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    <channel>
        <title>The Gameless Game</title>
        <link>http://www.beastwithin.org/gamelessgame/</link>
        <description>Game-related rambling from the cold north</description>
        <language>en-us</language>
        <copyright>Copyright 2008</copyright>
        <lastBuildDate>Sat, 12 Jul 2008 14:36:50 +0200</lastBuildDate>
        <generator>http://www.sixapart.com/movabletype/</generator>
        <docs>http://www.rssboard.org/rss-specification</docs>
        
        <item>
            <title>Max Payne teaser</title>
            <description><![CDATA[<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/JboQmDIdKWs&amp;hl=en&amp;fs=1" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/JboQmDIdKWs&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></object></p>

<p><i>Max Payne</i> film appears to be coming after all. The teaser is here.</p><p>My first impression of this something along the lines of "it doesn't seem to have a shred of the famous Finnish melancholy". One of the reasons I liked MP1 and MP2 was that they were depressing in a positive way - this place is f'ing <i>dark</i>, life sucks, but if you look at the stuff around you you'll also see funny things (starting, of course, from the very <i>concept</i> that the whole games are so angsty in the over-the-top way).</p><p>And, uh, the music is wrong.</p><p>Oh well, I guess I'll end up watching it anyway. And I hope <i>Payne and Redemption</i>, if it eventually comes, will do a Maxpaynesque film a bit better. =)<br /></p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/07/max-payne-teaser.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/07/max-payne-teaser.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Random Links</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Max Payne</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game films</category>
            
            <pubDate>Sat, 12 Jul 2008 14:36:50 +0200</pubDate>
        </item>
        
        <item>
            <title>Glest: Yet another random discovery</title>
            <description><![CDATA[<a href="http://www.glest.org/">Glest</a>, which I found some time ago, seems like an interesting game. The open source world could certainly use a few good real-time strategy games, especially ones with cute dragons.<br /><br />A few things seem to speak against Glest right now: While the game seems decent, it's not exactly polished what comes to the user interface. For some reason, from general playability point of view, there seems to be some sort of... well, one could call it <i>apathy</i>. I guess the game core is important, but the rest of the game user interface seems just boring. When you start the game up, you get logo and web site URL. Yawn. Boring fonts. Loading screen is one of those "technical" kinds where boring-font text shows that boring files are being slowly heaved into the computer memory from the disk. Compare this to, say, <a href="http://www.wesnoth.org/">Wesnoth</a>: Thrilling title screens! Nice buttons all around! Progress bars, while a bit boring, aren't aesthetically dubious, and you don't need to suffer from filenameitis.<br /><br />Another is that it doesn't really run on the old comp with GeForce 2 MX. And Mac install is... well, really difficult - it's not an .app you can drag to the Applications and remove by dragging it to trash, like Wesnoth - I hate games that have to be scrubbed.<br /><br />But aside of technical problems, I really hope all of the best for the developers - it certainly looks like a promising game.<br /> ]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/07/glest-yet-another-random-disco.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/07/glest-yet-another-random-disco.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Random Links</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Battle for Wesnoth</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Glest</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">RTSes</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">strategy games</category>
            
            <pubDate>Sun, 06 Jul 2008 12:54:16 +0200</pubDate>
        </item>
        
        <item>
            <title>Oblivion Mods: The Obligatory Random Look at Favourites</title>
            <description><![CDATA[<p>A lot of people have published a &#8220;my favourite mods for game X&#8221; list. I&#8217;m being innovative by, uh, not really doing anything particularly interesting in addition. This is, simply put, just a bunch of really mods for <em>The Elder Scrolls IV: Oblivion</em>. For some of the initial footwork, I have to thank <a href="http://www.pelit.fi/">Pelit magazine</a>, but I basically picked my favourite ones and looked at some latter mods. Besides, they specifically excluded mods that just improve the graphics &#8212; games that strive to be experiences, graphics are important. This post is primarily a &#8220;list of Cool Stuff I&#8217;ve downloaded, in case I need to remember all that again&#8221; - so it could be later supplemented&#8230;</p>
]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/06/oblivion-mods-the-obligatory-r.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/06/oblivion-mods-the-obligatory-r.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Random Links</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls IV: Oblivion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">mods</category>
            
