A Fire Upon The Deep

Now here is one book I was happy to delete from my Kindle. I recently finished “A Fire Upon The Deep” by Vernor Vinge. I was throughly disappointed by it.

A Fire Upon the Deep

A cheesy spaceship airbrush, 2 review quotes, one prize sticker and some seriously misguided typography. I should have known.

How I came to read the book I don’t really know anymore. I guess it came up more than once on my Wikipedia excursions. The synopsis sounded interesting. I was expecting the story of a research expedition slowly uncovering a dangerous ancient mystery. Well, that part was covered in the prologue. And it was written from the perspective of the dangerous ancient mystery. What followed was sub-par (or par I guess), indulgent, slow-paced, pointless Future Fantasy schlock:

  • Evil Superpowers! – How original! The protagonists battle a god-like super-intelligence threatening to extinguish the ENTIRE GALAXY. You know, like in EVERY SPACE OPERA EVER. But that’s not what gets me. What really rubs me the wrong way is that they actually use the word “evil” to describe it. I kid you not.

  • Sexism! – The protagonist is a woman. She does NOTHING. Her only purpose is to speak to a child and to get fucked by the Han Solo of this story.

  • Awkward Sex! – Speaking of which. There is a sex scene where the Han Solo is crying. And it’s in zero G so they drift through his tears while having sex. This gives you an idea of the tastefulness of the author’s writing.

  • No Tension! – But at least the action is good, right? Nope. The heroes do EXACTLY what they set out to do. There are pretty much no real complications. They stop once very quickly for repairs. They arrive at their destination, trigger the Deus Ex Machina and die their pointless wannabe-dramatic deaths. It’s a smooth ride all the way.

  • Non-Solutions to Not-Problems! – Pretty much what I wrote in the first impressions to In Time. The book takes a long time to invent a Universe governed by completely fictional set of rules. And then the Deus Ex Machina at the end reveals that everything we have been told is actually wrong and that it is governed by a very different but equally fictional set of rules. Who the fucks actually cares about this?

  • Never Ending! – And yeah. It’s over 650 pages long. That story could have been written in less than 50, easily. I pretty sure the only reason why it hasn’t been is that then, everybody would have clearly seen pointlessness of it all. You know, such long stories kinda lull you in so at some point, the sheer magnitude of the book suggest meaning. Many modern books work like this nowadays.

  • It confuses me is that is why it is categorized by some as Hard Science Fiction. I guess because it briefly mentions a Ram Scoop? Well that idea was debunked numerous times already.

    So in general, it’s self-indulgent, boring, tasteless, insightless and pointless writing. I thing the fact that it received 4 Best “Sci-Fi” awards, tell a lot about “Sci-Fi”.

    The Circle Experiment

    Here is an interesting bit that came up recently on the Day[9] show.

    It appeared in Day9 Daily episode 341, an episode about multi-tasking. It was meant to demonstrate how being to able to play on a decent level in Starcraft 2 is not necessarily some impossible skill. The trick is to realize and understand what is important.

    It’s a goofy example and perhaps a bit too manipulative. But it reminds me of another idea I’m quite fond of myself. In one of the House M.D. Episodes, one of the characters said once “work smart not hard”. The quote kinda grew on me.

    For me it means to always try to understand the underlying principles behind a challenge. To understand what preconcieved notions may make it unreasonably difficult for me to solve a given problem. It means to deliberately chose a different approach where the rules shift and invest my effort and energy EXACTLY where I can exploit this to my advantage.

    It doesn’t mean that I won’t work hard. But the results of my work will be so much more effective than they otherwise would be.

    “Work smart not hard” is something that can be applied to any creative activity. For an independent developer, I may be perhaps the most vital survival strategy. And apparently, it can also help you with Starcraft II, so there you go. :)

    Don’t Grind me Bro

    I recently finished Amnesia: The Dark Descent. If you haven’t heard about it, I think Yahtzee pretty much covers it.

