Archive for the ‘PC Games’ category

Star Citizen pyramid scheme or fraud risk

July 8, 2016

For those that had invested in this project, emotionally or financially, here is a photo record of a message between one user and Sandi and various other support ticket customer service members.

For those that don’t know the dire straits that Star Citizen is in, financially or PR wise, they can read about it here.

In short summary cap, Star Citizen was crowd funded for over 100 million, to produce a game, sometime around 2012, but has yet to make substantial product deadlines.

Why GamerGate is a pretty interesting rebel movement

April 19, 2016

The title reflects my ideas, but the video shows an internet celebrity’s views on GamerGate and SJWs.

Actually it’s about the violence in PC games

April 19, 2016

This is some additional news about violence in video and pc games. In reply to that general topic:

Most of this is about a trade war between Hollywood having a monopoly on selling violence vs video and computer games, who are Hollywood’s direct and probably superior competitor right now.

AAA games make more than many movies now a days. Certainly compared to the frequency of Paramount’s Star Trek license franchise.

They should try out Homeland and see if they can indoctrinate Americans into becoming insurgents, that would be pretty funny to simulate.

Any kind of interactive game, including the smart phone apps, are conditioning tools, designed to make weapons out of humans. For livestock, it was animal training, where the interaction was with other humans. Here, programs are written to interact with humans instead, in order to have a vast cadre to do the work, that exists only as code and info on the wireless waves.

The problem, fortunate or not, is that properly socialized humans are very difficult to condition to kill their conscience or to obey commands without question. The military uses boot training to de condition civilians, but even in WWII the effects weren’t exactly optimal. With the addition of Pavlovian training methods on the range, Vietnam and Desert Storm kill effectiveness increased, along with PTSD too.

That’s because even if you can get a human to pull the trigger on command, that doesn’t quite kill his conscience forever. It wakes up as they get older and they start remembering and doubting the justification of their orders or the results of their own actions. For warriors, the culture takes hold of it, much like Islam does. When your entire family and culture praises you for massacring enemy babies and women, it’s easy to feel good. No PTSD whatsoever there, well except for the traitors, who Islam tends to execute as apostates and homos pretty quickly.

Games are a good first step in getting a person to pull the trigger on command, but much more needs to be done to train proper death squads, terrorists, insurgents, spies, hunters, killers, warriors, and saboteurs. Hollywood doesn’t have it, nor does getting it really provide them more profit.

P.S. The title is a reference to Beamdog’s Baldur’s Gate expansion. https://www.youtube.com/watch?v=HdJYnQkhma4&ebc=ANyPxKoBG6ZQnel_663PtChRi4Y7CMeF8VP3U20hbh6zVlUNUqF2jXxyFPC3DjkTCc1XxXo0aV3I0SxrDWlJ56RPsmua5Db6FA

Here’s another interesting source. Look at the comments specifically, for a look at how game devs think of the intricacies involved.

Game Development: Inside look at the design and coding side

January 17, 2016

https://www.idlethumbs.net/designernotes/episodes/henrik-fahraeus

Pillars of Eternity releases March 26 2015

March 14, 2015

http://www.eurogamer.net/articles/2012-08-22-planescape-torment-a-podcast-post-mortem-with-the-games-makers

Some interesting back story leading up to it.

Chris Avellone’s name usually comes up in association with Planescape Torment, but I think Colin McComb contributed significantly more to the lore and the background. Chris’ idea of role playing didn’t suit the single face, single perspective of the Nameless One as it came out. If they had more resources, Avellone would have made the Nameless One more customizable so that the people can make them look like X. That is not quite the narrative people got at the end, however. I followed Avellone’s later games, and they all had a different philosophy compared to Planescape Torment rpg. I didn’t figure out why until recently.

Role play, as in putting yourself on the stage and playing a role you created for yourself is one thing. Role playing as in reading a story and putting yourself in the main character’s shoes, is something else. Planescape Torment is considered great, I suspect, because of the latter narration style, not the former.

Now back to the Pillars of Eternity summary:
http://np.reddit.com/r/Games/comments/2y6071/everything_you_need_to_know_about_obsidians/

http://denis48.deviantart.com/art/Fall-From-Grace-273711618

Fall from Grace, a party companion character in PST, is done in a reworked fan art portrait there. It shows too much skin compared to her modest and reserved personality, but highlights well her charisma and coolness. Kuudere is what the Japanese might call that personality, which they polished over several generations of media marketing. Grace also has elements of the rich girl, the higher class, hard to obtain prize, without the arrogance. Annah would be a tsundere, of course, as I wrote about in a previous write up.

https://www.youtube.com/watch?v=j8s7iveWvBs Has the companion banter dialogue. More nostalgia.

Want to see Chris Avellone interviewed with detailed design decisions?

March 10, 2015

http://www.xp4t.com/interview-with-the-devs-chris-avellone/

Human Orbit news in PC Gaming

March 1, 2015

http://humanorbit.com/blog/

I particularly thought this article they wrote was very interesting. It gave me a much better idea and impression of the company’s philosophy and outlook.

http://www.continue-play.com/feature/opinion/dev-blog-human-orbits-autelia-asks-why-isnt-the-game-industry-trying-harder/

The comment I wrote to reply to it:

Before understanding humanity, one must first understand one’s own thoughts and soul. If there is a layer of self deception or a functional desire to rationalize a behavior as being based on logic or reality, when the goal is to overcome reality, then people cannot understand human emotion, because most of the time they are fooling themselves on what it is they truly feel about things.

Obeying an authority in society is one obvious way to shortcut one’s own desires and emotional goals. If that authority is considered powerful and righteous enough, the orders from said source may be high enough to override a human’s natural conscience and heart.

For an example of art for creating and generating human emotional reactions, Japan’s Muv Luv trilogy is well known, as well as various other romantic dramas, fantasy, or science fiction hybrids in their catalog of visual novel industries. Their software does not utilize advanced rendering technology, just advanced artistic expressions and writing.

If I’m honest with myself, I know I’ve had more emotional reactions to film, literature or music than I’ve ever had in gaming. When I speak to others they often admit to similar feelings.

Many of the modern Western creations of “art” in movies and what not, are very shallow and limited by language and current practices. So long as the gaming community cannot stand to touch romance or love, they will refrain from challenging the top. The two strongest human emotions are hate and love, and without understanding or utilizing either, there’s little chance of an artistic break through. Games, being interactive, should produce higher level reactions than passive viewing or reading. In certain cult hits like Planescape Torment, that’s even true. On average, it is not.


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