I’ve wanted to write about piracy for a while but this topic is so complex and “hot”, especially coming from a game developer like myself. But why bother writing my own article if there’s already an excellent coverage about PC Game Piracy on Tweak Guides?

The good part of this article is – it is not biased. At least not as far as i can tell. It’s as neutral as one can get about such a controversial and heavily debated issue. Go ahead, read it. Uhm, unless:

“If your only interest in reading the article is to quickly skim through it to see if it supports your preconceived notions of piracy, then you’re probably better off not bothering with it in the first place.”

There’s another quote i’d like to pick out, not so much because it is probably controversial (hence the headline) but because i always felt that the slogan “piracy is theft” is just not true. Now i know why:

“[...] it does bear noting that strictly speaking, it is correct to say that piracy is not theft. As noted earlier, piracy is copyright infringement, and this is distinct from theft of physical property.”

UPDATE: if you’re thinking that the Piracy Crisis is overblown then read that article.

I also haven’t written my own believes about piracy here, so not to mislead anyone here’s what i think in one sentence: i do believe that piracy is rampant but fighting piracy has to be done on a costumer service-level, eg. added value for paying costumers (free or micro-payment DLC) while making sure no one can cheat (server side account validation).

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F.E.A.R. 2 – is it scary, or what?

I’ve started playing F.E.A.R. 2 yesterday, i completed the first three “intervals” as they call it. As someone who didn’t quite think of F.E.A.R. as being particularly frightening, or even horrifying, i was wondering wether and how the second part managed to grip me.

Yes, it did grip me. Somewhat. Not as intense as Dead Space but it definetely had me on the edge a few times. Still it made me wonder … the horror scenes are very well put, the sound is great and adds to the shock element, and so is anything they do with the lighting. It’s better than the first F.E.A.R. because it has the typical extra care and polish that goes into a sequel. But under the surface i’m once again starting to get used to and “meh” the horror the game throws at me. I can’t say i’ve had a revelation but i certainly come to understand a few things why it doesn’t cause me to shiver and crawl under my blanket as much as Dead Space did.

First of all, the horror in F.E.A.R. is – at least so far (and as far as i remember the prequel) – almost completely detached from the action. As a player, i quickly realized that whatever is happening in the phases of the game where i don’t fight but am supposed to be scared, that actually nothing ever happens to me. It’s more like watching a movie with me controlling the camera but nothing else. So i can feel safe and once you realize that whenever there are no enemies around, the game is just fooling with you and your perception by playing sounds and doing the horror-typical “lightshow”, i slowly become detached from the horror. I’m not “in” it. The horror poses no threat to me, the Combine-like soldiers do. And they usually announce themselves and the game also plays combat music until the final enemy of this wave is eliminated, so i don’t have to worry about being scared while fighting. So basically, F.E.A.R. is two games that simply take turns: a tactical first person shooter, and a “survival horror” game without the survival aspect. You just walk down dark corridors through flickering lights and see if it scares you if you see a shadow at the end of the corridor moving, or glass shattering next to you, or some ceiling panel falling down in front of you, or someone hammering on the window and subsequently getting shot.

Don’t get me wrong, F.E.A.R. is a good game so far, and that the game takes turns between being an excellent FPS and being a horror game without combat has it’s benefits as well and may work better for some people. However, like the first incarnation, the horror elements get old pretty quickly. It’s just too much horror movie standard, if not cliché, elements thrown at you.

Dead Space does a much better job at integration the horror and suspense with the action, because everything that frightens you could also potentially be a threat to you, which makes the whole experience so much more intense. The space setting, at least for me, does a great job as well because you truely feel alone. Ok, almost alone. Whereas in F.E.A.R. 2 while going up the skyscraper in the elevator you see a vivid city around you, helicopters fly by, you’re in an environment that is familiar to you. So, necessarily, the horror seems a bit superimposed on the whole FPS shooter thing, it doesn’t really blend or merge. However i would be surprised if that was ever the intention of the developers. I think they made a conscious decision to have the player go through these horror – shooter – horror – shooter sequences. Maybe it just doesn’t work so well for me? Or maybe their intention was never to scare the crap out of you but instead just to get some adrenaline going to make the upcoming combat sequence so much more intense and then follow up this intensity with carefully crafted horror elements. Rinse and repeat.