    It’s probably one of the most effectively scariest games of all time. It’s quite ingenious. And perhaps the most important thing to note is that it achieves all of this because it dares to actually leave out a lot. Out of curiosity, I started Penumbra, the previous game by Frictional, the studio behind Amnesia. You can clearly tell how they slowly evolved the idea of Amnesia by gradually taking away concepts that don’t add to their cause. The cause of scaring the living shit out of the player. This is also reflected in a recent talk they gave at GDC Europe 2011.

    Compared to Penumbra, Amnesia feels much more complete and streamlined in general. There are lots of details that contribute to this. In this post I want to focus on two.

    First: Combat

    The first being the most obvious one: combat. There is none in Amnesia. Many people notice that about the game and love it because of this. Combat lies at the center of pretty much every game nowadays. But you might recall that it wasn’t always the case. Over time, video games just gradually drifted into a understanding combat as the standard go-to activity to center around. There is nothing wrong about having combat per se. But it becomes a problem when it’s used as a default activity without considering the consequences. So most horror games nowadays have combat even though this actually completely undermines what they are trying to achieve. Scary things are more scary if there is nothing you can do about them. It should be a no-brainer.

    No Guns

    No guns should make you feel more secure.. wait, I mean scared! Ok, it’s a bad example.

    Of course, combat in horror games is often somewhat limited by ammunition and so on. But the Frictional guys realized that this doesn’t actually work so well either. Combat is what I would call “magnetic”. You can’t just have a little bit of combat. Because then, the players will complain about how limited the combat is. You have to decide if your game is ABOUT combat or not.

    Second: Game Mechanics

    The other big thing they left out is much more subtle and controversial. They left out what game designers have been worshiping ever since the the title “game designer” was invented. They left out game mechanics.

    Now that needs some explanation. Because clearly, they haven’t left out EVERY game mechanic. But they abandoned the idea that all important aspects of the game need to be represented as game mechanics.

    *** SPOILER ALERT *** – I will be discussing something that can seriously spoil the game for you. It’s not even a story detail but something more fundamental. So if you haven’t played it and you really want to explore it for yourself, you might want to quit now, play the game and return later.

    What I’m talking about insanity. Frictional wanted to discourages players to hide from enemies in dark places all the time. After all, this wasn’t a stealth game. The idea was to keep players constantly on their toes. So there should be no “comfortable” place to stay. They came up with the idea that the player loses sanity when they are in the dark. So staying in the light makes you visible to enemies. Staying in the dark makes you go slowly insane. The problem was how to represent insanity. The knee-jerk reaction would be to have some game mechanic behind this. For example, Sanity could be like some sort of a health meter. Lose too much and you go game over.

    But Frictional found this very difficult to balance. Instead they ended up removing almost all consequences to insanity. All insanity does in the game now is to introduce a whole symphony of various, distracting effects. The image warps, creepy sound effects come in, insects crawl on the screen. They are all highly undesirable so they achieve the goal of discouraging players to stay in the darkness. But they don’t have enough consequences for players to start min-maxing or “grinding” the principle. So players won’t lose if they just so happen to run out of oil for their lamp. But it will still feel intense.

    In fact, they found out that it felt EVEN MORE intense. Thomas Grip gave a marvelous example in the Q&A session of the talk to make the point even clearer. Think of how you would create a romance game. You would usually create some sort of meter to measure how much the other loves you. Perhaps it would be “heart points” or something. Every decision would make you win or lose heart points. But this would lead to the players not paying attention to how THEY feel about the decisions. They would simply try to figure out which one is worth most heart points. A romance game without a heart points mechanic would allow players to forget about “grinding” that system and focus on actually role-playing the romance part.

    Galgun

    You’re doing it rong. Galgun has both, heart points AND combat. Romance fail.

    It occurred to me that this was basically the argument against Gamification but applied back on games. If having badges and achievements encourages mindless grinding and prevents people from enjoying an activity for what it’s worth, similar systems within actual games should also be questioned. Is “good” and “evil” something that needs to be represented by a number? Or can we just let the players decide how good / evil they feel depending on their actions? Is “charisma” something that needs to be mathematically determined in the character stats or can we just let players act out a scene and determine that way how charismatic they really are?

