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		<title>I have the Princess</title>
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		<title>Crafting relationships in-game</title>
		<link>http://ihavetheprincess.wordpress.com/2009/05/11/crafting-relationships-in-game/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/05/11/crafting-relationships-in-game/#comments</comments>
		<pubDate>Mon, 11 May 2009 07:13:38 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[gtaIV]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=686</guid>
		<description><![CDATA[The video game industry is at a point of creative growth. Games like Grand Theft Auto 4, Fallout 3 and Farcry 2 have pushed the barriers of what games can achieve as far as creating a living world and the people that inhabit it. But these games are really just the beginning, merely the foundation [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=686&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The video game industry is at a point of creative growth. Games like Grand Theft Auto 4, Fallout 3 and Farcry 2 have pushed the barriers of what games can achieve as far as creating a living world and the people that inhabit it. But these games are really just the beginning, merely the foundation for the next big thing. It’s only a matter of time before a game is released that brings it all to the table, a game that immerses the player in the world, it’s characters and it’s narrative in an unprecedented way. </p>
<p>There is no <em>right</em> way to reach this lofty goal, and each developer aspires to their own ideal on how this should be achieved. There are numerous hurdles to overcome, some of which will require a dramatic rethink of the core mechanics we take for granted.</p>
<p>We’re in the midst of a video game arms race as developers push forward to realise this vision.</p>
<p>One issue at the forefront of my mind that must be overcome is crafting and reinforcing meaningful relationships between the player and in-game characters.</p>
<p>Grand Theft Auto 4 introduces each character and we follow their interaction with Niko. Some of these relationships last forever, some end at point blank range. My point is, there isn’t a single throwaway character in the game. As for the ones that appear to be, well we’re simply seeing the bookend of their story. It’s obvious Rockstar have gone to effort to really introduce each character as a meaningful addition and allot the player the greatest opportunity to connect, no matter how brief a role the character may play. From a narrative standpoint Rockstar have achieved their goal, but believable characters alone are not enough to create a meaningful connection with the player.</p>
<p>So how do we create a meaningful connection between two people? Well, the best place to start looking for clues is our own world.</p>
<p> In our daily lives, we surround ourselves with the people we care about, because the people we care about add something to our lives. But what exactly do they add? Friendship, company, love? What are these things and how do we define them; how do you translate love into 0s and 1s?</p>
<p>Follow along as I define some things I know about relationships.</p>
<ul>
<li>When you meet someone you begin a relationship.</li>
<li>The more you interact with that person, the greater impact they have on your life.</li>
<li>When you lose someone you care about, you feel loss.</li>
</ul>
<p>Now obviously this is an incredible simplification. There are plenty of wildcards &#8211; sometimes that girl at the store counter you shared a brief conversation with manages to stick in your mind for days – and it will take a lot more than three assumptions to paint an accurate picture of the mechanics of relationships.</p>
<p>But hey, it’s a start.</p>
<p>Lets look at how we can implement emotion in our game, by attempting to emulate this ruleset in a purely logically way.</p>
<ul>
<li>By spending time with an entity, the player builds a relationship.</li>
<li>A relationship acts as a stat buff/debuf to the player, and as the relationship grows so does the stat effect.</li>
<li>The influenced stats are determined by the type of relationship (friendship, love etc).</li>
</ul>
<p>By implementing stat effects, the player is given incentive to create and maintain positive relationships. It is up to the player to decide which relationships to pursue and how far, and the player is also free to direct the relationship (should they remain just friends, or become more intimate?), therefore direct the stat effects tied to the relationship.</p>
<p>Our player is given the motivation and freedom to invest time with the characters of their choice.</p>
<p>If the player puts the time and effort into cultivating a strong relationship and the relationship disintegrates, the player will feel genuine, personal loss as the stat boost disappears.</p>
<p>Looking at the flip side, a character who may become the enemy of the player will reduce the player’s stats in a relevant way, giving the player <strong>their own motivation</strong> to <em>take care of the problem</em>, rather than require the game designer to script the event or fabricate a motive.</p>
<p>By integrating the mechanic deeper, networks of relationships can be created. For example, <em>my friend is my enemy’s acquaintance</em>. Having this enemy is a bane on my stats, and having this friend is a boost to certain stats. By eliminating the enemy I’ll eliminate the stat debuf, but I’ll also upset my friend – damaging our relationship and reducing the effect of that stat boost.</p>
<p>I’ll take a moment to note that the explicate value of each stat boost should remain vague. The player must be aware of the effect, but it is important that (just like real life) no tangible value can be placed on these ‘emotional’ boosts. When making the decision to act, the player need not know the exact outcome (ie; gain 15 from eliminating the enemy, but lose 10 by upsetting the friend), there must be a grey area and the player must make the decision for themself. </p>
<p>I’m not suggesting that this is the right or only way to motivate the player to interact with the world’s characters, but the added weight of stat boosts does create a strong motive that works within traditional game design theory,  is a feature easily understood by players, and giving the designer additional leverage over the player that can be used to increase the significance of narrative events.</p>
<p>The obvious risk is that the opportunity for the player to greatly affect their own stats will overpower other areas of the game design and will place greater focus on the relationship mechanic than initially envisioned.</p>
<p>But in our world, you can’t get by without a little help from your friends – should our protagonists’ have it any different?</p>
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		<title>Umm fuck yes.</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/27/umm-fuck-yes/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/27/umm-fuck-yes/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 01:55:24 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Classic Gaming]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[industry news]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[cloud gaming]]></category>
		<category><![CDATA[infinity ward]]></category>
		<category><![CDATA[OnLive]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=679</guid>
		<description><![CDATA[When EA announced Battlefield 1943 I was pretty excited. A digitally distributed multiplayer remake of an existing property with a more casual friendly approach; sounds like something I’d suggest.
I have an unwarranted fondness for digital distribution, allow me to summarise.