            <pubDate>Sun, 29 Jun 2008 18:34:43 +0200</pubDate>
        </item>
        
        <item>
            <title>Sad Affair of the Limbo of the Lost</title>
            <description><![CDATA[<i>Limbo of the Lost</i> is one of those game releases that confuse the heck out of me. How should I react?<br /><br />I've seen <a href="http://www.justadventure.com/reviews/LimboOfTheLost/LotL.shtm">the review</a>, and it looks like an interesting little game - the creators had a decent enough concept to start from, and it looks at least some things were pulled off properly. <a href="http://www.youtube.com/watch?v=mFVcqDfJKZo">The trailer</a> was a bit cheesy but it had its good moments - a bit funniness, very cute cerberi (or how the hell you pluralise those)... and both good and <i>very</i> <i>very</i> bad animation and voice acting. A typical indie production, it seems, based on a freeware engine and tons of additional tweaking... I'm more of a RPG guy and not really an adventure game person (for <a href="http://www.oldmanmurray.com/features/77.html">a good reason</a>), though I've enjoyed <a href="http://en.wikipedia.org/wiki/Ace_Attorney">a few adventure games a lot</a>.<br /><br />But <i>then</i>, it turns out most of that tons of art assets have been blatantly ripped off from many games; <a href="http://www.gameplasma.com/limbo_of_the_lost_or_oblivion/"><i>The Elder Scrolls IV: Oblivion</i> rip-offs</a> are probably the most blatant, and I was alerted through the TTLG forums where people obviously paid most attention to <i>Thief: Deadly Shadows</i> rip-offs... and all of this is just the tip of the iceberg, because there's <a href="http://www.neogaf.com/forum/showthread.php?t=310683">a giant huge big pile of this stuff</a>.<br /><br />I have to say I'm a bit confused, because in theory, I'm on the side of small developers and the game as a concept seems interesting. But on the other hand, ripping off assets from other games is not good, especially if it's a massive gigantic wholesale ripoff like what's been happening here. I have to apologise for working a "modern game development trends suck" angle to this thing, but I have to say that if the game had been published with, er, less impressive graphics that had been 100% homespun, this crisis would have been averted. But now, someone absolutely felt we need Leet Modern Graffix... and because the developers couldn't control themselves, we have a mess in our hands. What I'm trying to say is this: Yes, it's really awful that expectations about modern games are so high that independent developers have difficult time creating stuff that impresses modern gamer crowd. But I'm also saying this: if you feel the same, just screw the demographics and make the best-looking, best-sounding game that you can make with the available resources - copyright infringement will only make you the laughingstock and get you in trouble.<br /><br />A sad affair, this one...<br />]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/06/sad-affair-of-the-limbo-of-the.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/06/sad-affair-of-the-limbo-of-the.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Observations</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls IV: Oblivion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief: Deadly Shadows</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">adventure games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">copyright infringement</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">independent games</category>
            
            <pubDate>Sun, 15 Jun 2008 18:58:22 +0200</pubDate>
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        <item>
            <title>My Favourite Levels: Life of the Party</title>
            <description><![CDATA[<i>Life of the Party</i> is the tenth level of Looking Glass Studios' <i>Thief II: The Metal Age</i>.<br /><br />The level is just about perfect in two respects. First of all, it's a great example of how <i>Thief</i> series gameplay works, and is an example of an outstandingly put-together level that has tons of goodness. The level has everything that makes <i>Thief</i> great: <a href="http://www.youtube.com/watch?v=suydUkhCWkM">Humorous dialogues between guards</a> and other NPCs, lots of nooks and crannies to explore, lots of stuff to steal, and interesting architecture...<br /><br />Secondly, it's almost an iconic example of a genre. If you wanted to make a game about thieves in a mediaeval fantasy world, Life of the Party is just about the greatest example of how to do it. Thieves dancing through the rooftops!...<br />]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/06/my-favourite-levels-life-of-th.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/06/my-favourite-levels-life-of-th.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Memoirs</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Observations</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">My Favourite Levels</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief II: The Metal Age</category>
            
