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Real Name Sho   
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Nickname Sho
Email Concealed by request - Send Mail
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Homepage http://
Signed On May 26, 2002, 23:49
Total Comments 686 (Apprentice)
User ID 13167
 
User comment history
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News Comments > Pillars of Eternity Bug Warning
23. Re: Pillars of Eternity Bug Warning Mar 30, 2015, 22:25 Sho
 
Silicon Avatar wrote on Mar 30, 2015, 22:19:
I bet these outfits do their own QA. They run the game so many times that they can't see the mistakes anymore. It's just a thing that happens. You have to have fresh eyes and if you're on a budget then your fresh eyes may be the players'.

My 2 cents from the other day ...

Quinn wrote on Mar 30, 2015, 19:32:
Having a good time with the game, though I find Chapter 2 remarkably less interesting. I never really like cities too much in these games -- because of all the walls of text every fucking NPC has in store for you and sidequest after sidequest around every goddamn corner -- and I've spent this entire day running back and forth in one. Give me wilderness, caves, unexplored vistas. Screw cities.

I love cities in games like this. I get what you're saying, they're definitely overwhelming. I'm a notorious completionist in RPGs, so I start systematically grinding through all the NPCs to make sure I don't miss any quests ... but I still just like the atmosphere. Big reason I liked P:ST so much.
 
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News Comments > BioWare Open Sources Something
1. Re: BioWare Open Sources Something Mar 30, 2015, 22:20 Sho
 
That's great. Game development is the last large software industry that generally doesn't open source very much (there's the odd engine here and there nowadays, EA has thrown some of its libs over the fence in an ungraceful fashion, and Valve has gotten into open dev tools for SteamOS/Linux), but stands to benefit a lot from collaborating on infrastructure that it's a very suitable dev methodology for.

That said, the hard work only starts after you open up a codebase. Open source projects rise and fall mainly with their approach to community and governance.
 
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News Comments > Pillars of Eternity Support; Patch Next Week
50. Re: Pillars of Eternity Support; Patch Next Week Mar 29, 2015, 09:59 Sho
 
Mr. Tact wrote on Mar 29, 2015, 09:21:
It's weird, you'd think a bug like that would get noticed in testing. I wonder if it was introduced in a late patch...

Yeah, it's likely this worked fine at some point and then regressed/broke when something about the internal code organization changed or similar. Chances are it's trivial to fix even. It's very easy to drop balls on the floor like this during a long development cycle; this is why you write a unit testing suite because you can't possibly test everything manually and need that safety net when making modifications. However, every developer wishes their test suite was more complete than it usually is, and automated GUI testing is particularly tricky.

Plus, frankly, while many game programmers are very smart cookies who can spot a bug in a Bresenham implementation from 5km away, they're almost equally as likely to be really inexperienced on process stuff like this (heck, even Carmack discovered static analysis late in his career). As a practical example, one nice way to do automated testing of something like a game is to make sure it's deterministic enough (at least has a deterministic mode) that the exact same input leads to the same state, so you can play back the same input twice and compare the resulting "save games" - if something changed you can take a look at why and whether you'd have expected it to. But that's something you need to think of ahead of time to some degree and code for, and many game teams don't, and then carry that technical debt forward.

It's just that balancing act between art and engineering.
 
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News Comments > Pillars of Eternity Support; Patch Next Week
23. Re: Pillars of Eternity Support; Patch Next Week Mar 28, 2015, 09:58 Sho
 
I haven't played far yet (about an hour) but so far I'm enjoying what it feels like.

I play on Linux. The intro movies are stuttery and crackle so I went "oh shit ..." initially, but in-game everything is fine. Appreciate the same day release.
 
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News Comments > Broken Age Act 2 Next Month
17. Re: Broken Age Act 2 Next Month Mar 25, 2015, 18:40 Sho
 
Julio wrote on Mar 25, 2015, 18:07:
Sho wrote on Mar 25, 2015, 15:11:
What's this "Fuck you" thing though? Did that actually happen? Maybe I did miss something.

Article #1 in the link below is what I think he's referring to.
http://theralphretort.com/tag/tim-schafer/

And video link...
https://www.youtube.com/watch?v=eEDCcdjgMNs

Thanks. Yeah, seems pretty stupid of him to pour more oil into the fire, especially as late as March '15. Thought we were past that shit by now.
 
