robots love bacon bits

Computing Science, Bioinformatics, Gaming, Campus whining, Robots and Bacon (bits).

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You can probably play RA3 on the show floor anyway.

Packing up for PAX today. I also did my first shoutcast for RA3; I was always thinking about doing so for Company of Heroes, but setting up all the software and hardware to get it right seemed like such a hassle, so I kept putting it off. Despite some odd initial issues, the WeGame client is surprisingly good; easy to use, unobtrusive and free. Not as flexible as the FRAPS and Audacity method, but far more convenient.

It’s a shame that now that I’ve just started to do some shoutcasting, I have to take off for at least a week and a half. Then again, is heading to PAX really a /bad/ thing?

Almost better than Quicksilver.

Had Gnome Do bork on me today. I couldn’t figure out what exactly was wrong (even did a re-install from Synaptic). But it seems a purge of all my old settings and plug-ins seemed to fix it.

$ killall gnome-do
$ rm -rf ~/.local/share/gnome-do ~/.config/gnome-do
$ gnome-do

https://answers.launchpad.net/do/+question/37248

Rock, paper and hydralisk

The EndWar beta is over (and has been for a couple weeks now). My RTS odyssey has continued nonetheless. I’ve been faithfully watching a lot of professional Starcraft; my weekly GOMTV sessions augmented by some great YouTube-hosted english commentated pro matches. The highlight of which has definitely been the OSL final with one of my favorite players taking the championship, JulyZerg. In addition, the CoH gamereplays.org section is starting to reach critical mass in their videocasting, with some significant numbers of new and recent matches getting the videocast treatment.

The more matches I watch, Starcraft or Company of Heroes, the more I think I’m starting to understand how to play RTS’s in general. Which is why i’m a bit confused by how EndWar works. Since the beta’s over and since I’m not revealing unit specifics or anything, I think this is not NDA-breaking to talk about. But EndWar’s unit balance revolves around what is basically a Rock-Paper-Scissors system, with tanks, light vehicles and gunships/helicopters taking the roles respectively. I think this is a mixed blessing.

First of all, Rock-Paper-Scissors, or RPS, is a well-understood system. This confers a bit of an advantage as a game designer, as it simplifies the learning process on behalf of the player. Once you establish which units generally inhabit which role, you have to do very little to teach most players which unit to use at which point in time. It’s also a bit of a crutch. I don’t mean to belittle EndWar, since there is some genuinely innovative stuff in the game. But it seems somewhat, for lack of a better word, non-mindblowing, for a game which seems so intriguing to rest atop such a familiar foundation. To be fair to EndWar again, this may be somewhat related to one of the above mentioned innovations: This is a console RTS. Simplicity and ease of use have to be one of your core goals if you plan on assaulting the seemingly impossible goal of marrying “console” and “RTS”. But does that necessarily mean simplicity in game design? The problems with console RTS, in my opinion, revolve around control scheme and precision of control, neither of which are particularly related to game balance per se.

A game like Starcraft, or even Company of Heroes now in its newly well-balanced form, don’t use this approach. This may take a bit of explaining. Imagine you’re playing EndWar. What would your ideal army be? Assuming you don’t know what your opponent is fielding (if you do, it’s a simple case of building massive numbers of the appropriate counter unit as per the RPS system), you have 2 choices:

  1. Create a balanced army of nearly equal numbers of all three roles
  2. Play the odds and build an army of mostly one role (ie. a heavy tank army)

Assuming both you and your opponent choose option 1, the game will be decided by your individual skill and finesse in handling the units in tactical battle: In other words, your micro. The problem is that if you keep army cohesion (which you should at the risk of being out-flanked and having one third of your army decimated), this micro will consist of units not trying to shoot each other, but the group they’re specifically weak against. It would be like a three-way gunfight where none of the fighters are shooting back at the person who’s shooting at them. It feels strange. I’m not disputing that you can’t build a game around it, but it feels less like a tactical war game in my opinion. And my analogy degrades somewhat since EndWar includes infantry units, which don’t really fall into any of the three roles. But games like Starcraft and Company of Heroes involve terrain, environment and formations more in the determination of who wins individual battles. Whereas a game like EndWar would find terrain/formations to be important only in battles between like-groups (tanks versus tanks according to the RPS model), a game like Starcraft would have formation and terrain be important factors in all match-ups, even such that it would swing victory in the favor of those who would normally lose, if all things equal. A medic/marine ball in Starcraft, normally decimated by lurkers, can suddenly and swiftly turn the tide with a well-placed comsat scan. And the Zerg player in turn can counter by a swift retreat and by fortifying another position outside of comsat range. A well-rounded Terran force of siege tanks and vultures is on equal if not superior footing with masses of dragoons, but flanking or the addition of a small number of game-turning units (dark templar, reavers, arbiters) turns the tables back. In all of these cases, it is not the presence of a counter unit to a specific role within the routed army that causes defeat, but rather knowledge of the map or the addition of small numbers of “enabling” units, that somehow augment the fighting capabilities of the large majority.

