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What Fits Where
Stephen Loftus continues his in-depth analysis of the Halo game world with a piece called ‘The Pillar of Autumn Conundrum‘. In it, he looks at the UNSC ship with an eye to reconciling various size anomalies – he finds that Bungie did a great job of remaining consistent with scale issues… but took a few liberties in the dimensional arena. The pictures are GORGEOUS. Check it out.
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CHEESE PUFFS!
Dark Helmet, longtime Halo trickster and current High Impact Halo admin, sat down with Ducain for a 1-on-1 interview recently. Nice read; go visit to see what drives people like DH to blow up hogs (and lots of other stuff). Thanks, Ducain.
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Because… you listen
Thoughts that I’ve had over the past three months:
1. Is there a mechanism that can replace raw ability and talent with education?
2. If a poorly designed game is fun, does it make sense to analyze the game design?
3. Is the intent of methodology to replace or supplement experience?
These are all basically the same question: is there a fundamental difference between what can be taught and what must be learned? I hope there isn’t, but experience has taught me otherwise.
When Resident Evil 4 came out, I went out a bought a copy and didn’t stop playing for about 2 weeks. It’s a tremendously fun game, if you get past the control scheme. Now, one would think that I would immediately explode at the slightly revised but still the same tank control scheme; however, there are two factors that make this game not entirely disruptive:
1. The camera moves as you rotate around; this gives you a much better sense of orientation and location compared to having a fixed camera direction and watching your character rotate on screen. That’s probably what annoyed me the most with the traditional Resident Evil camera system.
2. Blowing the crap out of zombies is fun. And the guns kick ass.
I hope they sell well; I hope that third-person games adopt a similar camera style. It works extremely well.
When good games come out, there is always an article that attempts to capture the development process for that game: with Metal Gear Solid 2 we heard all about the programmers writing down every crazy idea they had, and Kojima looking at all of them every week to add something new to the game. We heard about Valve’s Cabal process for all their games. You probably saw the shotgun/machete approach we took for Halo 2. And Oddworld has their own unique process that basically amounts to making sure no one developer or artist can break their game.
My point is that all these studies of process and development culture don’t really tell you anything about anything except how the game was made. From what I can tell, 90% of process is accidental. And the 10% that’s intentional doesn’t really help or hinder.
I think that some of that 90% is defined by the overall quality of the people you work with. I’ve had the fortune of working with a large group of highly capable and intelligent people; I don’t think you can replace that quantitiy with something else. I think that if you do not acknowledge the importance of individual people, you are one step closer to not shipping a game.
What does this have to do with anything? I’m not sure. I don’t even think the first part of this post has anything to do with the second part.
Ah well. Maybe my next post will help me codify the swarm of thoughts and reflections I’ve had for the past few months of not updaing this blog.
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Because… you listen
Thoughts that I’ve had over the past three months:
1. Is there a mechanism that can replace raw ability and talent with education?
2. If a poorly designed game is fun, does it make sense to analyze the game design?
3. Is the intent of methodology to replace or supplement experience?
These are all basically the same question: is there a fundamental difference between what can be taught and what must be learned? I hope there isn’t, but experience has taught me otherwise.
When Resident Evil 4 came out, I went out a bought a copy and didn’t stop playing for about 2 weeks. It’s a tremendously fun game, if you get past the control scheme. Now, one would think that I would immediately explode at the slightly revised but still the same tank control scheme; however, there are two factors that make this game not entirely disruptive:
1. The camera moves as you rotate around; this gives you a much better sense of orientation and location compared to having a fixed camera direction and watching your character rotate on screen. That’s probably what annoyed me the most with the traditional Resident Evil camera system.
2. Blowing the crap out of zombies is fun. And the guns kick ass.
I hope they sell well; I hope that third-person games adopt a similar camera style. It works extremely well.
When good games come out, there is always an article that attempts to capture the development process for that game: with Metal Gear Solid 2 we heard all about the programmers writing down every crazy idea they had, and Kojima looking at all of them every week to add something new to the game. We heard about Valve’s Cabal process for all their games. You probably saw the shotgun/machete approach we took for Halo 2. And Oddworld has their own unique process that basically amounts to making sure no one developer or artist can break their game.
My point is that all these studies of process and development culture don’t really tell you anything about anything except how the game was made. From what I can tell, 90% of process is accidental. And the 10% that’s intentional doesn’t really help or hinder.
I think that some of that 90% is defined by the overall quality of the people you work with. I’ve had the fortune of working with a large group of highly capable and intelligent people; I don’t think you can replace that quantitiy with something else. I think that if you do not acknowledge the importance of individual people, you are one step closer to not shipping a game.
What does this have to do with anything? I’m not sure. I don’t even think the first part of this post has anything to do with the second part.
Ah well. Maybe my next post will help me codify the swarm of thoughts and reflections I’ve had for the past few months of not updaing this blog.
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More Swahili Snippets
Yesterday, WraithX posted three new Swahili clips he found in the final tunnel in Outskirts – and rehema once again translated these to English for us. We’ve added all three (with their translations) to our Dialogue Databank… along with a multiplayer sound submitted by Remotemonkey. Coming up on 800 Halo 2 snippets!
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Lots of words
Has it really been a week since I posted a Fan Fiction update? There are 28 new pieces today, so yeah… maybe.
