Just finished another game visualization project, graphs of stats for the top 5000 BF4 players. It makes scatterplots for the player population of statistics like skill score vs time played, win/loss ratio vs. skill, and kill/death vs. win/loss. Lots of details in this Reddit post.
Another fun D3 project; scrape a bunch of data, cook it into a 2 megabyte CSV file, then do custom visualizations. I like the way the scatterplot came out and may re-mix it as a generic data exploration tool, a sort of GGobi lite in your web browser. Drop a CSV file into your browser window and get a simple tool for exploring it for correlations.
It’s frustrating trying to get attention for projects like this. All I know to do is post it to the relevant subreddit and hope for the up-votes, but that’s pretty random. My Reddit attempt for the LoL lag tool failed, and a site I worked about 50 hours on has had a total of a few hundred visitors after a week. Discouraging.
I just released Logs of Lag, a small project I’ve been working on. It’s a netlog analyzer for the game League of Legends. You drop a log file from the game on it and the tool gives you a nice report. Not a huge thing, but it’s been useful to me already.
The webapp is another of my line of client-heavy programs. It all runs in static files, no server needed at all, the parsing and rendering is all done in the browser. I really like this style of programming, it’s fun and interactive and easy to scale. I did end up making a simple CGI server for storing log files so that people could share reports with friends. I may yet rewrite that to just use S3 as a filestore and bypass my server entirely.
The code is on GitHub.
The indie game industry has been shifting in the past few years to a pre-funding model. Gamers pay for games before release, either via Kickstarter campaigns or by buying games in alpha release or Steam Early Access or the like. A lot of neat games have been funded this way (see: Minecraft) but I worry it’s bad for game consumers.
We’re no longer being asked to buy a game, we’re buying something completely ephemeral, the idea of a game. We hope that maybe someday the game will be released and we can play it. And we get no guarantee of a quality finished project. (See Clang, which cynically claimed their unplayable alpha tech demo counted as a game release). Games are no longer really released, they are put out as an “alpha”, then a “beta”, then laughably a “gamma”. Really, why bother even finishing a game if people will pay you for your game anyway? Avoid the whole review cycle!
The most predatory of these “buy the game that does not exist” things I’ve seen yet is Star Citizen. They have collected $44 million for a game where you fly around spaceships in a giant procedurally generated universe. Except that universe doesn’t exist and last I heard the only code you could actually run lets you look at a rendered spaceship sitting motionless in a hanger. Nevertheless, people are paying hundreds of dollars for special rare spaceships in the hopes one day they can fly them. The Star Citizen project is not a game, it’s a marketing campaign for a game. I sure hope it turns into a real game some day or a bunch of people are going to be disappointed. It’s many, many months behind schedule, to the extent there even is a schedule. Why bother shipping when you can just keep collecting money?
adapted from a Metafilter comment
Above is a graph of League of Legends viewers of the 4 LCS tournament games on Super Bowl Sunday. (I made the graph from Twitch’s published data; there are viewers on other services, but Twitch is the majority.) About 230,000 people were watching on Twitch, a typical day for LCS. The surprise is viewership peaked at 286,000 for the last game at 4pm, half an hour after the Super Bowl started. No noticeable viewer falloff at the 3:30pm kickoff either; just the usual slump after the previous match ended.
Why didn’t the Super Bowl cut into the League of Legends audience? It helped that the final game was an anticipated matchup between two of the best teams with a strong fan base. The stereotypical gamer nerd is not a sport fan, so maybe there was no conflict. On Reddit people noted that a lot of LoL fans are Europeans not interested in the Super Bowl. (There’s an enormous Asian audience too.) Some folks said they’d just watch both at the same time.
I’ve come to really enjoy watching League of Legends tournaments. It’s an enormously popular game, 27 million people play daily and 32 million (8.5M peak) watched last season’s championship. Riot Games has invested heavily in making the game into a sports event. The broadcasts are a lot of fun to watch with smart announcers, good storytelling, and exciting gameplay. I’ve generally been a skeptic that eSports would become a phenomenon but League of Legends is winning me over.