I’m generalizing a lot here, since Starcraft and CoH aren’t quite so easily summarized. Plus, I’m sure I’ve overlooked something. There’s also still the fact that hydralisk spam is so much fun when I’m playing Zerg. That’s gotta count for something.

Dude Huge is displeased.

And Gears of War 2.

Clearly the TV jingle didn't stick...

Oh yea, forgot to add Ghostbusters to that list. So awesome…

Most anticipated from E3 coverage...

In order of most anticipated:

  • Dawn of War 2
  • Mega Man 9
  • Prince of Persia
  • Pixeljunk Eden
  • Resistance 2
  • Rock Band 2
  • Tales of Vesperia
  • Dragon Age: Origins
  • Castlevania: Order of Ecclesia
  • Resident Evil 5

Oh man, that list turned out longer than I had thought.

Estrogen and TF2 make for a powerful combination.

I had lunch with a couple of old high school friends today, and it came up in conversation that one is recently engaged. After thinking about this later, I realised that this was now no longer an uncommon event among my friends; sort of.

A large number of my female friends are now engaged or even married. And those that aren’t are in what I would imagine are serious long-term relationships (say, over a year).

I have far more male friends than female ones. And only two of them have girlfriends. The rest of us poor shmucks are blissfully single. Also of note is that all of the friends in question are geeks to various degrees.

My only conclusion therefore is that it is far far better for your social life to be a geek chick than to be a nerd guy.

Some noob is botting at iTunes

There are a lot of differences in the philosophy of software engineering when it comes to games versus pretty much anything that’s not a game with the exception of DRM. A game, while designed to be fun and (hopefully) easy to use, likely has limits on its usability.

Whereas the ideal, for example, web browser is designed to be as usable to as many people as possible, a game is not. Sort of. Most RTS’s are illustrations of this problem. In Starcraft, many pros would consider the addition of multiple building selection and/or automated mining to be a detriment to the game. The skill required to micromanage multiple buildings individually and manage your economy (the “micro” and “macro” of the game respectively) is a huge part of what separates a pro gamer from an amateur.

I think however, that there are some games that try to buck this trend by trying to make the game as usable as reasonable. Sins of a Solar Empire and Company of Heroes both allow the player to manage multiple buildings and automate resource gathering respectively. But both fall short of allowing for full automation of the game by the player (for obvious reasons). If a non-gaming app was fit for automation, most people would consider such a feature to be a boon; Applescript support for iTunes, TextMate and other apps is usually a good thing. But botting is universally regarded as cheating in games.

Testing Tumblr with Ping.fm

Let’s hope it works?

Two RTS's, one iCCup?

I’ve been going on a bit of an Strategy/RTS binge lately. Although I’ve done a lot of TF2 and am thinking of joining/creating a TF2 casual league with my friends, a lot of my mindshare has been taken up by thinking and planning RTS strategies in a variety of games. My DS time has been completely occupied by Advance Wars: DoR (although I am more than mildly excited by the previews of Castlevania: OoE). I’ve gone and special ordered Homeworld and Homeworld 2, although I much prefer Homeworld 2 since Wikipedia has spoiled the plot of Homeworld and there isn’t much that the original has over the sequel if the plot is no longer a surprise.

Tuning into live Korean Starcraft every week has convinced me that foreign (ie. non-Korean) matches might be worth watching. So I caught the TSL Finals live yesterday. Oh man, it was actually extremely entertaining. While some of the excitement was gone knowing that it wasn’t technically live (the stream was of commentators viewing a previously recorded match whose results were kept secret until broadcast time), the fidelity and the attention to detail for the statistics was somewhat worth the trade-off. No one can truly replace Tasteless’ commentary skills.

I also spent the majority of the wee hours before going to bed last night trying to get Command & Conquer 3 working again on my comp. For some reason the registry had borked in the time since I had last played it, so getting it working again necessitated a complete reinstall. Which meant nearly one and a half hours of first waiting for the base install from disc, then waiting for the 250MB+ patch to download and install. It was glorious.

When I get home, it’ll be time to practice my 12 hatch. Perhaps I’ll even play against live opponents, if any of the D-ranked people on iCCup mind playing a total noob. Too bad there isn’t really an iCCup for C&C3.