Tag Archives: gaming

The joke is on us (all)

Reuters gave light (again) to an article that I wrote earlier, 2 days ago (at https://lawlordtobe.com/2021/03/30/an-almost-funny-thing/) I wrote ‘An almost funny thing’, I got it from the BBC and I feel certain that some official people were already already on the ball, being a mere 2 years late. I reckon that some figured out that the growing cash flow these people ended up with will count against certain players, if not a lot more. Some people might have gotten additional considerations with “In the OSI model, we see layers 3-7 (layer 8 is the user). So as some have seen the issues from Cisco, Microsoft and optionally Zoom, we see a link of issues from layer 3 through to layer 7 ALL setting a dangerous stage. Individually there is no real blame and their lawyers will happily confirm that, but when we see security flaw upon security flaw, there is a larger stage of danger and we need to take notice” and that is the tip of the iceberg. So when Reuters gives us ‘Ransomware tops U.S. cyber priorities, Homeland secretary says’ this morning, we might not get the entire field in view and that is not on Reuters. And as Alejandro Mayorkas gives us “ransomware was “a particularly egregious type of malicious cyber activity” and listed it as the first of several top priorities that his department would tackle in the online sphere” we are not getting the entire story and we are happily giving the Department of Homeland Security that as they have other consideration as well. Yet I personally believe (speculatively) that some programmers working in specific places got handed libraries to make more, but also got a setting where they created software that opened a backdoor, so that all parties have an excuse and any investigation will end up going nowhere. You see there are plenty of real option givers that start as ‘Top 9 Python Frameworks For Game Development’, and that is where it starts. Consider the following scenario: as some developers become better they seemingly need shortcuts and would you believe it, some knows someone on the darkweb and they will hand the developer an option, two actually, one is free, the other one is $19.99, but is ‘presented’ as a lot more secure and it has documentation, that is all that they need and as the library is linked, the trap is set. The game maker does the right thing and enhances his program with either version (both have the flaw), and now, with a passive backdoor is passive (gaming is required), it passes through a whole range of systems and as the game is offered free with ‘in-app purchases’ the people behind the screens suddenly have 100K+ stations for all kinds of use. So whilst some are trivialising “No one really knows the size of the dark web, but most estimates put it at around 5% of the total internet. Again, not all the dark web is used for illicit purposes despite its ominous-sounding name”, we see, ohh not all is illicit, but consider that this software would be in the open internet if it was all on the up and up. The indie developer (many companies of one) has that ‘special feeling’ as he was introduced and others were not, but they all were and some were offered similar links in the end all linking to the same package, and that is the game, so when we we see greed driven idiots like Epic games (and a few others) setting the stage to avoid the Google and Apple store, we will see a much larger shift, one that gives free reign to criminal minded people to infect a massive amount of systems. So when you think that players like DHS is ready for these assaults, the people will soon learn the hard way that they were not and from there it will go from bad to worse.

And this is not about Epic games, even as some will herald “Cesium will be available for free for all creators on the Unreal Engine Marketplace. It’s an open-source plugin for the engine that unlocks global 3D data and geospatial technology. This means that games that use it will be able to discover in real time the location of a player in a given 3D space, using accurate real-world 3D content captured from cameras, sensors, drones, and smart machines” (source: venture beat), we think it is all for the good of us, and it is not, it is good for the pockets of Epic Games, but what happens when other elements get a hold of the saved data linked to geospatial technology? What happens, when foundational advantages that were (for the most) in the hands of players like CIA and GCHQ; what happens when cyber criminals get THAT level of precise data and THOSE cluster data groups? Did you think of that? So whilst some laugh away “games that use it will be able to discover in real time the location of a player in a given 3D space, using accurate real-world 3D content captured from cameras, sensors, drones, and smart machines”, the data will go a lot further, it will optionally end up not merely showing those systems, but the locations of all systems they link to as well. It is a hidden version of what I called the ‘Hop+1’ intrusion malware (thought up by yours truly) that made much of the CIA counter software close to useless, someone took that idea and made a corporate version with some version of a backdoor, in that stage the internet will end up being as dangerous as walking the dog (not the ‘M’ word), in a minefield. Letting the dog have a shit will be the last thing you did that day for a very long time to come.

As such, some might applaud the DHS (they actually did nothing wrong) as we see “a DHS official said the reference was to underground forums that help cybercriminals franchise out their malicious campaigns.” Yet under these situations, finding blame is close to impossible and the mistrusting developers end up helping cyber criminals in the process, and that is if there is ever any prosecutable connection found. 4 stages not directly linked will make prosecution close to impossible. So how is that for size? And whilst we take notice of “He said the agency would “quarterback” the U.S. government’s digital defences and serve as a “trusted interlocutor” between business executives and public servants” we see that their heart is in the right place, but the people they are hunting are heartless, devious, better funded and technologically more up to speed. It is a race many politically governmental intelligence organisations cannot win, not now, and optionally not ever. What a fine mess some corporations got us into.

