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Gamers are spoiled idiots

Monday, 24 May, 2010

Not all gamers. Heck, that’d be one hell of a generalisation. I’d say quite a few. A lot. A fair share. A decent chunk.

Or, to put it another way: Too many.

I was going to find the time to editorialise my views on piracy and how it’s soured the attitudes of developers towards the PC as a platform – including my own. Before I could, the excellent David Wong over at Cracked has done it for me, using the Humble Indie Bundle as a launchpad.

From the last part of his article:

That [the Humble Indie Bundle] was a bundle of DRM-free independent games that, combined, would normally sell for $80. The makers offered the bundle as a direct download to the consumer – no corporate middle men – and let customers pay whatever they wanted… If ever there was a measure of the gaming community’s sense of entitlement, this was it.

US$9.18 turned out to be the average amount people were willing to part with for to own the bundle’s five games. Not a great return on investment for the pack’s US$80 RRP, but it’s been shown before that the income produced from a “pay-what-you-want-model” is mediated by what people can afford rather than perceived value.

This isn’t why too many gamers are spoiled idiots. No, it’s the next nugget that drives the point home:

More than a quarter of the downloaders stole it outright. That’s right. More than a quarter believed that even one penny was too much to offer in return for the hundreds of hours of labor it took to create the games.

Are we talking about P2P? No, no we are not:

…This is just the people who pirated the games directly off of the game maker’s server. In other words, they intentionally used the game developers’ resources so, in addition to paying nothing, they would actually cost them additional money on bandwidth.

At least going the P2P method you’re getting it via the path of least resistance. From a purely psychological perspective, it makes sense. But to grab it from the developer’s own hardware? As Wong puts it, you’re not only depriving the creators of well-deserved income, you’re reaching into their pockets and taking what they already have.

In short: You’ve gone from idiot to full-bird dickhead.

We need to kill the mentality of developers being “The Man”; a duplicitous and intangible entity you need to boycott or steal from to convince it of the evil of its ways. Developers are people. They have families and homes. And they need to make a living, just like anyone else.

If you want to make a statement, sure, don’t buy a game. But stealing and then playing it? Can you think of anything more hypocritical?

5 Reasons It’s Still Not Cool to Admit You’re a Gamer [Cracked]

Finally, an article on the local industry… from IGN!

Thursday, 13 May, 2010

Found on IGN, penned by Patrick Kolan. The link is courtesy of Tsumea.

From the piece:

Is it possible that, while we’ve been sitting on our couches delving into the latest and greatest games from the world’s biggest developers, the Australian games industry is on the brink of collapse? A slow, secret death that is not only affecting the lives of games industry employees, but completely undermining the long-term health of the Australian game design community?

I think “game design community” is a little specific – producers, programmers and artists are losing their jobs too – and the lack of comment from any of the companies mentioned (apart from the GDAA) makes it as hard-hitting as a wet cake, but it’s a start. To be fair to Pat, when you’re working for a pulp site like IGN, finding a reason to scribe something that isn’t a game review or needlessly estatic preview can be difficult. If it isn’t R18+, the audience is apathetic at best.

All we need now is for a few more Aussie journos to take a closer look at the local industry. Why has no one interviewed Rob Murray over at Firemint about the iPhone OS 4.0 license agreement? And in the wake of the GFC, we have studios such as Halfbrick putting out quality morsels like Fruit Ninja. Surely it’s worth a bit of coverage? It broke into the USA app store’s Top 10 after all.

Honestly, the stories almost write themselves.

Zombies, coming to a Melbourne near you

Tuesday, 27 April, 2010

Ah… nothing like a zombie march to get the blood pumping. Does it really matter if it’s flowing from an exposed wound? I don’t think so.

Zombie marches are held everywhere, but Melbourne’s own undead shuffle is taking place this weekend on May 1. The horde will start at the Carlton Gardens north of the city at 1PM, and shamble its way to the metro core, bringing all the fake corpulent skin you could ever want with it. Even if the only shooting will be done with cameras, I’m sure it’ll be fun for everyone who doesn’t instantly drop a potato in their underdaks. If the photos from previous years are anything to go by, it should be a blast.

And, despite being an amateur affair, some of the makeup and effects are quite good… more than good enough to find their way into a certain zombie survival simulator…

Melbourne Zombie Shuffle 2010 [that's melbourne]

Zafehouse 2’s shiny new combat window (and mechanics)

Sunday, 28 February, 2010

It’s been a long time coming, but I’ve finally done enough work on Zafehouse 2’s second combat prototype to post a couple of screenshots.