            <pubDate>Thu, 05 Jun 2008 12:14:00 +0200</pubDate>
        </item>
        
        <item>
            <title>I sneaked. Thief: The Dark Project</title>
            <description><![CDATA[Okay - so what I have done lately? I have been playing the game that is probably right up in the somewhat shortish list of "games I absolutely felt I <i>had</i> to beat."<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/thief1-completed.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/thief1-completed.html','popup','width=640,height=480,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/thief1-completed-thumb-200x150.jpg" alt="thief1-completed.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="150" width="200" /></a></span>

<p><i>Thief: The Dark Project</i>, which I started playing late last year and finally beat yesterday for the first time - probably the first game I've started playing <i>and</i> completed in Wine - has been an extremely intense experience. It has had everything: cute lizards, Tombraideresque lost cities, verily hammerething fanatics, weird ratpeople, things that go *GONK* in the night, mysteriously disappearing piles of treasure, strange feeling that everything in this game has been made on purpose, gothic darkess, sheer horror, strange feeling that everything in this game makes sense for some reason, fumbling, humour, and...</p>...well, let me put it this way: This game is art. Usually, when people say some game is a work of pure art it means it's hard like hell. I think great artful games should not be just amazing and finely crafted, but fun too. Thief is certainly not amazing by today's standards - heck, to release a game with Quake's graphic details in 1998 was pretty weird, probably - but all things considered, this game has great atmosphere and even greater soundscapes. But the cool thing is, it's probably playable by a layman. I had great fun at the normal skill level; I think I'll have a blast at the higher skill level next!<br /><br />But before that, <i>Deus Ex</i>. =)<br />]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/04/i-sneaked-thief-the-dark-proje.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/04/i-sneaked-thief-the-dark-proje.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Game Diary</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Thief: The Dark Project</category>
            
            <pubDate>Tue, 29 Apr 2008 20:58:14 +0200</pubDate>
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        <item>
            <title>Yes, yet another blogware.</title>
            <description><![CDATA[Yup, I switched <i>again</i>. In other words, here we are, switched from Hobix to Movable Type Open
Source. <strike>Third</strike> (God my memory is leaky) FOURTH blogware (Blosxom, Typo, Hobix and now MTOS) - hopefully the last blogware ever, too.<br /><br />I hope having an unified web access to multiple blogs on same host will make me much more productive. You can also comment again - not that any people were commenting before, but now you really can. =)<br /><br />Too bad I lost all of the tags in the process - not that tags were even documented in the MT export format docs in the first place. Oh well, at least it's pretty easy to edit this stuff retrospectively...<br /> ]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/04/yes-yet-another-blogware.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/04/yes-yet-another-blogware.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Sitenews</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">blogging</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">site news</category>
            
            <pubDate>Tue, 29 Apr 2008 19:48:17 +0200</pubDate>
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        <item>
            <title>Taxidermied Wolf</title>
            <description><![CDATA[<p>An amusing bug in <em>The Elder Scrolls IV: Oblivion</em>.</p>


	<p>I wasn't happy that when I first visited Kvatch, a wolf had followed me and proceeded to attack the people encamped outside the city. The people killed the wolf effortlessly. A very sad affair indeed.</p>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/oblivion-taxidermied-wolf-dead.jpg"><img alt="oblivion-taxidermied-wolf-dead.jpg" src="http://www.beastwithin.org/gamelessgame/images/oblivion-taxidermied-wolf-dead-thumb-400x257.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="257" width="400" /></a></span>


	<p>However, when I later visited the camp, the bored villagers had apparently taxidermied the wolf:</p>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="oblivion-taxidermied-wolf-standing.jpg" src="http://www.beastwithin.org/gamelessgame/images/oblivion-taxidermied-wolf-standing.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="258" width="273" /></span>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/oblivion-taxidermied-wolf-side.jpg"><img alt="oblivion-taxidermied-wolf-side.jpg" src="http://www.beastwithin.org/gamelessgame/images/oblivion-taxidermied-wolf-side-thumb-300x193.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="193" width="300" /></a></span><p>The thing still acts like a dead wolf, but at least it is now standing! How goo-ood that the sad-looking wolf corpse wasn't just left lying there!</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2008/03/taxidermied-wolf.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2008/03/taxidermied-wolf.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Funny Bugs</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls IV: Oblivion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">animals</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">glitch</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">wolves in games</category>
            