I like to own things, and having disks and shit is nice – but having a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=679&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal">When EA announced <a href="http://en.wikipedia.org/wiki/Battlefield_1943">Battlefield 1943</a> I was pretty excited. A digitally distributed multiplayer remake of an existing property with a more casual friendly approach; <a href="http://ihavetheprincess.wordpress.com/2008/12/08/an-open-letter-to-ea-part-1-please-reboot-cc-renegade-ill-make-it-worth-your-while/">sounds like something I’d suggest</a>.</p>
<p class="MsoNormal"><span>I have an unwarranted fondness for digital distribution, allow me to summarise.</span></p>
<p class="MsoNormal"><span>I like to own things, and having disks and shit is nice – but having a hard drive packed with games is nicer – I prefer to navigate the XMB rather than the living room.</span></p>
<p class="MsoNormal"><span>So how do I react when potentially given the opportunity to forgo a physical console? Sceptical, and a little scared. </span></p>
<p class="MsoNormal"><span>I’m referring of course to <a href="http://www.onlive.com/index.html">OnLive</a>, which might as well be called <em>the future.</em> This is cloud gaming <span> </span>- no need for a console or gaming PC in front of you, simply log on to OnLive and their machines do all the work, and stream the audio/visual to you. Xbox, PS3, Mac, PC &#8211; doesn’t matter. Pick a game from whatever platform and play it on your low spec PC or television. </span></p>
<p class="MsoNormal"><span>It sounds good if not a little fanciful, but I’ll reserve my judgement until I see it in action and see what they expect to charge for the service.</span></p>
<p class="MsoNormal">Now for news that inspired this post’s title, I&#8217;m happy to say some of my dreams came true this morning.</p>
<p class="MsoNormal">It’s not official yet, but the original Call of Duty is coming to PSN and Xbox Live. Nostalgia ahoy, I’d had some amazing time with that game and I can’t wait for the excuse to jump back into some multiplayer action.</p>
<p class="MsoNormal"><span>I’ll admit I am a little concerned how the game will fare without a keyboard and mouse, and considering the scoped Mosin Nagant was my weapon of choice and I rolled with the handle <a href="http://en.wikipedia.org/wiki/Vasily_Grigoryevich_Zaitsev">Vasily Zaitsev</a>, I may have trouble returning to my prior awesomeness &#8211; sniping with an analogue stick is a skill I’m yet to master.<br />
</span></p>
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		<title>Resident Evil 5 taught me to share, and to care.</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/17/resident-evil-5-taught-me-to-share-and-to-care/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/17/resident-evil-5-taught-me-to-share-and-to-care/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 04:38:17 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[re5]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[tag]]></category>

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		<description><![CDATA[Narratively, Resident Evil 5 is no more than a fucking pikelet. There is preciously little to comprehend, but like the pikelet, it’s consumed fast and with ease. It’s easy to look at Metal Gear Solid and Resident Evil comparatively, so I guess a food analogy is required for the former. The Metal Gear Solid storyline [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=675&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Narratively, Resident Evil 5 is no more than a fucking pikelet. There is preciously little to comprehend, but like the pikelet, it’s consumed fast and with ease. It’s easy to look at <em>Metal Gear Solid</em> and <em>Resident Evil</em> comparatively, so I guess a food analogy is required for the former. The Metal Gear Solid storyline is a four course meal. It’s a fucking investment, and you’re not going to want to eat afterwards – although you could probably still fit in that pikelet.</p>
<p class="MsoNormal"><em><span>Resident Evil</span></em><span> began as a B Grade type horror story, and although the dialog has been smartened up a little, subsequent releases have still retained the simplism and slight absurdity the original title built it’s narrative around.</span></p>
<p class="MsoNormal"><span>It’s a hallmark of the series, and it’s good to see it hasn’t been lost in the 5<sup>th</sup> instalment. </span></p>
<p class="MsoNormal"><span>Don’t get me wrong, I’m not giving the game cookies for it’s basic storyline &#8211; it’s just incredible to see what happens when you make a <em>triple A</em> title and put gameplay above storytelling. Yes, Video Games can challenge books and movies as far as crafting a mature, thoughtful, immersive story; Resident Evil 5 just shows you don’t have to – you can have massive boss fights and crazy locations instead.</span></p>
<p class="MsoNormal"><span>Don’t pay too much attention to the storyline&#8217;s details, it just hurts your head. Instead, take a drink every time you see something Capcom have hand altered to remove any ammunition racists (you know, those ones who hate whites, wont get off our back about it and almost come off as <em>colour envious</em>) might have over the game.</span></p>
<p class="MsoNormal"><span>I don’t know why Chris looks so worried, having white skin is your ticket to survival in RE5. No black character would dare to attack a while character – every time someone white gets attacked or dragged off it’s a white or random Hispanic dude that is the aggressor.</span></p>
<p class="MsoNormal"><span>But you do have to giggle at one of Shiva’s early dialog lines, as she explains to Chris she’s accompanying him just to appease the Africans. Personally I would have removed that one, and because I don&#8217;t have a segue lets talk about Wesker. </span></p>
<p class="MsoNormal"><span>I guess Wesker’s steroids don’t shrink his balls, but his brain. </span></p>
<p class="MsoNormal"><em><span>I should have killed you years ago Chris! </span></em><span>He yells out as the finale begins to play out.</span></p>
<p class="MsoNormal"><span>Yeah Wesker, years ago.. <em>or</em> last chapter where you had us owned but decided to just run off instead.</span></p>
<p class="MsoNormal"><span>I could poke holes in Resident Evil 5’s story for a thousand more words, but I think I should stop now. Stop now, and begin explaining why despite it&#8217;s absolute disregard for storytelling, Resident Evil 5 may find it’s way into my top 5 games list. </span></p>
<p class="MsoNormal"><span>RE5 offers the definitive co-operative experience. Sure, Dead Space 2 will attempt to topple it, and with hindsight and a couple of years over RE5 it <em>should</em> succeed, but until then I have hopes RE5 will be the go to game. What makes it so great? Well obviously Capcom’s risky decision to include co-op from the ground up plays a big part. I say risky, not because adding co-op is a risk per se, but limiting their access to many of the series fundamentals (scripted scares, feelings of isolation etc) is a big call. This decision was spring cleaning in a way, anything that doesn’t work with co-op is out, ready to be replaced with something that does. What we are left with is more simulation than game – the simulation of surviving this fucking bizarre scenario. </span></p>
<p class="MsoNormal"><span>When you’re playing with a friend sitting beside you, the game’s narrative dissolves. What is left is two friends trading ammo and items, looking for the smartest way out and the most efficient way to survive. The weapons you have determine your situational strengths and weaknesses &#8211; instead of feeling like two players in a single player game, you&#8217;re both given a role, and a chance to shine. I guess there is a lot to be said for ineqality between co-operative players.<br />
</span></p>
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		<title>some kind of palsy</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/10/some-kind-of-palsy/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/10/some-kind-of-palsy/#comments</comments>
		<pubDate>Tue, 10 Mar 2009 02:08:20 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[New PC]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=671</guid>
