Peripherals | The VidZone Network Blog

July 13, 2009

E309: Tony Hawk Ride impressions

In a nutshell:
Remember Sega’s arcade Top Skater and AirTrix? Imagine you no longer have the safety bar to hold on to and sometimes you need to bend down and “grab” the board, too.

What I played:
Two passes through an introductory street course and a 1-minute session on the vert ramp.

Like:
Responsive: I didn’t sense any delay between my inputs and action being executed on screen.

Range of movement: The board is a large enough approximation of a full-size skateboard, and the curved bottom is shaped just right so that you’re able to carve without too much effort.

Dislike:
Visuals: I know there are still months until shipping, but the graphics look like a step back from previous versions, or at least not on par with modern AAA titles. Everything is fairly brightly and evenly lit, and textures are painted broadly. In other words, it’s lacking in fine detail. I’d say it’s lit like something from last generation.

Carl @ 7:56 pm
Filed under: Games — Tags: , , , , ,

April 12, 2009

ARG without the “arrrrggghhhh”

ARG stands for “alternate reality game.”  The basis behind this is to break through the “fourth wall” of a game’s own self-contained universe into the real world.  You may have heard of ARGs with the Halo 2 “I Love Bees”promotion or EA’s short-lived life-invading Majestic.  ARGs usually take the form of a scavenger hunt where you need to scour the internet for coded information or “hack” through websites designed specifically for the game.  Sometimes you’d be directed to be at a specific payphone at a certain time to receive some information.  Majestic was known for harassing you through email, phone, fax, and IM, and would often scare those unfortunate to inadvertently receive the messages but not be in on the game. (Speaking of which, check out the Michael Douglas movie The Game.)

As you may see, the experience can be invasive, whether into someone’s personal life or some public space.  Half the fun could be the aspect of playing the role of a covert agent, and acting suspiciously in public aids in that.

But what if everyone’s in on the act?  What if the “puppetmaster” doesn’t have to worry about planting hints and clues without setting off some federal watchdog alarm? Remember what happened with Aqua Teen Hunger Force and Boston.

Kim Possible World Showcase Adventure logo

It looks like Disney is doing just that with the Kim Possible World Showcase Adventure in Epcot.  Teams are assigned a “Kimmunicator” (read: Verizon/LG cellphone) that delivers them location-aware clues for their scavenger hunt as they “roam the globe” in the World Showcase.  I’m not sure if it uses RFID or GPS, but I’m guessing the former as the device also allows you to activate certain exhibits.  There are seven different villains from the show you can chase after, and your immediate mission can change depending on what’s nearby. 

It sounds like fun and a more pro-active tour guide than the interactive Mickey Mouse dolls they’ve had for the past few years.  Between the numerous family vacations, school trips, and random trips thanks to going to college in Orlando, I’m pretty much all theme-parked-out.  But with all my years of of Epcot visits and no rush to cram in rides/attractions into a short day, I think this would be something very much worth checking out.

[ A blog post w/ pics about the attraction @disunplugged.com ]

March 13, 2009

Issues with speaking out

The big project I worked on during my time at FIEA (Florida Interactive Entertainment Academy) was a voice-controlled vehicular combat game that casts the player as the ship’s captain that we ultimately titled Zephyr: Tides of War.   (Follow that link to download and play it.  Requires WinXP, not Vista compatible.)  We were fortunate that the school believed in simulating a true working environment, down to the tools provided, so we were able to build on industry middleware including Gamebryo and Fonix VoiceIn.

I was leading the charge with voice-related design, including what commands would be available to the player as well as how the crew would respond to both your input and to things happening within the game world. One of the things we really aimed for was to make the most of using such a natural input as voice and not just make it a different way to push a button. To that extent, we labored to think of all sorts of variations and permutations of things that the player might say. For example, would the player use nautical terms like bow, stern, aft, port, starboard, etc? Or would they want to use layman’s terms like forward, back, left, right? How many ways can you say “move?” Go, forward, move, full speed ahead, set sail, etc. And of course gradations for different rates of movement or turning, etc.

I thought it would be a great opportunity to free up the player from the usual learning curve of memorizing what button does what. Look at a computer keyboard, there’s about 104 keys there, and modern video game controllers have almost 20 buttons and knobs. Who ever decided that pressing A would mean jump? It’s so arbitrary and it’s a dark art to cram in functionality onto a random mess of buttons. With voice, ideas are easily and instantly translated from thought. As long as we account for a fair amount of usual synonyms, we aimed to recognize any command by the third variation that a person might try. No tutorial would be necessary, and the software promised that no annoying individual voice-training would be needed.

