Games With Crates Get No Twinkie 93
Gamasutra's reoccuring feature "Bad Game Designer, No Twinkie" covers the subject of crates and barrels in games, (ala Old Man Murray) courtesy of designer Ernest Adams. From the article: "If there are crates in a place, there had better be pallets under them and at least one forklift as well. In fact, somebody wrote to me (unfortunately I lost his name in an E-mail crash) and pointed out that wooden crates are completely passé now anyway. Modern shipping is done in piles of cardboard boxes all held together with industrial-strength plastic wrap. Wood is heavy and expensive, cardboard is light, cheap, and recyclable. But our FPSes are still displaying 40-year-old shipping technology, even in futuristic science fiction games." He also touches on Rumble implimentation, Easy Mode, Split Screen, and Camera Angles.
Slashdot == Gamasutra delayed (Score:2, Informative)
first thing we do... (Score:4, Funny)
Re:first thing we do... (Score:3, Funny)
Eh. (Score:2)
Although I think this was targetting console games. You're playing a game where the means of getting your objective accomplished is shooting people, and the game even aims for you because you use a dinky analog stick. Do you care if the textures are bad?
Re:Eh. (Score:2, Flamebait)
2) These games attempt to create a certain mood, and having crates in them may ruin that
3) Console gamers care, because they only have a dinky analog stick (and often simple or shallow gameplay) and so the games make up for it with "story" and "atmosphere"
Voila
News at 11? (Score:2)
Re:News at 11? (Score:2, Interesting)
Re:News at 11? (Score:1)
I was actually going to point out how things larger than an engine would be put in something else, but I'm at a loss for what that actually is. What do you put something that's 8' tall into other than a crate?
Re:News at 11? (Score:1)
In about two years of work, I think I can
Re:News at 11? (Score:2)
I do not doubt, though, that many items are still packed in wooden or metal crates. The problem with these crates in video games, in my opinion, is not the mystery of how cr
How many engines should a spy run into? (Score:2, Insightful)
Ok. Yes. You can argue that crates still *exist.*
At the same time, when you walk around in videogame worlds, you hardly see anything *but* crates.
From Doom, we learn much of Hell is constructed from the still-growing bones of the sinning masses... and from crates.
If you read the Old Man Murray article, they test how long it takes to get to the first crate in various games. Usually, it's under thirty seconds.
These crates never seem to contain
Re:How many engines should a spy run into? (Score:2)
Re:How many engines should a spy run into? (Score:2)
Re:News at 11? (Score:2)
Playing with old tactics and attitudes too... (Score:5, Insightful)
Re:Playing with old tactics and attitudes too... (Score:2)
Real live battles would be a lot safer if twelve millimeters of wood stopped missiles and massive electric arcs.
Yeah, it always cracks me up to watch TV and movie gunfights where the antagonists hide behind wooden tables and drywall, which miraculously stop bullets. I'm so used to sneering at it that a recent episode of 24 caught me by surprise: the bad guy (actually a girl in this case) was trading shots with Jack Bauer and ducked behind a drywall column. Jack simply put three shots through the column
Re:Playing with old tactics and attitudes too... (Score:2)
If I'm designing a human-ship interface for a fighting ship in space, I'm going to make sure that you can tell where other vessels all around you and what they're doing, (i.e. you'll know if it's moving, if it's coming closer and when it blows up, you'll hear that too).
Of course, I'll be synthesizing the noises, and an outside explosion won't shake the bridge or throw anyone out of their chair or anything like that. But you'll hear other ships i
Re:Playing with old tactics and attitudes too... (Score:2)
If I'm designing a human-ship interface for a fighting ship in space, I'm going to make sure that you can tell where other vessels all around you and what they're doing, (i.e. you'll know if it's moving, if it's coming closer and when it blows up, you'll hear that too).
The scenes I was referring to were EVAs where they fired a rifle or set off explosives (or simply banged on things) and it was completely silent. LIke the exterior shots of the Jupiter atmospheric braking in 2010. The interior shots dur
Re:Playing with old tactics and attitudes too... (Score:1)
Re:Playing with old tactics and attitudes too... (Score:2)
The silence of an exterior shot is broken up by the heavy breathing of him inside the suit. It really gets across a feeling of controlled panic.
Yeh, that's the point I've been trying to make. Some people just don't seem to grok it. Exterior space shots are SILENT. Interior shots (with atmosphere) can be as noisy as you like.
Re:Playing with old tactics and attitudes too... (Score:4, Funny)
Re:Playing with old tactics and attitudes too... (Score:3, Insightful)
It's only 'correctly' if the characters in the story hear the sounds as well. We can nitpick sound in space to death, but nobody ever EVER complains about incidental music. They're the same thing.
Re:Playing with old tactics and attitudes too... (Score:1)
No, they're really not the same thing at all. In most cases, it is always assumed that the characters in a movie cannot hear the musical score -- unless, of course, the music is shown to be coming from something in the character's environment.