		<description><![CDATA[I’m building a PC. That much is settled. I guess step two was supposed to be tracking down what specs I need. Well no battle plan outlasts first contact, so I guess fuck that &#8211; I’m going for the biggest, baddest machine that I can afford. And by can afford I of course mean can’t [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=671&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal"><span>I’m building a PC. That much is settled. I guess step two was supposed to be tracking down what specs I need. Well no battle plan outlasts first contact, so I guess fuck that &#8211; I’m going for the biggest, baddest machine that I can afford. And by <em>can afford</em> I of course mean <strong>can’t</strong> afford. I’d like to say I’ve nailed the big three, but it’s probably more accurate to say they’ve nailed me. You see, I’m confident in the components I’ve selected. And this is the crux of my concern.</span></p>
<p class="MsoNormal"><span>I’ll go on record to say there is no <em>best</em> component – one might be a little faster, one might cost a little less – when computer components are in the same league, they are much and much. So if there is no best component, how can I be confident in my selection?</span></p>
<p class="MsoNormal"><span>It’s obvious I’m acting under some outside influence, possibly fulfilling ancient prophecy. I guess there are other explanations, Charles Darwin wrote <em>ignorance more frequently begets confidence than does knowledge</em>, so what am I ignorant of? Am I ignorant of the fact that component selection for a new PC isn’t exactly a life or death situation, that in the grand scheme of things it really doesn’t matter what I select? Can I even be ignorant of a fact I’ve just stated?</span></p>
<p class="MsoNormal"><span>Is it my <strong>knowledge</strong> of this fact that has me so confident?</span></p>
<p class="MsoNormal"><span>That went somewhere unplanned, I guess that’s stream of consciousness for you. Either way, here are the components with that mystical allure.</span></p>
<p class="MsoNormal"><span> </span></p>
<p class="MsoNormal"><a href="http://umart.com.au/pro/products_listnew.phtml?id=10&amp;id2=13&amp;bid=2&amp;sid=35076">Intel Core i7 920 Processor</a></p>
<p class="MsoNormal"><a href="http://umart.com.au/pro/products_listnew.phtml?id=10&amp;id2=106&amp;bid=2&amp;sid=34757">Asus P6T Deluxe Motherboard</a></p>
<p class="MsoNormal"><a href="http://umart.com.au/pro/products_listnew.phtml?id=10&amp;id2=82&amp;bid=2&amp;sid=32274">Zotac GTX280 1G AMP Graphics Card</a></p>
<p class="MsoNormal"><span> </span></p>
<p class="MsoNormal"><span><span>I must also admit I am quiet smitten with the <a href="http://umart.com.au/pro/products_listnew.phtml?id=10&amp;id2=139&amp;bid=2&amp;sid=22761">Thermaltake Soprano DX case</a></span></span><span><span>, and for the price I don’t think I can go past this </span></span><a href="http://umart.com.au/pro/products_listnew.phtml?id=10&amp;id2=153&amp;bid=2&amp;sid=37339"><span>Kingston RAM</span></a><span><span>.</span></span></p>
<p class="MsoNormal"><span><span>I just hope these components like each other as much as I like them.</span></span></p>
<p class="MsoNormal"><span><span>Oh, and if you are looking to buy or build a pc online in Australia I suggest <a href="http://www.umart.com.au">umart</a> - I&#8217;ve done a few price comparisons and they are the cheapest (usually by a healthy margin) against all competition I could find.</span></span></p>
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		<title>wherefore art thou Windows 7?</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/06/wherefore-art-thou-windows-7/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/06/wherefore-art-thou-windows-7/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 03:02:35 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[New PC]]></category>
		<category><![CDATA[windows 7]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=668</guid>
		<description><![CDATA[Lets just say I’ve never added the cost of an OS into the equation when purchasing a pc. In the past, this hasn’t been a problem. But I’m growing more and more complacent with frequent updates and security patches, and it’s a nice feeling to not worry about that shit. In other words, I’m not [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=668&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal"><span>Lets just say I’ve never added the cost of an OS into the equation when purchasing a pc. In the past, this hasn’t been a problem. But I’m growing more and more complacent with frequent updates and security patches, and it’s a nice feeling to not worry about that shit. In other words, I’m not paying for Windows – that can be found online – I’m paying for the piece of mind. Does this resolve the issue? Well no, in fact it creates more issues for me to contend with. Windows 7 will come sometime soon and I want it. The rumor mill suggests we&#8217;ll see her debut in October, but Microsoft have stated the release date will be determined by &#8220;product quality&#8221;; I guess they&#8217;ve learnt from Vista. Of course I could install the W7 beta that&#8217;s floating around, but I <strong>don’t</strong> want to run a beta OS on my brand new machine, so where does that leave me for the interim?</span></p>
<p class="MsoNormal"><span>From my vantage point, my only recourse is to ‘borrow’ a copy of XP for use until W7 is released. Fuck it’s going to be strange asking for an operating system for Christmas. But that’s cool, and might actually get me into a routine of formatting annually or so, keeping my pc in tiptop, and by using external storage I avoid a majority of the data loss issues that make formatting such a kick in the nuts.</span></p>
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		<title>You&#8217;re a handsome devil. What&#8217;s your name?</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/05/youre-a-handsome-devil-whats-your-name/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/05/youre-a-handsome-devil-whats-your-name/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 02:40:37 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[New PC]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=665</guid>
		<description><![CDATA[So I guess I’m in the market for a new PC. Usually not a daunting task, but it’s been hella long since I’ve had even a passing interest in PC specs. What are we upto, 6GHz? Or do we just count the number of cells now.
I don’t really need a new PC, but I don’t [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=665&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal"><span>So I guess I’m in the market for a new PC. Usually not a daunting task, but it’s been hella long since I’ve had even a passing interest in PC specs. What are we upto, 6GHz? Or do we just count the number of cells now.</span></p>
<p class="MsoNormal"><span>I don’t really need a new PC, but I don’t <em>really</em> need clean water either. I haven’t purchase a PC since my AMD 2100+ was hot shit, and I guess it’s about time for a new one. I’ve got a lot to think about and weigh up, and as soon as I know enough to fill the Umart custom pc form, I’m sure I’ll fall off my chair at the price. </span></p>
<p class="MsoNormal"><span>Maybe I shouldn’t go custom. Maybe I should stick with a prebuilt system, possibly paying more than what it’s worth, but saving myself from going overboard. If I’m going for a prebuilt system, why not a laptop? It would be useful ­- especially to keep me social and from locking myself in my dungeon every time I need to google something – but it could hardly be used for gaming, and I could get a fuckpile more bang for my buck if I stick to PC and avoid the portability tax.</span></p>
<p class="MsoNormal"><span>Things used to be simple, but I feel like I’m on the bounds of being out of my depth. Yes, I can throw a pc together with no real trouble, but I’ve been out of the loop and don’t want to make any dumb choices; if you’re not informed your making uninformed decisions.</span></p>
<p class="MsoNormal"><span>Take hard disk drives for instance. My initial reaction is to drop two WD 500GBs in the box. Fuck yea, a <em>terror</em>byte – I had a mate in the day who had spent a thousand bucks trying to get that kind of space, he built an array of ten 80GB drives (at about $120 a pop) and needed a server case to house them in. But is this a smart decision? Do I really want all that space locked away where only this single, selfish machine has access to it? Maybe I should go for a smaller internal drive, and rely on an <a href="http://www.macpower.com.tw/products/hddmulti/taurus/pdd_lan">external LAN accessible</a> enclosure for the majority of my storage needs? Will my PS3 talk directly to this, or will I need to media share through the PC to access the content? Questions I don’t have the answers to. <em>Yet</em>.</span></p>