In addition the inventory (PDA) in F.E.A.R. 2 pauses the game. Which makes browsing the inventory a “safe” experience, i could imagine some players purposefully opening the inventory screen just to, sort of, relax. Of course, if it weren’t for the constant high-pitch noise F.E.A.R. 2 plays while the inventory is shown. This noise is so stressful (i’m playing with surround headphones) that i can barely skim over the intel texts before i have to close it again. It kills me braincells! In Dead Space on the other hand the inventory is projected into the surrounding 3D world, it feels like part of your character and the game continues while you’re in the inventory. This not only keeps the feeling of immersion, i believe it enhances it even.

If i had to sum it up, i would say that F.E.A.R. 2 is a great game both in the shooter and the horror part. While it is the better FPS shooter (in the classical sense) Dead Space has the stronger experience that goes with melting combat and survival horror together. F.E.A.R. is made for classic FPS combat while Dead Space is made to fear the unexpected, the horror and subsequently dismembering every limb you can find – (still) moving or not.

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Fart-ual Memory

I wrote an emotional response to the question “Is Virtual Memory still relevant in today’s world of inexpensive RAM?” on Stackoverflow.com.

Interestingly, i already got 4 downvotes and no explanation why. Ok, i guess i’m not completely on topic but still relevant.

Have you read it? No? Ok, doesn’t matter …

What i’m saying is: we (users) don’t need no stinking virtual memory! We don’t want our data swapped out from superfast memory to megaslow hard disks, causing a lot of disk thrasing (the “fart” noises i’m referring to).

Just the last two weeks i’ve tried – once again – working with Virtual Memory enabled under Windows XP. I had to enable it for one particular application (ok, i admit, it’s a game: Titan Quest). After 2 weeks i’ve finally disabled virtual memory again and i immediately noticed the positive effects of not having virtual memory: my system feels a lot more responsive. When i tell my computer to stop compiling, it stops. With virtual memory enabled, it will stop compiling eventually, after which it will continue to grind on the disk to handle whatever virtual memory stuff needs handling, causing prolongued slowdowns even after the task is done! This can sometimes go on for a minute and more.

Btw, it’s actually easy for me to tell wether my disks are thrashing or not: i hear them. I can hear them very well. They’re both WD Raptor 150 GB disks in a “dellible” (got it?) computer case which is standing on a parquet floor – so yes, my hard disks are hard not to hear when they’re working. Which also means: it’s a lot quieter when working without virtual memory, too!

My system works perfectly fine without virtual memory, with the exception of the occasional application complaining about it’s non existance and refusal to work without virtual memory. Occasionally i also get “windows is out of virtual memory” (oh … wow!? I guess…) yellow warning exclamation marks in the tray. I ignore them. They never had any noticeable effect. Not even terrible terrible side effects. No crashes. No applications suddenly dying. Nothing.

To all OS developers – please, for the love of god – get rid of virtual memory! We don’t need it. No one does. If your computer doesn’t have enough memory, make your OS point that out to the user. “Go buy some more RAM, it’s cheap!” Don’t start swapping, and most importantly: don’t force it on all users! Virtual memory is a thing of the past. It should go away. Personally, i’d love to see it gone – or at least officially “disableable” in the next Windows release!

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Shameless self-promotion …

It always feels good to read a positive review of the game you’ve worked on (which is BattleForge of course). The review is from Keen and Graev’s Gaming Blog.

You can view their Lobby video right here, it should give you a good impression what the game looks like and how it feels to play around in the Sandbox mode:

And here’s the gameplay video:

I would also like to link to the “BattleForge: FAIL” blog mentioned in this review’s comments. The reason being that i don’t think we need to hide the fact that we’re still running a beta and problems are to be expected. And i didn’t want to come off as bluntly promoting BattleForge, even though i hope no one will hold it against me seeing that i’ve spent over two years of my life working on this game.

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Instant Messenger of Cruel Communication Death

Excerpt from an IM Conversation at work:

@10:22 Chat window pops up on my second monitor. As usual, i don’t take notice what’s going on over there.

[10:22] Someone: Hi!
[10:25] Someone: Are you there?
[10:26] Me: Yes
[10:26] Someone: why didn’t you answer?
[10:27] Me: I am working?!?
[time passes]
[10:33] Me: You still there? What do you want?

@10:33 I decided to close the chat window. It’ll either pop up again soon … or not.

@11:15 Chat window pops up again.

[11:15] Someone: Sorry, don’t need you anymore.

@11:23 I take notice of the new chat window and close it again. I think: grrrrrrrr, argh!

You ever exprienced this kind of IM messaging of death? If so let me know …

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© 2010 Steffen Itterheim aka Gaming Horror