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Features

EVE Online: A Rookie’s Perspective

March 6, 2013 by Nick 1 Comment

The essentials of this affair lay deep under the surface, beyond my reach and beyond my power of meddling.
                        – ‘Heart of Darkness’, Joseph Conrad
 

Now four months in, I find myself at a compelling point in my experience with EVE online. I am above complete ignorance but also still enough of a whelp that I must remember my place – my rank- in this indifferent universe bristling with pilots of mixed motivations and alignments. Nonetheless, I am finding myself a little more situated within New Eden, making my way around with a little more grace, and am beginning to perceive the workings within and without, though my untrained eyes may still misunderstand or overlook things.

When pondering the immensity in which I now find myself, I feel like someone listening in to Marlow, the primary yarn-spinner of ‘Heart of Darkness’, whom at the onset it is said: …and to him the meaning of an episode was not inside like a kernel but outside, enveloping the tale which brought it out only as a glow brings out a haze. The linguistic design of Joseph Conrad and the programing design of EVE Online developer CCP Games share a likeness in that both created a place that is somewhat enigmatic but still definite – we may not immediately understand the essentials of this place, nor the higher workings, but so long as we are here let us do with it what we can and increase herein.

To an extent this is how my rookie mind perceives the fundamental mechanics of EVE online. To label the game as endless is a bit of a misnomer; it would carry the context of something that has a solid beginning and a centralized, climactic ending that is forever out of reach. Let us then label the universe of EVE – if label we must – as a singular levitating entity that could care less if you’re in it or not. The purpose – the meaning – therefore exists in all those glowing nebulous hazes dotted with planets and streaked with asteroid belts, and other celestial bodies rich in resources. Yes. EVE is a naturalistic experience. Indeed, as Marlow begins his descent into the African jungle he muses: I wondered whether the stillness on the face of the immensity looking at us two were meant as an appeal or as a menace. The affairs of an EVE pilot are self-made, even when they unfold under the self-made affairs of tens-of-thousands of other pilots; the universe does nothing more than provide the space, time and resources. No favors.

Increased knowledge and ability is the motivating – nay, the compulsory – force that prompts me to log in daily. New tactics to apply, new keyboard shortcuts use, a new attempt to work around a particular problem or a new fitting to balance a ship’s weakness. There is a reoccurring realization that something can be accomplished, but done so without the need to grind or level up. Indeed, the universe is abundant enough. If you find yourself grinding I posit that 1) You’re moving too fast, 2) you’re not being creative enough, and 3) you need to practice six sigma – EVE Online is just as much game as it is MetaGame.

CCP Games just reported a record-breaking 500,000 Eve subscribers. When I log in, the game has reported anywhere between 22,000 to 62,000 players currently online at that time. These are the people who fulfill my buy orders for Upgraded 1mn MicroWarp Drives. These are the people who undersell my batch of Combat Scanner Probes. These are players who fight with other players for wormhole space, stage sieges, gank, coordinate fleet attacks, reprocess, refine, buy, sell, and operate in corporate hierarchies far beyond my meddling rookie mind. Marlow confesses: Nowhere did we stop long enough to get a particularized impression, but the general sense of vague and oppressive wonder grew upon me. I am just one pilot in a universe of 500,000. I am my own. I am responsible. So, grow a pair, make a plan, and get out there.

Filed Under: Features

Video Games and Marketing

December 8, 2012 by Tony Leave a Comment

Video game marketing and TV commercials have come a long way since I’ve been a gamer. We’ve gone from these “corny” Zelda commercials (I say “corny” lovingly, because at the time I thought they were pretty awesome) to having a “World Premier Trailer” show up during an NBA playoff game. We’ve gone

As I’ve been thinking about it, I’ve also been thinking a little about marketing these games to kids. To be fair, those Zelda commercials were targeted to kids (albeit older kids) and maybe that’s why, twenty-five years later, they appear corny to my jaded eyes. But now, during the holiday season, I have become more acutely aware of how kids are targeted from all sides with commercials and marketing geared specifically for their attention. And it works. With the date of a hot new game release approaching, you can bet that the promotional efforts for the game will seemingly become more amplified. It seems like every time you walk into electronics section at Wal-Mart and other major stores, there are employees and displays with various products to offer as a promotion resource for the latest new videogame. If I were a kid, how could I resist.