<p class="MsoNormal"><span>So I guess I have a bit of homework, I need to catch up and <em>know my shit</em>, and for this expedition to be a success I’ll need a bit of motivation.</span></p>
<p class="MsoNormal"><span>I’m going to need to save for this , as well as track down what specs I need/want and research the best way to achieve them. </span></p>
<p class="MsoNormal"><span>To motivate myself, I’ll be posting my progress here. It wont stop me from failing miserably, but at least I can laugh at myself along with my sporadic cast of readers.</span></p>
<p class="MsoNormal"><span>Until then, see you over at <a href="http://www.tomshardware.com/">Tom’s Hardware</a>.</span></p>
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		<title>My weekend in Burma</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/02/my-weekend-in-burma/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/02/my-weekend-in-burma/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 03:28:36 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Classic Gaming]]></category>
		<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[Living in Australia]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[my weekend in gaming]]></category>
		<category><![CDATA[trophies]]></category>
		<category><![CDATA[SEGA Mega Drive Ultimate Collection]]></category>
		<category><![CDATA[Killzone 2]]></category>
		<category><![CDATA[dangerous dave everett]]></category>
		<category><![CDATA[burma]]></category>
		<category><![CDATA[karen]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=660</guid>
		<description><![CDATA[So I collected my copy of Killzone 2 from JB. My attempt at scoring the game early fell through when the Game Traders store manager I’d sweet talked into handing over a copy once stocked arrived took the day off, so I waited until Thursday like the rest of us. Hey, I saved $20 (apparently [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=660&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal"><span>So I collected my copy of Killzone 2 from JB. My attempt at scoring the game early fell through when the Game Traders store manager I’d sweet talked into handing over a copy once stocked arrived took the day off, so I waited until Thursday like the rest of us. Hey, I saved $20 (apparently JB’s retail price is <em>lower </em>than GT’s cost price) and also picked up Sega Mega Drive Ultimate Awesome Collection. That was probably a mistake, as I had planned to use this space to give my impressions of Killzone. What happened next surprised us all. </span></p>
<p class="MsoNormal"><span>I more or less shunted both games for a book.</span></p>
<p class="MsoNormal"><span>The book in question is Shadow Warrior, the autobiographical tale of <em>Dangerous</em> <a href="http://www.dangerousdaveeverett.com/">Dave Everett</a>. His story starts the same as a lot of people’s &#8211; leave school and join the Army as a trade, a mechanic in Dave’s case. Dave’s story steps up tempo when he is accepted into the SAS, but the real meat is in how he puts his newly acquired skills to use.</span></p>
<blockquote>
<p class="MsoNormal"><span><span>When I applied for SAS selection back in the early 1980s, I was a skinny young apprentice mechanic who nobody thought had a hope of getting through the gruelling course. Not only did I get through, I managed to achieve an above-average score to boot. Life in the Regiment was great for a young digger, but I quickly became frustrated with the lack of action. While on leave investigating an SAS mate’s suspicious death in Burma, I became caught up in the plight of the ethnic Karen of Burma, and joined their fight against a totalitarian military regime. In the unforgiving jungles of eastern Burma, I experienced the harsh realities and horror confronting the Karen people. On my return to Australia, I went outside of the law to raise money to help the Karen cause.</span></span></p>
</blockquote>
<p class="MsoNormal"><span><span>It’s really amazing stuff and I&#8217;m surprised how much it&#8217;s affected me. The book plays out similar to a gritty, realistic <em>Burn Notice </em>(without the beaches and bikini clad babes), and it’s exciting to have something real-world to contrast Hollywood’s interpretation of special forces and what happens in the shadows.</span></span></p>
<p class="MsoNormal"><span><a href="http://www.dangerousdaveeverett.com/aboutshadow.html">Shadow Warrior</a> is certainly a compelling read. I&#8217;m unsure if I related because I&#8217;m aussie, because my dad has a military background, because a lot of places visited in the book are familiar, or because I see authority in the same transparent way, but I highly recommend this book to anyone; especially those not convinced - Dave is likable, funny and very human. He doesn&#8217;t break the law, he disregards it; but his motives are so clear and innocent you&#8217;ll accept his actions rather than judge them.</span></p>
<p class="MsoNormal"><span>For those looking for a taste, a chapter omitted from the book is available to read <a href="http://www.dangerousdaveeverett.com/losttunnels.html">here</a>.</span></p>
<p class="MsoNormal"><span><span id="more-660"></span></span></p>
<p class="MsoNormal">But enough about books and back to video games. Without stable internet I’ve been unable to play KZ2 online for more than 5 minutes consecutively. With each network disconnection my hunger grows, but the steady diet of bots keeps me from starving. The lack of levelling mechanic in <em>skirmish</em> (the offline variant of multiplayer) restricts the player to the most basic of weapons (two variants of machine gun), but this in itself adds to the Killzone experience. This is a game tethered as close to reality as functionality permits, and under these circumstances you feel like a real bad arse acquiring your weapons on the field.</p>
<p class="MsoNormal"><span>I honestly can’t comment on the single player experience yet, I haven’t had the motivation to press too deep into it. </span></p>
<p class="MsoNormal"><span> I guess I should mention <em>SMDUC</em>, considering it was what I pumped most of my gaming time into. I’m quiet determine to make this my first platinum trophy. As with any oldscool compilation, it’s perfect for quick pickup/putdown sessions, and having the trophy lists is motivation to put time into some of the titles I may not have. Personally, I give it a <em>B-</em> for nostalgic value, simply because I skipped owning a Mega Drive, and went straight from the Master System to my PS1. I’m playing a bunch of these games for the first time, and I must admit I am surprised by what the Mega Drive could achieve. </span></p>
<p class="MsoNormal"><span>Looking back on my time with the Master System while it was a <em>last</em> gen console draws parallels to the PS2s continual survival, and I must commend Sony for that. Being a kid who’s only income was pocket money, there was nothing better than having a console that I could get cheap ($8!) second hand games for, as well as new releases with the reduced price tag that a last gen port garners. I guess modern handheld gaming has filled this void (the Gameboy was a supplement to console gaming, not an alternative), but I wonder how many youngsters are getting more bang for their buck with the PS2.</span></p>
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		<title>Random Muesli</title>
		<link>http://ihavetheprincess.wordpress.com/2009/02/24/random-muesli/</link>
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		<pubDate>Tue, 24 Feb 2009 03:21:18 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[DSi]]></category>
		<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[hookers]]></category>
		<category><![CDATA[Killzone 2]]></category>
		<category><![CDATA[pokemon platinum]]></category>
		<category><![CDATA[release date]]></category>

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		<description><![CDATA[So the DSi has a release date and price in Australia, and awesomely, it’s not too far off.
EB in true form have already demanded offered preorders, eager to take your money without the nuisance of parting with their goods. Which sucks, because that’s really my favourite part.