If you’ve never watched LoL before, yesterday’s TSM v C9 game was pretty good. The whole 44 minute broadcast is worth watching but here’s a 5 minute highlight reel. The game is a bit complicated but basically it’s two teams of five players fighting to control the map. Here’s an overview of the game with a lot more detail. Lots more recorded games on /r/LoLeventVoDs.
A bit of nostalgia today for Netrek, one of the best online games ever. It’s from the early 1990s and is an important game design precursor to team based online games. Also its netcode was a huge breakthrough in real time Internet gaming.
The game design is brilliant. It’s an 8v8 team game. You mostly play in the upper left window, a Spacewars-like game where you fly your spaceship around and zap other players with your phasers and torpedoes. But the real game is in the upper right, the galactic overview map. The goal is to fly to planets and take them over by beaming down armies while fighting off the enemy players. That combination of high level strategy and local tactics is a hallmark of RTS games like Starcraft, MOBA games like League of Legends, and squad FPS games like Battlefield. I’m not saying Netrek invented that whole idea (Netrek itself was based on PLATO Empire), but it took 5–10 years before mainstream games became as interesting as Netrek. There were even classes in the game, different types of spaceships for different roles.
The network code was also hugely innovative, particularly the UDP code from 1992. Back then the Internet was overloaded and slow, 56 kbit/s links were common. Andy McFadden rewrote the original TCP netcode to use UDP and suddenly the game became way more playable on congested links. The key insight is UDP lets the game client decide what to do about packet loss rather than relying on TCP retransmits. Netrek could afford to lose the occasional packet; you might not see a torpedo coming your way but then again you didn’t have to wait 3 seconds for that packet before seeing the 25 other torpedoes launched afterwards. Weirdly most contemporary games use TCP (despite drawbacks), although League of Legends at least is UDP.
Netrek partly benefitted from the great community of the academic Internet of the early 90s. I’ve run into a few old Netrek buddies in our later careers as working software people: Andy McFadden and Jeff Nelson at Google and Stephen von Worley of DataPointed. I wonder if any of the Netrek folks went on to work in the gaming industry?
Riot Games has found that in the League of Legends community, bad behavior comes mostly from people who are generally good. The problem with the LoL community isn’t that there’s a few jerks who spoil things for everyone; it’s that a lot of people act like jerks occasionally.
This factoid comes from a talk by Riot showing statistics from their player community. “Toxic” means raging during an online game, insulting and threatening other players. They use the word “toxic” because they’ve found bad behavior is contagious. One person acting badly can make other people angry, who then act badly in subsequent games. Dangerous problem.
That finding has all sorts of implications for how to stop toxic behavior in an online community. It’s not enough to just ban the jerks; good people have bad days too. Instead you have to teach the whole community what the community standards are. And quickly identify people who are having a bad day, intervene before their toxicity infects too many other people. I think it's a hopeful finding; if you can just remind people of their better nature, you can prevent a lot of bad behavior.
Two really unfortunate stories of Internet bullying over the weekend. Indie game genius Phil Fish says he’s canceling Fez II after a bunch of focussed harassment. And the Call of Duty studio director has gotten a bunch of truly disgusting invective for a game balance change. All part of the Internet’s war on creatives.
Get lost you waste of talent. Shitbag telling others to kill themselves, you dont deserve your fame, money or attention. • Hahaha get fucked you pathetic fucking blowhard Fez was shit by the way • You may have made a decent game but you are still a terrible human being.
The gaming “community” are mostly a bunch of monsters. I agree with Anil Dash that the community itself is responsible for fixing the problem.
I’ve been playing a lot of League of Legends lately, a team PvP game notorious for its toxic community. The developer Riot Games took a strong step towards solving the problem, The Tribunal, a way for the community to judge whether players violate the game’s code of good behavior. In my experience it works pretty well as a deterrent. Riot has stats showing that warnings and punishment are discouraging bad behavior.
It’s basically a community moderation system. After every game anyone can flag a player for bad behavior. Enough flags and a tribunal case (example) is created. Players randomly review cases (chat logs mostly) and vote on whether to punish. Mild penalties are automatic, severe ones are reviewed first by Riot employees.
