November 30, 2011

Gaming - Frontier to Future Thinking

Gaming, is not just holding a controller and jamming keys randomly like a crazed pork. Gaming is about making decisions and then executing them as best as one can from observerance or instant reaction. It is a practice of each areas of the brain, and at the same time every part of the brain together. It is simply a very great practice. It is like training an orchestra. The flutes and drums have to be trained seperately to let them atune to their specialization, and eventually they must play together, bring what their specialties are to the table and piece them together, at the exact same time. This is exactly what a strong company training procedures should be. Train employees seperately in their own speciality, and then they must be pieced together to see how they work together. Millions of gamers around the world has been doing this the day they played their first game, without realizing how much gain they have just added to their capabilities. May I say, their intelligent went up by +2 after reaching a milestone in game such as Farmville?

Due to the repression of larger numbers of babybommers in society and lack of cash equality for the younger people, and the insane number of mormons and idodits this generation beholds, gaming remains a questionable frontier to future thinking. A table cannot be used to eat, until it is clean. An ocean is not fit for surfing until the oil is gone.

October 07, 2011

Ping

Ping is the time it takes for data from client to server. Basically, the time it takes for player's computer to reach server computer. It is usually measured in millisecond (ms). 1000 millisecond equal to 1 second. 0.25 second is 250 millisecond. The usual ping players get on games is 30ms to 40ms, thus it is 0.030 second to 0.040 second.

The actual delay is twice of ping plus monitor delay, processing delay, delay caused by low frame rate, delay from hand-eye coordination and the server sometimes.

I think I am fully right on this.

October 06, 2011

Why People Love Games

People love computer/console games because they are cool (innovative and latest techonology/culture/ideas). They teach us things. They increase our self-esteem. They are highly interactive. They are good for mental wellness.

Contrayal to common peasant beliefs, games teach us more than education. Because games does not have teach 1 subject at a time. It teaches multiple subjects together at the sametime, which is how lessons should always be done. It teaches us to see things the artistical way, the dynamic way, the colorful way, as opposite to grey world with just combination of 26 set symbols plus punctuations. World of Warcraft, for example, has taught me English through reading hundreds of beautifully written quest logs, communication skills through in game trade channel chat, and math abilities through mana calculations for abilities.

Games increase our self-esteem. They tell us what we did right, as oppose to what we did wrong. Games aren't here to judge us! Games aren't here to label us! Games are our friends and are here to be with us and work with us each step of the way. Games will not ignore us when we ask questions. Games will not over-lecture when we wanna skip certain parts. Though, just like a poor education, a game that is poor quality can have a total different scenario here.

Games are cool. They are the latest stuff. They are fresh, they are new, they are young and full of energy, unlike secondary education. The 3D engine most games currently use far surpass the one the search engine king Google uses. They are up-to-date, they represent how we feel. They represent us! Not them, not those guys, they represent us. The youth, the future generation, the people that will stiffen and stronghold humanity one day.

Games are also good for mental wellness. Like any biological substance, our brain decays fast, and if we don't stimulate every part of it, it will degenerate and thus we become dumber. To prevent this, the best way is to play challenging games that stimulate our visual, hearing, pattern matching, memory recalling, storing files parts of our brains.

June 10, 2011

Fluidity of Numbers is Necessary for Making RTS Games

Being fluent or fluidy with numbers is a must in succesful creation of a Real Time Strategy game. Numbers, which is basically Math, is the fundation of any games and is the backbone of computers. A real detailed understanding of Math (disincluding anything above Quadratic equations) is really beneficial to any computer usage and espeically important for making RTS games.

RTS games have the greatest occurance of numbers compared to any other games. You have hit points, mana points, maximum mana, hero level, movement speed, attack rate, percentages, numbers, decimals, negative numbers, divisions, multiple divisions, rates, inverse rates, speed, distance, time to list a few. It is a number frenzy.

It is not just knowing how to add correctly, but knowing the clear detailed precise difference between percentages of a value, added percentage to a value, hit chance, dodge chance, critical chance, rate of attack and times in between two attacks to example a few.

Use of math can be very helpful in improving RTS games, but finding the correct calculations to do can be difficult, and if a false calculation is conducted, then it is worse than not having done any calculations at all.

Pro gamers such as SlayerBoxer does use math to calculate how much drones exactly can support the production of how much units of what kind of units. It has given him an edge over other players vastly in the early years in resource management for the game Starcraft Brood War. He also has done calculation to see how many seconds it takes for a unit to go across the map.

April 28, 2011

Is 3D Engine Necessary to a Great Game

A 3D engine is not necessary to a great game, however it may be the most profitable, since 3D engine requires high graphics settings, which result in purchase of a better computer, with good negotiation with the hardware sellers, profit can be made out of the sales of hardware such as graphics card and power supplies.

