungeon now adds you to an interactive list (sorted by name, level, class, etc) of players looking for a group. Groups can be formed by contacting players through this interface. The meeting stone queues for all dungeons can now be accessed from any meeting stone in the world.

– A Guild Calendar has been added to streamline guild management. Upcoming raids and other events can be posted for all guild members to see.

– NPCs that repair now have a Repair equipped items button.


Too good to be legit? Probably.

That radical switch in all the raid instances to a token system made me a bit suspicious. No more armor and weapons drops? No more public, immediate catwalks?

I also have to point out that at least two lines from these patch notes are directly taken from the patch notes leaked in September of the last year and that revealed to be fake”

– Dishonorable Kills will now apply only to the players responsible, rather than to their entire party or raid.

– You can now exit a battleground from an option on the scoreboard at all times.

– Meeting stones no longer search for party members. Instead, joining a meeting stone for a dungeon now adds you to a viewable list of players looking for a group. Groups can be formed by contacting players from this list.

Exact same phrasing. Plus a lot of similar changes.

EDIT: Yep, confirmed as fake. With a funny detail:

First and foremost, they’re being spread by “Spybot”, the same guy who faked the 1.8 patch notes.

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Now Mythic cannot stop being the source of bad examples

Mythic is looking to bottom-feeding their team:

If you want to be a game artist, you need to have studied art. Ditto programming. But if you want to be a world builder and work your way up to designer, the best way in is to start in customer service and impress everyone with how smart, creative, and hardworking you are. We’re about to have another round of promotions from the CS pool, but we can’t promote those deserving men and women until their replacements are trained. That replacement could be you… and it could be you moving to building and design in 2007. So apply, already.

So, if you want to be an artist you need to study art, if you want to be a programmer you have to study programming. …And if you want to be a designer you need to bend over and do customer support for Mythic. Duh?

No, really. I cannot stress enough how this isn’t just an awful practice (back to what Anyuzer wrote long ago, I don’t believe that QA and CS are good places where to cultivate good game designers) but it’s also a very bad example to give.

It isn’t written anywhere that if you are good at customer support then you can be a good game designer. Nor that you can be good at customer support if you are good at game design. It goes beyond every logic, in fact. But that’s not the worst part. The worst part is that the announce denigrates the important work that people do in customer support and QA. That’s not the ghetto of gaming, it shouldn’t be publicized as something devalorized that is only done by people without any other talent, rejected from other “prestigious” roles, or exploited while they hold tightly onto the remote hope of climbing the social treadmill.

You are really going to risk to fill CS with wannabe designers who have had very bad luck with other opportunities and are now RABID to trample on each other and take advantage of every possible chance. People that couldn’t care less about CS and will NEVER do a good work for that simple reason. The very best feeling that they can get out of that work is just a whole lot of frustration. Because their goals don’t coincide with their position. They aren’t there to do a good work, but to endure it and hope they can make some friends at the higher levels so that they can be promoted among the envy of the other 99% of co-workers.

This type of competition cannot lead to anything good. It’s inacceptable to propose jobs with false, remote promises as if the job was a lottery that rewards only one over hundreds. People are gullible, but taking advantage of that is shameful.

So. Good luck with your new position. I can already see an appeal queue. DAoC players are dying to see how smart, creative, and hardworking you are with your replies.

Jessica Mulligan: It isn’t enough to just get a job in customer service at game company and then work your way up the ladder while experimenting with different types of games. Those days are gone.

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Blizzard will NEVER get PvP right

There. I’ve said it.

They started with horrible game design (post-launch with the Honor system, before it was great), and they will never get out of that hole they dug.

I’m really surprised about how well the game design is on certain aspects, and how completely retarded it is on others (LFG system, PvP, faction grinds).

IGN has an article about upcoming changes to WoW’s PvP. In particular they reveal how Blizzard plan to revitalize the world PvP. Something that the players have been waiting from a long time and that Blizzard kept hyping still without giving out any concrete detail. As you could guess from the title, the result is terrible.

The big news today is the scoop on world PvP objectives.

The new world PvP content will take place in Silithus and Eastern Plaguelands, although it may eventually branch out to other areas.

