GPC Version 2: Phoenix Rising

December 31st, 2010

I wanted to write this post right after the submission deadline earlier last week, but I put it off due to a case of not feeling well (technical term). So instead, this shall be my last piece for the year! Hopefully I’ll be writing a little more frequently in the following months, with university and a whole bunch of projects coming up. :)

Background

Phoenix Rising is a JavaScript/HTML5-based puzzle game that I wrote for the second iteration of the Game Prototype Challenge, a week-long game jam. Organized by former colleague Jason Kaplan, the purpose of the challenge was to motivate game developers. And motivate me it did; I saw it as a good opportunity to try my hand at game development. :D

Idea

This was my first ever attempt at writing a game, so I wanted to keep things simple. Basically, this meant that I couldn’t do anything that required complex mechanics. I was also working that week and had a couple of events to attend so time was definitely an issue.

I chose to write the game in JavaScript, making use of the canvas element introduced in the HTML5 specifications. There are a couple of reasons for this. One: I’m already quite experienced when it comes to web development so I wanted to take full advantage of that knowledge. Two: I haven’t actually worked with canvas before even though I’ve seen all sorts of cool demos that others have written. This was a good way for me to get my feet wet on both fronts.

It took me a few hours to come up with a workable concept once the themes for the challenge (immortality and thin ice) were announced (I was actually up ’till 4 AM thinking while reading up on basic game development). One of the first things that came to mind was the notion of cracking tiles that would deteriorate into holes once you’ve stepped on it a couple of times; a set of such tiles would essentially be a puzzle that has to be navigated carefully. This was one of the mini-obstacles in Golden Sun, a RPG that I hold in the highest regards. In the end, it turns out that I would do something similar – a set of ice tiles that melt into a trail of impassible water. I wasn’t entirely sure how to fit immortality in at first (early ideas included obtaining an elixir of life, spiritual ascendancy, etc.), but then it hit me. Why not do something featuring one of my favourite creatures of all time, the phoenix? Everything came into place once I wrapped my head around that thought, including the melting ice (a phoenix is made of fire after all), the collection of twigs to build a nest, the mini-story…

Development

Although I fleshed out the game concept fairly early in the week, I didn’t actually start coding seriously until Thursday. In hindsight I should have started sooner, but there was a lot of material for me to read up first (as stated, I haven’t done game development before). JavaScript is pretty quirky as a language too which didn’t help much (I typically use jQuery syntax for the things that I need in the average web development project).

I started with a simple game loop using setInterval() that is first called when the DOM is ready. For this particular project, a continuous game loop was probably overkill; something based on player input would have been far more efficient. I wanted the flexibility though, in case I felt like implementing AI for enemies and whatnot. It turns out this was a rather bad decision as I overestimated the performance of JavaScript in certain browsers; FF 3.6 was quite laggy although FF 4 and Chrome 8 ran the game alright.

All of the level data is stored in separate XML files which are parsed into game objects as needed. This allowed me the flexibility of adding new levels on-the-fly as well as giving an easy way for others to create their own custom maps (in the future?). The jQuery framework makes the parsing process painless, only requiring an AJAX request and a callback function. I’m actually pretty sure it’s standard practice to store this data separately, although it was more out of intuition for me.

It turns out that drawing on the HTML5 canvas is rather simple, though you are more-or-less limited to primitive objects. I made extensive use of drawImage() since most of what I had was stored externally. The visual part of the game consists of a bunch of images hastily drawn using my trusty Wacom Bamboo tablet. ;) It was actually slightly challenging drawing things that would tile correctly (mainly the wall) and writing code to display the right image wasn’t a walk in the park either. I probably messed up here; there was likely a much better way of doing things (i.e. not having separate cases for everything).

Everything else is rather straightforward; I used a 2-dimensional array to store the current game state and had various checks in place for “special” events. Arkayle’s abilities were actually a last minute add-on that I felt added a lot more depth to the game (I knew something similar had to be added eventually – there is only so much you can do with a puzzle where you couldn’t normally retrace your steps). Unfortunately since I was crunched for time, I couldn’t really do too much level design. The result is a three-level game where only the last level is slightly challenging. :P

Lessons Learned

There were a few major issues that I ran into. I found that drawing on the canvas is pretty damn slow especially when the dimensions are large (e.g. 1000px x 500px). Especially for a game like this, it was probably a much better idea to redraw when something actually happened (e.g. player input), rather than at a constant interval. An alternative would have been to not use canvas: DOM manipulation is another path that I could have taken.

