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10Mar/090

Piracy and the PC gaming industry: the pirates “don’t count”

An oldie but goodie, Brad Wardell, president and CEO of Stardock Entertainment, wrote a post about his take on software piracy as it pertains to PC gaming; it stands in stark contrast to most other game developers out there.

By the way, Stardock's games don't use any copy protection, citing the reason as "Our customers make the rules, not the pirates." What a concept!

The crux of Wardell's post, I think, is this excerpt;

...I just don't count pirates in the first place.  If you're a pirate, you don't get a vote on what gets made -- or you shouldn't if the company in question is trying to make a profit.

The reason why we don't put CD copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

Oh and also:

Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.

Really makes you question the ridiculous copy-protection efforts of companies like EA. I think Wardell's post makes a heck of a lot of sense, and I encourage anyone interested in this issue to read his full post.

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5Mar/090

F.E.A.R. 2: Project Origin PC Patch Announced

F.E.A.R. 2 is a great game marred by a few annoyances. But, it's nice to see that developer Monolith is listening to its fan base by addressing the three most aggravating issues about the game (well according to me and lots of others in forums anyway):

  1. The film grain—it's OK but it'd be nice to turn it off sometimes.
  2. The head bobbing—sometimes it makes me want to barf, even more than the disturbing ending (note: spoilers abound, and the content discussed is definitely not kid-friendly).
  3. The hardest difficulty setting was more like normal or easy in other games.

The good news is that Monolith listens. They proved it with the original F.E.A.R. (8 total patches) and they're already proving it again. So hats off to them for being honest enought to admit they made a couple bad design decisions, and being willing to fix 'em. In my book, that's the best kind of public relations a company could have.

Source: ve3d.ign.com

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25Sep/086

Crysis Warhead Won’t Display 1920×1200: How to Fix

I just bought and installed Crysis Warhead via Steam. Great game, everything was running well, until one time I fired it up and 1920x1200 suddenly disappeared from the available resolutions.

The oddest part was, even editing system.cfg or game.cfg (as described here) and forcing the resolution manually through those files didn't help—the game simply would not display 1920x1200. I have a 24" Gateway monitor.

I tried uninstalling/re-installing Steam and then re-installing Warhead, deleting all my profiles and save games, and still—the highest resolution I could choose was 1920x1080. Frustrated, I trolled various forums for answers, all to no avail.

Finally, I discovered something on my own to fix it—I set the resolution in the Launch Properties of the game in Steam. Here's how I did it.

  • Go into Steam and go into the "My games" list. Right click on Crysis Warhead and choose "Properties"
  • Next click on "Set launch options..."
  • In the launch options box, type the following:
  • +r_width 1920 +r_height 1200

This corrected my problem, and now the game runs in 1920x1200 goodness. You can of course swap out any value you want in r_width and r_height, to force any resolution you want. Like if you wanted to force 1440x900, you'd use: +r_width 1440 +r_height 900

I hope this helps someone else out there alleviate some Crysis-related angst. ;) I know it was driving me nuts, so I'm glad this fix took care of it.

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1Oct/075

Bioshock, video games, and the nature of art

“I am Andrew Ryan, and I'm here to ask you a question. Is a man not entitled to the sweat of his brow? 'No!' says the man in Washington, 'It belongs to the poor.' 'No!' says the man in the Vatican, 'It belongs to God.' 'No!' says the man in Moscow, 'It belongs to everyone.' I rejected those answers; instead, I chose something different. I chose the impossible. I chose... [the underwater city] Rapture, a city where the artist would not fear the censor, where the scientist would not be bound by petty morality, Where the great would not be constrained by the small! And with the sweat of your brow, Rapture can become your city as well.”
—Andrew Ryan

Bioshock_Baby

Old news to most, new to me. I just read Roger Ebert's statement that, essentially, video games are not—and never will be—art. At least not art on the same plane as films and literature. How could one even begin to compare the artistic merit of a classic play like Hamlet to a modern video game like Bioshock? Ridiculous, right?

Actually, it's not.

Now, I wouldn't be so bold as to argue that Bioshock (or any game for that matter) is superior to classic films or literature. Rather, I'd like to express frustration with anyone who claims something can't be art, when clearly the viewing or experiencing of art is a wholly subjective experience.

The American Heritage dictionary defines art as "The conscious production or arrangement of sounds, colors, forms, movements, or other elements in a manner that affects the sense of beauty, specifically the production of the beautiful in a graphic or plastic medium" (source).

So in that sense, if I played Bioshock, which is viewed on a "medium" (a computer screen), and it invoked a sense of beauty, wouldn't it be art?

Ebert also writes, "I believe art is created by an artist. If you change it, you become the artist." His assertion here is that video games allow for players to make many decisions, thus affecting the outcome of the game. Therefore, games can't possibly be art because the artist can't "control" everything that player/viewer sees or does.

Bioshock_Piano

But I take issue with that assertion. Here's why: take a college course and read Macbeth or Hamlet or any Shakespearian work. At the end of the class, after everyone has read the play, ask each person in the class to say what it was about—you will get 30 different answers. I took several Shakespeare courses, and—in each class—nearly every student in the room experienced a different play than the next student.

Isn't that semi-ambiguous quality what makes Shakespeare so good? I mean, how many authors can weave a tale that leaves an entire classroom full of educated people coming up with dozens of interpretations of what it was about? A select few. In the same vein, Bioshock has created a world in which you feel the moral ramifications of your actions. You make choices, and those choices affect your interpretation of the experience!

Take the witches in Macbeth as an example of what I'm talking about. Were they real or a product of Macbeth and Banquo's imaginations? In this scene, Banquo asks, ""Were such things here as we do speak about?/Or have we eaten on the insane root/That takes the reason prisoner?" (I, iii., ll.83-85). Shakespeare writes his witches ambiguously enough where the reader must make a choice: are they literal witches, a vision, or...something else? That choice will then affect how he/she interprets the rest of the play. Can we blame the witches for Macbeth's madness and moral decay, or—if the witches aren't real—was he mad from the start?

Does that freedom of choice degrade Macbeth's artistic value or merit? Not at all. If anything, the freedom to interpret the play many different ways enhances its artistic value. Therefore, with Shakespeare as our "benchmark," it's safe to say that great artistic works often allow viewers/readers to view/read the same thing and walk away with entirely different experiences.

It is no different with video games.

Having played through Bioshock, I can say there were definitely times in the game where I had to stop and say, "Wow." Was it beautiful? Yes, beautifully disturbing, like when you finally confront Andrew Ryan, the game's initial antagonist. In a dark and moving scene, Ryan contemplates the difference between a man and a slave, after which he orders you to kill him. Having undergone brainwashing, your character mindlessly obeys, proving Ryan's point. The real thing that separates a man from a slave is thus: "A man chooses; a slave obeys!" (a point which he died trying to prove)

Or how about realizing that Bioshock has made you—the player—question commonly accepted video game conventions? Or how about finding humanity and compassion in the game's most vile characters? Is that not a form of artistic beauty? I could go on and on, but I would argue wholeheartedly that Bioshock is art. I wouldn't classify many games this way, but Bioshock is one of the rare gems that has ascended into the realm of gaming art.

As for you, Mr. Ebert, please don't tell the rest of us what is art and what is not. Let us decide for ourselves, thank you very much! It's fine if you don't view games as art. But art by its very nature is subjective, and it is important that viewers of all art forms are allowed to draw their own conclusions.

Bioshock_1959