Of course things never go according to plan. Despite the elaborate spreadsheets we made of various ways to say commands, the software just couldn’t process them reliably enough. One of our programmers created a tool that would run in the background while playing the game. It would listen to commands the players would issue and output a log of what command the software thought the player was saying (as cross-referenced off a database we fed to the game of phrases to look for), a numerical percentage of how close the match was, and if below a certain threshold, other phrases that sounded similar. Crushingly, our acceptable command list was chiseled down to something fairly bare-bones and far from robust.

How did this happen? Words are constructed from a collection of phonemes which dictate the individual sound components that make up a word. There’s a relatively limited set of them in any given language. So when you see spy movies like Mission Impossible, they carry a card with a pre-constructed set of sentences which contains all possible phonemes. When recorded and dissected, those phoneme samples can be fed into a vocal replicator that allows a spy to mimic someone else’s voice. Anyway, our software was tripping up and getting confused with many phrases. “Ascend” and “descend” sound like common words you should have in a game that requires you to navigate in 3D space, right? Sorry, they sound too similar. And unfortunately, if we told the computer to just make an educated guess, the two actions are direct opposites, so there’s an extremely high likelihood of the resulting action being not what was intended by the player.

As you can see above, since we had a much more finite list of commands, we put them on a slide-out bar that the player could toggle if they forgot what they could say.  It’s a shame; we were going for a more minimal and voice-based UI where the crew’s shoutings and the ship’s visual state would tell you all you would need to know intuitively.

Carl @ 2:25 am
Filed under: Games,Techniques — Tags: , , , , , ,

February 18, 2009

I’ve got too much money tied up in this single game

It’s probably because I just outright suck but even “easy” mode on Street Fighter IV is no cakewalk. About half the time, you actually have to pay attention and use proper timing to win a fight, and even when you figure out how to deal with the final boss, he’s still super-cheap. Crimson Viper is not the only design that seems to have been influenced by SNK’s games…

(Note that there are also “very easy” and “easiest” below “easy” mode.)

The $40 Mad Catz FightPad is pretty nice. The d-pad is essentially an enlarged version of the “floating circle” the standard 360 pad has, but it feels so much smoother and is less…bad. It’s smooth, and I’ve not developed a callus from the three hours I was stubbornly trying to complete a single play-through. I don’t know how people pull off SF-style circle motions (as opposed to MK-style directional taps) on the Playstation’s disjointed d-pad; seems like it’s just asking for trouble. Because it’s a circle rather than a cross, it’s crazy easy to do “shoryuken” (uppercut) motions. For example, on a cross pad (like all of Nintendo’s, Sony’s), you press forward, shift diagonally to down, and…forwardanddown, trying to find a way to bridge the gap between two different “branches” of the cross. If it’s the Playstation, that last motion is essentially two seperate buttons. With a circle, it’s forward, shift diagonally down, then rock forward again. There’s some plastic where the “down+forward” “virtual” direction is located. I feel that’s why Japanese joysticks have a square bracket. To have a circle/octagonal bracket restricts the full range of a diagonal movement.

Earlier this week, I played some Xbox Live Arcade games, and it’s a dramatic, reassuring improvement over the standard 360 d-pad. I never felt my movements in Lumines or Bomberman did anything I didn’t actually intend to. I got so caught up, I didn’t even try out Pac-Man CE yet. Then I gave the pad a go on on some old arcade games on my PC, but I had to do some awkward button remapping several times. Though the controller gives you the option to make the d-pad emulate the standard analog stick, for some reason the software wouldn’t recognize when I pressed Up. So…I had to remap everything to the “hat switch.” Many, many seperate times.

I didn’t try my old Hori Fighting Stick EX2 yet. I figure I’ll just wait until my (backordered!) MadCatz SF4 FightStick Tournament Edition arrives.

For those keeping track, that’s an $80 Collector’s Edition game, a $40 control pad, and a $150 joystick. Plus tax. Plus…additional expenses…::cough:: The controllers, due to their nature, can’t even be used on too many other games!

Carl @ 1:33 am
Filed under: Games — Tags: ,