Sunday, February 20, 2011

List of Skills

I've found that people tend to over and underestimate my abilities. Partially this has been by design. Perhaps call it a fascination with holding secret information so that I can apply it at will when it helps me the most. Perhaps see it as an idealized view that some day I will be "discovered." Perhaps view it as a cowardly way to be able to talk big but never perform. Doesn't matter. I rarely tip my hand on my true skills.

So, to counter that, enjoy a self-created list of my skillset. Probably incomplete.

Core Skills
Musician (keyboard and flute)
Cooking
Programming
Gaming (strategy, FPS)
Administration/Organizing (especially parties)
Presentation / Public Speaking
Taking on Awkwardness at will (and shrugging it off)
A/V
Problem Solving / Debugging
Biblical Reference
Driving (manual)
Wasting Time
Electronics

Vestigial Previously Practiced Skills
Classical Piano
Tennis
Basketball
Machine Shop

Basic Training
Mixed Martial Arts
Ultimate Frisbee
Snowboarding
Dancing
Writing
Relationships
Tact in correction
Politics
Singing
Poetry
Dramatic Readings
Acting
Stage Building
Map Design
Hacking
Game Design
Robots
Photography / Picture Editing
Video Editing

Friday, February 11, 2011

Is Moddability Required?

PC Gamers like to bitch and moan about some very specific things. We complain about bad ports. We complain about not getting content. We complain about DRM.

One of the oddest complaints though is about moddability and dedicated servers.

It's a good complaint given our history. Great games like Half-Life provided gamers not only with a solid game, but also the tools to make their own content. This led to not only customizations but even led to some of the biggest game changers in the industry. Counter-Strike, Team Fortress, Civilization 5's development team, and many more are the direct result of gamers getting into the guts of a game, making new and innovative features, and then sending them along to the playerbase.

It jives very well with the PC Gamer's mentality. We are hardwired to try and get the most out of our money no matter what. We overclock our hardware. We demand games to last 40+ hours of exciting gameplay for our $50. And that is besides having a competitive and fun multiplayer to boot. We really truly are greedy. And so mods were awesome. You already own the game, now enjoy this mod which takes the game and makes it better, or maybe even makes a whole new game. And sometimes that new game even is more successful than the original.

Truly we have a rich history of modding and control. Not only do we make whole new game types, but we also tweak our servers to cater to specific desires. If the original online multiplayer didn't have persistent stats, we added them in. If we wanted to let players purchase reserved slots so they could always join by kicking a non-paid member, we added it in. If we wanted to change the game to one-shot kills, infinite grenades, and the ability to fly, we modded it in.

However, I think we may have reached a turning point.

With the rise of digital distribution, we now have outlets to sell smaller, less polished, nuggets of games. Games that only last a few hours and priced at $5 are available to mass consumption. Before, the only way to get your game out was through forums, downloads, and your rewards were accolades of praise and the occasional donations. Now, you can sell instantly. Also, indie games are well cataloged and tracked in order to be sold. The modding community lacks the same kind of structure universally with only a few select ever making headlines, and typically these are only for first-person shooters. Indie games show up on front pages of Steam, the largest digital distributor of PC games. Mods of varying quality show up every now and then in a magazine.

We have reached saturation of games. There are more games available than you can ever play, even if you're a dedicated game tester. So, everyone must now be judicious about what they purchase. What little time they still have has to be spread over several releases. Gone is the time when one game would rule as king for several months. Now there are block buster games sold every month of the year, and lots of smaller games every day. And that's just for the PC. Many people also play on other systems, such as their iPhone, Nintendo DS, XBox, Wii, PlayStation, browser Flash games, Facebook, and many others. Do you need your game to last you six months? Not really, there's plenty of other games to take its place.

We have reached the point where tools and standalone engines are commonplace. You don't need to own a game on the iPhone before you can play the next Tower Defense game. You don't need a game to develop a new game for the iPhone. You register as a developer, download the tools, and start building. Similarly, the Unity Engine, Unreal Development Kit (UDK), and many other platforms allow you to rapidly build a game within an engine and then send it out as a standalone package independent of other games. Even more amazing is how quickly anyone can build a game using these tools. I remember hacking around in the StarCraft World Editor and just trying to build a basic Chess game. It took me over a week of hard work. Now I could build something similar in a day using these tools. It is astonishing how robust and easy to use for quick design these tools are.

The average gamer is not some punk in the basement. It's everyone from 5-year olds to grandparents. Very few will ever step foot in a forum, do the research to find a mod, and most can't even be hassled to apply patches let alone the 5 step process to install a mod and check for compatibility between mods. The visibility of mods is rapidly dimishing in proportion to the growing gamer player base. While extremely vocal, often time the forumites are the smallest minority yet.

More and more games are coming out with little to no mod support period. The vast majority will only include something simple like a map editor, but no deep set of tools to retailor the engine to your whims. As long as players can make their own maps and maybe add a few cute features, we appear to be satisfied as long as we get patches and new features are promised.