I’ve had my eye on the DSi since it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=656&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>So the <a href="http://www.kotaku.com.au/games/2009/02/nintendo_dsi_hits_australia_april_2.html">DSi has a release date and price in Australia</a>, and awesomely, it’s not too far off.</p>
<p>EB in true form have already <span style="text-decoration:line-through;">demanded</span> offered preorders, eager to take your money without the nuisance of parting with their goods. Which sucks, because that’s really my favourite part.</p>
<p>I’ve had <a href="http://ihavetheprincess.wordpress.com/2008/11/06/dsi-sold-out-170779-units-moved-in-two-days/">my eye on the DSi</a> since it was announced last October, ever intrigued with the promise of downloadable titles, ready to shed the shackles of physical media and begin my new trouble free life. But my focus has changed, and <a href="http://en.wikipedia.org/wiki/Huang_Lee">these</a> <a href="http://www.1up.com/do/blogEntry?bId=8980319&amp;publicUserId=5379721">bits of</a> <a href="http://www.1up.com/do/blogEntry?bId=8981711&amp;publicUserId=5725436">plastic</a> do look appealing. The more explorative clickers will notice one of those links directs <em>directly </em>to a page about Pokemon Platinum.</p>
<p>I’m not sure I want to <em>catch ‘em all</em>, but I’m prepared to say I want to catch some. Specifically the cool ones, like the ghosts and shit.</p>
<p>Sometime this week Killzone 2 and myself will both visit the same store. I’ll start a conversation and wont even know why &#8211; I’m already taking her home; the $100 in my wallet is the guarantee. Maybe I’m nervous, nervous about my decision. I want you K2, I know I do. Or <em>I think</em> I know I do. But thought insinuates doubt, maybe <em>I think</em> <em>(I know)</em> <strong>I don’t</strong>. In either case, I’m buying Killzone 2 because I own a Playstation, in the same way as I chase women because I own a penis; I’m buying it because god wants me to. I’m not arguing with him and you shouldn’t either, unless your prepared to wake up with a wii and vagina instead.</p>
<p>I can’t determine what my stance on the game is, looking at the last paragraph I’m unsure if I’ve advocated it’s mass purchase, or condemned it’s inevitability. Maybe you can decipher it, whatever, but you’ll follow my reservations when I drop the news that I don’t have a quality internet connection in the dark place I dwell. Allow me to make a comparison – playing Killzone 2 without online multiplayer is like.. <em>say</em>, for example, playing CoD4 without online multiplayer. Yeah, I thought that would illustrate my point.</p>
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		<title>My weekend in gaming &#8211; LittleBigPlanet impressions</title>
		<link>http://ihavetheprincess.wordpress.com/2008/12/16/my-weekend-in-gaming-littlebigplanet-impressions/</link>
		<comments>http://ihavetheprincess.wordpress.com/2008/12/16/my-weekend-in-gaming-littlebigplanet-impressions/#comments</comments>
		<pubDate>Tue, 16 Dec 2008 02:30:07 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[my weekend in gaming]]></category>
		<category><![CDATA[LBP]]></category>
		<category><![CDATA[littlebigplanet]]></category>
		<category><![CDATA[media molecule]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=649</guid>
		<description><![CDATA[On my girlfriends recommendation, nigh, insistence, I picked up LittleBigPlanet.
Don’t get me wrong, I didn’t hesitate to comply, the game had simply dropped while I was on holiday and at the rate we’re moving forward even the most remarkable titles can get left behind. Shortly after the title’s release I had played a couple of levels [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=649&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal"><span>On my girlfriends recommendation, nigh, <em>insistence</em>, I picked up LittleBigPlanet.</span></p>
<p class="MsoNormal"><span>Don’t get me wrong, I didn’t hesitate to comply, the game had simply dropped while I was <a href="http://ihavetheprincess.wordpress.com/2008/11/26/forgetting-sarahmarshallcom/">on holiday</a> and at the rate we’re moving forward even the most remarkable titles can get left behind. Shortly after the title’s release I had played a couple of levels at a friends house, and enjoyed my brief exposure. But I still wasn’t entirely sure what to expect, was this game really as good as they’d said it would be?</span></p>
<p class="MsoNormal"><span>The answer is yes. And no. Well at least, not yet. I was honestly amazed by what MM where capable of achieving with some of their levels. Prior to purchasing the game I read a comment on Kotaku in reply to a<em> your favourite gaming moment of 2008</em> type post which read “LBP… Hands down” and I couldn’t comprehend it. I do now. But unfortunately it’s this all encompassing understanding that Media Molecule have over <em>their</em> game and mechanics that threatens to defeat LBP’s other selling point. Simply put, I can’t beat them at their own game. If I try to make something simple or derivatory, I can’t present it as well as MM. If it try to make something outside the box.. well MM have crafted a pretty big fucking box. Alas, my attempts so far have been enlightening learning tools and observing what MM have done in their levels is a great way to expand my own ideas. I will create an awesome level, and <strong><em>you will love it</em></strong>. It may just take a while.</span></p>
<p class="MsoNormal"><span><span id="more-649"></span></span></p>
<p class="MsoNormal"><span>I must mention that Julia loves the game and is a competent player, at times she has a better grasp of the mechanics than I – although I’d argue that my mind is split between actually playing and studying the exposed workings of each obstacle, and not necessarily in that order.</span></p>
<p class="MsoNormal"><span>I just watched the <em>Dante’s Inferno</em> <a href="http://www.gametrailers.com/player/43685.html">trailer</a> and I’m pretty sure this game isn’t allowed to be bad. I’m not saying it’s necessarily going to be good &#8211; it’s being developed by EA Redwood Shores and that <em>does</em> fill me with hope – but my point is an epic of this magnitude deserves to be treated right; or actually, deserves not to be treated wrong. Either way, I can only hope that when the focus returns to Dead Space, Redwood Shores will have a taste for excellent narrative and give us a plot I couldn’t piece together with a few sci-fi dvds.</span></p>
<p class="MsoNormal"><span>And I guess Naughty Dog think Drake looks cute <a href="http://www.gametrailers.com/player/usermovies/296644.html">when he’s hurt</a> too, and I hope he spent some of his fortune on travel insurance. There’s a gallery of ‘leaked’ <a href="http://www.xgn.nl/ps3/screenshots/1636/uncharted-2-among-thieves">screenshots for the game</a>, which you can visit if you’re into that kind of thing.</span></p>
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		<title>An open letter to EA, Part 2: Please reboot C&amp;C Renegade, and heres how</title>
		<link>http://ihavetheprincess.wordpress.com/2008/12/15/an-open-letter-to-ea-part-2-please-reboot-cc-renegade-and-heres-how/</link>
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		<pubDate>Mon, 15 Dec 2008 10:50:47 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[c&c]]></category>
		<category><![CDATA[command and conquer]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[renegade]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[westwood]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=616</guid>
		<description><![CDATA[The goal, to take an existing property and create a well received game, minimising risk while ensuring a profitable outcome.
