Mar 16, 2024 - In the Shadow of Doom

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Doom

In the closing days of 1993, id Software released Doom, and the gaming world was changed forever. A landmark title that arguably established the first person shooter (FPS) genre, it was technically and artistically foundational, became one of the top selling and critically acclaimed games of all time, and even sparked a moral panic over its violence. And recently, as Doom turned 30, its cultural impact can still be felt. It’s hard to overstate what a big deal Doom was.

Yet Doom was not the first big deal by id Software, nor was it the first FPS. Little more than a year prior, id released Wolfenstein 3D, an action-packed and immersive 3D shooter that many consider the “grandfather of FPS”, and topped many game-of-the-year lists. Compared to Doom, it was clearly inferior, but through its frenetic pace and ultra violence, it was easy to see where Doom came from. Even as id slaved away at breakneck pace making Doom, competitors saw Wolfenstein 3D and the possibilities of immersive 3D gaming and rushed to make clones and their unique spins on the emerging paradigm. Some knew that id was coming up with something big but few anticipated how utterly massive Doom would become.

And thus we are left with the gaming and cultural behemoth that was Doom, and in its wake, lie numerous could-have-beens, hopelessly overshadowed and forgotten. Some were quality games that could have enjoyed great success, some were decent and could have sustained the budding studios behind them, and some were, well, forgettable me-toos that nevertheless could have built modest followings. In this post, as we look back on 30 years of Doom, let’s also look back on the the losers of history, the games that deserved more love than they did, in the shadow of Doom.

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Nov 14, 2023 - Big Without Scale

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Having big and interesting game worlds has been a holy grail of games since the beginning. In the early years, technical constraints meant that big worlds were simply infeasible, without heavy use of procedural generation - Elite in 1984 for example boasted thousands of planets - but nowadays, the main constraint is dev effort. Put simply, to create lots of interesting content, you need to put in lots of work.

But that doesn’t mean we can’t use clever techniques to get the most bang for buck.

Elite

Bigger is not Better

When we look at lists of biggest game worlds, space games like Elite Dangerous and Starfield dominate, but that’s not particularly insightful when you consider they are mostly empty space. A bit lower in the rankings you’ll find Daggerfall, which dwarfs other Elder Scrolls game worlds while being much older than them - notably having “the size of Great Britain” - but again, isn’t interesting as most of the game is empty wilderness, sparsely filled with randomly generated towns.

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Sep 17, 2023 - A review of Golden Age RTS Music

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I love games and music, and one of my favourite game genres is RTS. I don’t know which led to the other, but one thing’s for sure: RTS music slaps. I would argue that it is one of the best genres for awesome, listenable music that you can put in your playlist. For example, RPGs have great music too but their soundtracks are too eclectic, as they are strongly themed to specific levels or characters. Action games can also have great music but they are very situational, with a mix of stealth, action and boss tracks. RTS games have a perfect blend of strong yet consistent themes, and the gameplay gives the music plenty of space to develop itself, not being dictated by the action onscreen.

In this post we’ll review great RTS music from its golden age, from the mid-90’s to early-mid-00’s. We’ll see how diverse studios and composers take different approaches to what style of music to use, and how they serve the game.

A brief history of golden age RTS music

The start of the RTS golden age (variously reckoned to be somewhere between Dune II and Command and Conquer) coincided with the wide availability of CD technology, and RTS music rode this technological wave and showcased high-fidelity soundtracks. The genre is perfect for music, its 10-30 minute gameplay sessions allowing uninterrupted, extended play. While Dune II had to use limited chiptune, by the time games like Command and Conquer came around, everyone jumped onto the CD audio bandwagon, since music is so key to RTS games.

The golden age is often characterized by the fierce rivalry between Westwood (Command and Conquer) and Blizzard (Warcraft, Starcraft), but was by no means a two-horse race, with quality releases from many other studios such as Ensemble (Age of Empires), Relic (Homeworld, later Dawn of War and Company of Heroes), Cavedog (Total Annihilation), and not to mention the numerous clones and contenders. The best of these entries also had fantastic music.

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Apr 19, 2023 - The First 80%

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[Most] games are awful for about 80 percent of the process—there’s no fun in the game until the very end.

David “Dr. Doak” Doak, excerpt From GoldenEye 007 by Alyse Knorr

I recently read Goldeneye 007, a terrific book covering the making of that classic game, and came across the above quote. I could not help but strongly agree with this observation, as I’ve seen it first hand countless times. Whether it’s making a game, or writing music, drawing art, or any creative activity, it always seems like the first 80% of the project is a slog. It feels like working on something that seems like utter crap and somehow refuses to come together, until the very end. It happens regardless of the type of project, the length, or even how challenging it is.

So it was very heartening to learn how ubiquitous this problem is. Apart from knowing and accepting that most creative work will feel like crap, what other things can we take away?

Things will suck, until they don’t

Even my most successful projects did not break this first-80%-is-crap rule. When making Dunkman for Ludum Dare, about half way through the jam, I posted this progress update:

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Mar 29, 2023 - 12 Principles of Animation

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To make better games, I’m a big believer in the value of learning the fundamentals, even if they aren’t directly related to game dev. You can elevate your game dev skills using the principles of design and art. Go beyond the amateurish, to something that is professional and powerful.

Take animation, which is more than a century old. My go-to bible is The Animator’s Survival Kit, an absolute classic by an award-winning veteran. When people ask for quick tips, I also recommend Disney’s 12 Principles of Animation. Even though these guides were written before computer animation became ubiquitous, their principles apply regardless of the tools you use.

I often see people making games, putting a lot of love and effort into it, but the animation is lifeless and basic. If only they applied some basic animation principles, this could look so much better! Well, now I’d like to show how to do this, using a basic, side-scrolling platformer character example.

Let’s take a basic, pixel-art side scrolling character. This is Ticcy, the mascot for the TIC-80 fantasy console:

Ticcy

Giving Ticcy a basic walk and run animation might look something like this:

Ticcy basic walk and run

…and Ticcy has a hat, just because

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