            <pubDate>Thu, 20 Mar 2008 14:46:39 +0200</pubDate>
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        <item>
            <title>Falling apart, but holding together</title>
            <description><![CDATA[<p>Once upon a time, there was this game company called Loki Games. They made some nice Linux ports of games and then went bankrupt. Luckily, most of the games still work.</p>


	<p>However, I got this weird idea today: Does <em>Sid Meier's Alpha Centauri</em> really need the CD? Well, I went and uninstalled the game, reinstalled, and after some patching, turns out that if I install the whole 600-whatever-megabytes of stuff, yes, the game works just nice and doesn't need a CD at all.</p>


	<p>The patch following the reinstall fails spectacularly, however:</p>


	<p><tt>loki_patch: dynamic-link.h:57: elf_get_dynamic_info: Assert-makro "! "bad dynamic tag"" ei pidä paikkaansa.</tt></p>


	<p>Soooo... the program used by the patcher uses a dog-ancient tricks or something. The patch is just a mysterious executable full of binary crap? Are we doomed?</p>


	<p>Well, no...</p>


	<p>Stripping away the first few lines of the <tt>smac-6.0a-x86.run</tt> file, it turns out the file itself is just a .tar.gz file. Blowing that away, I get a small bunch of files: a few shell scripts, a file called <tt>patch.dat</tt> and what seem to be replacement files. The replacement files turn out to be in "xdelta" format. The <tt>patch.dat</tt> file is straightforward: Just look at the file name, old <span class="caps">MD5</span> checksum, new file's <span class="caps">MD5</span> checksum, run the xdelta, compare the checksums with patch.dat just to see if it went right, and move the new file over the old file. Tadah!</p>


	<p>Still, I'd prefer something a bit easier next time...</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/11/falling-apart-but-holding-toge.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/11/falling-apart-but-holding-toge.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Tech</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Linux</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Loki Software</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Sid Meier&apos;s Alpha Centauri</category>
            
            <pubDate>Wed, 14 Nov 2007 01:46:41 +0200</pubDate>
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            <title>Voiced dialogue makes modding hard... not interesting?</title>
            <description><![CDATA[<p><em>(Warning: This post is hardly groundbreaking or newly-insightful in nature. I'm definitely late in the party; yes, it's taken this far until the Oblivion modding tools work reliably for me in Linux. =)</em></p>


	<p>In May, I rambled about how this newfangled need to do physics modelling makes games sometimes less intuitive.</p>


	<p>Now, I might go ahead and ramble how new more advanced game technology makes modding harder.</p>


	<p>When creating newfangled adventures in most games, creating talking animals has traditionally been extremely easy if you have the modding tools. Just plop a copy of a creature to the game, make the thing non-hostile if necessary, and add a dialogue. Right? That's how it works in <em>Neverwinter Nights</em>, at least, and from what I know, in most older games. Sometimes the "copy of a creature" entails some extra work, but it should be doable, right?</p>


	<p>Wellll... <em>The Elder Scrolls IV: Oblivion</em> respectfully disagrees. You see, in <em>Oblivion</em> there's difference between "creatures" and "NPCs". The biggest difference, of course, is that <em>creatures cannot engage in dialogue</em>.</p>


	<p>So we're deep in the "'copy of a creature' entails some extra work" territory: In theory, we should be able to copy the meshes, stats, stuff, etc to a new <span class="caps">NPC</span>. Not so! No! Apparently, you need to do <a href="http://cs.elderscrolls.com/constwiki/index.php/Talking_Creatures%3F">some odd extra legwork</a> to make the creatures talkable.</p>


	<p>And when you really think of it, what's the big reason for not allowing this at engine level, right out of the box? Why, the new improved dialogue system, of course, the facial animation system in particular. So, the engine designers went for a trade-off: Talking things need to be redesigned to use the new improved system, while non-talking things can use the old boring way of doing things, which needs less overhead.</p>


	<p>No talking mudcrabs here...</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/11/voiced-dialogue-makes-modding.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/11/voiced-dialogue-makes-modding.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Observations</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls IV: Oblivion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">mods</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">sound</category>
            