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The quest for tea

As we sit in the teahouse we wait for the visitor to come. There is a cup of tea in front of me and I take a careful casual sip, there is also a tea kettle in front of me. The house is empty, it is still early, the villagers will not come for a few hours, as such I am relaxed. I look at the room with merely an old man in the front, the caretaker of this establishment. As I take another sip I see the man relaxedly walk towards me. Hello [questor] he states. I look up at him and noticed him smile. It is getting late, you should try and sleep and his voice slows down even more, I want to react, but I cannot and my eyes close and everything starts to turn. 

It is already nightfall when I wake, the man is still in front of me, but I am somewhere else. He is asking me to relax, take a sip of this, it will waken you up more quickly, he takes a sip first and hands me the drink, it is cold goat-milk. He nods “I am the pottery master. You will learn a lot here. You were invited by a person who requires anonymity for now, yet I must train you. I accepted this, you will accept too, there is a lot to learn and it will take time” This is the intro to the first artisan quest line. The quest of the potter. Pottery is a lot more important in this RPG. Some clays will strengthen toxic properties over time, others will dull them, knowing which pot does what matters, some will inhabit the inner part of a wooden pot, others are flasks, but the ceramics matter. Toxic, healing properties van flourish in one kind and be lessened in another. Some ceramics can withstand heat others cannot; some are great to keep reagents in, others are not and there are rules for liquid and solid ingredients, you will learn them all. In nearly all cases your accuracy will improve and that is a direct result from the skills I will teach you. 

In this game and many others range fighters require accuracy (dexterity) and some arcane skills require that element to be higher, potter covers them all and it also allows you to make fire bombs, stink bombs, sleep bomb and much more. It is a natural progression and as you master this part you will be more apt in many departments. This part will rely on some of the historical ceramic sides we see. Celadon, Tang blue and white, Murano flasks, we will discuss and make them all, it will sharpen your skills and they need a lot of sharpening, let us begin.

This is merely the introduction of the first part, a stage that drives the next two artisan quest lines and you will have to make a choice, that makes the game enticing to play again and again and in the end you will leave your comfort zones a little more and you will desire RPG games even more, because the discomfort zone overcome makes for a much more fulfilling form of RPG, it is not what you are good at, it is where you become good that is where the challenge is faced, some RPG makers forgot about that and I want to rectify it. Consider all the RPG games you have seen, where was pottery a factor? We see alchemy and cooking, but we forgot that the cooking pot is also a factor and generalising that part got them a generic boost, but I am trying to fond a way to get a boost over the whole line. As pottery, masonry are added, we can tweak forging in another direction, one window closes and another one opens and when the player needs to climb out of one window, he might overlook the fact that the door was too generic a choice and now that player is in charge to set the stage of gaming, we can adapt the game to quite a different stage, one with short term benefits and long term costs, because not all choices are a plus, some have quite a nice collection of negatives, it is the total of the game offered that makes us a winner at the end of all those choices. and lets not forget, it is all to make a new and better PS5 RPG game, the others can fend for themselves.

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River of choices

We all have these moments where we contemplate things, you me, we all do. When I am in that stage I tend to play a game to clear my mind, let my subconscious work out what I cannot voice, most of us have a mechanic of sorts to work through this, and I am not different. As I was considering a game, I returned to Dragon-quest builder, on Switch, the second game. I never finished it, mainly because some of the quirks got to me. Let me be clear, I was talking about quirks, not bugs or glitches, although we can argue on glitches. I got the demo which gave us much of the first world and it enticed me, it was fun to play and the word fun os overbearingly important. A bad game is a bad game, a fun game is for the most never ever a bad game. It might not be a great game, some are optionally not good games either, but fun works out the kinks in your armour every single time, so now that I have worked through the kinks, I am going back to the game. You see, I have issues to work through, issues on the RPG my mind devised (and put online in these articles), yet I need to make sure it is about the game, there is no hatred towards Bethesda, lets be clear if you have a program (or a few) what would you do if you were offered eight point five billion? I would do the same. I have a natural disgust towards Microsoft, but that is on different grounds. 