    This realization is something that goes well with my own thoughts about challenge in games. Of course, you could put this off as simply a form of Cognitive Dissonance. And it might actually explain it at least partially. But working on TRAUMA I realized that there is a weird in-between category of gameplay. One that isn’t as focused on causality as game mechanics are. But one that is still clearly interactive unlike cut-scenes. It is a form of gameplay that derives it’s meaning from the players themselves instead of external reward structures. I feel like this is exactly where we will find the potential for expressive video games in the future. I’m looking forward to explore this idea in the future myself. And I’m looking forward to see what Frictional does next.

    Artist’s Impression

    Speaking of space and asteroids. Here is one image I see over and over again. It’s driving me insane.

    Asteroid Impact by Don Davis

    Splash!

    You will see it in every second science article on the extinction of dinosaurs or meteorites. Like this Wired article for example. It’s one of the so-called “Artist’s Impressions”. They often accompany scientific articles to illustrate a certain point. This particular one turned out to be especially virulent as it’s been used over and over again. It seems to have been made by Don Davis who has been painting similar motifs for some time. It’s attractiveness is obvious. Especially the scale is awe-inspiring. You can see the asteroid towering miles above the atmosphere as it embedding itself in the soft crust of planet.

    … but wait. ABOVE the atmosphere? That sounded suspiciously large to me. So I began to crunch some numbers. Follow me on this one.

    Killer Asteroid Size Estimate

    Estimate of the size of the depicted asteroid.

    Judging by the curvature of the earth the depicted asteroid should be around 1000km in diameter. This is just a rough estimate since the perspective on the painting can’t be accounted for due to lack of reference points. It’s still way larger than the 300 miles mentioned in the Wired article. In fact 1000km is ridiculously huge. Let’s get some context.

    Killer Asteroid Comparison

    Comparission of the depicted asteroid, the second-largest object in the asteroid belt and an asteroid roughly the size of the one that could have caused the extinction of the dinosaurs.

    1000km diameter is even slightly larger than the size of Ceres, the largest asteroid in the Solar System. And Ceres itself is so large that in fact, it’s classified as a “Dwarf Planet” instead of an asteroid. The above image shows Vesta in comparison, which I was talking about previously. It’s the second largest object in the asteroid belt and only about half the diameter of the depicted asteroid.

    So the depicted asteroid is actually larger than the largest asteroids that exist today. This sounds a bit dubious already. But how does the depicted impact compare to the one that wiped out the dinosaurs. Well on the far right of the image, you might see a tiny dot. That’s how big Gaspra a 12km diameter asteroid would look like. This is around the size of the object that caused the Chicxulub crater which is a good match for the impact that might have caused the extinction of the Dinosaurs.

    But there is more. Another thing that rubs me the wrong way is how calm and serene the scene looks like. It’s like trowing a pebble in a pond. What would you REALLY see if you were to observe an impact so large from space. Well, we have observed quite large impacts already. Here is what an impact of an object on Jupiter looked like.

    We observed a lot of object impacts on Jupiter. The above here is from 2010. It’s remarkable because it shows the actual impact flash. And that’s pretty much all you can see in an asteroid impact. A flash. The tiny dot on the left of Jupiter is a bright explosion the magnitude of up to 1 Megaton. An average-sized H-Bomb. It appears as such a tiny dot because Jupiter is many times larger than Earth. It’s quite remarkable that you can see it at all from that far away. Trust me, it’s a huge, bright explosion that would easily wipe out any major city on Earth.

    The thing is, asteroid impacts are incredibly powerful not only because of the mass of the asteroids, but also because of their speed. An average meteor impacts Earth with the speed of 10-70 km/second. That between 30 and 200 times the speed of sound. At these speeds, even relatively small objects pack a huge amount of energy. And sure enough, that H-Bomb on Jupiter was caused by an asteroid around just 10m across! That’s 1000 times smaller than the dinosaur asteroid. 100,000 times smaller than the depicted one. The impact of an asteroid 1000km across would cause a flash so bright it would out-shine anything you see. Instead of the impact causing a tidal wave like on the painting, the light of flash itself would probably bright enough to vaporize seawater. Imagine a small, blinding bright sun burning on surface of planet Earth. Indeed, you would need to use a dark eye filter – similar to the ones used to watch solar eclipses – in order to even look at the impact and not hurt your eyes.

