Tag Archives: fps

L4D2 NPC’s and Infected Rejected Out Of Hand

22 FebFeaturesGames and Gaming Features Games and Gaming

2

Photo by Alan Light

Oil Derrick Worker
You never see them, because, well, they’re kinda isolated, but you hear reports about them, and they sound terrifying.

Tai Chi Master
If you ever swing that ax faster than an heavily sedated sea sponge, he goes down immediately. But should you go slower, HOO EEEEE!.

Hipsters
You only ever encounter their corpses, they go first.

Vegan
He can be found dumpster diving, looking smug and eating rats.Organic rats.

Flautist
A jazz flautist.

Driver
Sits in his car, a well-notated map of Toledo in his lap, a cold cup of coffee on the dash, and him, crying softly.

Concierge
He stands, looking from the door to his front desk, torn behind a hunger for human flesh and a sense of duty.

Gymnast
Stands below the double rings, arms still on the rings, him looking up, moaning.

Foodie
Fusses and pats you down, emits a low ‘humming’ noise as he considers, invariably leaves you alone.

May the Mods be With You, a List of Star Wars Mods (Part 1)

6 FebFeaturesGames and Gaming Features Games and Gaming Retrospectives

6

Warlords

So if you’ve been playing PC games long enough, you probably feel like every game that comes out that isn’t already one of LucasArts’ 12 Million Star Wars games has its own Star Wars mod. Well, you wouldn’t be far off. There are a whole lot of them. Today I’m just covering the FPS games, but RTS, Space Sims, and others will be covered in the next installments.

EDIT: Check out Part 2 and Part 3! Continue reading »

Research subjects apply here.

29 JulGames and Gaming Games and Gaming





Comments Off

Research subjects apply here.

Metafilter user a sourceless light is working on an undergraduate anthropology thesis revolving around FPSs.  She’s looking to interview  FPS players and modders from Doom onward with a focus on Valve games, online gaming and military-style games. Just the kind of stuff us folks at Lud do every day. Well, ok, she’s a real researcher. And I’m sure in anthropology you’d be way less exposed to unfortunate “incidents” like that time when we – but I digress.

Given the breadth of her project, she’s open to all kinds of experiences and perspectives, which is where you come into play: she’s interested in  hearing them from you (yes, you!).

If you feel like helping, you should drop her an email at cbmckusick [at] berkeley [dot] edu : she’ll be happy to hear from you and will proceed to run wires through yo interview you, either by email or even personally if you’re: a. in the Bay Area, and b. so inclined. But mostly a.

So, please don your radiation suit, remove any metallic objects you might be carrying on yourself and assume position #1145-a required for the application process. Application process will begin in three, two, one…

The aesthetics of blowing stuff up from a first-person vs. top-down perspective

22 JulGames and Gaming Games and Gaming





5

gdc-10-the-grinder-no-longer-first-person-shooter-20100311061455579-000_1268360485

The recent release of Valve’s free Alien Swarm got me inspired to write about the difference in aesthetics and gameplay between first-person and top-down shooters.  (One could say this is a think-piece about mid-level camera angles and their limitations).  Part of this was prompted by a sense that top-down games are making something of a mini-comeback.  Most people associate top-down games with old style arcade games like the early Gauntlet games or with the classic PC game Diablo.  However, several indie games have taken up the top-down perspective (some are outright Diablo clones like Torchlight) and even the consoles are getting into the act with the announcement that The Grinder was going to be released as a top-down game, partially because of competition and over-saturation in the first-person shooter genre.

When thinking about top-down games I was struck by how many of them are hack-and-slash grinders in the mold of Diablo and how few of them are more adventure- or story-based like the original Legend of Zelda.  I began to wonder if this was historical accident, possibly the long-shadow of Diablo, or something intrinsic in the gameplay and quickly realized it was probably instrinsic.

Let’s compare the gameplay between top-down and first-person (and its closely related sibling, the over-the-shoulder third person perspective).  In first-person your perspective cropped from the side but potentially unlimited in distance.  That is, you can focus on a target at any distance but cannot see what is directly behind you.  In top-down you have a view unrestricted by the direction in which your character is facing but which is usually limited in range.  These views facilitate certain types of gameplay.  It is much easier to play a sniper from a first-person perspective because of the potentially unlimited sight-lines but it can be very challenging to deal with hordes of enemies that come from every direction.  This is of course flipped in a third-person game.

Further, space is perceived differently from each camera angle.  The designer of a top-down shooter can pack dramatically different environments together in a relatively small space because the player can only see a small portion of each zone.  Were the same map seen from a first person-perspective the transitions might be jarring because of the long-gaze.

It is for this reason that I think it is no accident that certain game-styles are heavily associated with each camera-perspective.  The top-down camera makes possible games with lots of enemies in close quarters.  Top-down gameplay can handle melee just as well as ranged-weapons while weapons of really long-range are impossible to simulate and are not even used.  Levels can be smaller in size because of the limit of the gaze and this facilitates and even invites designers to use bite-sized levels.

In contrast first-person games invite more tactical situations, more ranged weapons, and can permit the use of cautious gameplay from a distance.  Environments tend to be larger (or at least appear to be) or be indoors and enclosed because players don’t want to see artificial limits to their gaze. It is no surprise that the best games in the first-person genre hold true to these rules from first-person shooters like Half-Life 2 and Modern Warfare to RPGs like Elder Scrolls, Mass Effect, or GTA.

I am sure others have tread this ground before, probably better than I.  Certainly there are other significant differences between the camera angles such as the aesthetics of whether or not your avatar is visible, but I will leave that for others to consider.

Andy Rooney On Teams and Fortresses

6 JulFeaturesGames and Gaming Features Games and Gaming





1

Andy Rooney On Teams and Fortresses

I don’t know what’s  happening to gaming these days. In my day you had a fortress, you had a team, and you just went at it. It was like tag or flag football, the bedrock of any small town community. I know community isn’t in vogue these days. It’s one for one and all for none, it seems. I watch the television and it’s not more about team sports, its about the individual stars.  A trophy for this, a  medal for that.

It seems to me that nowadays, our fortress team games are obsessed with personal milestones. What sort of whacky combination of numbers have to be achieved today, I wonder. When I was younger, you just worried about how many times you fragged, and how many times you got fragged, and that was that. Now there are silly hats and punny little titles given to any number of strange number crunching.

Lately I’ve been wondering if it doesn’t have to do a little bit with things. What I mean is, too many people are in a rush to get things, get into the city, say, pick up a newer version of a pair of pants that have been perfectly fine these past five years. It’s not that I wouldn’t do it myself, if was a little bit younger, a little less wise, but it’s a shame all the same.

And seemingly, the company that, to be honest, makes me think more often of plumbing supplies than video gaming, has attached their weird and wonderful number crunching to getting more things. What’s wrong with a rocket launcher, I ask? Now you want a rocket launcher that does more splash damage, or less splash damage, maybe heats up your car on a cold  morning.

It might be a bit much, I wonder.

But things move on, sure as taxes, or your toast getting inedibly dry after an endless conversation with a coworker you don’t like too much. I’m not one to complain about things. But it seems to me that the Team Fortress of today is a little too friendly, maybe, a little less fortressy. I don’t think we ever needed hats to really enjoy the game. We sure don’t need more things.

At least, I’d like to think so.