Sound effects, on the other hand, are always assumed to be coming from within the environment (with the exception of a laugh track), and are
Re:Playing with old tactics and attitudes too... (Score:2)
Really? Ever watch one of those suspenseful moments where a bomb or an ordinary watch makes beeping noises every time the seconds tick by? How about the foot steps or breathing that we can hear that the potential victim cannot? (Terminator 3 springs to mind. The TX is looking for Catherine Brewster, she's in the room breathing nerv
Re:Playing with old tactics and attitudes too... (Score:1)
And that can even be broken if you don't know whether the music is meant to be on the background or not. That ambiguity can often be interesting until revealed. (see the movie Spy Hard and game Metal Gear Solid, just to mention a few notable examples...)
Re:Playing with old tactics and attitudes too... (Score:1)
No, those are definitely suppposed to be coming from within the environment. The roar of the engines? It comes from the engines. The zaps of laser guns? They come from the laser guns.
Whether or not we (or anybody) should be able to laser guns in space, is beside the point. The audience is given enough information (in this case, sound) to make things interesting.
Re:Playing with old tactics and attitudes too... (Score:2)
Re:Playing with old tactics and attitudes too... (Score:2, Informative)
Re:Playing with old tactics and attitudes too... (Score:2)
Modern weapons are so deadly you can't stand up to an army equipped with them. And they're talking about weapons that would make an individual solider even more lethal, like explosive rounds that will be computer programmed to detonate above their targets -- no more foxholes.
So, if you are on the short end of the stick (i.e. the part that might be fun to play in a game) individual heroics don't count for much. Pretty much the only way you ca
Wooden crates are completely passé? (Score:5, Insightful)
A crate made out of particle board and 1x4s is about as cheap as it gets for strong shipping containers for heavy, expensive items. Order a full rack storage array, or an 5' industrial water filter or a V8 engine sometime and see for yourself.
Re:Wooden crates are completely passé? (Score:1)
Re:Wooden crates are completely passé? (Score:2)
Re:Wooden crates are completely passé? (Score:1)
Re:Wooden crates are completely passé? (Score:1)
Even when they put stuff in metal boxes, they pack those into wodden ones.
Re:Wooden crates are completely passé? (Score:1)
Well, how much does a single heath pack or one clip of ammo weigh? 'Cause that's all I ever find in crates in games...
Re:Wooden crates are completely passé? (Score:1)
Oh man, I *HATE* med-packs. That to me is even worse than the crates. Since when has anyone had a major gunshot wound healed by a glorified first-aid kit?
I liked the way Halo 2 did it much better. It saved you the hassle of finding med-packs and made a lot more sense.
-Eric
Re:Wooden crates are completely passé? (Score:1)
Crates with no pallets (Score:2, Informative)
I see crates everywhere (Score:5, Informative)
I hardly think we're unique, either-- all those crates come from somewhere, and when I see other peoples' facilities, they have lots of crates, too.
If you spend much time in a place where people make actual stuff as opposed to arranging ones and zeros in useful ways, you'll see lots of crates.
What is unrealistic are the signs that they put on them, but hey, they're games.
You work at... (Score:1)
Re:I see crates everywhere (Score:1)
Re:I see crates everywhere (Score:3, Funny)
I've heard of a fair number of fetishes, but this one takes the crate.
I suggest the following crate puzzle .. (Score:2)
Post them online so game designers can see them! (Score:1)
If you posted those pictures of the various crates online somewhere and maybe send the link to the authors of the two articles this week complaining about crates in games, you'd be contributing to the improvement of crates in games.
Re:Post them online so game designers can see them (Score:2)
The level of detail and accuracy on these crates will re-define gaming as we know it!
Re:Post them online so game designers can see them (Score:1)
Hang on a minute... (Score:4, Funny)
If the crates are made of metal, then how am I going to break into them with the crowbar?
As for crates made of cardboard, they just aren't as satisfying to break...sorry.
Now...crates made of glass or ceramic...now that's something I could get behind...
^_^
Re:Hang on a minute... (Score:2)
Crowbars work on metal crates. Metal bends nicely once you get the sharp point in a crack. It isn't as satisfying as popping nails from a wood crate, and it is much more work. (though I suppose you could design a fancy latch so you can pry a crate open)
Generally though you are better of with a wrench to remove the bolts holding the top on, or using a key (lock pick) to unlock it, depending on the crate design. Still a crow bar will work if you have the patience and muscle to use one.
Re:Hang on a minute... (Score:1)
(cue whining from map developers) (Score:2)
Re:(cue whining from map developers) (Score:2)
Still, crates can get so utterly cliched, along with their traditional warehouse homes - I have managed to build a map with neither [man.ac.uk], fortunately. :
Why stick with warehouses anyway? (Score:3, Interesting)
Look around you. There are apartments (great setting for a game, have never seen a complete apartment map, or a good one, there are villages, mountains, and certain places like airports, hospitals, downtown, offices, railway yard etc. The 747 map in CS was original too, but they overused airplanes in other maps.
