September 29, 2004

Quotes

From the Jim Rowson / Kurt MacDonald talk:

My favorite quotes

"Not everyone is a hyperactive twitch nut!" - Justin Hall

"People have only so many Futz units in them..." - Jim

"Hot Futz Action" - Justin Hall

"mountainous lipid channel" - Jim

Posted by Mike at 08:00 PM | Comments (0)

September 28, 2004

Unreal Ops

w00t. I was mentioned today over at Unreal Ops as a mod for UT 2004. Good community support is always needed. This website showcases some pretty intense mods for Unreal. I'm glad to be mentioned!

Posted by Mike at 01:19 AM | Comments (0)

September 26, 2004

Slam Dance Game Festival

This may not be news to anyone else, but did you all know that Slamdance has a game competition too? The details are here. IGF gang, can we make the final deadline? Sorry I couldn't make the meeting, I was on a party bus with the bride and groom...

Posted by Mike at 05:23 PM | Comments (0)

September 19, 2004

fable tells tall tales

Gabe over at Penny Arcade did NOT like Fable very much. I would have to agree with his gripes. Here's his review via the front page of Penny Arcade. Always a card, that Gabe...ha!

I was worried that when Fable came out I’d get sucked in and I wouldn’t have time to play Burnout 3 and Phantom Brave. So I’m actually kind of glad that Fable was a huge disappointment.

So in Fable you have a very small world divided up into dozens of tiny zones. Each of these zones sufferers from the “you can go anywhere you want…as long as you stay on the fucking path” school of game design. A winding path will take you through each one of these zones and you don’t need to worry about accidentally wandering off the path and getting lost. You’ll quickly notice that someone has placed sturdy impenetrable bushes, broken fences, rocks, and impassable pools of shallow water all along the road. The entire game may as well be played on rails as your options for exploration are essentially zilch. The really awesome thing about these tiny, linear zones is that they require an insane load time. Traveling from one side of the map to the other will require you to spend nearly as much time loading as playing. Thankfully at some point the designers realized that traversing their bullshit world was a real pain in the ass and so they decided to let you teleport wherever you want. I imagine this conversation went something like this:

Girl: “Wow, running around in our game fucking sucks.”

Guy: “What if you could just teleport wherever you wanted to go?”

Girl: “That doesn’t solve the underlying problem. Shouldn’t we instead address the fact that navigating our game world is a bitch?”

Guy: “We should have sex.”

Whoa, that certainly got hot! In my imagination all work place encounters between men and woman result in clandestine sex.

Not only do these tiny zones require loading but you also have to load every time you want to use a shovel or a fishing pole. The idea is that there is treasure buried all over the world just waiting to be dug up. However each time you want to dig you need to select the spade from your menu and then wait as the game loads the digging animation, at this point you will either get some treasure or you’ll see your character sigh. Then you get to wait again as it takes you back to the regular game. I dug twice before I was totally fucking sick of it.

So what’s going on in-between all this loading? Well you’re playing an extremely linear and limited hack and slash adventure game combined with a shitty version of the Sims mixed with animal crossing only minus all of animal crossings charm and inspiration. If you want to just play through Fable as fast as you can, it’s a boring but passable action RPG. The combat is awkward at first and the camera is frustrating but you can have some fun with it for a couple of hours. Thankfully that’s all the time you’ll need to invest if that’s how you decide to play the game. If you decide you want to buy a house or flirt with a girl you certainly can. You can also spend an insane amount of time dressing and building up your character. In fact a huge part of the game revolves around making your character look awesome. I can see how this might be cool in an MMO where you could show him off to other players but in Fable no one else will ever see your character. You can’t even take screen shots and upload them via live into some kind of online Fable hero’s picture album to share with your friends. You spend so much time in this game working on a character that you can never share with anyone else. I actually saw forum threads in which people were trying to describe how cool their characters looked to each other. They would try and explain how their particular hair cut really accentuated a certain tattoo. These people are so desperate to share their characters that they were trying to take photos of their TV screens.