In part one of this proposal we located Renegade’s target audience and market position. It almost seems counterproductive to discern this information prior to detailing the game; but it’s an important step in making a profitable [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&blog=4779700&post=616&subd=ihavetheprincess&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><strong><em><span>The goal, to take an existing property and create a well received game, minimising risk while ensuring a profitable outcome.</span></em></strong></p>
<p><span>In <a href="http://ihavetheprincess.wordpress.com/2008/12/08/an-open-letter-to-ea-part-1-please-reboot-cc-renegade-ill-make-it-worth-your-while/">part one</a> of this proposal we located Renegade’s target audience and market position. It almost seems counterproductive to discern this information prior to detailing <em>the game</em>; but it’s an important step in making a profitable title, by defining our audience we can determine the goals Renegade must achieve, and understand the qualities it must encompass. </span></p>
<p><em><strong>The goal, to create a popular </strong><strong>online</strong><strong> console experience enjoyable by traditional </strong><strong>multiplayers</strong><strong> and first timers alike.</strong></em></p>
<p><span>Renegade’s target audience has been determined, and consists of console owners with the ability to purchase and play content online. The audience can be broken further into two groups – <em>multiplayers</em>, and <em>first timers</em>.</span></p>
<p><span>When tailoring a game for traditional online participants there is ample direction and a wealth of inspiration, anything from Doom to CoD4 and every title in between can be studied to observe trends and discern the qualities players of these games hold in regard. But for every console sold, potentially, an <em>offline</em> gamer has the ability to enter the realms of online play. To ascertain what qualities a multiplayer virgin looks for in a multiplayer game, we must apply the knowledge we have of the target group; specifically their interactions with games in other genres.</span></p>
<p><span>Games that are popular among the casual, offline crowd share the following qualities.</span></p>
<ul>
<li>Easy learning curve.</li>
<li>Segmented gameplay.</li>
<li>Low skill requirement.</li>
<li>Simple rules and gameplay.</li>
</ul>
<p><span>Renegade’s gameplay features and mechanics <strong>will not</strong> be compromised to suit the casual player, that is not our goal. Our goal is to create mechanics and features <em>from the ground up</em> that lower the requirement for online play, allowing players with less time, skill or motivation to play online.</span></p>
<p><span>I’ve briefly outlined some requirements for success, and it’s time to give the game legs and define the gameplay and features that will carry Renegade towards unfathomable popularity. But before we do, there is one matter I would like to discuss. </span></p>
<p><span>There is a certain frailty involved when dealing with existing IP, especially when attempting to diverge from the formula; some fans of forerunning titles can be difficult to please. Fortunately, there is an almost universal solution. The most effective strategy for dealing with possible <em>fan backlash</em>, is to <strong>ensure the new product is</strong> <strong>polished;</strong> show the fans that the IP means as much to you as it does to them.</span></p>
<p><span><span id="more-616"></span><br />
</span></p>
<p><strong><span>Game Abstract</span></strong><span> </span></p>
<p><span>Renegade is a first/third person shooter set in the near future on an alternate timeline. Tiberium, a life form of alien origin has catalysed a war that has changed the world. The alien plant is toxic, but the crystals it excretes are highly valuable. As tiberium fields pop up around the planet, the brotherhood of Nod (NOD) and the Global Defence Initiative (GDI) are locked in a perpetual battle for control of the worlds most valuable resource.</span></p>
<p><em><span>While the GDI are tied down with bureaucracy and international politics, NOD are swift and agile, and are quick to set up self sufficient military bases wherever the valuable crystals can be found<span style="font-style:normal;">. </span></span></em></p>
<p> </p>
<p><strong>Game Features</strong></p>
<p><em><span>Renegade will be a multiplayer only title. </span></em></p>
<p><span>Developing a single player campaign is a resource heavy task and by stripping out the campaign these resources can be allocated to ensuring a complete, quality multiplayer experience. <em>Don’t stretch your resources; focus them. </em>Additionally, as Renegade will be a downloadable title, removing the single player campaign – and the associated <em>one off</em> props and content – reduces the download file size significantly.</span></p>
<p><em><span>Renegade will allow split screen play.</span></em></p>
<p><span>Every option, feature and game mode available to a sole player will be available when playing split screen with a friend. Two player split screen is sufficient, and it’s implementation will make intelligent use of the available screen. Both vertical and horizontal division will be supported, specific to the user’s screen aspect ratio. The following images demonstrate Renegade’s splitscreen model.<br />
</span></p>
<table border="0">
<tbody>
<tr>
<td>   </p>
<p> </p>
<p> </p>
<p> </p>
<p><div id="attachment_613" class="wp-caption aligncenter" style="width: 304px"><img title="hd" src="http://ihavetheprincess.files.wordpress.com/2008/12/hd.png?w=294&#038;h=170" alt="Single player on HD" width="294" height="170" /><p class="wp-caption-text">Single player on HD</p></div></td>
<td>   </p>
<p> </p>
<p> </p>
<p> </p>
<p><div id="attachment_615" class="wp-caption aligncenter" style="width: 304px"><img title="split_hd" src="http://ihavetheprincess.files.wordpress.com/2008/12/split_hd.png?w=294&#038;h=170" alt="Vertical split on HD" width="294" height="170" /><p class="wp-caption-text">Vertical split on HD</p></div></td>
</tr>
<tr>
<td>   </p>
<p> </p>
<p> </p>
<p> </p>
<p><div id="attachment_614" class="wp-caption aligncenter" style="width: 288px"><img class="size-full wp-image-615" title="sd" src="http://ihavetheprincess.files.wordpress.com/2008/12/sd.png?w=278&#038;h=212" alt="Single player on SD" width="278" height="212" /><p class="wp-caption-text">Single player on SD</p></div></td>
<td>   </p>
<p> </p>
<p> </p>
<p> </p>
<p><div id="attachment_612" class="wp-caption aligncenter" style="width: 288px"><img class="size-full wp-image-615" title="split_sd" src="http://ihavetheprincess.files.wordpress.com/2008/12/split_sd.png?w=278&#038;h=212" alt="Horizontal split on SD" width="278" height="212" /><p class="wp-caption-text">Horizontal split on SD</p></div></td>
</tr>
</tbody>
</table>
<p><em>Renegade will include both competitive and cooperative modes.</em></p>
<p><span>Competitive play has been the traditional draw for multiplayer titles, but cooperative has emerged as an alternative; one that favours the casual player. Renegade’s cooperative mode will pitch a team of players against AI foe. Teams must work together to push through the enemy and reach their goal. The mechanics of the competitive and cooperative game modes are detailed below.</span></p>
<p><em><span>Renegade will store player profiles, and include a levelling and stat tracking system.</span></em></p>
<p><span>Using the collected stats, Renegade can intelligently matchmake, placing players with others of comparable skill and experience levels. </span></p>
<p><span>Although stat tracking is less favoured among casual players and adds a level of competitiveness that drives some hardcore players to cheat, a comprehensive profile system can be used to induce a <em>social network</em> and roleplaying feel.<em> </em></span></p>
<p><em><span>Renegade will allow video recording and match playback, with youtube support.</span></em></p>
<p><span>It wont take long for even the most beginner players to earn their first <em>war stories</em>; epic tales of how they overcame extreme odds, saved the day with seconds to spare, or even got humorously blasted across the map when their tank exploded. Renegade’s team based, large scale Command and Conquer mode is as exciting a game as any, and capable of creating some very memorable moments. Giving players the ability to record these moments, show them to friends and unleash them on the internet is an awesome feature, but also a great way to spread the word and show people how exciting and fun Renegade is.</span></p>