There’s a lot more to say about the Tribunal, I hope to have some follow up blog posts. One particularly interesting aspect is that the review cases are public. Most moderation systems are private to avoid disputes but I think the open discussion makes the system more effective.
I’ve been having a grand time playing the Minecraft Feed the Beast Ultimate Pack. It’s a ginormous mod pack for Minecraft throwing together some 45–70 mods to extend Minecraft in various ways. It’s terribly complex, occasionally inconsistent, but surprisingly stable, balanced, and fun. I definitely recommend it if you like Minecraft and want to add more stuff to tinker with. I think it’d be particularly good for kids.
There’s a huge number of mods with varying degrees of documentation; part of the fun of FTB is figuring out how stuff works. The unofficial FTB wiki is a good place to start. Some of the big mods I like… BuildCraft and IndustrialCraft add machines, engines, pipes, pumps, all sorts of automation. Thaumcraft adds a beautifully designed magic system. ComputerCraft embeds a Lua scripting engine, letting you write programs for robots that mine and build structures and stuff. And Forestry adds a bunch of agricultural stuff including a crazy apiculture system of bee genetics.
If you want to play it, get the FTB Launcher and use it to install the Ultimate pack. It’s good about installing stuff in its own directory. Unfortunately Java on the Mac is a total mess; you have to set JAVA_HOME to run Java 6 and also configure the launcher to add the XX:PermSize flag when launching the game.
Proposed: Just Cause 2 is the perfect video game. I finished it soon after release, then played it through again about a year later, and am now playing it again a third time. I almost never replay old games, there’s so many new games to try. But Just Cause 2 is the perfect game when I just want to sit down with a beer for an hour and have fun blowing stuff up.
The game is a great combination of elements that all came together. Open world sandbox, fun blowing stuff up, and an amazing movement mechanic that lets you jump and fly and do all sorts of improbable stunts. The world is incredibly detailed and seamless. The rendering is fantastic, particularly the lighting. So much variety; snowy mountain towns, dense jungles, cities, the desert, it’s quite an impressive world design. And there’s a variety of emergent gameplay, particularly in the way you can make mayhem grappling things together and blowing stuff up creatively. I even like the story and voice acting: it’s not Shakespeare, but it’s certainly James Bond. And the thin veneer that somehow you’re a force for good despite the “we destroyed the village to save it” thing is hilarious. (Seriously; you blow up water towers to help The People.)
Just Cause 2 joins a few other open world games I’ve had serious fun in: Saints Row 3, Spiderman 2 (console), Crackdown 1, and Red Faction: Guerrilla. These games are all way more fun for me than any Grand Theft Auto has ever been. GTA games are amazing, particularly technically, but they are so ponderous. Just Cause 2 gets out of the way and just lets you fuck shit up. So much fun.
Article 7 of the gamer bill of rights: the player is allowed to skip the end credits after 60 seconds. Not so in Ubisoft’s Assassin’s Creed III, the recent AAA title. The end credits clock in at 18 minutes and 15 seconds, can’t be skipped, and the game doesn’t save until they’re over. Those credits are bookended by 6:35 of cutscene before and 1:45 of cutscene after, for a total of twenty-seven and a half minutes of non-interactive crap at the end of the game.
Here, watch for yourself. No spoilers starting at 19:29 unless you didn’t want to know who the poor bastard was who spent weeks testing the accuracy of the Finnish localization or that Kathleen Parent is the “Human Ressource Director (Interim)” (sic) of Ubisoft Québec.
Credit creep is growing in movies too, but at least you can walk out at the end of the film. What’s particularly offensive is if you quit out of the unskippable credits it doesn’t save, so you can’t keep playing in the after-game until you have half an hour to leave the console running. Awesome.
The game itself is only OK. It shows signs of being rushed to release; the second half of the story makes no sense for all the things cut, there’s lots of animation glitches, etc. I love the core Assassin’s Creed game mechanics but AC3 frankly has too many different things in it, none polished to be really fun. And that final cutscene is pretty lame, they failed to deliver on the grand story they set up back in 2007 with the first game. The best part of the game is the multiplayer, an entirely different game, and a subtle alternative to the Battlefield / Call of Doodie / Halo shooter franchises.