So as I was playing Dragon-quest Builders, my mind worked out a few more settings in the RPG. The stage where you either build a house, or buy a house, a house is for most our most powerful possession, so let’s make it a house of power, a house of family and where you set it has benefits, no matter where you set it. Consider that Bethesda’s Oblivion, in your game you could own a house in Anvil, Bravil, Bruma, Cheydinhal, Chorrel, Imperial City docks, Leyawin and Skingrad. So how many friends do you have who have 8 houses? But what happens when the house becomes a stage of power? Not merely houses that have more or less (and therefor more affordable) power, but different kinds of power. To coin a phrase, in Greek terms, what if the house in Leyawin is blessed by Hades, as such a necromancer would have bigger abilities over time and more powerful as he is in his house more often, as such the child born there would have increasing benefits. But in this RPG there is no Hades, but the idea still sticks, and it was not done before, so enjoy adding that part in your Playstation exclusive RPG.

Yet it does not end there, houses is one part in ones life, the setting is what is added and it is important to be unique, or at least not as much as a copy of true originals as some others are. The houses are just the beginning, as we get into the game, the house itself will optionally be the giver of quests, which does not mean that all houses should be owned, you can at each time only own one and the quests will not come until the next generation is there (born in the house). There is also the stage where one third is some form of copy, so if there are 7 houses (random number), the 21 quests will be there, but 7 will optionally be a revisitation. It allows for replayability of a game, giving it a much larger stage to play, in all the game requires at least one replay as we have three generation and 5 arcane houses, and 5 mundane houses (still working on that), as such you cannot play them all in one play-through, as such there is the evolution of towns over three generations, so the game will be much larger, I had some sort of version in my initial view of Elder Scrolls VII: Restoration, but as they are now Microsoft, I can incorporate the few dozen ideas I had there to fit this RPG, so you have a lot more coming your way.

Consider a game with 5 main quest lines and dozens of side-quests. A station of consideration and in that river, we must make choices, if we listen to marketing we get the vile ‘This should be enough’ and ‘what if we copy that idea, it is easier to replicate’, and that is not false, but that is why the top 10 of best Ubisoft games are 1994 or older, that is 26 years ago. Personally that list is fine, but I would have places AC Origins in there at some point. Ghost Recon Breakpoint had 52%, Ghost Recon Wildlands 69%, games that should have been 85% plus games didn’t make it, why is that? A game that tries to appeal to all, will in fact please none. A lesson that Ubisoft never learned. And that is where I am not going, as such I am relying on a different course, to envision a different RPG that pleases all RPG lovers and if some want to take a leap there they are welcome. Yet some will not like it, they rely on racing games, FIFA and other games and they are welcome there, I wish them the best fun they can handle, and some are totally nuts about FIFA, I am more of an NHL player myself. We all have fantasies and mine is to be an NHL goalie (as sports go). So as I am taking a view on the mundane quests, the economic stage of the island, I want to set a larger stage of bartering, we al needs stuff and let’s face it, cola caps make for lousy food, so how to go about it? We can return to the age of Rome and get paid in salt, but I reckon that in most villages the need for hides and tools will outweigh the need for jewellery (but not always), so as I look into the stage of artisan quest lines I leave you with the thoughts I had. Do not consider out of the box thinking, throw that limitation overboard and make the consideration if my thought had to fit in a box, what shape would that box have?

It is just a thought to entertain.

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Mummy and Daddy

Yes, we know it, we lived it, but we never played that stance. We learned it in school, but I took a page out of the works of Gregor Mendel who gave us the foundation of genetics. So proud Sony developers, it is time to walk into the next level of RPG gaming. The one part that was forever an issue was that Bethesda had to set a stage of rewarding, per cave, per site and that was fine, but spelunking and tomb raiding are not always that rewarding (ask Lara Croft if you doubt me). So even as you started to play as a he or a she, which was your choice, what if we give some kind of a time limit, if you started early, you had a family, as such the partner becomes important, so when we go past the steamy sex part where she rolls like a horny vixen and you get ‘victimised’ towards creating the next generation, you get a choice will the next adventurer be a he, or a she and it is not just there, as the next generation is updated every visit you make, the partner (depending on what gender you are) also brings power to the mix. And that is where RPG have not gone before. So there is a social setting in the village, or wherever you are living, the successful adventurer has better chances, more options, and there the game evolves, as we make a choice if the partner is more artistic, some abilities evolve into the next generation, more arcane gives other choices more power and so on. 

So for example 

Partner’s job
Smith – Strength
Farmer – food as a resource
Artist – accuracy, mapmaking
Carpenter – woodworks, agility
Butcher – armour, meat, leather
Baker – Food, alchemy, arcane support
Textiler – Fabrics, accuracy, armour design

And the list goes on, the idea is to imbue the following generations with additional knowledge. A set of things that you might have ignored but are gifted to the next generation. 

It also requires a much larger stage on the game itself, what we see, how we look at something alters, and getting rid of the simple internet solutions is merely icing on the cake.