<p><em><span>Renegade will be <strong>more</strong> story driven than other online titles.</span></em></p>
<p><em><span>Command and Conquer</span></em><span> has a strong narrative, one which can be leveraged to tie Renegade’s cooperative and competitive game modes together, without placing a plot overhead on players. Without digressing too much, the early <em>Tiberium Universe</em> has the strongest of all C&amp;C storylines (and many other games for that matter)  when concerned with the transition between gameplay and narrative. The many regionalised battles that are waged on a tiberium field to tiberium field basis lend themselves <em>perfectly </em>to RTS, and in fact, multiplayer gaming. By taking this core theme of regionalised conflict, Renegade easily transcends the norm. Each map is more than another killing field, it’s the historic recount on one such battle. Techniques of how the narrative is conveyed to the player are detailed in the aesthetics section below.</span></p>
<p><span><br />
</span></p>
<p><strong><span>Gameplay Mechanics</span></strong></p>
<p><span style="text-decoration:underline;"><span>General</span></span></p>
<p><span>Renegade&#8217;s controls will be comparable to those of other console first and third person shooters. Players will be able to <em>pick up</em> the controls<span>   </span>easily and any prior experience with FPS games will translate directly to Renegade, making the player feel instantly comfortable with the game.</span></p>
<p><span>Renegade will employ aim adjust to assist the player, and employ a <em>shallow</em> damage model (where there is little deviation in damage dealt between different body parts). These mechanisms reduce the skill required to effectively combat a target. This model accommodates for casual or offline players who don’t possess the skills (or dedication to learn the skills) required to compete in traditional multiplayer games. To complement the reduced importance of fast paced, twitch skill, vehicles and characters available for use in game will have specific and obvious strengths and weaknesses, and will be balanced to create a <em>scissors, paper, rock</em> style of strategy. By homogenising the lethality of individual players, it’s the decisions made prior to combat that are likely to determine the outcome of a skirmish. </span></p>
<p><span>Player health will not automatically regenerate. To replenish their health, a player must return to base, interact with a medic or pick up a health pack. This system reduces the possible damage a smart player with a <em>rock </em>unit is capable of inflicting on a team of <em>scissor </em>players; even if the players continue to select units with a disadvantage, eventually the <em>rock </em>player will succumb to the damage received. </span></p>
<p><span>Although many vehicles and characters types will exist, they will be broken into classes; if the player understands the strengths and weaknesses of a class, they have an understanding of the strengths and weaknesses of the individual units within. For example, in the purchase screen the <em>buy officer</em> icon will sit below the <em>buy soldier </em>icon. This informally indicates to the player that an officer primarily plays the same role as a soldier, and the higher cost indicates the officer is a ‘better’ unit (in the same class).</span></p>
<p><span>A successful player will make use of a variety of unit and vehicle classes. As the battle or current threats change, a smart player will change accordingly. For this to be possible, players should never feel typecasted into a class. In Renegade, a player’s class (and unit) will dictate the weapon, secondary weapons or items and maximum health that the player spawns with. By keeping core controls, abilities and mechanics as similar as possible, a player should feel able to change their role and class at any time.</span></p>
<p><span>The above mechanics translate into an experience that is easy to pickup, has an shallow learning curve and has simple rules, but remains strategically deep.</span></p>
<p><span style="text-decoration:underline;"><span>Cooperative Specific</span></span></p>
<p><em><span>Before constructing a military base and beginning a fullscale offensive, elite GDI teams must clear a region of NOD defences, patrols and possible reinforcements. It’s not until the immediate NOD threat has been contained that it’s safe for the GDI to assemble a base.</span></em></p>
<p><span>Cooperative will place up to 8 players as members of an elite GDI team, working together to accomplish a specific mission objective. Players will progress by achieving simple, short term objectives (<em>push through the canyon</em>) and upon completing each objective, the next will be introduced (<em>destroy the heavy tanks blocking the canyon exit</em>). These objectives will be presented to the player via audio cue and will remain displayed on each player’s map overlay until accomplished. With the completion of each short term objective players edge closer to the long term, mission objective; each cooperative mission should require 10 to 15 minutes to complete. To keep with the Renegade narrative, cooperative missions serve as precursors to the perpetual competitive <em>Command and Conquer</em> battles. Cooperative mission objectives usually revolve around the preparation of an area for GDI base deployment, but enough variety exists to create missions that are memorable, have an individual feel and are not repetitive. Players will earn experience for all objectives complete, whether the individual was directly involved or not. By awarding experience to all players, a more team friendly environment is created, encouraging players to cooperate rather than compete with each other.</span></p>
<p><span>The use of short term objectives helps guide players and makes navigating the distances covered as easy as possible, but as level layouts can become complex, the possibility for players to find themselves split from the group or lost does exists. A menu option to <em>respawn with group</em> will be present – selecting this option will respawn the player with the group. The traditional solution to this type of problem is to drop a grenade at one’s feet; this option is simply a more visible and less messy alternative.</span></p>
<p>Cooperative play favors casual and inexperienced players. Because players combat AI opponents and have an obvious advantage over them, there is no need to develope the skill level required to compete against an equal competitor.     </p>
<p><span>Players are free to select a class type when beginning a cooperative mission, and the player’s unit is determined by their experience level with the selected class. Although no individual class is required to succeed, leveraging a team with diverse class types will certainly help the players. Players are free to change their class mid game, although a respawn will be enforced.</span></p>
<p><span>Cooperative class interaction, endgame requirements and life/death mechanics are beyond the scope of this document and will not be detailed.</span></p>
<p><span style="text-decoration:underline;"><span>Competitive Specific</span></span></p>
<p><em><span>Once the GDI base is operational and able to fund itself by harvest the local tiberium resource, a fullscale attack on the enemy base can commence. Until the NOD base is destroyed, the conflict will continue.</span></em></p>
<p><span>As competitive missions take place in areas encompassed by cooperative missions, many map resources can be shared. Players will also develop a connection with the missions and areas stronger than that expected of a traditional multiplayer game.</span></p>
<p><span>The core competitive mode (<em>Command and Conquer</em> mode) depicts the regional battle between a GDI and NOD base. Players take the role of members of either side, with the eventual goal of destroying the enemy base. Although base layouts and existing buildings may alter from region to region, the following list depicts the available buildings, and describes their function and the effect their destruction has on the opposing team.</span></p>
<p>Power Plant</p>
<ul>
<li>Purpose: Supplies power to your base.</li>
<li>Destruction Effect: Doubles cost of vehicles, characters and beacons.</li>