In my opinion, none of Fable’s “open ended” game play works in the context of a single player game. Things like owning shops, becoming renowned and impressing people with your sharp dressing just aren’t cool when the world is populated by pre-programmed puppets rather than living people.

Also if you can’t understand why it looks like ass on your HD television here’s a little trick. Fable will sometimes refuse to run in 480p, but you can force it to by going into your dashboard. Open the tray with Fable in the drive and then go into your video settings in your dashboard. Turn off 480p and then turn in back on. Now hold both triggers and click both thumb sticks. This will force your Xbox into 480p mode and you can just close the drive and start Fable. Now if there was a series of buttons you could press in order to make it worth 50 bucks.

-Gabe out

Posted by Mike at 05:59 PM | Comments (0)

September 09, 2004

Clowner Art

Just thought I would embarrass one of my team members for her outstanding work thus far! Erin Reynolds sketches are posted below and look mighty fantastic! I'll let her take it from here...(cue Erin to talk all about her mad art skee-zills!)

http://www.clownerstrike.com/images/concept/female1.jpg
http://www.clownerstrike.com/images/concept/female2.jpg
http://www.clownerstrike.com/images/concept/monkeyman.jpg
http://www.clownerstrike.com/images/concept/nimble1.jpg
http://www.clownerstrike.com/images/concept/beefy1.jpg
http://www.clownerstrike.com/images/concept/rotund1.jpg

I think my favorite so far is rotund but I love the name "monkeyman"...reminds me of Austin Powers...

Posted by Mike at 11:02 PM | Comments (0)

September 08, 2004

Clowner To Do

Ack, Ack! Too much going on! Need to focus on the thesis...here's the to do list.

1. Get finalized concept sketches from artists
2. Lay out character's on grid structure for modelers
3. Get proto level created for physics code trials (Glenn)
4. Get blog and forums integrated
5. Revamp/skin both blog and forums
6. Nail down solid level concepts
7. Find a definite texture artist familiar with maya
6. More promotion on other forums (gamegirladvance/gamasutra/gamedev.net)
7. Create style guide for composers (music)
7. Redo graphics on website

Oh, and for those interested in the style guides for the clowns, they live here.

Posted by Mike at 01:33 AM | Comments (0)

September 06, 2004

Style Guide

A bit of a style guide for my thesis project. These are just some leaping off points for character design. A bunch of collected images to show what each team might look like.

Clown Idea sheet 1
Clown Idea sheet 2

Posted by Mike at 01:00 PM | Comments (0)

September 01, 2004

Acclaim goes belly up!

Oh no! Acclaim files for Chapter 7 and gets the big, "You Lose!" notice. All I gots to say is, OUCH. Here's the skinny via /.

http://www.libn.com/breakingNews_detail_new.cfm?id=2782&flashreportID=745&bannerID_1=143&bannerID_2=124,115&bannerID_3=150,149,145,139,123,117,68&bannerID_5=-1

Posted by Mike at 11:49 PM | Comments (0)

Obituary

Assignment for Mr. Bolas

Mike Brinker, a San Diego based Game Designer and father of two, passed away in his beach home this Saturday, May 22nd, 2072 at 10:00 pm. His daughter remarked at his youthfulness, even in death. “I think that’s the way we will all remember him, even his grandchildren. Full of vivacity. Dad was always an energetic guy.”

Father of two, Mr. Brinker’s wife passed not more than two years ago to this very day. “It’s not easy losing both parents so close to one another, but I think about the impact they had on the world I see two very bright lights winking out.” said his only son. “Dad was the hardest working person I know."

Mr. Brinker’s career path had many different turns and twists, very much relating to his academic life. After finishing his BA in theater in Missouri, he moved out to California to pursue his MFA in Interactive Media. Through a lot of hard work, Mike went on to star in 3 major motion pictures as well as design many interactive titles for his own company that have changed the way game designers think and work for decades to come.

His burial will be held at the same cemetery as his wife’s, just outside of their hometown in St. Louis, MO.

Posted by Mike at 03:39 PM | Comments (2)