            <pubDate>Mon, 05 Nov 2007 00:05:18 +0200</pubDate>
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        <item>
            <title>Cute animal concept</title>
            <description><![CDATA[<p>Yay, a lot of Windows games work really nicely in Wine these days. I've even got <em><span class="caps">TES4</span>: Oblivion</em> to work. That's got to count for something.</p>


	<p>Anyway, here's the absolute <em>cutest</em> thing that has happened in my new-found Wine gaming so far, in <em>Diablo II</em> (with the expansion). I feel <em>compelled</em> to tell about this.</p>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="diablo2-wolfheadofselfrepair.jpg" src="http://www.beastwithin.org/gamelessgame/images/diablo2-wolfheadofselfrepair.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="329" width="426" /></span>


	<p>Yep: "Wolf Head of Self-Repair". This is just about the cutest animal-related concept I've seen lately. Wolf heads! That self-repair! Awww! Even though I'm playing this game as a boring amazon, I swear I keep this cute Wolf Head of Self-Repair in my stash until the very bitter end. =)</p>


	<p>Awww. I can't stop thinking of that thing. Wolf Head of Self-Repair. Awww.</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/09/cute-animal-concept.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/09/cute-animal-concept.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Crazy Screenshots</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Diablo II</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">cuteness</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">wolves in games</category>
            
            <pubDate>Sat, 29 Sep 2007 19:16:38 +0200</pubDate>
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        <item>
            <title>Physics makes games hard... and interesting</title>
            <description><![CDATA[<p><em>Note: May have <strong>spoilers</strong> on Tomb Raider Legend.</em></p>


	<p>The only <em>Tomb Raider</em> game I've actually beaten was the first one. Now, I'm struggling with the newest incarnation, the GameCube version of <em>Tomb Raider Legend</em>. I'm having fun.</p>


	<p>There's one big problem with the game, though. Modern world has its bad sides.</p>


	<p>The biggest difference between the first <em>Tomb Raider</em> and <em>Legend</em> is that nowadays, physics seem to actually work. On the first level I ran into a physics-related problem: How to get a block from a pit to the upper level? There's a nice new swing that I was supposed to use; I can use it to make blocks fly. Just drag it on the other end of the swing and jump on it.</p>


	<p>Hm... maybe it' has something to do with stacking the boxes atop one another?</p>


	<p>Yep - position the boxes carefully, run to the end of the swing, and ta-dah, you have two stacked boxes. With careful tweaking, I could use it to scale the wall.</p>


	<p>Except that I couldn't do anything when I got up to the wall. Hmm.</p>


	<p>Turns out the physics problem is a bit different: I'm supposed to drag the box on the other end of the swing, jump on the other end from height, thus sending the box flying in a nice big arc to the upper level.</p>


	<p>And herein lies the problem: Back in the day, the game was, uh, gamelike. Nowadays, with physics modelling, the options are a bit <em>too</em> limitless.</p>


	<p>In <span class="caps">TR1</span> the choices were appropriately limited: If you couldn't drag a box to some place, it's pretty clear that it is not used in that place. However, with a little bit of painstaking effort, in this game, you can take the boxes to a weird location where they can be of remote use. So the problem, from a game design point of view, becomes this: how to give the player some leeway and make the world seem real and without arbitrary barriers, yet make the game "gamelike" enough that they will figure it out easily?</p>


	<p>Just a random thought...</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/05/physics-makes-games-hard-and-i.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/05/physics-makes-games-hard-and-i.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Observations</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Tomb Raider</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Tomb Raider Legend</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">mods</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">physics</category>
            
            <pubDate>Thu, 24 May 2007 14:31:14 +0200</pubDate>
        </item>
        
        <item>
            <title>In Wine Invigoritytas</title>
            <description><![CDATA[<p>I really haven't been paying a lot of attention on <a href="http://www.winehq.org/">Wine</a>. I certainly didn't expect to get actually <em>gaming</em> on Wine any day soon, at least without some serious "install this native <span class="caps">DLL</span>, hack this file, go to hell" headachery. I was under the impression that all serious work on Wine was done by companies like Transgaming and Codeweavers who had the Only Actually Working Commercial Wine Branch, while the open source project was languishing. And I'm <em>not</em> touching Cedega. Never.</p>