Consider what we consider that some golden quest can be found and completed by the first generation, but in many cases the golden quest gives us some treasure and a larger clue, it is up to generations 2 and 3 to complete them, it is basically, to some degree the end of the linear quest person, it is a stage never seen before and I believe that whomever makes that game to the degree we see will make that developer a nice future stage as a new larger development house, and as Micro$oft learns that they lost out again, perhaps they will take the word of gamers against that of business analyst claiming to be gamers. 

There is a set of choices and the idea is to have a game that encompasses three or four generations. The more fame, the more the town grows, the better their setting for gold, for shops and resources. We are so used to do it all ourselves, we forgot that some tasks are too big, and the family still gets there, if the father gave the right clues that the son (or daughter) can pick up on. A new style of RPG and when we add the previous parts that include the 5 stories of the arcane, the set stage of an island the size of New Zealand, which is a place one person cannot explore in one lifetime, especially on foot, as such we can play an avatar (demigod) with a decent level of immortality, or we increase the game in other directions, I decide to opt for option 2 and so far no other game maker ever has, so as Microsoft is playing the same card over and over again, I am offering this to the Playstation developers, to create something quite new, something gaming has not seen before and that is what gamers want, something that is new to them, whilst not upsetting the genre of the game, it will remain an RPG, an evolving RPG no less. A setting that was viewed in the first day, but I saw too much and it took time to digest all my mind created at the seed of light, I merely wonder when gaming gets to this place, because as cloud gaming goes, its power will be in long term gaming, optionally another reason why Bethesda was so appealing to Micro$oft. Too bad I am handing out these ideas to Sony developers for bobkis, what a lovely waste of $8,500,000,000, ain’t I a stinker?

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The stage moves on

Yes, today I got the news I was happy about. There was of course the news on Diablo IV coming. But the one bit of news I did not know about hit me about 56.3 minutes ago (roughly). Diablo 2 will be coming to us in a remastered version, as such is there something like too much Diablo? And even as it makes me happy, it shows that some are in a larger stage to resurrect the great old games in a new jacket. I have been stating this for almost a year, and now as Diablo 2, Mass Effect 1, 2 and 3 are coming, the good old days of gaming is coming back. There are always reservations, in the stage where we live Mass Effect for years, we will be faced with a game where we go through the motions, yet there are hundred of thousand of gamers who missed out on that and for them I am happy. This stage is not the same for Diablo 2, yes the story is clear but the game was a lot more than the story and that will still satisfy. Even as some wasted time on a relaunch of Bullfrog games, the good games could still be coming. There is Nightdive Studios who is working on System Shock and there are a few others that will bring good gaming back to systems and consoles. It is all the stage and with the $138 billion projected for gaming this year alone. Everyone wants a slice of that pie and some will not care how they get it. 

Even as we all applaud the effort and the choices, we are still in a holding pattern on the games that will redefine gaming on the next generation of consoles. Some are hoping that Ratchet and Clank will bring it this June, most are eagerly awaiting Horizon Forbidden West to bring the goods.  Others are expecting that God of war, who redefined what the PS4 could achieve will see a similar setting when God of War: Ragnarok hits the PS5. A few (like me) hope that Gotham Knights will bring the cheese to the mouse, we are all victims of our own needs and Batman is my obsession, it has been since I was a little fellow staring at Adam West and Burt Ward, it took a while for my mind to grasp special effects, but that was life in innocence, or as some members of the Dark Brotherhood would state ‘it’s life’s greatest illusion’, we can offer no choice, the door was right. And as we accept that illusion we look towards the games that are still to come. 

I am not going to add links to all these great teasers, trailers and spoilers, because in my mind they tend to be all spoilers. Whenever it is a video that does not come from the actual makers, I tend to avoid it, merely for the dangers of seeing or hearing too much. Just like someone stating that in God of War: Ragnarok you will have to find armour 42 made by the smith Anthonius Stark (don’t worry, I made that up myself right now), we all have our ideas on teasers and real parts, even as I hope that Bethesda will add two achievements to their new Elder Scrolls game it will not be a teaser or spoiler towards the actual game. The first one is ‘You stole someone’s sweat-roll’ the other one is ‘He took an arrow to his knee’, those who played Skyrim will know what that is about and optionally giggle for a moment. 

There are dozens of examples and most gamers have their own thoughts on the passing of time whilst gaming. For me it is creation, it is what made me design The Elder Scrolls VII: Restoration (was 6, now 7). I did this in 2013, almost a year after finishing the game on Xbox 360 and PS3. We all have our ways of dealing with time and it seems that stories and creation are mine. So as I look and re-evaluate the stage of almost 5 seasons of Keno Diastima, I need to consider if 5 seasons are optional 3 seasons, a season with more bang for the buck, that is of-course one path. I am still considering on rewriting ‘How to assassinate a politician’, we all need hobbies, don’t we?