A second major issue that I found was when I was trying to import my “art” assets into the game. There is an issue with drawImage() which tries to render an image onto the canvas even if it hasn’t been loaded yet. I’m not sure if this is a bug or by design (if it is by design, I’d like to know why). One of the ways to resolve this issue was to use drawImage() on image load:

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var img = new Image();
img.onLoad = function() {
    canvasContext.drawImage(img, xStartingCoordinates, yStartingCoordinates);
}
img.src = "path/to/image.png";

Unfortunately, this caused a whole bunch of flickering due to my game loop (at least in Firefox 3.6) so I opted to preload all of my images instead.

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$(document).ready(function() {
    var images = ["image1.png", "image2.png", ...];
    var img = [];
    for (var i = 0; i < images.length; i++) {
        img[i] = new Image();
        img[i].src = images[i];
    }
});

Turns out that this works quite well. :) The smart way of dealing with so many images (20 at my last count) would have been to use sprite maps to minimize the number of HTTP requests, but I didn’t want to deal with the hassle at the time (as mentioned, crunch period!).

There were a few more kinks along the way (e.g. dealing with JavaScript’s prototypical – rather than classical – inheritance), but they were pretty minor. My code base is pretty messy, though that was to be expected writing something I didn’t know how to write, using tools that I didn’t know how to use. :P In hindsight, I should have introduced a lot more separation between the engine and game logic. I also should have found a way to reuse code more effectively (see the Entity object). As for the game itself, I should have added in a few more abilities for Arkayle to use, as well as more levels (right now it doesn’t seem much like a game). Ah well…

All in all, I had a great time working on this prototype. I felt like I learned a lot from the process and I hope to apply that in future projects. :D

Torchlight

November 30th, 2010

It’s been a long time since I’ve last touched Diablo I and II, long considered revolutionary games for the action-based RPG genre. The series caused massive waves in the world of gaming, and even today we can still see its influence in modern game design. Hell, it did more than just influence the industry; the formula was so successful that a slew of copycats followed – hence the creation of the term “Diablo clone”. That’s not a bad thing, however, as refinements and innovations were made upon the basic concept.

I picked up Torchlight, among others, over the last week during Steam’s Thanksgiving sale. Being that I’ve already heard good things about the game from others, it was pretty much a no-brainer. Disappointment was not an emotion I had that day.

As I so subtly hinted in the opening paragraph, Torchlight very much feels like Diablo gameplay-wise. The similarities are such that I’d advise anyone who has played Diablo to start Torchlight at the hard or very hard setting if they want a good challenge; a lot of basic premises like elemental resistances and such are still in effect. Of course, it feels a little unfair to base my opinions of one game on another but…

Anyway, let’s start with the graphics. I definitely enjoyed the art style; it gave the game a more cartoony, light-hearted feel to it. Your mileage may vary, of course, but I find a lot of dungeon crawlers to be rather dark and dreary. It’s rather nice to see a change every once in a while.

I can’t really comment on much of the audio; I’d say it’s on par for the game’s theme. Nothing really stuck out and impressed me, but of course the game would be much worse off without it. It’s just like good web design: audio plays an invisible but vitally important role. For the most part though, I just couldn’t pay attention to most of the stuff I was listening to since I was too busy running around like a madman trying not to get killed. :P In that aspect, I suppose it did its job well, giving clear signals on when to dodge projectiles and such.

Personally I thought the story was rather weak and shallow, merely present to provide a small backdrop to the world. I barely know anything about the characters in Torchlight such as Syl and Aldric, though I guess the journals did provide some information on the latter. Hell, I don’t really know much about Ordrak either, beyond the fact that he’s a corrupt being I have to take down. Ah well, I didn’t go in expecting much anyway. :P

Gameplay-wise, Torchlight is quite solid. I wish there was a little more information on how skill damage is calculated (things like ricochet which is based on “weapon DPS”) but that’s not a really big deal (unless you’re a min-maxer, of course). There weren’t really any skill trees or synergies – just abilities you can put points into once you reach a certain level. This removed a lot of complexity in choosing how to build a character (though at the same time reducing the game’s depth). I prefer it this way though, since it lets you experiment without investing too heavily in one particular style. The pet that always tags along with you is quite a nice little innovation to the genre since it does away with the whole go-back-to-town-to-sell-everything-since-you-have-no-more-room-in-your-pack problem; the ability-granting fish was rather cool too, though quite odd and out-of-place.