    Needless to say, the painting is laughable. It’s an exaggeration and underestimation at the same time. It exaggerates the size of the actual impact body while hopelessly underestimating the power of such impacts. An artist’s impressions should fuel the audience’s imagination, it shouldn’t lead it astray. It’s a pretty illustration for a Sci-Fi story. But every time I see this particular painting in a scientific article, I want to trow an asteroid on the author myself.

    Visiting Vesta

    There was no space geekout post for quite some time. So naturally, I have quite a bit of a backlog of space discoveries stored up. Here is the thing that was rocking my world for a few weeks now. We have arrived at Vesta!

    Well, not we exactly. A small space probe called Dawn did, an extraordinary little machine that uses some brand new ion propulsion technology. The above is a series of images Dawn did. The series was somewhat smoothed-out to create this amazing animation.

    Why was Dawn able to make an entire series when most other probes only get deliver individual pictures? Well because Dawn actually went into Vesta’s orbit! This is quite unusual because it is much more complicated and expensive to do. But now Dawn will stay with Vesta for quite some time and do some prime in-depth observations.

    So what is Vesta anyway? Well, it’s the second-biggest asteroid in the entire asteroid belt! It’s 530km across! It’s not an asteroid, it’s a small moon. Well, it’s an asteroid alright. But it’s a very, very big one. The biggest we have visited yet. Here is a comparison.

    Vesta

    Remember lil old Lutetia up there?

    As you can see, Vesta pretty much dwarfs all of the other asteroids, many of which we have been talking about here. But perhaps you want to compare it to something familiar. So here is how Vesta would look next to the Moon.

    Vesta 2

    Disclaimer: For illustration purposes only. Might be inaccurate. Let me know if you think it is.

    So there you go. It’s pretty much a small moon. Each of the craters you see on it is as big as an entire city. But of course, the gravity on it would be pretty negligible.

    But we aren’t landing there yet. There are much more fundamental questions about it we need to get to the bottom of first. Vesta appears to have quite some history. Especially at it’s south pole is a huge mountain. You can see it exactly in the middle of the first image. It’s probably one of the largest mountains in the Solar System and it resulted from one of the largest recorded impacts in the history of the Solar System. Something smacked Vesta real good and pretty much defined what we see today. For starters, the streaks on it’s side probably resulted from that huge impact. But even more importantly, the impact crated a whole class of smaller asteroids called the Vesta Family. They spread all over the Solar System and they still make up 6% of the Asteroid Belt. Some of them might even crashed on Earth. There is good evidence that suggest a certain type of Meteorites are debris from the Vesta impact.

    So as you can see, a lot happened on Vesta. The Asteroid had a huge impact (pun intended) on the slice of space we live in. And now we finally have eyes and ears right there where everything happened. Exciting!

    But if you think this is it, think again. Dawn will eventually leave Vesta and go on to visit Ceres – the single, biggest asteroid we know about. The only asteroid even bigger than Vesta. It’s so big even the scientist didn’t feel comfortable calling it “Asteroid”. So they called it “Dwarf Planet”. All this on the next episode of The Adventures of Starship Dawn.

    M Plus

    There are a few things that games often do “wrong” on a regular basis. One of them being fonts. Fonts have always been treated badly by computer technology. Many programmers underestimate the complexity and importance of typography. In fact, one of the things Steve Jobs mentioned as a reason for the success of the Mac was it’s early adaptation of correct Typography principles like proportionally spaced fonts. And it came to be only because Steve apparently coincidentally picked up a Calligraphy class in college.

    Games are especially problematic when it comes to fonts. They sometimes must convey a lot of information in a short amount of time, they mix animated images and text, they have to deal with a lot of dynamic content, they often have to convey the same text in different languages and above of all, they are supposed to always look aesthetically pleasing. Non-game applications can get away with things games can’t.

    So it’s super-important to have a good collection of fonts at hand. Here is something to add to that collection. The M+ Outline Fonts.

    Why is the font awesome?