	<p>Well, seems like I was so very wrong. Lately, people have been saying that stock Wine is actually much better and good enough for most people. So, um, I installed Debian's Wine 0.9.31 (the latest they have - .35 is out), and tried installing <em>The Elder Scrolls <span class="caps">III</span>: Morrowind.</em> Followed the instructions online to delete the Music folder.</p>


	<p>Okay, it didn't work. Then I noted it tried to create near-empty Morrowind.ini in the current working directory. Scratched head, concluded that I had ran into this problem before. Tried launching the game from the correct working directory.</p>


	<p>A bit of messing around, and... okay, a random appropriate <em>Nehahra</em> quote: <em>"I've got one word for you guys. Boom."</em></p>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/wine-morrowind1.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/wine-morrowind1.html','popup','width=1280,height=1024,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/wine-morrowind1-thumb-200x160.jpg" alt="wine-morrowind1.jpg" class="mt-image-none" style="" height="160" width="200" /></a></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/wine-morrowind2.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/wine-morrowind2.html','popup','width=1280,height=1024,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/wine-morrowind2-thumb-200x160.jpg" alt="wine-morrowind2.jpg" class="mt-image-none" style="" height="160" width="200" /></a></span>


	<p>The minimap doesn't work, the intro vid and some speech are choppy (something about lacking sound buffer underrun detection or something). The game crashes right as I try to read the papers that were handed by the clerk guy. Shadows get rendered pure white, so I had to turn them off. But the point is: <strong>Holy cow, it actually runs and I can play it.</strong> Kind of.</p>


	<p>And note: This is <em>stock Wine</em>. That is to say, <em>no native Windows <span class="caps">DLL</span> hacks whatsoever.</em> No Microsoft magic. Just Wine magic.</p>


	<p>And apparently, people have figured out a way to get <em>Oblivion</em> run! Guess what goes to my games-to-try list soon. Oooh! And <em><span class="caps">NWN</span></em> toolset! Perhaps I could get that running! Oooh, the possibilities are limitless.</p>


	<p>But oh boy oh boy, what have we here?</p>


	<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-play.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-play.html','popup','width=1280,height=1024,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-play-thumb-200x160.jpg" alt="wine-maxpayne2-play.jpg" class="mt-image-none" style="" height="160" width="200" /></a></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-load.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-load.html','popup','width=1280,height=1024,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-load-thumb-200x160.jpg" alt="wine-maxpayne2-load.jpg" class="mt-image-none" style="" height="160" width="200" /></a></span>


	<p><em>Max Payne 2</em> runs almost perfectly! Slight sound quality issues, and one slight image bug. Though, I'm not sure if it showed up when I cranked up the quality levels, maybe it disappears when I crank them down again. I experienced what I call the "giant elevator effect": People behind doors appear to get in a giant "elevator", which "comes down" when I get closer to the door or face sideways to it. It probably has something to do with the way the engine renders different rooms. So far, this oddity has not really impeded the gameplay though, and the game works <em>amazingly</em> well.</p>


	<p></p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-quit.html" onclick="window.open('http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-quit.html','popup','width=1280,height=1024,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.beastwithin.org/gamelessgame/images/wine-maxpayne2-quit-thumb-200x160.jpg" alt="wine-maxpayne2-quit.jpg" class="mt-image-none" style="" height="160" width="200" /></a></span>


	<p>I have to continue. For some reason, I feel extremely invigorated now that I have an actually working games and stuff. The future is bright!</p><div><br /></div><div><br /></div>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/04/in-wine-invigoritytas.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/04/in-wine-invigoritytas.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Crazy Screenshots</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Max Payne</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Max Payne 2</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Elder Scrolls III: Morrowind</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Wine</category>
            
            <pubDate>Sat, 21 Apr 2007 19:36:13 +0200</pubDate>
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        <item>
            <title>Forgive me, for I&apos;ve sinned</title>
            <description><![CDATA[<p>I have a peculiar eye for pity.</p>


