Archives for category: Games

Ear­lier this week I picked up the book Rogue Lead­ers: The Story of Lucasarts by Rob Smith. There’s an inter­est­ing his­tory that cap­ti­vated me from the get-go, pri­mar­ily because I’m a part of this fas­ci­nat­ing lineage.

Lucasarts & Quan­tum Link

Habitat coverLucasarts (then called Lucas­film Games) was founded by Peter Langston, a musician/game designer who hand-picked a group of young and eager game design­ers to cre­ate orig­i­nal game properties.

In 1985 Lucasarts was work­ing on a Com­modore 64 vir­tual com­mu­nity game (cou­pled with a 300-baud modem attach­ment) called Habi­tat.

In the game you were to cre­ate an “avatar” (yes, they coined the term in this con­text), pick­ing from a selec­tion of col­ors and clothes using the “GET” and “PUT” com­mands and then chat and inter­act with other peo­ple within a some­what graph­i­cal UI.

They part­nered with a com­pany called Quan­tum Link to pro­vide the on-line ser­vice com­po­nent and dis­trib­uted a beta test. How­ever, the game itself proved to be too pop­u­lar and their servers couldn’t han­dle the load, so it was can­celed never mak­ing it to retail.

Mean­while the tech­nol­ogy was sold to Fijitsu in 1989 and was later renamed Club Caribe.

Post­mortem

Lucasarts went on to cre­ate many orig­i­nal gam­ing prop­er­ties (suc­cess­ful adven­ture games like Maniac Man­sion, Grim Fan­dango and Day of the Ten­ta­cle) and Quan­tum Link even­tu­ally changed their name to Amer­ica Online.

The rest is history.

Addi­tional reading:

http://​en​.wikipedia​.org/​w​i​k​i​/​H​a​b​i​t​a​t​_​(​v​i​d​e​o​_​g​ame)
http://​www​.nation​mas​ter​.com/​e​n​c​y​c​l​o​p​e​d​i​a​/​Q​u​a​n​t​u​m​-​L​ink
http://​www​.nation​mas​ter​.com/​e​n​c​y​c​l​o​p​e​d​i​a​/​H​a​b​i​t​a​t​-​(​v​i​d​e​o​-​g​ame)

Here are a few ran­dom thoughts that I’ve had through­out this week, that on their own could poten­tially be expanded, but for the time being will remain in crys­tal­lized form:

Ele­men­tary Schools and Teachers

ChalkboardEver since I accepted a posi­tion work­ing as a cleaner (jan­i­tor, cus­to­dian, slop mop guy) at an ele­men­tary school I’ve gained a new per­spec­tive and greater appre­ci­a­tion in regards to every­thing that occurs behind the scenes.

Prior to work­ing at an ele­men­tary school, I had a very one-dimensional view of how schools actu­ally ran, see­ing as though my last encounter with a pee­wee edu­ca­tional fortress was many years ago.

Yet, when you pull back the cur­tain and real­ize that teach­ers have flaws, library shelves do in fact get dusty and there’s a bit­ter­sweet human ele­ment to it all that’s hard to describe, only then do you real­ize why schools con­tin­u­osly run themselves.

All of this boils down to the teach­ers them­selves, who in turn are modi­vated by their student’s achieve­ments, which fuels their inner pas­sion to edu­cate, look­ing past the spit­balls and dirty looks, know­ing full well at the other end there will be a result.

On that note, since we live in the era of Google, I was think­ing how much smarter a teacher can seem if he or she has access to a com­puter in their room. With Wikipedia and Google at their fin­ger­tips, said teacher can instan­ta­neously look up unlim­ited sub­ject mat­ter, print or project, and con­tribute end­less amounts of infor­ma­tion to the edu­ca­tion process.

It’s really fas­ci­nat­ing, con­sid­er­ing when I was younger all we had is an Apple II and maybe, depend­ing on if you were good or not, Ore­gon Trail with buf­falo shoot­ing action all at a gru­el­ing pace.

Wii!

For weeks on end I’ve been think­ing about Nintendo’s recently unvieled and renamed con­sole, Wii. I’ll admit that at first I was a bit taken back by the name (shocked even), see­ing as though the con­sole and it’s premise sounds kind of silly.