    1. It’s a simple, legible sans-serif font that is NOT Helvetica.
    2. It comes in 7 weights which is a blessing if you want to use it for information design.
    3. There is a condensed variant for extra flexibility.
    4. It comes with a full set of international roman characters.
    5. It comes with a full set on Japanese characters. I like that there is a special variant to make the roman and Japanese characters look extra-similar. A lot of attention has been put into this.
    6. It’s free.

    In general it’s an elegant, highly readable, flexible font. I highly recommend it!

    In Time – First Impressions

    Time for some movie talk. I recently saw the movie In Time. Have a trailer.

    The movie was directed and written by Andrew Niccol, who also did Gattaca. And indeed I found In Time to be similar to Gattaca in many ways. Both movies have a great premise and lots of striking and memorable details. Both movies fail to follow their concepts to their ultimate conclusions and offer a half-hearted mixture of shallow truisms instead.

    The premise this time is really something special. The story takes place in a near future where people don’t age past the age of 25. To offset the growing population due to immortality, everybody has a built-in countdown timer. Once the timer runs out you die. Instead of earning money, you earn time for your timer.

    Here is where lots of fascinating details kick in. For example, you can transfer time between two people by holding hands. This opens a whole spectrum of dramatic events. There are robberies, arm wrestling gets a whole new spin and so forth…

    More importantly, radically fulfilling the “time is money” concept creates wonderfully fascinating dilemmas. What if using a bus costs more time than actually walking to you destination? How much life time is a cup of coffee worth?

    Additionally, the movie also contains some nice awkward moments that result from everybody looking as if they are 25. The story starts with an excellent scene where a mother is confused for a girlfriend.

    But once you’ve seen all the cool radical moments that result from the premise, In Time doesn’t go anywhere. In the first half, the hero goes from rags to riches and then back to being a fugitive with just minutes to spare. Once the situation stabilizes, the movie runs out of ideas. There are multiple moments in the entire plot just stalls. When there is nothing more for the hero to do. This is the point where some really unrealistic goals come in from nowhere. The hero decides he wants to “change the system” all of a sudden. The bizarre thing is that he actually succeeds. With the magic of editing the hero and the girl manage to rob super-secure banks, kindnap the most tightly protected millionaires and to totally revolutionize this constructed world. If two completely untrained people can uspet the system so much, one is left to wonder how the system was able to be stable in the first place.

    It the story-writing equivalent to a strawman argument. Create a stable, unjust system and then reveal that it actually wasn’t really stable at all.

    In case of In Time, it’s even worse since upsetting the system doesn’t really have a point. You see, there is no real advocate for the system to exist in the first place. There is nobody giving good arguments for why people have to die. Even the reason above (overpopulation) is pure conjunction on my side. The bad guy’s arguments pretty much boil down to “the system must exist… well because!”. On the other hand, the good guy’s argument boil down to “it’s not natural!”. So abolishing the system is a non-solution to a non-problem.

    One is left to wonder. How did that system come to be in the first place? Genetically engineering people this way and establishing such an invasive economy must have been a tremendous project. It’s likely to have had some pretty good reasons. But of course, you couldn’t include those in the movie since that might leave the premise open to critique. Such reasons would be perhaps even too compelling to brush aside with hollow phrases such as “it’s not natural!”.

    Of course, the entire premise might be seen as an analogy to modern economy and the 99% issue that is so prominent right now. In this case, the movie fails as well. The system in In Time seems to follow very different goals to the commercial economy. The goal of the In Time system is to systematically kill people. Which seems to suggest that they are economically completely expendable in the first place. In Commercialism, the goal is make people earn at least some money so they can keep on consuming. You need to keep them in debt and give them a job to pay off that debt so you can exploit them for labor. You don’t want to make people go completely bankrupt. Hobos are economically worthless and therefore not desirable.

    So In Time fails as a 99% analogy. Even it it was a good analogy, it wouldn’t really deliver any arguments. But that’s kinda what Gattaca was like too. It didn’t really make any statements about genetic engineering because the system it described was so artificial and contrived.

    I still feel like Gattaca came out better in one regard. It was a relatively slow movie that worked with simple, tense moments of the main hero trying to avoid getting caught. It’s a type of movie that works very well with Andrew Niccol’s style. In Time seems to go the Michael Bay route and just falls flat. None of the actions scenes really work. As a result the structural flaws that were hidden so well in Gattaca become blatantly obvious in In Time.