One major issue I found with the game was the huge ramp in difficulty between floor 29 and 30. The Dark Zealots on floors 30-34 are quite insane as they can literally kill you in one hit, giving you next to no notice. It was quite frustrating dealing with them; indeed, I just suicided my way to the final boss because I was fed up part way through. At least in the rest of the game the difficulty ramped up at a reasonable pace; sure, there were always things that could 2/3-hit you, but you could avoid them by playing carefully. The final boss was rather tedious as well, though I was quite underleveled at that point (my character was only at 25 compared to the boss and his minions all at 30). Basically I just suicided a couple dozen times spamming traps everywhere to take him down. Good thing I wasn’t playing on hardcore mode, eh? ;)

All that said though, I believe modability is definitely Torchlight’s greatest strength. Any part of the game that causes irritation can be changed to better suit the player. For example, I thought having to constantly identify items was a massive waste of time so I hunted down something to change it. Mods can even add huge amounts of extra content to the game, from things like quests to completely new classes. There are quite a few resources for mods as well. In addition to a few select sites, TorchLeech, an unofficial tool that manages modifications to Torchlight, helps in organizing and finding most of what you need.

Anyway, in summary: definitely try this game out if you’re into action-based RPGs (hell, even if you’re only tangentially acquainted with the genre). I think there’s a free demo floating about somewhere too. :P

StarCraft II: Lost Viking

October 31st, 2010

For anyone not accustomed to side-scrolling shooters – very plausible given that SC2 is a real-time strategy game – the Lost Viking achievements may be one of the most annoying to obtain (at least as far as the campaign goes). However, given a bit of effort, it is far from impossible for even the most casual gamer. Here are a few general tips…

Power-ups

  • Plasma vs. side missiles – Though the plasmas will take down bosses much quicker than the rockets, it is hard to use them elsewhere in the scenario. In general, the latter is much more user-friendly; the former is for those who have great skill in aiming while maneuvering through enemy fire.
  • Drones – These little guys are amazing; they help take down opposing units and also sacrifice themselves should you take a hit, acting as an extra life. Two of these should be gotten as soon as possible (wait for the power-ups to morph if need be).
  • Bombs – Bombs are literally the PANIC! button in this minigame and there is no shortage of them after having finished upgrading the ship’s weaponry and obtaining the drones. They should be used whenever you’re in a “crap, I’m screwed”-spot (typically during the Zerg and Terran bosses).

Levels

  • The Protoss level is pretty straightforward; there aren’t too many things worth mentioning about it. One interesting thing to note is that you can “farm” the interceptors that the boss throws out for points; this can actually get you past the 500k point barrier without having to fight Terra-Tron for a 3rd time.
  • For the Zerg, it is best not to move around a lot as you take down the scourges. By staying motionless, the enemy “firing” pattern is much less chaotic. Of course, moving as little as possible is a general rule in most shooters so… As for the boss here, the main thing to watch out for is the tentacles; the stockpile of bombs will come in useful here though they aren’t completely necessary.
  • Terra-Tron is by far the biggest threat in the third level, with lasers, bullets, and even a homing saw at its disposal. The laser can be avoided by being at the opposite side of the screen from where Terra-Tron starts firing; the saw isn’t too hard to dodge, at least on its own. The hail of bullets on the other hand is quite annoying given the clunky, imprecise controls. Again, the bomb stockpile will serve quite nicely here.

Controls

One interesting thing to note is that spamming the spacebar continuously is much more effective than keeping it held down. This gets rather tiring and distracting so, me being me, I wrote a quick AutoHotkey script to automate this process.

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Activated := 0
 
Loop {
	If (Activated) {
		Send {Space}
		Sleep, 50
	}
}
 
$Space::
	Activated := !Activated

Press the spacebar once and the ship will fire continuously at maximum speed without any further direction. It makes it much easier to focus on dodging fire and using bombs when necessary. :P

Anyway, Happy Hallowe’en!

Microsoft Kinect

September 30th, 2010

It’s been over a year now since Project Natal (now Kinect) was announced. One of the most mindblowing demos of the day was created by Lionhead, where participants could interact fluidly with an in-game kid named Milo (E3 2009 video here). Things sort of died down after a while until earlier this year when Microsoft formally introduced the system as Kinect. Curious name, that; it’s sort of a blend between kinect (i.e. movement) and connect (as in with other people) which is understandable given all the hype about social media these days.