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News Comments > Broken Age Act 2 Next Month
10. Re: Broken Age Act 2 Next Month Mar 25, 2015, 15:11 Sho
 
007Bistromath wrote on Mar 25, 2015, 14:55:
So you're going to forgive the Molyneuxian over-promising, the disingenuous e-begging, the abandoned projects, and the fact that he got up on stage and said "fuck you" to hundreds of people that gave him money to do all that shit because of what amounts to a petty internet bitchfit between people who like games and people who like to make money writing about games?

I don't, no - I'm quite angry with Double Fine specifically about the DF-9 situation, and don't expect I'll back any of their crowdfunding efforts again. As a company they've definitely squandered a lot of my trust with that one. But I don't really see much Molyneuxian over-promising from Schafer. In fact, Broken Age is far grander in scope than promised originally.

What's this "Fuck you" thing though? Did that actually happen? Maybe I did miss something.
 
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News Comments > Broken Age Act 2 Next Month
7. Re: Broken Age Act 2 Next Month Mar 25, 2015, 14:54 Sho
 
007Bistromath wrote on Mar 25, 2015, 14:33:
Only his whole masturbatory joke of a career, culminating in him blatantly giving the finger to people who funded his bullshit over the past few months.

Oh. You're salty about the Molyneux thing, right? Just Schafer being generically conflict-averse, IMHO, which fits my impression of his personality. I disagree with him, but I feel no hate about it. He's a good writer, I don't need him to be right about everything.
 
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News Comments > Broken Age Act 2 Next Month
3. Re: Broken Age Act 2 Next Month Mar 25, 2015, 14:21 Sho
 
007Bistromath wrote on Mar 25, 2015, 14:15:
Schafer, on the other hand, is such a hypocritical disappointment that he managed to dirty his work, something I previously believed impossible.

Did I miss something?
 
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News Comments > Singularity Revival Teased
17. Re: Singularity Revival Teased Mar 24, 2015, 08:29 Sho
 
yuastnav wrote on Mar 24, 2015, 06:35:
Still, I'd love to have another Jedi Knight though that's not going to happen for obvious reasons. And there's isn't an engine available that was quite as well suited for a game like that like the Quake 3 engine.

OTOH, I never felt anything for their Jedi Knight games because they just weren't nearly as good as LucasArts' and Mysteries of the Sith. Plus I'm tired of Star Wars now. I'd actually rather have a new Singularity, at least that was original IP. And I'd like to see how they'd expand on that universe, much less predictable than with a tightly constrained franchise like SW.

Hey, maybe Raven was trying to gauge or prove interest.
 
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News Comments > Gone Gold - Broken Age Act 2
16. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 19:32 Sho
 
Julio wrote on Mar 23, 2015, 19:27:
Hopefully Tim Schafer didn't provide those playtest numbers, as he's shown a couple of times math isn't his specialty

I'll give you that one
 
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News Comments > Singularity Revival Teased
1. Re: Singularity Revival Teased Mar 23, 2015, 19:00 Sho
 
I'm up for this. I really enjoyed Singularity. It was the first solid, oldschool single-player shooter I had gotten to play in years when it hit, and I really didn't need to force myself to finish it in a weekend.  
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News Comments > Gone Gold - Broken Age Act 2
14. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 18:47 Sho
 
Julio wrote on Mar 23, 2015, 18:40:
Wonder how long "Act 2" will be in gameplay - One hour? Two?

They've previously given a 8-12 hour figure, based on playtest data, which makes it substantially longer than Act 1. We'll see what it shakes down to in reality, and how much of that may be down to more difficult puzzles.
 
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News Comments > Gone Gold - Broken Age Act 2
12. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 16:17 Sho
 
Parallax Abstraction wrote on Mar 23, 2015, 16:06:
Also, they spent I don't know how much of their budget on getting Elijah Wood to voice Shay and I thought it sounded incredibly phoned in and bland. I agree on the difficulty too. I'm not a fan of old school adventure game "moon logic" but this was basically a linear progression.

The VO director for Broken Age got interviewed for the documentary, and she mentioned that her budget is smaller than it was back when she worked with Schafer on Day of the Tentacle and that the actors are "essentially working for free". EW happened after Schafer and him got in touch on Twitter over Wood being a Monkey Island fan. I doubt he was really expensive.

In my eyes, Broken Age took so long and went over budget mostly because they made a significantly bigger game than they originally hoped to do, with much higher production values. Which is probably a combo of feeling forced into it due to the scope of the response and KS phenomenon, and simple enthusiasm. DF is an established studio with a fairly high age average in for its employees; these aren't cheap people to employ. Most of this money likely went toward rent and meals and what not.