It also keeps my mind of my 5G IP, which is now in a wait state, a setting that is not good for the nerves, let me tell you, as such recreating the works I do have is not the worst way to pass the time. Some might consider that the stage is moving on, I merely consider that the stage was never standing still and you either keep up or you are part of those left behind, no matter whether the stage is one you devised yourself or one that others placed in front of you. As such some will point at DARPA with their disruptioneering division. I say hire a politician, they are experts in “have the potential to disrupt current understanding and/or approaches”, their input have had drastic influence in the stage for both the Lockheed Martin F-35 Lightning II as well as the USS Zumwalt, and I say (oversimplifying the problem whenever I can) disruptioneering achieved.

The stage moves on, but it is us that defines the stage, not others, others only define the stage when they invite us to it and we are willing to be the tool (read: participant) of the stage we want to be on for either money, fame, continuity or passing the time.

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Evolution

We all have a setting that we want to switch off, I do too. Yet at this moment it is weirdly in overdrive. It is almost like it knows that the end is nigh, and if so, I need to make my 5G IP public, so that the next innovation wave will be a public domain driven one, inventions openly to be used for all. Yet we are not there yet. As such, I was watching a gameplay on Vampire Bloodlines 2 and my mind suddenly shifted to an old X-Men comic, in that we are confronted with a person named Tarot. That person can spring forth the tarot card revealed to him and make it a living entity. The comic book is decades old, but it crossed my mind as I was watching the game demo. I suddenly remembered the Vampire Jihad CCG and that is where the ideas started to cross. What if we do not always have the choice? We are trying to set the stage to what is the best solution, yet what happens if the player is limited to a CCG deck that he or she holds? So what happens when we are on a level and we see all the opposition, and the card we are offered is the Fool? It can be an area effect, or a selected effect, as such the meaning “having beginner’s luck, improvisation and believing in the universe” can be in a few ways, beginners luck implies we get get by this area unseen, things go bump at their end (beginners luck) and whenever the trot deck is used it needs time to recharge, also when we reshuffle again and again, luck runs out and bad luck falls upon us. The 22 cards are The Magician, The High Priestess, The Empress, The Emperor, The Hierophant, The Lovers, The Chariot, Strength, The Hermit, Wheel of Fortune, Justice, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon, The Sun, Judgement, The World, and The Fool. Yet they have two meanings normal and upside down, so 44 options, and all that randomised. It makes for a very different game. 

In this we can be a gunslinger, a sneak or an illusionist, but the cards are wild. We cannot predict what we will set to next and when we consider that they are powerful, merely relying on our skills might not get the job done, so when do we go one way and when the other? 

A stage no one has ever faced before, we all remember Spiderman, yet who remembered Tarot or Tarantula (Marvel characters), yet the comic world is so much larger, beyond DC (Mad Hatter) and Dark Horse comics (Hellboy, Ghost). Instead of focussing on the character, consider the abilities that the characters had, most might remember Cloak and Dagger, yet who remembers Mayhem from the original comics? When we think back to Infamous: Second Son, it starts magnificent, the smoke ability really gave a good start, it was the linearity that drove it back to average, a real shame. Yet the setting is not merely on where, and who, but how we adapt to a new setting we never had before (hence the Tarot Mention). We set the skill list and power ability to what we think is the best solution for our gameplay, but what happens when we do not get a choice? What happens when interaction becomes the wheel of fate for us? As far as I can tell no game does that, not now and not in the past, but does that not create a much more satisfying feeling when we grow beyond that? We do get the option to tweak, yet we are not given a choice of what the powers are, I stated it in a much earlier story towards a version of Infamous 3, what happens when the parents push the solution from them into us? From father and mother and a stage where the gender decides how much of mum or dad resides within us, Gregor Mendel gave that premise in 1845. Is it so wrong to use the classical greats to set the story to some part we cannot influence? How can we grow our comfort zone in gaming when we tend to rely on where our strength is? Especially when we are entering a stage where the game replay becomes much more important, we need to set a new stage on how it is played. If we are set to a location (London, Seattle, San Francisco, New York, Gotham, Metropolis), the one element we can influence and set outside of our reach is us, the player we control. We can in addition change the stage of what we can do by selecting through parentage what we can do and leave us to tweak the ability to the best of gameplay. We forgot the one rule that is natural, that is the inability to select what we are, we can merely shape ourselves to the best of what we have.

Look at the long list of games that are out there and you will find no titles that match this. When you consider that gaming will be set to $138,000,000,000 in this year alone, it will not be about those who make the best replica, it will be about true original gaming, they will take the larger slices, whether it is PC, consoles or a future setting of cloud gaming. 