Anyway, my friend and I got to play around with the system earlier today (quite randomly, actually, since we were just strolling downtown getting food and stuff). We got to play Kinect Adventures which included activities such as navigating a raft with our bodies, dodging items on an obstacle track, and plugging up leaks caused by some very vicious fish. I believe the second game we tried was Kinect Joy Ride which was basically a racing game with a variety of game modes. I was actually quite surprised at how well the sensor picked up body movements, though I did have some problems controlling my car in Joy Ride (though that was likely due to my inexperience with the controls). Both games had relatively slick UIs too given the new method of control; I can’t think of many ways to improve upon them off the top of my head.

Perhaps the technology is still too immature or the style of games will only fit in with a niche group of people; nevertheless, it’ll be interesting to see how Microsoft, Sony (with its PlayStation Move), and Nintendo (with its Wii – or presumably, the Wii’s successor) battle it out for a piece of console gaming’s future.

RuneScape Bonus XP Weekend (Part 2)

August 24th, 2010

…and it’s back! Jagex announced last day that the second bonus XP weekend will be running from the 3rd to the 6th of September. Clearly I’ve been out of the loop for a good period of time; I only noticed because this post was getting a spike in traffic the last couple of days.

It looks like the principle behind the entire event has largely stayed the same. There is one major difference though: summoning will be capped at 110% of normal XP throughout the weekend. This is due to the nature of the skill; as I mentioned previously, most of the work occurs during charm gathering rather than pouch making. The addition of dungeoneering is a slight change; the XP calculations will work as normal although extra tokens won’t be given out as rewards.

As expected, many raw materials have already been bought out and are rising in price rapidly while big-ticket items are heading in the opposite direction. I’m actually pretty curious to know how many people were already planning / holding out for this event ever since the last one ended. It’s unlikely that people would be willing to train skills like summoning and herblore heavily if there was a chance that this weekend would come. In other words, there was a very real possibility that the first bonus XP weekend altered player training habits for good. I mean, who wants to get shafted by an arbitrary external force?

Anyway, I’m still on a hiatus from the game so it’s unlikely that I’ll even bother participating. If I did, my day would probably consist of a whole lot of dungeoneering ’cause, you know, at least that particular skill is somewhat interesting to level. :P

StarCraft II

August 21st, 2010

Well, SC2 is a game that needs no introduction with all the press that it has gathered over the last few months. After all, its predecessor literally jumpstarted the entire progaming scene; expectations are high that SC2 will take Brood War’s place over the next few years. I’ve been replaying the campaign the last few days, trying to pick up most of the achievements (I already stomped through it once during my exam period just to go through the storyline; let’s just say casual difficulty is really, really casual :P ).

As is usual for a Blizzard game, SC2 mostly lives up to its hype. The graphics are phenomenal without being overbearing; I can still play the game relatively well on medium settings using a laptop that I got three years ago. The audio is pretty decent as well. All of the sounds are appropriate, given the situation; it’s easy enough to tell what’s going on if you listen intently. Much of the music seems like it was remixed from SC1 too, giving an old nostalgic feel to the game.

What I really liked was the changes to the user interface. The new control groups really help a low-APM player like me. :P Things like automatically (and intelligently) choosing which building to build a unit from, having unlimited units in one group, casting only one copy of a special ability at a time, and such means that I can focus less on mass-spamming my mouse and keyboard and focus more on overall strategies. Of course, there are things missing that I’d like to see. For example, wouldn’t it be nice if units created from a building were automatically assigned to a chosen control group when they come out? This could be implemented by, say, Ctrl + Right Click on a control group when the buildings are highlighted. Right now this is half-done if you rally the buildings’ troops to a unit; they’ll basically follow that unit if it isn’t dead.

The storyline itself was okay. I didn’t expect much from a RTS game so all of the character development and stuff were pretty much gravy. That said, much of the plot is relatively predictable and cliché; despite giving you a lot of choice in choosing which missions to do first, there isn’t much overall impact in the end. At least there weren’t any inconsistencies that I could see though (e.g. one mission done before another, but some dialogue refers to the latter in the former). I suppose not too many people care about singleplayer SC2 anyway so it’s a moot point…

I haven’t played any league games yet and don’t really intend to; I’m not particularly big on competitive gaming in general. SC2 isn’t exactly balanced for anything above 1 vs 1 anyway (hell, it’s not even balanced for that despite aiming to become the de facto standard for progaming). I’ll stick with trolling the AI and playing custom maps, thanks. :P