	<p>For some reason, I feel there is nothing sadder than the fact that some people take pains to produce something beautiful... and then, some little-minded ungrateful person decides to proverbially flatten the thing completely.</p>


	<p>It was only last week when I got my copy of <em>The Legend of Zelda: Twilight Princess</em> for GameCube. Now, I'm already nearing the end of the game. I've enjoyed the game a great deal.</p>


	<p>But there was one big issue that put a great big dent in my enjoyment.</p>


	<p>Basically, The City in the Sky had one big design flaw that's rather common in modern games. I was banging my head on the wall: I knew exactly what to do next to proceed, but I had no idea how to do it in the game. My day was growing long, I had almost finished the game without any spoilers at all, and now I was here and had spent good five hours trying to figure out how the hell to proceed.</p>


	<p>In the end, I had all the information in my head. I just couldn't connect them.</p>


	<p><strong>(SPOILERS <span class="caps">IN THE FOLLOWING</span>)</strong></p>


	<p>Basically, just before the end of the level, there's this disco-ball you need to latch on using clawshots. The thing is too high to reach from the floor. <em>Just</em> too high.</p>


	<p>I had arrived to some logical conclusions <span class="caps">BEFORE</span> looking at the FAQs:</p>


	<ol>
	<li>To get to the north tower, I had to activate the giant big fan on the main structure. It just sat there, and the turning panes on the way leading to the north weren't turning, and the turning panes could be climbed on but it was impossible to get to the north tower that way.</li>
		<li>There's no obvious way to start the thing on the way leading to the north tower. It had to be elsewhere.</li>
		<li>The fact that the fan on the ceiling of the main room can be turned off has to be significant, and the fact that there's a clawshotable wine going to the second floor is significant.</li>
		<li>There's no obvious way to turn the thing on the main floor, apart of the disco-ball which I hadn't tried because I couldn't get to the disco ball.</li>
	</ol>


	<p>I tried everything: Figuring out how to get on top of the nearest colums by jumping from the above using the birdmen. (Aggravating - the birdmen move and are always out of the clawshot range). Tried hanging from all possible places to get somewhere to the clawshot range. Tried scouring all places. I tried crossing the north way without making the panes turn. Tried hopping on top of the walkway from the roofs of the main building, which was a bit far-fetched.</p>


	<p>The <span class="caps">FAQ</span> explained the lead on point 4 was the key: The idea was to latch on the grating on the room above the fan, lower down, then clawshot to the ball on the roof of the main room.</p>


	<p>In retrospect I had ignored one major clue: The room above the fan had grating ceiling that I had not used before, and using clawshot to hang from there was, at this point, still counterintuitive...</p>


	<p><strong>(END <span class="caps">SPOILERS</span>)</strong></p>


	<p>So what went wrong? Basically, there was not enough clues, and some of the ones that were present were misleading.</p>


	<p>Now I hate myself for reading the <span class="caps">FAQ</span> and not trying hard enough. I hate myself for getting annoyed at the whole map and cursing the creators of the level to the third generation. I hate myself for hating the concept of the level - if there's one thing I dislike in games, it's the "crumbling floor" or "no floor" levels. I hate myself for letting anger take better of me.</p>


	<p>I should have rested. I should have went to some forum and ask "am I on the right track with this?" Because that's another flaw of this game, and modern games in general, and heck, all game FAQs in general: Lack of InvisiClues-like approach to hints, lack of some protocol through which I could get information on how to get forward without getting the complete solution.</p>


	<p>I also hate myself for having to rationalise this. Or do I need to? <em>Should</em> I hate myself for saying "Well, it's not bad, I would have figured it out in 5 more hours"? Do I need to get over the "GAMEFAQS = <span class="caps">DEATH</span>" line of thinking? Should all Serious Gamers™ accept "okay, you're allowed to look up a spoiler from the FAQs <em>once</em>, and it's not that bad"? Do I set my bar of seriousness too high?</p>


	<p>It also brings me to the point of this article: The folks at Nintendo made an <strong>interesting</strong> level. I hate myself for hating them for making it aggravating at times. It's a fine dungeon. I should be grateful for them for making such a nice dungeon and putting a lot of thought to that.</p>