<li>Destruction Effect: Base defences disabled.</li>
</ul>
<p>Refinery</p>
<ul>
<li>Purpose: Supplies money to team members for harvesting.</li>
<li>Destruction Effect: No additional money from harvesting or silo.</li>
</ul>
<p>GDI Barracks / Hand of Nod</p>
<ul>
<li>Purpose: Provides ability to purchase advanced character classes.</li>
<li>Destruction Effect: Can purchase only basic level character class.</li>
</ul>
<p>GDI Weapons Factory / NOD Airstrip</p>
<ul>
<li>Purpose: Provides ability to purchase vehicles.</li>
<li>Destruction Effect: Vehicles cannot be purchased for the rest of the game.</li>
</ul>
<p>Helipad</p>
<ul>
<li>Purpose: Provides ability to purchase air vehicles.</li>
<li>Destruction Effect: Air vehicles cannot be purchased for the rest of the game.</li>
</ul>
<p>GDI &amp; NOD Base Defences</p>
<ul>
<li>Purpose: Provide automated base defences.</li>
<li>Destruction Effect: Base defences disabled.</li>
</ul>
<p>The information above is sourced from <a href="http://cncden.com/renegade_online.shtml">this</a> page, and as such, these mechanics are identical to those of the original title.</p>
<p><span>In Command &amp; Conquer mode, players earn a steady stream of income as well as receiving an extra amount when their team’s tiberium harvester returns to the refinery. This currency is used to purchase more advanced characters, or build vehicular units. By using team tactics and selecting classes and vehicles that complement each other, some very imaginative, very effective strategies can be created. To give all players the ability to communicate, a set of predefined voice messages will be available. Using an objective (<em>attack, defend</em>) and target (<em>refinery</em>, <em>airstrip</em>) system, a simple informative message can be communicated with two button presses. To offer more hardcore strategic players a deeper level of communication, a squad system will be available. At any time a player can invite other players to join their squad. Players within a squad will share microphone chat; allowing for deep communication without impairing on other players who wish to play without the possible annoyance of constant noise. </span></p>
<p><span>The team score screen will also display a list of buildings for each team, with an indication of their health levels, allowing players to discern the state of the battle at any time.</span></p>
<p><span>Players always spawn within their base, allowing quick defensive manoeuvres as well as giving players time to breath and make purchase decisions before entering battle. </span></p>
<p><span>Because of Command and Conquer mode’s unique base verse base gameplay, the available roles for players to fit into are quiet varied. A player could go the attack route and attempt to destroy an enemy building; they could achieve this by using vehicles or they could attempt to infiltrate a building on foot and destroy it from the inside. On the other hand a player could spend their time repairing and defending their team’s base, ensuring their offensive teammates retain the advantages that come with certain buildings. Giving players wide choice ensures the game never feels repetitive and that players wont quickly bore with the game’s mechanics, while offering more casual players important roles that do not involve direct <em>player verse player</em> combat.</span></p>
<p><span><br />
</span></p>
<p><strong><span>Aesthetics </span></strong></p>
<p><span>Under my definition, aesthetics covers each and every way the game interacts with the player. Everything from game and menu visuals, to the game sounds and music, to the way the story is portrayed, is part of a game’s aesthetics.</span></p>
<p><span style="text-decoration:underline;"><span>Game Visuals and Graphics</span></span></p>
<p><span>As a multiplayer only game, Renegade’s shelf life is greater than that of a retail game and it is inevitable that as the game ages, it’s graphical prowess will age with it. Working under this assumption, the focus will be placed on smooth, clean and simple graphics. The original title employs bright and colourful stylisation, and by following this lead and retaining a <em>cartoony </em>look Renegade will have a style of its own that can be achieved without pushing the technology as far graphically as a photorealistic game would. This allows Renegade to run at a smooth framerate and discern itself from the competition (and possible comparison).</span></p>
<p style="text-align:center;"><span><img class="size-medium wp-image-646 aligncenter" title="ccrenegade_s6" src="http://ihavetheprincess.files.wordpress.com/2008/12/ccrenegade_s6.jpg?w=300&#038;h=225" alt="ccrenegade_s6" width="300" height="225" /></span></p>
<p>Additionally, utilising this style of visual allows the game to contain little graphical violence, accommodate casual players who don’t particularly want (their children) to be blasting limbs off.</p>
<p><span style="text-decoration:underline;"><span>Narrative</span></span></p>
<p><span>Although Renegade contains a stronger narrative than other online multiplayer games, this narrative should be expressed to the player in an unobtrusive way. The player should not be forced to partake in the story if they do not wish, and should not be required to skip through cut scenes or dialogue. </span></p>
<p><span>Because Renegade is console only and is available only as a digital download, we have an excellent understanding of what hardware the user will be playing the game on. As such, we have a very accurate knowledge of the length of load time for each cooperative or competitive level. The bulk of Renegade’s story will be expressed during these load times. Either text, audio or brief visuals will be displayed during the load, offering back story about the area and conflict, or offering information about the mission at hand. This information is not critical, and the player will not be penalised for not retaining it. In the player profile menu, a database of information the player has access to will be available. Utilising this low level implementation, narrative can be created capable of tying the game’s modes and maps together, and players who wish, have the ability to revisit or explore parts of the narrative.</span></p>
<p><span style="text-decoration:underline;"><span>Music</span></span></p>
<p><span>In game music will be able to change dynamically, based on what is currently happening in game. By creating a musical experience tailored to the player’s actions, the player feels empowered and receives reinforcement that they are <em>fighting the good fight. </em>Whether the player is manning a tank on the battlefield or repairing a damaged building – it’s important that the player has a positive experience, and music’s ability to influence people is often overlooked. By implementing a system beyond what is required, Renegade can become more memorable to players, adding weight and importance to their actions. Additionally, the contextual music will increase the appeal of the recorded gameplay videos, further defining Renegade’s epicness.</span></p>
<p><span style="text-decoration:underline;"><span>Menus and User Interface</span></span></p>
<p><span>Renegade’s menus and user interfaces should strive to draw players into the game’s narrative by portraying themselves as if they exist within the C&amp;C universe. By following this rule and treating Renegade’s menus as a hub, used by the player to select which conflict they wish to be involved in, Renegade’s narrative is given extra weight and players achieve a feeling of progress and an increased connection to the world, similar to that experienced by WoW players. Care should be taken to ensure the menu&#8217;s are intuative and descriptive, and do not confuse users.</span></p>
<p><span> </span></p>
<p><span>In order to keep this document at a reasonable length many specifics have been omitted. Units, vehicles and buildings require stat sheets and balancing; the description of game aesthetics is generalised; and the description and implementation of the Command and Conquer game mode makes assumptions based on knowledge the original title. This document should act as a primer for deeper discussion of the topics covered.</span></p>
<p><em>[Part three of this proposal will deal holistically with Renegade as a product and game, and discuss marketing and post release support strategies unique to the product outlined here.] </em></p>
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