Anyway, there are a few things that I dislike about the game. The lack of chat on the new Battle.net is kind of a step back from the previous iteration; not everyone likes to interact with others on the official community forums. That said, the old Battle.net was pretty blah, so meh… Regionalization of the community is a massive pain in the ass too; is Blizzard seriously telling me that I can’t play with friends in other regions without buying another copy of the game? The world is coming closer together with all of our new communication technology and they pull that kind of crap in the name of providing a better experience for their users. I haven’t seen a justification for such an action that couldn’t be met with a “softer” version of segregation (for example, league matchmaking can be done by region but custom games can allow anyone from anywhere to join; this allows for lower ping in “important” matches and increased versatility when players want it). Sure, it’d be harder to implement but it shouldn’t be impossible for a company with Blizzard’s resources. Oh yeah, a lack of LAN support is lame too (I can deal with regionalization if we had that option). I can definitely see why Blizzard doesn’t want to implement it though, seeing as SC2 is supposed to be focusing on competitive gaming. A look at the company’s actions with KeSPA and you can see that they really want to control a good part of the scene.

That said, SC2 is still a solid game in my eyes (and I’m missing out on the supposed best part of the game – online league play). Time to finish up the campaign achievements, I guess. My fingers are still numb from doing “All In” on brutal versus all of that flying Zerg… :P

Exams are done!

August 16th, 2010

…at least for the next 6 months or so. ;) Now that I’ve moved and let my brain cool down, I can finally start working on random projects (and replaying StarCraft II!).

At this point, exams are pretty much routine work. I still hate them though: for the most part, exams merely test a student’s memory retention and ability to work under time pressure (i.e. damn quick – I don’t remember not feeling the crunch on any non-trivial test). Bah. Anyway…

PSYCH 338 went well. The “final” was actually just a second non-cumulative midterm that happened before the actual exam period, giving me some extra leeway for my other courses. Of course, this meant that I had to study for it while working on other assignments (namely OS)… Overall, though, the course didn’t require too much mental effort. :P

BUS 352W was next. I’ve already mentioned earlier that I really enjoyed the course and having an awesome group for the projects definitely added to that experience. :) The final was longer than the midterm (though it wasn’t cumulative) and I didn’t think I’d actually finish (I did – although the last couple of pages looked like scribbles). But, well, I pretty much expected it since we were forewarned.

So that leaves my computer science courses. CS 341 was damned hard as expected. I think the structure of the exam actually hurt me more than it helped (a large portion of it was multiple-choice – a format I disagree with for mathematical exams). For the rest of it, I just can’t come up with decent algorithms without some references and a bit of time to mull things over. The material was still very interesting though. :D

CS 348 was next. I can’t say it was that hard although it was ridiculously long (20+ pages in 150 minutes, hah). What really ticked me off was how easy the 1996 winter final looked in comparison; I was able to answer most of the questions before I started my course review (though it didn’t cover much of the second half of the course), the exam was open book and more time was allocated. Huh?!

And CS 350 gets to be my last exam on Friday the 13th. :P It was actually surprisingly easy, but that was only because the midterm taught me the structure of the exam and the study questions (at the bottom of this page) more than prepared me for the more involved questions (e.g. calculating the maximum size of a file using Unix’s inode structure, tracing through scheduling/paging algorithms, etc.). The only question that really caught me off-guard was something on exponential average (I probably missed it since it was mentioned in only 3 lines throughout the entire course notes). Ah well… It was definitely a fun course even if the assignments were relatively long. Implementing interprocess communication in OS/161 would have been really interesting (that particular assignment wasn’t included in CS 350 though).

Unofficial marks are starting to come out today so we’ll see how stuff went. Next up: stuff about StarCraft II (probably). :P

Guild Wars 2: Personality

August 5th, 2010

Glad to see ArenaNet hasn’t lost their innovative spirit. Besides introducing a rather linear leveling curve (as opposed to exponential like in most RPGs) the studio has opted to add some personality to player characters. This will really add to the role-playing aspects of the game if it is done right.

For most MMORPGs (and even a few single-player RPGs), we typically take the role of a rather nondescript hero. In many cases, said hero generally has next to no real backstory; conversations with NPCs are dull, predictable, and pretty much one-sided (when was the last time we said more than a sentence to / grunted at a NPC? :P ). Wouldn’t it be nice to give a tongue-lashing to characters you hate? How about flirting with those that you love?