How­ever, after think­ing about it some I’ve grown to actu­ally love “Wii” and all it has to offer. Espe­cially after see­ing the slew of E3 demos that have popped up on sites like YouTube and Gamespot.

There’s just no deny­ing the fact that you’re no longer just play­ing, but par­tic­i­pat­ing in a game using their Wii-mote, which looks like your aver­age TV remote but rec­og­nizes 3D space and move­ment. How cool is that? Way cool!

Spore

With sites like Total Spore appear­ing out of thin air, there’s some­thing intrigu­ing and unde­ni­ably mouth water­ing about Will Wright’s newest sim cre­ation, Spore, that has the media and blo­gos­phere and maybe your neigh­bors in a gam­ing frenzy.

Spore isn’t just going to change the way peo­ple look at sim­u­la­tion games, it’s going to turn the gam­ing realm upside down. From the pre­views to demo footage and demon­stra­tions given by Wright him­self, it appears to be a mish mash of evo­lu­tion, cre­ation, old school gam­ing, clay mod­el­ing, strat­egy and sci-fi (amongst other things) all rolled into one.

I haven’t been this excited about a video game in years, not since I first laid eyes on Sim­c­ity and Populous.

I’m often fas­ci­nated how some­one can cre­ate illus­tra­tions out of tiny pix­els. To me it’s no dif­fer­ent than a more technologically-advanced form of Lite Brite art and it’s some­thing, albeit jagged in appear­ance, that I’ve come to admire through­out the years.

Pixel art, now a full-blown art scene and expe­ri­ence depend­ing on who you ask, was some­thing I became famil­iar with in the early-80s (post Pong era) while play­ing video games in the arcade and on the Atari, where I clocked in sev­eral hours play­ing Frog­ger and Dig Dug. At the time it seemed a bit sur­real that just a hand­ful of green-colored dots rep­re­sented Frogger.

Toss in a lim­ited color palette and you (as Frog­ger) were faced with all kinds of ene­mies includ­ing speed­ing cars, hunger-surpressed gators and logs a plenty. Now it seems quite pri­ma­tive and even then it did as well, but still, it’s noth­ing less than admirable to think that we’ve (and by we, I mean those who enjoy gam­ing as a past­time) been star­ing at col­ored squares for years on end.

In later years pixel art became more detailed and at times, depend­ing on the game, there were sequences where I would be blown away at how beau­ti­ful the onscreen art­work looked. Games that stood out in my mind, even to this day, were the Castl­e­va­nia, Con­tra and Super Mario series on the Super Nin­tendo as well as Another World and Flashback.

I’m sure there were oth­ers, but those games in par­tic­u­lar inspired me to cre­ate my own pixel art after pick­ing up a copy of the now defunct Klik and Play by Maxis (even­tu­ally resold to Click­team), which I believe has since been rolled into other soft­ware pack­ages after being acquired by another com­pany years later.

Accord­ing to the pack­ag­ing, Klik and Play was the “ulti­mate game cre­ation soft­ware for the PC” and allowed any­one, so long as you were will­ing to accept the rather steep learn­ing curve, to cre­ate your very own 16-bit games with the aide of sim­ple pro­gram­ming and pixel art.

Hon­estly, I paid less atten­tion to the game cre­ation aspects and instead focused on cre­at­ing beau­ti­ful pixel art. Within a few moments of exper­i­ment­ing I real­ized that it wasn’t as easy as I had ini­tially thought. Despite what I had con­vinced myself prior, this wasn’t the same as pick­ing up a brush, dip­ping it in paint and spread­ing it across a canvas.

On the con­trary, cre­at­ing pixel art takes a great deal of patience and an under­stand­ing that what­ever you’ve set out to cre­ate dig­i­tally is only a few hun­dred (thou­sand, mil­lion) pix­els away. Yet, you need not let that deter you because once you’ve reached that goal and are able to look at some­thing that’s com­plete, it’s a feel­ing like you’ve just been climb­ing Mt. Vesu­vius and finally reached the peak.

SEO Company, Directory Submission, Phone Cards, Calling Cards, International Calling Cards