In Silithus, the objective revolves around collecting dust, called “silithyst,” and players will activate the geysers to collect the silithysts. You get a nice “buff” (stat boost) when you turn in the resources, but you’ll be flagged as a PvP player as soon as you pick the stuff up, making you attackable by anyone in the opposing faction while you attempt to make your way back the Field Duty camps associated with the Cenarion Hold faction quests. If you manage to turn in enough of the dust, all of your fellow faction members in the zone will gain a buff as well, including those in the “AQ20” Ahn’Qiraj dungeon.

Eastern Plaguelands. There are several towers in this zone, already standing, that will be converted to captureable bases. You’ll need to control and defend each tower, and the faction who possesses all four will gain zone-wide benefits like in Silithus.

Increased damage against the many undead creatures there (and in Stratholme).

So, uhm. Travel back an forth beween a resource node and an NPC to fetch back stuff and get a buff in Silithus, and control four towers to get another buff in Eastern Plaguelands.

The motivation is nothing deeper or more involving than a buff, that also risks to be PvE oriented.

I guess the players are so desperate for PvP that even a so bland objective and context could be enough. But it will get old super-fast. It’s really nothing more than a minor gimmick, risking to be exploited instead of becoming an excuse for a fun and lively PvP environment (as it should).

The article doesn’t say if those objectives will also lead to honor and/or factional points. I guess they will since those two are what keeps alive the shrinking PvP crowd in WoW. But even if they will, Blizzard is still forced to keep the rewards small to not compete with the BattleGrounds.

It’s quite obvious that the PvP will never improve till they don’t address what fucked it up: the honor system.

Anyway. None of the new changes is particularly interesting or bright, nor I think players reading about them get the desire of playing that. It’s again another missed occasion. Nearly two years from release and the PvP still sucks despite the strong demand and the promises from Blizzard (the PvP world objectives were on the “on development” page since release, then they were removed along the war machines). With uninspired and dumb ideas incoming that won’t change a thing.

I hope you weren’t one of those waiting expectantly about the awesome new changes that Blizzard has hyped on for so many months. Because the result couldn’t be more deluding.

It’s also not so encouraging that a similar style of world PvP objectives will be used in the zones of the new expansion.

(my counter proposal)

P.S.
On FoH’s someone noticed another important potential problem:

Doing PvP in zones with a lot of potentially annoying mobs isn’t exactly attractive too.

dunno but I can’t wait to pvp in silithus. Where every inch of that god forsaken zone is covered in snaring, rooting, stunning, charging mobs. JFC It’ll BE SO MUCH FUN

The irony of choosing Silithus is that most PvP servers have had an unspoken truce in Silithus for months. With all the triggered mob spawns, faction/xp grinding and questing going on it has been more logical and reasonable to leave everyone to their own devices and not have constant, all-out pvp going on.

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*cheers* Matt Firor (former DAoC producer) leaves Mythic

…to start a brand new studio, it seems. (another one? yay?)

While Lum seems to pay his tribute, as if he owed him a favor.

I don’t really have much to comment since I know nothing about this last event, nor I know how he worked or if he was doing a good work. My impression from DAoC was actually positive about him. But wasn’t him between those strongly supporting “Imperator”?

Reasons? Paint me skeptical:

I know the Internet TRUTH BRIGADES are immediately streaming toward the Batforums with the tolling of doom for Mythic, but, like me, his move was more about location than anything else. Since marrying he was commuting on a daily basis from Hunt Valley, MD to Fairfax, VA. There’s only so much of that a wife will put up with.

I’ve never doubted of Lum’s frankness, this is a first.

Anyway, who cares? That’s the best decision he ever made. I wonder if he was between those applauding.

I can already see a number of Mythic developers following him and jumping ship. With the only difference that, in that case, it won’t be publicized.

Good luck with the new studio. It won’t be easy to start from zero all over again.

The Baldur’s Gate endless saga

I somewhat already anticipated what I was going to do. Beside fiddling with Triton and Prey I spent a whole lot of time trying to figure out all the mods for the two Baldur’s Gate to be able to join them into one seamless game.

The new boxed set I ordered arrived on Monday, on two DVDs for each game and two CDs for each expansion. The choice was to use BG1 TuTu mod, that allows you to play the first Baldur’s Gate in the BG2 enhanced engine (640×480 doesn’t cut it anymore) and that seems slightly more popular or BGT – Baldur’s Gate Trilogy, that does the same thing but also merges the two games into one, with a seamless transition.

I decided to go with the second because I didn’t find significant differences between the two and also because I like that idea of the seamless transition.