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Halo really IS big business
Wow. There’s an article from the Seattle Post-Intelligencer today that talks about the big-business aspect of video game development… but buried in it are a bunch of tidbits that I haven’t seen anywhere else yet. It talks about the newest job opening on Bungie’s Jobs page – they’re looking for an AI Engineer (we haven’t mentioned this one yet). It discusses average salaries for programmers, artists, animators, and designers – a subject that came up very recently on our forum. It mentions that Microsoft will likely get about 2.5 percent of its sales and 7.5 percent of its profits from video games in the current fiscal year – pointing out the extreme profitability of game titles compared to MS’s other products. And it quotes J Allard as saying that Bungie will DOUBLE its current staff of 65 people to work on ‘the next installment [of Halo]’. THAT is a bombshell – if true. Go read!
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Arbiter vs Mega Man
Over at GameFAQsASCII.com, there’s a Character Battle – Arbiter vs Mega Man. Only 75 people have voted at this point – wouldn’t take much to sway this one. Thanks, Harrison. (I gotta say, I really don’t understand the point of polls like this; I’m posting this one because we got a half-dozen emails about it, and I want them to stop. In fact, I think I’ll take this opportunity to lay down new HBO policy – after this one, we won’t be mentioning Character Battle-type polls any more here. So go vote in this one; it’s the last one we’ll cover.)
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Halo in a LOT of Hometowns
The Halo in my Hometown contest being run by ICDedPpl is now open for votes; all contest entries are posted (there are 272 of them!), and you can vote for as many as you like. Go visit, browse, vote! (Voting ends in a week – so get started. 272 pics is a lot to go through.)
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Monkey Chief, and Other Stuff
Bungie’s Weekly What’s Update has been posted at Bungie.net – and there might be info in there that even makes the disgruntled among you happy. Cheat fixes could be ready within a month (if everything goes according to plan) – and there’s a list of some of the worst cheats that will be fixed. It also addresses some of the direct complaints folks have had about the Weekly What’s Updates to this point. It’s a good read – go read.
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Wreaking Havok
Ever wonder why Bungie scrapped its from-the-ground-up physics engine in Halo and incorporated an existing middleware solution known as Havok for Halo 2’s physics requirements? Wonder no more. Bungie’s put up a sizeable article over at Bungie.net, explaining exactly why they moved to this solution, and what it means for you, the player. There’s tons of info – and a glimpse into the life of a big-game programmer or 3. Check it out!
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Best Gamer On Campus
MLGPro.com has news of a contest, hosted by MTV, to find the Best Gamer On Campus. Some more details can be found here. (Well, the actual contest page is up, as well – that’s got lots of info.) See what you’ve got!
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The Dauntless Spartans
Not long ago, we received a widescreen trailer for an upcoming machinima series, the Dauntless Spartans. I liked the footage a lot – though the voice acting needs a LOT of work; hopefully, this can be addressed before the first episode is actually released. We’re hosting both the original WMP9 trailer (8.5 mb) and a re-encoded QuickTime version (10.5 mb) – it’s not huge, so give it a shot! (Thanks to logan for sending this in.)
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Sniffing the Vinegar
trigger119 writes to let us know that Episode 3 of Outpost: Coagulation has been posted, to go along with their new website, Tree Skunk Productions. Weak point is voice work; it’s pretty hard to understand some of the dialogue. Past that, though, this episode introduces a new character (well, two), and brings O:C even closer to its RvB roots. WMP9 format, 22.1 mb.
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Warbow’s Foolproof Early Warning System.
Ever feel like you can’t identify where a teammate is when he’s shouting urgent directions? Today’s One One Se7en provides one possible solution. (I wouldn’t suggest counting on this one too often, unless you enjoy hearing your teammates swearing at you.)
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7he Bridge
Team Scoog, previously known for a fantastic Halo movie, Out for Blood, has created ‘7he Bridge’ – a 2v2 Spartan vs Covenant battle to control a bridge. It’s a bit dark at the beginning – but quality improves later on, and the camera work is just great. The announcement (with a comcast link to the original WMP9 film) can be found here; we’ve mirrored both that version (17.9 mb, mythica.org | bungie.org) and a new QuickTime version (16.5 mb, bungie.org | mythica.org)… grab the one that works best for you.
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Bungie Fundamentals
Halo Babies starts a 3-part series today, outlining the secrets to Bungie’s success. This joke is much funnier if you know some older Bungie games. Looking forward to parts 2 and 3!
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US Army vs Bungie – no contest
For some odd reason, it’s not on Bungie.net yet… but an hour ago, Frankie posted a note on our forum pointing out a new Halo Humpday Challenge writeup. Bungie played the US Army… and lost pretty badly. Well, they actually lost pretty gracefully, if you read the writeup – they were beaten by a huge margin, but (in Frankie’s words) ‘in a strangely acceptable way’. Nice. (For what it’s worth, these games were found this morning – and identified as Humpday Challenge games – by folks using the awesome power of the B.net stats system.)
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Pink!
Tina Leyk recently posted a new Fur-Lo guest strip on her weblog; with her permission, I’ve added this (‘Pink’, by Fugiri-Shi) to our Fur-Lo archive mirror here at HBO. Gotta watch those flags!
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Mongooses and Skyhawks, oh my!
Halogen, the Halo mod for Command and Conquer Generals: Zero Hour, has been updated again – new vehicles and buildings. Thanks, Logical2u.