Many memorable games form the 1990s all did not have 3D engine. What a 3D engine provides is the 3D view as oppose to a 2D view, nothing more than that. So the answer is no and I look forward into seeing more fun games without 3D engine.

Also, making a game with 3D engine as oppose to no 3D engine means tremendously more workload, new coding stuff to learn and harder to modify.

April 20, 2011

Magic Reduction and Physical Armor

In most games released after 2007 that involved with medieval fantasy stuff had two kinds of attacks: Magical and Physical.

Magical attacks use mana and is usually very burst fire-y.

Physical attacks dont use anything and deals pretty presistant damage, no matter how long the fight has been.

The attacks are different, and so are the defences for them. Magical defence is usually called Reistance or Spell Resistance and most games has the defence set to 10% reduction. In some games, the physical defence is a strict number that subtracts onto the incoming physical damage value, where as in other games it is an inprovable percentage value whether directly or calcualted from an integer number.

March 24, 2011

RPG Games - Character Attributes

It's important to have well chosen character attributes as well as many of them.

World of Warcraft would've been more successful if more character attributes were chosen at the beginning, so the later addition of resilience and spell haste would've been more fitting.

What each character attribute dictates is also very important. In older games, strength is directly related to melee attack power, where as the newer game, both strength and dexterity affect attack power with a precisely set ratio.

Good character mechanics, such as mana, rage, energy also boost the attributes's appeal, good compliments would boost successfulness.

February 22, 2011

Why Modern Warfare 2 Gun Sounds are Crispy

Modern Warfare 2 gunsounds, as all the players who have played the game have noticed - the gun sounds are different from most other shooters - it is crispy. Sounds very sharp, no heavy tremble, almost like someone clashing two undense metallic toys together.

There are several very good reasons behind it, and one of the most important and not easy to found reason is that they purposely removed the low frequency part of the sound pieces to not tire the players out. Low frequency are drum sounds, those deep trembling sounds that make your heart pound. Why this works is that drum-like sounds may sound realistic and terrorifying, but in a game that players play for long periods of time, it can cause disconfort, as the rhythm provided by the gun shootings have no good pattern at all, thus bad for the heart, and therefore tires the players out.

Notice how Black Ops have much deeper gun sounds and the players seem to be only to play the game for 2 hours or 3 hours maximum, where as lots of Modern Warfare 2 players play the game all day.

February 17, 2011

Game Design Philosophy - Numbers

Almost every MMORPG game relies heavily on numbers. Levels have numbers, stats have numbers, experience points have numbers and so do lots of other things. The stuff that players look at the most are probably level, stats, and experience points.

It's important to keep these numbers at different magnitudes. If levels were within 1 to 100 limit, then experience should be something in the hundreds, and a different colored font to not cause confusion and make memory easier.

It's also important to not prioritize numbers as representatives of stats. Bars, lines, charts, symbols, fullscreen effects are the better choices.

Game Design Philosophy - Sound Mix

Just like a painting, to have good sound for a game, is to make it realistic, with a bit of artist's touch to it.

Sounds for any great game should be realistic, both by what it sounds like and also its reverb matches that of the environment and the location of the sound emitter relative to the ear in the game. Seemingly realistic, but not really realistic is also fine, for example, a swift sound for a knife stab, may pass as a knife stab. But to players experienced to real life knife sounds, they will find slight disconfort when experiencing. Game sound designers of great skill would examine each sound piece individually, and also examine them when mixed together. A good mix would be that nothing is too loud, nothing is too covered up and that each sound piece can be heard easily if under tracking and no confusion between the sound pieces. To do so, sometimes, designers would have to eletronically alter the sound pieces, a common practice is to exaggerate the emotion or symbol behind that particular sound piece. If everything is too muffled up or sound similar, it would create sound chaos.

Call of Duty Modern Warfare games have great sound mixes, the gun sounds are crispy and sharp, where as opponent gun fire are purposely slightly deeper, so when both sides are firing, both gun sounds can be heard, this is not existant in Call of Duty Black Ops.

February 13, 2011

Game Design Philosophy - Ease of Access

Welcome back. Today's topic will be Ease of Access regarding to video games.

A game with great ease of access, easy to buy the game, easy to see the trailers of the game, and most importantly, easy to go from loading screen to the target game content is a great game. I've been playing numorous games lately, mainly the single player games with great graphics. One thing I've noticed is that out of all the games I thought was fun, all of them had very short loading time, no prelogs of dialogues of somesort that player have to go through to get the fun part of the game. Examples are Call of Duty Black Ops and Batman Asylum. To make sure the game is popular, it has to be easy for players to buy the game, sounds something unimportant, but is not negligible. Online order solved the issue of players having to travel afar or not have shipment at certain stores. Ease of access to trailers of the game boost popularity greatly. Many gaming companies already know this by heart, and that's why they always put out these fabulous trailers for free, and sometimes at enormous their cost.

This has drifted my mind onto a related topic - marketting, which is something for the next topic.