I hope you had figured out that part, if not consider that the most anticipated games are some remakes of true originals, the rest are true original games. Some franchises will forever run, but some are running out of luck and options. I wonder who will fall to their knees in 2021 and 2022, because we need to realise that 2022 is as important as 2021 is, it gives view to what the developers think we want, it is a fair setting and some will make the cut, some will not but they all want a slice of that 138 billion and the most original games and most perfect games will get the bigger piece that is how it always was, and now that this cake is so big, they all want the largest slice, but it will be art designer that defines originality, not the business analyst. It is the simplest application of evolution, if the games do not truly evolve, the gamer will lose interest a lot sooner than the developer is ready for.

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Hammer hits anvil

Yes, that is the foundation of an idea, the idea is voiced, in the ear, the hammer hits the anvil, the anvil vibrates the wires and the lightbulb in your brain lights up the room and the idea is born. The setting is the same for all, the only difference is that when the hammer hits the anvil, not everyones wires vibrate, and as a result in some people the lightbulb never lights up that room that is known as ‘skull space’, still my setting was that I did not come up with one idea, I came up with three. It is an idea that was someone else’s idea, but that foundation can still be used today and in a cloud space game setting.

Lets go back to 1984, George Orwell was making noises in regards to government oversight (of everyone) and in that same year Mike Singleton had an idea and created ‘the Lords of Midnight’, now even as the setting was nice, it was set to computers with a limit to 48KB (ZX Spectrum) and the 64KB that the Commodore had. Yet what happens when we take that idea and use the map of the UK (that island left of France) and set ourselves in a stage of riding, stealth and travel to collect the alliance of a minimum amount of keeps to secure the safety and unity of one region, each keep is in one county. The stage is all set, so to change it and make it a real challenge, the stages vary, the keep is not always in the same place (sometimes they are), and we aren’t always starting in the same place, so there will always be more than one option. The area is all in a stage where there is an enemy, not always visible, but as we align, we are given who is not our enemy and they will give the information of what is against us. A stage that is more alike the old days, when communication took days, not seconds. We need to adjust our way of thinking without removing the first person challenge. Even as it is based on that game, it will be a completely new game, it will be a larger setting based on the entire UK, all with optional awards (virtual diploma’s) of achievement and a retirement award. A game that shows time in a new setting if you like.

The setting of a cloud will allow a larger setting of randomisation, as the server does all the alignments, as such if 10 players play it, there is a chance that 2 players have close to the same setup, but not completely. A game where you need to do the work and not rely on some wiki solution where the one solution fits all. 

About a decade later someone made a game called Virus! It was an original game and even as it never made any headlines, I never forgot the originality. Yet in this day, what can we do to innovate? For example, a shooting game is one completed a game that has been completed, but it does not need to be like that. What if the opponents and the level of play is determined by a QR code? In the game Virus! It was Windows and your hard-drive, which in those days was innovative, yet today it does not work like that (or at least it should not). QR codes are everywhere and any level completed will be one we have already seen, yet what if we had on any mobile the option to save the code and use it to transfer the image to the cloud game? It does not matter whether it is a spaceship with an environment, a soldier with an urban or rural setting, it is about the fact that we are not in control and the maker cannot be creating levels again and again, and random generators tend to be less random than you think. Yet the setting of a QR code is out of our control and we can decide what every dot means, we merely are in the dark whether that dot is used. A game with almost infinite levels and a never ending stage of challenges, a lovely idea for any shooter with drive to compete.

Yes, I agree that it is in fact an iterative idea when we revisit an old idea, but the people seemingly forgot about the idea and as such it becomes a new ballgame. When we are given “Assassin’s Creed Valhalla – Known Issues [Updated Feb 5]”, in a stage when Ubisoft gave the laughingly statement that the game would be released days early and we see 3 months later that there are well over a dozen issues with impacts on a dozen missions that cannot continue, is it such a bad idea to look at the past when these kind of screw ups would never make the cut of publication?

And a lot could have been prevented from day one by properly testing a game. In this I tend to fall back to Skyrim, a game that has issues, no one denies it, but in all the years (since 11.11.11) that I have played it, I only witnessed 3-4 bugs myself on any console (Xbox360, PS3, Xbox One, PS4, PS5) and a dozen or so glitches, yet glitches do not break a game. And that was made almost 10 years ago. I think it is time to reconsider what we love to play and what maker consider to be a good game. When we consider the size of Skyrim, my only issue with the game (after playing it again and again at least 8 times, is that the missions are always the same, yet the openness of the game allows for a lot of exploring and doing things your way. But what gives when the QR code resets the opposition and changes what you face in every dungeon, crypt or hollow? 