All of these factors in my mind spell an end to modding as a driving requirement for games. Instead, all the great modders have realized they can just build their game using other tools and sell it for money. Using moddability as a requirement for longevity is a joke for the majority of games. Gamers move on within the month, and there is no revenue in mods, just a happier (and very small and select) forum fanbase.

There will still be a place for mods. Great mods still appear and shake up the world. See things like Portal: Prelude which shook the community. A recent mod Nehrim for Oblivion is gorgeous and adds so much to the game. Gamers continue to create patches for "unfinished" games like Vampires: The Masquerade, Knights of the Old Republic 2, and S.T.A.L.K.E.R. It is also still a hot bed for beginners to mess around and being adding new items and small tweaks to the content. However, as a driving force, as something that developers should strive to include, I see little merit anymore. There are better, more profitable ways for up and coming game developers to break into the market. There is higher visibility and more investors awaiting in the indie scene. And the innovation for the past year hasn't come from modders but from small independent developers making their own unique engines, game mechanics, and visuals. They didn't start with a foundation besides their ideas. Why burden them with learning the way your game did things when they can just make their own system?

Truly the only reason to have mod support is to satisfy the annoying group who keep complaining about not having enough control over their own game. And slowly they are getting drowned out in the noise.

Monday, February 7, 2011

Hindsight: HMC's Caustic Environment and the Downfall of Crack

I must first note that I truly loved my time at Harvey Mudd College. I still recommend it as an excellent school, I still look back fondly on my time there, and I wouldn't change what I did there for anything. However, I recently have come to the conclusion that its community is going about things the wrong way.

Arriving my freshman year we were greeted with a variety of things. New roommates. New classes. Tradition and scheduling and alcohol and games and projects that would suck your soul and professors who did AMAZING things.

One thing I gravitated towards was something called Crack in the AC. This is a LAN party held every weekend in the Academic Computing Labs. We played a game called Natural Selection in those days, a very complicated RTS/FPS blended game with Marines and Aliens and tech trees and buildings and jetpacks. It was amazing. The first time I went, I had no idea what I was doing, but I had a blast. I decided then and there I was going to get good at that game and hang out with these people. I even aspired to be as good if not better than a particular gamer Manxome at commanding, to kill Prions repeatedly, and lead my team to victory every game.

I eventually took over leadership of running the event. However, over my four years at HMC I noticed we progressively had less and less people at these weekly gatherings. There was always a resurgence at the beginning of a year, but quicker and quicker people would stop showing up until in the later weeks we just didn't play due to lack of players.

I pondered for the longest time why, and came up with a few reasons.

First, one change I had made was to allow the legendary alums to play with us. I opened up the game server to the internet. While this did provide us with an additional 5-10 players initially, many our friends from years past, it also had the effect of splitting up the people. You no longer were all in the same room, you couldn't shout at the top of your lungs and have everyone hear you. That sense of comradery, the antics that occurred every week, were now missing. Not to mention it was frustrating to communicate with those not in the room via text chat.

Secondly, games moved away from being PC centric. Students would often spend their nights huddled in their rooms around a console instead with their close friends. Why go to a PC LAN party? I don't play PC games!

A really big problem was aging hardware. Trying to play some of the more advanced games were difficult with low framerates, stutters, and crashes. So, some students eventually stopped coming to the labs and just played from their rooms on their personal gaming rigs, and sometimes the effects showed as they curbstomped those actually in the labs.

We lost a core group of gamers to really invigorate others to join in. Without a strong core set of players who were always there and always eager to play until 2am, you didn't have a sense of wanting to join them.

We started earlier and so ended earlier. It became common for people to bow out at midnight instead of at 2am since we started at 9pm instead of 10pm. These short spurts of games instead of epic long streaks hurt the community feeling.


But perhaps greatest of all were the "competitive" gamers.

We began to have more and more players who would practice and become exceedingly good at games. This would be at first glance a great thing. Now you can be on the team of an amazingly dominating player! However, the downsides were plentiful. Complaints about losing due to team imbalance grew exponentially. Getting angry at teammates for doing "stupid" things. The feeling of never being able to get to their level. And the worst was these competitive gamers would usually only play games they were good at, making them sporadic attendees, and often they only wanted to play and not spend time helping others unless it helped them win.

This didn't dawn upon me until later, but I think it highlights something very crucial about the HMC community. It is full of people competing.

Now, HMC's community is actually quite nice in comparison to the majority of schools. It tends to be supportive and helpful and no one is ever cutthroat. Collaborative work is a hallmark of assignments and projects. We are highly encouraged to give aid and ask for help when we get stuck. The Honor Code means we all trust each other with our stuff and even our lives at times.

However, there is an undertone of performance is superiority. If you are not noteworthy in a certain area, you simply are not noteworthy.