(here begins the updated part)

The installation isn’t too complicated, but I had to repeat it a few times before getting it right and without errors. The first steps are standard:
– Custom install BG1 (install all components)
– Custom install ToTSC (install all components)
– UK Patch (5512)
– Start BG1, make your settings, create a character and make a quicksave with Q in Candlekeep
– Full install BG2 (different install directory than BG1)
– Total install ToB
– English patch (26498)
– Start BG2 and ToB, make your settings, create a character and after the autosave quit the game

(apply CD crack)

-After these installs open and edit the “baldur.ini” file from the BG1 directory to delete the references to the CDs. Make sure that your backup filename doesn’t end still in .ini (which will lead to errors, as I found out).

(the following two steps are to be done early to avoid conflicts with BGT)
– Install Ascension (1.4.23)
– Install BG2 Fixpack (v8)

– Install BGT (1.07)
– Run setup-GUI.exe
– Run setup-BGTMusic.exe

(after Baldur’s Gate Trilogy is installed you can delete the directory where you have installed the original BG1)

– Restored Textscreen Music (v7, two files – one with localized music files and one with the patch)
– Mini Quests and Encounters (bgge) (4.1) minor quests
– g3anniversary (v5) other quest to check
– Oversight (Just the Tougher Sendai patch) (v12)
– bg1npc (v17) banters for BG1
– bg1ub (v7) Unfinished Business, just added material cut from release and minor additions
– bg2ub (v18) Same as above, but for BG2
– scs (v12) Sword Coast Stratagems, enemy AI improvements for BG1
– BGTTweak (v8) Tweaks for BGT
– BG2_Tweaks (v7) Tweaks for BG2 (and 1)
– ItemUpgrade (v37)
– TacticsMod (v24) enemy AI improvements for BG2
– eSeries (v1.8) scripts for party
– DEFJAM (v6) experience adjustments to fit larger games

– There are also three other mods that I wanted to add, but that it is better to patch in only after the transition to BG2 to avoid possible conflicts (Banter pack, de’Arnise and NPC flirts).

All these mods/patches can be found on four sites:
BGT dir (BGT, restored textscreen, BGTTweak)
WeiDU page (Ascension, Item Upgrade, Tactics)
Gibberlings3 (BG2 fixpack, mini quests, g3anniversary, bg1npc, scs, BG2 Tweaks, eSeries)
PocketPlane (de’Arnise, Unfinished Business 1&2, flirt&banter packs, DEFJAM)

Check the weidu log I added for details about which parts I used.

( here ends the updated part, May 5 2009)

I dared to set the XP mod so that monster only give 25% of their experience, no xp for learning spells, 25% for thievery actions and 50% for the quests. Since I intend to keep the difficulty at “core rules” I wouldn’t mind some challenge considering that it’s quite easy to get too powerful (and the bored) in these kinds of game.

I have all set up nicely right now (I included the WeiDU log if you want to see my install in detail, but I’m far from being an expert). I played the very beginning and it all works nicely. The only problem is that new version of the mods come out often, with more bugfixing and features, but it seems that upgrading your install isn’t so simple and you even risk to have to restart from the very beginning in a few cases, if there are certain changes. So when you start you are sort of stuck with what you have, and hope everything will be okay till the very end.

Now the only problem is about having enough time to play the whole saga from the beginning to the very end. That’s a considerable chunk of real life ;p

EPIX!

(I wonder if I like more to setup/research things more than actually playing. Like with Linux, I used to spend lot of time playing with Debian and tweaking everything to perfection. But at the end I never really *used* anything. It just sat there being pretty and polished. Duh.)

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Prey – Great game and “inventions” but impaired on a few levels

Prey is officially out and I had to struggle with Triton (digital download) but I finally managed to make it work, even if there are still some problems with that client. For me, still thousands times better than retail since I hate translated games over here and ordering a copy at release from Play.com would always mean having to wait about a week for the copy to be delivered.

So, despite the flaws, the digital download will be always my choice. And not only. If a game is available on digital download it is also more likely that I decide to purchase it.

There are three basic advantages:
– Being able to play right the minute the game is released. Sometimes with the possibility to preload
– Avoid to wait about one week for the delivery, and/or having to pay for the shipment (which can be more expensive than the game itself)
– Can pick the language/version you want

With the game out the most heated debate everywhere is about how long it is and if it’s worth the price. As always the playtime varies considerably, but most people agree clocking it at about 10 scarce hours. Some people finished it in around seven, some even less than five. The demo with the first five levels was about one hour of play. In my first run I spent there more than two hours, while in a second, sperimental run I finished it in less than half an hour, also considering all the narrated parts that slow you down quite a bit. So you can imagine how the playtime can vary so much.