    So I suggest you keep your expectations low and just enjoy individual scenes. It can be an inspiring movie. There are some moments in there I already see myself referencing in the future.

    Difficulty and Choice

    I’m playing Demon’s Souls and I’m thinking about difficulty again. Why do so many people (me including) enjoy playing Demon’s Souls so much, even though it’s supposedly so difficult? It occurred to me that to some extent, Demon’s Souls is actually not really difficult. It’s a sheep in wolf’s clothes. Let me give you an example.

    reaper

    Is this is what happens to Jawas when the grow up?

    I entered a level called Adjudicator Archstone. It’s pretty much a stack of arenas filled with increasingly difficult enemies from top to bottom. I started inching my way down. I soon realized that I was in over my head. The enemies I encountered were the same as in the previous levels, but they were much more powerful. A new enemy, The Reaper was causing me some exceptional troubles. He would cause a huge army of less dangerous but annoying enemies to re-spawn over and over again. The reaper himself had a couple of spells that would kill me outright. I managed to defeat him once and opened a short-cut. But as I made my way to the arenas underneath, I encountered even more powerful enemies. I started running past them. It worked for a while. But then I ran around the corner right into the arms of another Reaper. My heart almost leaped out of my chest. Instant death. Desperate realization that 40k souls have been lost. I wouldn’t be able to recover them. This is wasn’t working at all.

    The genius of Demon’s Souls is that even though you are often back to “square one”, you are still given lots of choices to proceed at any point. In my case I had the following

    • I came to the conclusion that I just wasn’t doing any damage. Neither with my spells nor with my weapon. I looked at my stats and realized I leveled up my character too uniformly. I decided to grind the beginning of that level to increase my magic stats. My effectiveness increased steadily. So I reckoned that just in a few minutes, I would be able to proceed.

    • But in reality I was able to proceed much sooner. In just my second try, I accidentally realized that the Reaper that was giving me troubles was actually super-vulnerable to fire. So using a fire spell and slightly improved magic stats, I was able to deal with him with almost no trouble!

    • And if that wasn’t enough, I noticed that the Reaper was dropping so-called Darkmoonstones. They were EXACTLY the item I needed to upgrade my current weapon.

    So the apparent dead-end turned out to have 3 solutions. The combined effect of them completely turned the tables. On my next excursion into the lower levels, I made it to the boss in my first try and was able to defeat him. And all the time, I still had the choice to simply let it be and try one of the 4 other levels.

    Let’s contrast this with another game. I was recently also playing Sword and Sworcery. I got stuck on one of the bosses. In this game, if you die during a boss fight, you restart at the beginning of the fight with 1 health point and no way out. You are doomed to repeat the same fight over and over again until you get it right. There are healing items but they don’t get restored. So once you run out, it gets even harder because you need to defeat the boss without getting hit at all.

    Sword and Sworcery Triangle Bullshit

    Sword & Sworcery more difficult than Demon’s Souls?

    In some regard, Demon’s Souls is actually less difficult. Both games let you run against difficult challenges. But while Sword & Sworcery leaves you stranded, Demon’s Souls actually gives you a lot of choices to work a way out. It’s a game where the difficulty is anticipated and supported by the game’s systems. That’s why the game stays engaging even when you fail so frequently.

    Monster Hunter Podcast Episode 56

    This time on the Monster Hunter Podcast: Inside Krystian’s Chinstrap. We are back from a break with this blast from the past. Wie play Monster Hunter Portable 3rd HD and discuss beards.

    Get the mp3 of the episode here.
    The RSS Feed is here.
    Get us in iTunes here.
    Visit the new SocialDissonance Website!

    Enjoy!

    Harvest Mania Developer Diary #4

    After reconsidering the score calculation, I figured that the HUD I already streamlined recently must be updated again to show the relevant data, so the player can actually work towards better performance during the level.

    The final HUD?

    …and I ended up with an almost complete redesign. Again.

    Continue reading “Harvest Mania Developer Diary #4″

    About

    The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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