	<p>So what do I think of the game? At first, I was thinking of calling it better than <em>Ocarina of Time</em>, but because the end dungeons seem to be considerably more aggravating than the ones in <em>OoT</em> and <em>The Wind Waker</em>, I'm not so sure. I'm not saying the game is fun; it's just <em>spectacularly</em> frustrating when you're <em>not</em> moving forward. At least in <span class="caps">TWW</span>, you could roll around in circles and hope things would get better (okay, I also had the walkthrough at hand for <span class="caps">TWW</span>, but I mostly consulted it for locations of the heart pieces). Here, on the other hand...</p>


	<p>And what do I do now? Well, I'll finish the game <span class="caps">WITHOUT</span> any spoilers at all. My enthusiasm is gone the way it is now, but I hope I'll regain it. I just hate it that there's so few games I've finished without any spoilers; <em>Max Payne</em> comes in mind, as does (within recent years) <em>Phoenix Wright: Ace Attourney</em>, <em>Star Fox Adventures</em>... and I think I haven't looked at plot spoilers for <em>Baten Kaitos</em> yet, though I did look at the card descriptions and checked that yes, there's Lupus constellation in the game.</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/03/forgive-me-for-ive-sinned.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/03/forgive-me-for-ive-sinned.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Game Diary</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Legend of Zelda</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">The Legend of Zelda: Twilight Princess</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">hints</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">walkthroughs</category>
            
            <pubDate>Sat, 31 Mar 2007 14:54:09 +0200</pubDate>
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            <title>The Great Annoying Columbine Paranoia</title>
            <description><![CDATA[<p>Lately, the <a href="http://www.columbinegame.com/"><em>Super Columbine Massacre <span class="caps">RPG</span>!</em></a> has been up on the desk again - most recently because it was kicked out of an independent game competition.</p>


	<p>I could have sworn I wrote something about this earlier, but it appears I didn't. So, here's a few words.</p>


	<p>I played about half of the game (up to the point it became actually hard), and all I can say it is that it's not a great game technically... but it's the thought that counts, and that's definitely what makes it tick.</p>


	<p>I'm <em>not</em> objecting to the subject matter. A "proper" game about Columbine massacre would be interesting. The only thing that made me squeamish was the fact that the player characters were the two killers. If this would have been a game about  some innocent bystanders with the same recounting of what happened in the fateful day, it would be a real big praised classic by now.</p>


	<p>People objected to be placed to the role of the killers. My "Ordinary Human Being" verdict is that I didn't enjoy the school shooting part - I found the technical execution amusing, the combat system was funny when applied the way it was applied, but the actual <em>massacre</em> part of it was just grotesque - and it didn't really work as far as gameplay was concerned either.</p>


	<p>However, it proved that Columbine massacre could be treated in a medium. It also proved that such a difficult subject matter could be discussed in a game.</p>


	<p>It was also an extremely touching game. It was an odd thing to see those cartoony people killing or getting killed... and then, all of sudden, the two killers kill themselves <em>and the game goes photographic.</em> You could almost say "So, you thought those two were cutesy pixely manga characters who were killing other cutesy pixely manga characters? Nope, they were <em>real people</em>. I'm telling a tale about <em>real events</em>. <em>Horrific</em> real events."</p>


	<p>The game made a great point, right then and there.</p>


	<p>Games are a serious medium. This game proves that games can be thought-provoking one way or another.</p>


	<p>And, of course, it also proves that people are uncomfortable with fiction where the protagonist is the villain. I've been irked by that for a long time. This game was not weird in that respect.</p>


	<p>Perhaps one day people are making a game that tells another side of the story, from the point of view of the victims and how they overcame the situation. I'm sure people would have less problems with that sort of treatment of this difficult subject - after all, that's how the issue has frequently been discussed of...</p>]]></description>
            <link>http://www.beastwithin.org/gamelessgame/2007/01/the-great-annoying-columbine-p.html</link>
            <guid>http://www.beastwithin.org/gamelessgame/2007/01/the-great-annoying-columbine-p.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Anti-game Loons</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Super Columbine Massacre RPG!</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">anti-game sentiment</category>
            
            <pubDate>Thu, 18 Jan 2007 21:38:55 +0200</pubDate>
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