On Q23 this spawned a discussion about “quantity” and “quality”. My opinion is that, in particular in this kind of FPS, quality and quantity are deeply interconnected.


The point is that a “quality” FPS is about offering a fun experience through visceral, frenetic combat. Quality and quantity, with this kind of games, are EXTREMELY interconnected.

That “FEAR” that people praise was almost ALL filler content. It looks all made with the same art assets with nearly zero “level design”. You exit a room and enter another that it’s exactly the same.

But the game was fun, supposedly even long.

So the point is that the quality of the FPS also leads to quantity. FEAR had an AI system so satisfying that it didn’t need much else to entertain for a good period of time. Even if the locations finish to be all the same, the combat is so involving that people do not care.

What matters is the support for fun variations IN the gameplay. If the gameplay is complex and deep enough, then it will be easier to make a long game that doesn’t feel just redundant.

Now this thread is about Prey. Prey, beside setting and story, is about the introduction of new interesting mechanics, such as wall walking, gravity flipping and portal technology.

So, guess what? This technology was thought and introduced for ONE REASON: add variations.

See? See how the discussion about quality and quantity is so deeply interconnected, in particular when Prey is the subject?

The point is: Prey introduces a technology so powerful that you can do a WHOLE LOT with it without making the game feel repetitive. It’s a support for variation. It’s an “enabler” for content. Good, fun content is only possible when in the game the technology has built-in support for a good variation. It is ALL about that.

That’s what is relevant discussing. If Prey is too short it will be disappointing not because of “pacing”. But because the game had the support for a long and involving game. They have the right resources.

And it is even more interesting discussing how strong is the technology behind. Because while the implementation of the new possibilities seems solid and powerful, I still didn’t see ANY MONSTER being aware of it. Monsters cannot use gravity flipping because they just die, monsters have limited movement, monsters don’t walk in/out wall walking pads, monsters seem to use portals only when scripted.

Now take these limits. Work on the technology so that the AI makes those mobs use seamlessly those possibilities like a player. Voila.

The game can easily now double its length because there’s now support for a lot more FUN variations.

And that’s, really, the point.


That’s a premise to what I wanted to say. I’ve already written my opinion about the demo and all the details about the innovative ideas it introduces (links here). I think I was right on those points but there’s to consider the potential behind those ideas and see if the implementation betrayed them or not. As I said it’s all about having support for variation. A FPS is a game that relies heavily on the technology because (before Half-Life) the game was all about the mechanics and possible variations. So the engine was directly an “enabler” for content.

The basic point is that the design is completely powerless if the engine doesn’t support interesting patterns. So this is why with this kind of games there’s always a very strong tie between abstract game design and the technical realization. In fact the technical realization IS the game design of the game. Technical execution above all, sophisticated graphic engines. In particular in a game like Prey where it is the use of the new possibilities to make the game stand out among the competition.

While I’m still not very far from the point where the demo ends, I was still able to recognize some limits and some design choices that I think do not let the game express itself fully.

The problem about the game design is probably the one that could have been fixed easily and it’s about the “death walk”. Tom Chick describes it best, so I’ll quote:

Prey manages to keep moving at a steady clip. It helps that you never had to save or reload, thanks to a gimmick called “deathwalking,” which is apparently the Cherokee ability to die, visit limbo for about 10 seconds, and then just pick up where you left off. And it actually works pretty well. Prey has its share of boss fights, most of them clustered unceremoniously at the end, and deathwalking is a great way to circumvent the hassle of getting stuck at a really hard part. Plug away long enough at any fight in Prey, and you’re going to prevail.

The design goal behind this idea was about preserving the “flow” that was usually broken by encouraging the players to save/reload often. In some cases we have seen games with no saves and just checkpoints for similar reasons, but that choice has always been criticized. Prey has a much better solution since now the action never breaks or stops and you play from the beginning to the end without having to worry about repeating a fight just because you haven’t executed it in a optimal way. Similarly to a mmorpg, you are projected forward and the mistakes aren’t something that forces a repetition, but are instead incorporated in the gameplay. In a word: no downtime.