This leads to a very strong urgency to prove yourself and perform well. Also, you must be evaluated fairly. So, when you do fail, perhaps it was someone else's fault, and you MUST point that out or else someone might think you're inferior to what you really are.

One of the most common and prevalent ways to do this is to "complain" about how much work you have, the misery you've experienced, and how little sleep you have. In reality, it's more like boasting. I had to work myself through two papers, an all-night MATLAB assignment, AND get thesis done this week. But it's complaining. It's a call for sympathy. It's a call for look at how much my life sucks but I've done it anyways. I am downtrodden, beaten, and so I deserve your attention and respect. Oh my bleeding heart.

Also, if you were an expert, it was your duty to correct others and point out their mistakes. You moron, you don't do it that way! You're smarter than that! Sure you are "helping" correct the mistake and "encouraging" them that they could have found it themselves, but are you really helping? They know the right answer, but feel silly that they didn't realize it. You are so much smarter than me!

It may sound innocuous at first, but I seriously bought into it. It drove me into a very strong sense of cynicism. I was never good enough, look at all my gaping wounds, woe is me. You moron, why'd you do something stupid like that? And only recently was I able to identify it and try to change my perspective.

I admit it was not of my own amazing perceptive powers, nor is the change easy. I have the people at Catalyst to thank, especially M.Robbins who pointed this out to me. So now I continually work on looking not for failures but instead for things I can praise and affirm as being awesome. Positive reinforcement instead of negative reprimand. Affirmation instead of tearing people down, including to myself.

That isn't to say you just gloss things over. Truth in love is a phrase thrown around in church to mean when you sometimes have to tell those you love the hard truth about what's going on and how they have hurt themselves or you or others. But you don't come down on their heads in public with harsh words and censure and make them defensive and unwilling to change. You approach the problem with care, with love, affirmation for what they do right, and guidance on how to change what is wrong. It takes a lot of effort, care, and practice to get right, but you put in that effort because you care about the recipient.


This is not a problem isolated to HMC. I see this occurring everywhere. It's easy to just complain and fish for sympathy from your peers. It's easy to complain about what's going on in politics and the economy. It is hard to do something positive about it. And that is my challenge for myself and for you: to do the hard but better thing.

Friday, February 4, 2011

Odd Relations

Not sure if this happened to you, but back during my Middle School and High School years I heard a lot about this thing called "peer pressure" that we had to be wary of. Don't let your buddies change you or pressure you into doing potentially hazardous things. Feel free to express yourself even if it goes against the crowd. Don't think all the cool kids are doing drugs. And so on.

It was a tad odd since I pretty much ignored these lectures. Because I had no real friends.

Yeah, there were some people I knew and could relate to. During High School I had lots of people, especially in Band, that I hung out with and chatted with quite regularly. And perhaps my definition of a friend is a little odd. But I honestly didn't have people who I cared enough about that I felt like there was "peer pressure."

There were obviously other forces at play, I just don't classify them as "peer pressure". For one thing there was the general crowd feel. You didn't want to speak out against certain things or else you'd be labeled as uncool. You obviously acted certain ways to certain people. But I could identify all of these and didn't feel particularly constrained by them. In fact, it is perhaps due to my nonchalant feelings that certain things worked out in my life. I consistently was on very friendly terms with the teachers since I was never afraid of them. I was very comfortable with opening up to the college admissions since I didn't particularly care what they thought about me. I previously noted that I simply worked hard at my courses, not caring about the grades but that I put in my best effort. I didn't realize until near the end of my senior year there were even rankings based on GPA, that I was in the top 10, AND I hadn't been padding my GPA by taking as many AP classes as possible and avoiding non-AP classes (i.e. Band). Even when I found that out, I was all like, "huh, that's neat" and just went on with life.

But, that's just the past.

Recently I've met and connected with people that I would consider my friends. It's almost weird using that phrase. Friends. However, this brings up a tough and odd dilemma. I care about them, and I care about what they think about me, so suddenly I have "peer pressure" problems.

I actually talked about this once in a small group. We were talking about being authentic. Specifically, allowing ourselves as Christians to act like Christians not just on Sunday. However, I also brought up the subject of trying to change ourselves. Is it OK or even possible to try and change yourself for the better for the benefit of your friends? I want to impress and be accepted by a group, so is it OK to try and change myself to fit in?

We came to the consensus that you can try to be the best possible person of yourself, but you can't change who you are. Fundamentally putting on a mask just to be accepted is not the way to happy fun friend time, no matter how appealing it is in the short term.

But it truly is an odd thing. Only in recent years have I had people who I just might do something stupid for just for our friendship. I finally get what all those talks about "peer pressure" really meant. I almost feel like I ended up growing up about four years behind everyone else and am now playing catch-up.

Luckily I listened to the talking heads back in High School, so I at least have the theory down. Let's see how well I can practice them.