And that gives me another idea, I reckon that there are a few nordic directors with a grasp of the dark side of tinsel town, and when you consider Troll Hunter (2010). I thought it was awesome, André Øvredal took a folktale and pushed it and us into another direction. I am certain that it can be done again. So, what happens when we take that part of Skyrim that is based on Nordic legends and create a new horror movie, but one that is close to the folktale of the Draugar “Draugar usually possessed superhuman strength, and was “generally hideous to look at”, bearing a necrotic black colour, and was associated with a “reek of decay” or more precisely inhabited haunts that often issued foul stench”. Lets not forget in the academic world where people hunt academic recognition, stupidity (read: shortsightedness) is found a dime a dozen and when we see the people’s admiration with the zombie apocalypse, the idea that it had already happened is not the weirdest idea to consider, so what happens when someone opens up the wrong thing (tomb or urn) in Malmo and before the authorities have any clue what actually is going on, the issue has spread to Norway, Denmark and Germany. So as we need to rely on folklore, folklore that is specific to Scandinavia, what will those do who have no knowledge? The military will merely grab bigger weapons, weapons that have some effect, but the stage is different, you can hunt cockroaches with a flamethrower, yet what happens when that roach is somewhat heat resistant? The option are nearly endless and it could make for an entertaining 2-3 hours with a box of popcorn. As you see, these AAA game designers are all about being cool and having hot items (riddled with bugs), I needed one salad to get three ideas on paper. I wonder what I will be able to think off with a decent cheese pizza (with extra oregano).

Have a great Monday!

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Destined to entertain

We all want to be an entertainer, most of us (not all) have that feeling inside of us, the need to be entertaining, our social structures have also pushed it, but in the stage where it is a sort of PC (politically correct) version of that what entertains us, it is in that setting where some of us become actors, some become writers, some become directors and some become game creators. There are a few more options, but the foundation of books, sound and vision have been upon us for centuries, last century vision (movies, TV) was added and about 35 years ago games were added. Yet the setting of games remains new and they too are going through the motions. A stage where they are relying on re-using any wheel instead of inventing a new one. We can agree that there is a stage of sequels that some accept (some do not) but that stage comes with labels and warnings. The God of War has pulled it off 4 times and they did it well, Ubisoft with its Assassins Creed did not, yet from my point of view, they did do a decent job and pulled it off with WatchDogs. Yet these makers have an issue with the story, they forget that the story is the driving factor. It is easiest seen When you compare God of War IV or Mass Effect to the Assassins Creed stories (Unity, Syndicate, Odyssey) you get a first glimmer why the AC range was failing, they had a great thing, they bungled it, then they seemingly fixed it with AC Origins (which was amazing) and then they bungled it. Even now, AC Valhalla is according to some too shallow, to much chasing after something whilst forgetting the Assassins path. I cannot vouch for AC Valhalla as I stayed away from it, but the critique makes sense, and that is before we consider the fixes to bug and glitches. This is why new games like Horizon Zero Dawn are cherished (and it is a really nice game too), or the mere fact that Skyrim is still being played on new consoles 9 years after its release. The story is everything, Ubisoft forgot about that, Bethesda seemingly did not. But this is not about Ubisoft bashing (even though it is entertaining), Bioware is in a similar stage, They messed up ME4, and they now rely on ME1,2,3 to fatten their coffers so that they get a chance at ME5. A setting that is dubious, but if they really fattened the pot and make ME5 a game that breaks the mould, they might pull it off. It is funny, it took me less than 2 hours to think through a sequel all whilst ME4 collapsed. Yet I digress, you see, to become the entertainer you need to be a creator, all whilst silly people at some game companies relied on Business Intelligence, but entertainment cannot be set in that way, you merely get a setting where you try to include everything and in that setting you never satisfy anyone. And as such creation falters (AC Odyssey is a prime example). And a we now see that there are more games coming, that some indie developers are changing the game (Hades), we see that gaming is not dead, but the story mattered and so does game play. 

So as gaming becomes a rather large stage (due to Covid issues) we get to see a new stage where some game developers are losing options and optionally their firm and some shine. And in all this it is not about the highest graphics, That is seen with Animal Crossings: New Horizons. A game that surpasses 20 million copies, which implies that 1 in 2 Switch owners has that game, it is almost unheard of. It shows that gameplay is just a important as the storyline and the fact that this game is a long term game, not something you finish in 100 hours has close to never been done before, and Microsoft (Sony too) are a little bit in the dark, that is why Nintendo is such a competitor. I said it 2-3 years ago and it is coming true, gaming is more than relying on a Business Intelligence analyst, it is a setting where a painter and a storyteller unite to give the traveller a story that this person has never experienced before, and that is what Skyrim and Mass Effect (1-3) delivered on, others did too, so why are some game makers blind to that part?
It took me a day at the most to give the Elder Scrolls, WatchDogs, Mass Effect a sequel on a new storyline, a new creation, so why can’t they do this? OK, there is still an Elder Scrolls coming, but I  made the first design 6 years ago, Mass Effect 4-5, 3 years ago and Watchdogs 4 last year. Now consider that I am a nobody and these high and mighty game designers can’t come up with the goods on several fronts, so what are they missing. How come Nintendo is on the ball, Microsoft forgot what a ball looks like and and Sony is seemingly slipping a fraction, and all this has close to nothing to do with new hardware, games are paintings, the console is a palette and the palette becomes bigger or change shape but the creator adjusts view, adjusts grip and continues.