As I mentioned in a previous update, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses firing arcs.

Entering into combat hasn’t changed – you still click on the event in the event window – and the representation of the room is similar too. The difference is that zombies are no longer shown as one large group, they’re now broken up into individual flesh-eating nasties. Weapons have also evolved, the far/close/melee profiles exchanged for variable firing arcs and shot modes. For example, the shotgun has a wide firing arc and shoots pellets in a spread, but it can only fire once per turn and has a short range. A submachine gun on the other hand has a medium firing arc and range, but you can shoot up to six bullets at one or multiple targets. Keep in mind that each bullet fired in the same turn reduces the accuracy of the shot that follows it.

Hit the jump for an additional screenshot which show projectiles in flight. Yes, I said projectiles.

Read the rest of this entry »

Zafehouse Infection: The Fan Mod

Thursday, 17 December, 2009

Zafehouse has its second user-made modification, thanks to flap on the game’s official forums.

Based on the v1.82 source code released recently, Zafehouse Infection amps up a number of features of the game, while adding a few new things for you (and I suppose, the undead) to sink your teeth into.

Version 1.0 is already up and available for play, and includes the following changes:

- Infection is now contagious, but there is a small chance to heal it.

- Weapons can be loaded automatically, and when giving a range weapon to someone, is it automatically loaded with one box.

- Barricades higher than heavy block survivors movement

- It is possible to weaken barricades to recover some supplies

- Survivors fighting alongside family members [survivors with the same surname] get an attack and defense bonus

- A survivor can only be cured once per hour.

If you’d like to help flap out, or just give his version a whirl, head over to the progress log on the forums, or check out the list of planned changes and ideas.

Zafehouse Infection V1.00 – Fan edition – Progress Log [Zafehouse forums]

Six new Zafehouse 2 screenshots

Wednesday, 16 December, 2009

If you take a gander at Zafehouse 2’s media section at the official Zafehouse website, you’ll notice a bunch of fresh screens from the latest build of the game. Combined, the shots demonstrate combat, the day/night cycle, trade window, furniture destruction and a heap of UI updates over the first gameplay video.

All the thumbnails can be clicked for larger versions, if squinting isn’t your thing, and I can assure you they want to be clicked. By you. Right now.

Zafehouse 2 – Media [Zafehouse]

Why games need textbooks

Sunday, 13 December, 2009

Because they’re funny, mostly!

Something Awful’s devout followers have mused on the prospect of a world where classic gaming concepts are awarded their own learning-orientated literature, and crafted a series of Photoshops to illustrate their findings. I found the Health Recovery one (shown here) to be among the best, though a few other gems await you in SA’s Comedy Goldmine.

Video Game High School [Something Awful]

Back To The Future Crysis mod with working DeLorean

Monday, 23 November, 2009

By far the coolest thing you’ll see all day and, most likely, all week.

Back to the Future Delorean Crysis Mod [YouTube]

Fresh, red-tinged look for Zafehouse.com

Saturday, 21 November, 2009

Yes, I decided it was finally time to give Zafehouse.com a brand new skin. It was coded in a day (phew) and uses Wordpress as a CMS, and it seems to be working fine. I have a sneaking suspicion it breaks in older version of Internet Explorer, but I’ll get round to fixing that.

For now, Firefox and Chrome love it, and that suits me just great. Go take a look!

Zafehouse [Official site]

Big Oz independent Krome sees 60 devs cut

Tuesday, 17 November, 2009

The global financial crisis continues to disembowel the Australian games development scene, with reports suggesting up to 60 employees have been cut from local stalwart Krome.

The cuts have been confirmed by Krome’s CEO Robert Walsh, in a statement to Australian Gamer:

These cuts, while incredibly difficult as they affect the co-workers we consider friends, are necessary as we position Krome for the future. We’re also actively pursuing several business opportunities which, if secured, will enable Krome to reemploy some of the staff given notice.

All three of Krome’s studios have been hit – its Brisbane presence lost 30 people, 16 are gone from Melbourne, and Adelaide is weaker by 14, according to comments on Tsumea, a networking and news site for Australian developers. If these numbers are accurate, the Adelaide studio took the brunt of the damage, relatively speaking – it’s original complement was just 36.

Krome’s titles include Transformers: Revenge of the Fallen and Star Wars: The Force Unleashed on Wii and a number of games in the Spyro series.

All the best to the employees affected. Many say the economy is well into recovery, but personally, I find it hard to see the truth of this given the current state of our industry.

The latest round of redundancies [Tsumea]
Krome Studios official statement [Australian Gamer]