So was that bad/unsound management? Perhaps. It's hard to pass up getting a bigger and more elaborate game, though, even on the receiving end. (I haven't played it beyond an hour yet - waiting on Act 2 -, so this isn't a comment on whether it's good.)
 
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News Comments > Gone Gold - Broken Age Act 2
7. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 10:28 Sho
 
Mashiki Amiketo wrote on Mar 23, 2015, 10:21:
Facts hurt huh?

Are they facts, though? I agree the how and why of Broken Age running over budget and out of time deserve a critical look (and I'm very salty towards DF for the unrelated DF-9 fuckup), but I honestly didn't really get the impression that they wasted dough on frivolous stuff.
 
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News Comments > Gone Gold - Broken Age Act 2
5. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 09:23 Sho
 
Mashiki Amiketo wrote on Mar 23, 2015, 09:21:
Of course not, he's already blown all the money on hosting parties.

Hey, at least his writing is still more original than yours.
 
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News Comments > Gone Gold - Broken Age Act 2
3. Re: Gone Gold - Broken Age Act 2 Mar 23, 2015, 09:07 Sho
 
No, there won't be a third act.  
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News Comments > Saturday Safety Dance
7. Re: Saturday Safety Dance Mar 21, 2015, 21:59 Sho
 
> Seoul poised to remove ActiveX software from public websites

There's a somewhat interesting story behind this.

In the 90s, the US used to have an export embargo on crypto technology with more than 40 bits of key length (simplifying a bit to keep this short). Blue's users outside the USA might remember downloading/installing "International Editions" of web browsers like Netscape Navigator -- this was why those editions existed.

South Korea felt that wasn't secure enough to do serious ecommerce, and since it had the wealth and know-how to do something about it, developed their own 128 bit block cipher called SEED and made it mandatory for shopping on the internet, via an officially sanctioned ActiveX control - thus ironically tying everyone to Internet Explorer, in many ways until today.

They finally created a legal framework to ratify other implementations back in 2012, but nothing really happened. Looks like the government may finally be getting serious about fixing this now, though.
 
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News Comments > Descent Reboot Kickstarter
3. Re: Descent Reboot Kickstarter Mar 10, 2015, 18:53 Sho
 
I find it hilarious that Star Citizen isn't even done (yeah, a vague concept with this game) and already has a first gen of "formed by devs of" studios.  
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News Comments > John Carmack's GDC Presentation
11. Re: John Carmack's GDC Presentation Mar 7, 2015, 17:54 Sho
 
WaltC wrote on Mar 7, 2015, 17:43:
I thought I'd heard it all...but "mobile VR"?...Oh good grief. "Mobile" is the new n00b buzzword, and as Carmack proves, you can simply attach anything to it (like "VR")to get millions of dollars out of suckers with far more money than brains...;) Carmack might do OK making cell-phone games these days--I'm thinking "Tic-Tac-Toe-Quake"...yea...;)

This was a GDC panel, i.e. Carmack was talking to industry. The developers in the audience are interested in hearing from him as a figurehead for a new platform to target, similar to rolling out a new console. "How to get money from suckers" is actually appropriate content for this type of - business - event, so to speak.

I did skim the talk a little bit, and basically he said (not in those exact words, but still more or less directly) they're doing mobile VR to capitalize on the fad factor - VR is new and they want it to spread by people showing it off to their friends, and that's easier to do with mobile kit. Their hope is that this will build more acceptance and appetite for VR so they can sell more systems down the line (like the home versions). The pitch to developers is to make games for it to help achieve that and to come out on front by gathering VR dev experience early - and of course once you've invested heavily into it you automatically share the goal of wanting VR to succeed.

 
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News Comments > John Carmack's GDC Presentation
4. Re: John Carmack's GDC Presentation Mar 7, 2015, 15:38 Sho
 
I used to watch his keynote speeches religiously. His annual QuakeCon panel was something I looked forward to all year. But I just can't muster the interest in mobile VR, plus whenever he gives talks now the setting is so corporate and the focus more narrow. I guess I'm no longer the audience.

Actually - I'm slowly getting around to not really being interested in the whole VR thing altogether. Yeah, I'm sure ever-tighter, higher-bandwidth integration between humans and computers is where we're headed, and strapping screens to your eyes in an optimal configuration is an interesting step along the way (or maybe an off-shoot). But VR conflates that with stepping outside the real world, and I'm just not really getting excited about that. I think I would have been when I was younger, but as I'm getting older I want to waste less and less time in not-the-real-world somehow.
 
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686 Comments. 35 pages. Viewing page 1.
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