That solution has a problem, though. The “death walk” goes very close to a god mode. Dying has absolutely no penalty and you can keep respawning as many times you want. It is quite obvious that, while the action is continue, the combat encounters are trivialized since you aren’t required to fight well or “fear” anything. But just to persist. There’s nothing to “win” or solve, which makes the game feel a bit cheap.

My opinion is that this mechanic could have been implemented better, and it could have even helped to make the game last a bit longer, since its scarce duraction is also due to the way the death was handled. Without anything holding you back, the game is even too much straightforward. My idea is how I actually expected the system to work.

Proposed “death walk” changes

– (Normal difficulty) Instead of just respawning the player, all the monsters spawned and still alive would have their hit points completely restored.
– (Nightmare difficulty) Add consequent power-ups to the monsters (hitpoints or resistence) after each consequent death of the player in a short time span (a minute should be good).

This is a simple change that wouldn’t disrupt the original idea (not breaking the action), but that would still require some attention during combat, because if you don’t kill the monsters then you’ll be back with them fully healed (at standard difficulty), or even stronger (at “nightmare”). Combat, and then more combat without downtime. But combat that would be meaninful, instead of just redundant.

Sadly that’s not the way Prey works and it’s one element that ruins the game for me. The other solution wouldn’t have been much harder to implement and it would also have given the “nighmare” difficulty a lot more appeal. As it is currently in the game the only difference is that there is no healing around the levels and that the monsters do more damage when they hit you. Which doesn’t really add anything particularly interesting or fun.

That’s the first problem. The second problem is instead a structural one and that is about the interdependence between technology and design I pointed out above. So it’s a significant limit in the game that cannot be easily solved.

While the new gimmicks suck as the dimensional portals, wall walking and gravity flipping are interesting *for the player*, I was disappointed to discover that the monsters are completely “blind” about them. In the cases they use them actively it seems just as result of a script and not of a seamless, spontaneous interaction.

In particular I observed that monsters cannot see you through a portal and they usually just keep shooting into it at the direction you entered it. So if you can put a portal between you and them you can exploit this by shooting at the right angle without getting hit back.

Now join these observations with what I wrote above and you can arrive at the conclusion. Those new mechanics that Prey introduces are definitely interesting (old post) but they still have to face the limit of the lack of real interaction. They are passive objects because the monsters still “understand” only a very simple, flat space. So still suck to a 3D trick as the original engine that powered Duke Nukem 3D. In my review of the demo I complained about the staticity of the mosters and I fear that was the obligatory solution they had to made to avoid those mosters to get stuck in odd behavious due to the new elements that Prey has and that the monsters still do not understand.

That limit I described about the monsters being “blind” against a portal is more significant than how it appears since it basically forbids a level designer to use two-ways portals in a combat situation. Exactly when they could offer fun and interesting variations in the game.

So all those ideas are meant to add variations, but while the team did a great work with the rendering engine to make all that possible, they still hit against the wall of the monster AI. Because it is probably too hard at this point to “teach” the AI how to use those devices and understand a different kind of space. So cutting consistently on their real potential and “faking” the gameplay through the smart use of scripting.

Prey is a wonderful game, but at the same time it exposed some weaknesses that, when solved, will surely power the games of tomorrow.

Woot

Italy won the world cup!

People are going crazy since soccer is the most followed and practiced sport over here. Deeply rooted in the culture. The match was surreal, with Zidane losing his mind and everything. During the second half France was definitely prevailing, they kept the ball most of the time and continued to attack restlessly. But the reality is that Italy had the very best defence in the world. That’s undeniable. In the whole tourney they didn’t suffer any goal coming from a normal action, just the own goal in the harsh match with the USA and penalty kicks, nothing else. So they won by defending and with some luck occasions here and there.

I’m not really a sport enthusiast but I watched all the matches. For some reason I “felt” a lot more the semifinal with Germany, that was also a better match to see. This one I was more detached. But still glad.

Btw, how comes that the great majority of France’s players are black people?

(I guess it’s time to go back writing about games?)

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Mark Jacobs should seriously stop with the interviews

No comment.

GameSpy: What was your team’s reaction when they found out? Was there any sort of unanimous sentiment?

Mark Jacobs: Recently, I talked to the entire company and gave them the scoop on the deal and our future. When I finished, the company delivered an extremely robust round of applause with personal congratulations afterward. It is safe to say that Mythic, as a company, is behind what we did, how we did it, and what the future holds.

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