So in this, and as we see what is coming, what makes them destined to entertain? 

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Building NPC faith

We all have it, faith in ourselves, yet in gaming it takes another turn and even as I am a catholic, religion in gaming is often a cautious stage, we might have liked faith in the Assassins Creed, but as it is a historical piece of work, there is not a real problem, yet what happens when you want to make an open world, what happens when you work on a new RPG? Setting sides is a larger problem than you think, unless it is a side no one has. So as I was listening to R.E.M’s Losing my religion last night, a thought occurred ‘What if I create one?’ It is not the weirdest idea, and I have had a few thoughts in a life philosophy for a long time, I just never considered using it in this way. 

Opposition
Yes, there will be opposition, there are people (gamers too) who wonder if religion should be part of any game, but in an RPG we have a reflection and like it or not, 95% of the planets population has some form of religion at their back, leaving it out tends to be a lesser idea. It might not be needed for action games who wield the religion of lead and boom, but in a sandbox setting, and anything a little more complex than Minecraft, religion tends to rear it (at times) ugly head.

In this I set the image of the ‘faith’ in a version like Rodin the thinker, three men, with backs connected, showing the three sides of a person. Holding a book (or scroll), the educated man, he thinks through, he learns and if need be, that person adapts. The second man holds a plant with a butterfly, the spiritual side, we are all part of a greater system, plants are part of us, as are the animals and as we accept that we are part of a greater system, we might find our place. The third man holds a shield, the physical, we do not go out to hurt, yet we must always be ready to protect from those wanting to hurt us. A setting of three sides, all seeking balance within us.

Premise of my origin
The origin I designed in the past (a long time ago) was set to a triangle, we are the triangle, we as couples are actually two triangles, each side is one element, there is a physical element (sports, or anything of a physical nature), there is an intellectual side (anything academic, or anything relating to comprehension) and a spiritual side, two of the elements are our foundation, we all have this, there is no exception, optionally just denial. As we find a partner with the same grounding (academic & spiritual) for example, we connect better as the sides of the triangle are more alike we connect better, longer and optionally deeper, As the triangles are closer to identical we are connected more complete, but this is rare, for example one might be all about physical sides, sports, hiking, camping, the other less so, so as the length of that line differs, the stronger it differs the less we align, but there are three sides, we align to the side that is the most in common, the educational side tends to be that, consider all the high school and university sweethearts, and there we see where eduction, with either physical or spiritual tends to have been the grounding of the triangles, I believe that as only one side connects, we are either a friend (or companion), a lover or a romance, with only one side aligned it does not last, parts of this is seen as the The Triangle of Love, but I believe that it goes with any of the three sides. The connection of two sides is required to make the commitment work, the more aligned the two sides are, the better the fit, if the second side is too unaligned the result is pretty much always the same, it ends in divorce (which doubled in the last 10 years), having an alignment of all three sides is utterly rare, I believe that for the most, brothers and sisters as well as twins share this, the love of their family, the need to equal, the drive to push both sides, it is something I merely observed.

So why do we care?
In gaming, there is the need to evolve the NPC character side and as such the triangle as given to any person, not through self evolvement, but in a premeditated stage would give a larger NPC alignment in many facets, and it matters because any game above a certain size either has a way to set the premise, or you need to set the premise for EVERY NPC, making the game almost impossible to manage. Yet if the physical, emotional and spiritual stage is set to one triangle as well as the interactions, you get a much larger stage with almost no event setting, you merely have to apply the same coded interpreter to all NOC, they all basically rely on the same subroutine. They are all guided by their own faith (their spiritual side) and as such you get a whole wave of options and as they are all influenced by elements that are not identical, we see an NPC  community that differs per player, a stage where we all adjust to OUR play style and more important, as the NPC does not react alike, we get a whole new game from day one. And many players have a setting that their neighbour does not. When one has faith in ones self, the game changes for all concerned, that has been a truth since the game Pong was designed, we merely adjusted the paddles to be a lot more interesting.

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