Felix Talking

Throughout 'Golden Sun: The Lost Age', this is pretty much the only time Felix talks. The rest of the time he just nods 'yes' or 'no' and may occasionally give a '...'. But hey, at least he has a compelling backstory! ;)

Personality in GW2 isn’t set in stone either, apparently. Maybe a life-long jerk will suddenly have an epiphany and decide to change his ways, or a tragic incident will turn a paragon of light into a cynic. This sounds great, so long as it actually takes a bit of effort to reform (a personality isn’t a personality if it can change on the spot). It would even be better if NPC interactions have permanent effects on relationships, though that typically falls out of the realm of MMORPGs. (Imagine a persistent world where certain characters will avoid you outright, where decisions are not clear-cut and could leave you agonizing for a good period of time.)

Anyway, that’s my current stream of thoughts on the subject. Now to get back to burying my head in books…

As per usual…

July 9th, 2010

I’m late to the party. ;) Just an hour or two after my rant on Blizzard’s Real ID, the company took a step back with a post on the WoW general discussion forums.

From the thread (the words of CEO Mike Morhaime):

We will still move forward with new forum features such as the ability to rate posts up or down, post highlighting based on rating, improved search functionality, and more. However, when we launch the new StarCraft II forums that include these new features, you will be posting by your StarCraft II Battle.net character name + character code, not your real name. The upgraded World of Warcraft forums with these new features will launch close to the release of Cataclysm, and also will not require your real name.

Kudos to Blizzard for re-evaluating their stance. Usually it’s pretty hard to get a general sense of things from mere forum posts and blogs because of, again, the vocal minority phenomenon.

Now, obviously they do not want to completely back away from the idea. Further on in the post, Mike continues saying that the company would like to implement “powerful communications functionality” inside their games. This supports my stance that there is a much bigger, underlying motive to their actions. I wouldn’t be surprised if, like Facebook’s Beacon (resurrected as its Open Graph), Real ID will come back in a more sinister, hidden form.

It’s a Blizzard!

July 9th, 2010

…or in this case, more like a shitstorm. Blizzard’s intention of rolling out their Real ID system made its way around the internet in a surprisingly swift manner. And the general feedback is negative, even after taking into account the vocal minority phenomenon. Not surprising.

Recent advancements in areas such as social media (Facebook, Twitter, etc.) has gradually chipped away at the notion of anonymity over the web. People are taking to the idea of revealing more of themselves to others using such tools. This is by no means a bad thing; the internet has shifted towards being a more interactive, real-time medium. The way we disseminate news and other information has changed drastically.

Blizzard’s reason for rolling out the system was to foster a better community, one that was devoid of spammers and trolls. They’re likely the only gaming company that has the clout to do so, with millions of subscribers on their flagship game. Of course, being that World of Warcraft is subscription-based, they already have the information needed for Real ID (i.e. first/last name). That’s scary. (Of course, one wonders how many kids have their parent’s name on record instead. :P )

Will it stop trolling on the forums? Perhaps. It will also turn off a lot of people who are genuinely interested in distancing their online personality from their offline one. One of the reasons why content creation on the internet is so popular is that people do not necessarily have to attribute the content to themselves. This allows for more truthful communication; words do not necessarily have to be sugar-coated to please a certain group of members. If I recall correctly, 4chan was based on this principle, having unfiltered and often heated discussions between people. Would people be willing to talk about sensitive issues such as gay marriage, wars, etc. if their real-life reputation was on the line? My guess is that for most, no.

One major reason that I dislike the idea of Real ID is that gamers do not require that kind of intimacy. Hell, even in my extremely close-knit gaming circle, pretty much everyone calls me by one of my nicknames. In some cases we actually want to distance ourselves from our true identity; what’s the point of playing RPGs if we’re not actually role-playing the characters? Besides, games are sometimes used as a way to escape into a virtual world.

Anyway, let’s be honest. Blizzard really wants to use such a system so that it can align itself with social media. If it can tap into Facebook’s social graph where people reveal all sorts of things about themselves, it can tailor new features to such demographics. Again, this is not necessarily a bad thing (read: better products) but it does suggest other ulterior motives. I personally don’t need a web where my own information can be easily used against me (and I’m saying this while being currently enrolled in a marketing class! :P ).

Here’s a few more articles/blogs/sites/whatever of interest:

On another note, the StarCraft 2 beta is back out again. I’m just going to wait for the game to be released, but it’s still interesting to watch my friends pounce on it and rip it apart once again. :P Must…feed…SC…addiction, yes?