I wouldnt mind seeing an underground parking lot map. Think of the parking lot scene in terminator2... I always thought that was a great setting for a game lots of glass to break and places to duck.
I was gonna say a school is good too, but I suppose its not.
And if youre gonna make a warehouse, add computer desks, trucks, weighing and wrapping machinery, forklifts and lifttrucks, piles of crates arranged properly to maximize space...
A library would be great if pieces of paper will fly if you shoot the books...
Re:Why stick with warehouses anyway? (Score:1)
Re:Why stick with warehouses anyway? (Score:4, Interesting)
(Off-topic: If anyone has some hints on how to easily fix these errors, I'd love to hear it.)
Re:Why stick with warehouses anyway? (Score:1)
Re:Why stick with warehouses anyway? (Score:4, Informative)
Off-topic solutions!
MAX_MAP_MODELS: I think this one's when you have too many brush entities. The limit for the HL engine is 400, but you'd be best sticking under 200 or so for a multiplayer game. Actually, for a network game, the fewer entities of any kind, the better.
MAX_MAP_CLIPNODES: This one is a bit more fiddly, and is the result of the player clipping being too complex. First, if you're not using a custom build of the Half-Life compilation tools [www.zhlt.tk], I'd suggest moving over immediately - there are numerous tweaks and new features which are absolutely invaluable for someone building a larger map, such as turning ornamentation brushes into func_illusionary entities to remove their clipnodes completely (but watch the map models count!). There's also the glorious 'NULL' texture which is ridiculously useful, tricks for hugely increasing the maximum number of planes in the map, and last but not least, my lovely realistic light_environment hack.
The main trick to reducing the clipnodes count, however, is to put 'CLIP' brushes around any complex geometry. If you've got some roughly-cylindrical pipes, put a cuboid around them - likewise, if you've got some unreachable ceiling details such as vents, skylights or whatever, put another 'CLIP' brush around those too.
Turning something like, say, some chairs and tables into a func_wall will make visibility much easier to calculate, assuming you haven't done so already - to reduce the map models count, you can probably tie an entire roomful of furniture to one brush entity. Plus with a relatively modern HLRAD, you can get the furniture to cast shadows again, although it can dramatically increase lighting calculation time while compiling.
Finally, when you've got completely sick of the Half-Life engine, move on to Source. It's utterly awesome - maps can be so utterly, terrifyingly huge...
College Dorm (Score:1)
Re:Why stick with warehouses anyway? (Score:1)
crates are fun (Score:1)
Re:crates are fun (Score:3, Funny)
Nooooo......
And hey, which is cooler, the warehouse scene where they're boxing the ark from Indiana Jones, or a bunch of pallets? How would you like it if the "very special award" arrived in a cardboard box full of peanuts rather than a wooden crate labeled "frage-eel"?
Re:crates are fun (Score:1)
Re:crates are fun (Score:2)
furthermore... (Score:1)
Re:furthermore... (Score:2)
I don't know, I think I'll take the sturdy crate.
More insulation . .
Lasts longer . .
Sorry.. (Score:1)
I've had computers crash, servers crash, networks crash..... I've never had an "email crash" - I'm not really sure what that would entail. All the computers remain up but postfix or sendmail dies? Doesn't seem like that would cause me to lose my email... What sort of "E-mail crash" would cause me to lose a selective amoount of information, without trashing all of my information?
Re:Sorry.. (Score:2)
Ugh, Obvious. (Score:1)
Re:Ugh, Obvious. (Score:2)
Naturally, robot humanoid characters who use keyboards are one notch above this oddness. ;)
Re:Ugh, Obvious. (Score:2)
Simple solution (Score:2)
I love crates (Score:2)
He has a point on the easy mode. A game should have an easy mode that really is easy, and just default to normal difficulty when the user starts a new game. Playing Battle of Wesnoth, there are some levels that are actually impossible on "easy" if you fail to save up enough money from the previous levels.
HL2 (Score:3, Funny)
Re:HL2 (Score:2)
Re:HL2 (Score:2)
Why do they need pallets and forklifts, if they have the Gravity Gun?
Great quote... (Score:5, Interesting)
"..[developers have] still got that outmoded notion that the player is your adversary. He isn't. He's your audience, the person you're trying to entertain and provide enjoyment to."
Amen! I hope the next time a designer considers putting a jumping puzzle or a maze into a game, he stops and thinks of that.
Re:Great quote... (Score:2)
Poor kitties.
Uh huh... (Score:2, Funny)
Because you know, it's not like crates have been around longer than forklifts.
i still (Score:2)
Maybe I'm out of touch with the world of wooden crates, harbours and newspapers
Unplayable camera angles (Score:2)
Easy solution for 40-year-old shipping technology (Score:2)
Seriously though, a film-noir-ish "On the Waterfront" kind of game would be pretty cool