They are effective. I recently read this good article by JP Sherman at the Escapist and suggest everyone go read. What struck me the most telling was that web advertising is still the wild frontier. While there is hardly any marketing of violent video games to kid audiences, websites that kids frequent still routinely show ads for M-rated games. Even shows that cater to the younger teenagers have decreased their advertising of violent video games, which was a surprise to me.

In the end, it’s still about monitoring not only the content our kids are consuming, but what is on the periphery as well. We let our kids use sites like Kizi, which houses tons of flash-based games, but the ads are still troublesome. We still look to find ways to let them have fun online but maintain that safety net at the same time.

I’d love to hear any techniques you guys use. Or sites you have found to be mostly safe.

Filed Under: Commentary, Features Tagged With: advertising, Marketing

Planning a PC Build Before the End of the World

November 12, 2012 by Nick 6 Comments

For over a decade now I have had an itching desire to construct myself a gaming PC – burning, even, probably from all that itching. Indeed, a computer that would facilitate ultra graphic settings; where I don’t even have to consider a game’s system requirements or even recommendation because the rig would be so slammin’. I’ve had my fair share of personal computers, be they gifted or shared or hand-me-downed, and am forever grateful for my time with them. And they weren’t utilized just for gaming. I taught myself the basics of HTML4, maintained a couple of websites, and dabbled in Photoshop, Visual Basic. A Compaq Presario was, amongst other things, my tap into the wonders of mIRC where I discovered a whole musical genre that I will take to my grave. This here HP Pavilion laptop, now 5 years old and running strong, has facilitated just about every computational task our family has ever needed… except running Black & White 2 or Medieval II: Total War or DreamFall. So, for as useful and pragmatic as these confangled doohickeys are for pretty much every facet of life, my main desire has always been to use them to game, though I haven’t always been able to be indiscriminate to system requirements.

But for whatever reasons I’ve never actually given myself the opportunity to build one. So, leave it to recent case of envy for my little brother’s ad hoc rig to help motivate me to get this project in gear. Plus, the world is ending in a month so why not go out with a bang? I’ve spent the last couple of months reading up and shopping around, and if more than anything else this has been a fun research project. The power and price of personal computing these days is enticing. What follows, then, is a glance at my thought processes towards what I want, what I can get and finding the happy space in between. Nothing has yet been purchased; this is all theoretical.

As a quick illustration to what I want my new computer to be, please watch the following clip:


Bam. Right there. Indy’s reaction. Love it.

I continue to read about these maxed out $5000 gaming systems – donning black and red color schemes, looking menacing, swinging weapons garishly to and fro -  and, although I do not doubt their superior computing power, I know there’s a more practical and economical way of freaking playing StarCraft 2. For this reason, my new system will assume the moniker ‘Indy’s Bullet’. Indy’s Bullet will be tight, precise and will get the job done. It will be forward-compatible. And it will be built from the following parts: (*NOTE: I’m still learning, please correct and/or suggest where necessary)

CPU – Intel i5 3750K

Motherboard – ASUS P8Z77-V PRO (no Thunderbolt)

I am listing these two main components together because I will be purchasing them at MicroCenter, thusly introducing a major variable to the construction of Indy’s Bullet. MicroCenter is within reasonable distance of me. Purchasing as much as I can from this at-a-loss retailer would only be wise. MC has a combo deal where they will automatically knock off $50 from the price of a motherboard with the purchase of a CPU. Plus, such a close proximity would be extremely advantageous should any part be defective and a plan of action for returns need to go into effect, which I am accepting as a very real possibility.

As per the Intel vs. AMD debate: I’m going with Intel because of reasons… And that’ll be the end of that. Plus, MicroCenter sells these babies at close to $40-$50 less than online stores. Win/Win so far. I’m choosing this model because 1) Ivy Bridge supports PCI-e 3.0, which is necessary for GPU(s), 2) i7 will just be overkill and 3) it is unlocked, and I find this appealing because I want to tinker with overclocking. And overclocking wouldn’t be possible if my motherboard is shoddy.

Yes. I have spent more time researching motherboards than I have any other component. After a great deal of pondering I’ve decided on the P8Z77- PRO because, compared to competing mid-level mobos, this board is more about focused performance than bells & whistles. Indeed, I do not need freaking six USB 3.0 ports. Although, it does come with a Wi-Fi antennae – Asus touting that Indy’s Bullet could also serve as a wireless router ( for what it’s worth this is appealing as our current wireless router is crap). But, back to performance: can overclock memory to 2800; two SATA 6gb/s; two PCI-e 3.0. It has a back-up BIOS, which is good in case I royally screw something up while overclocking. The P8Z77-PRO also has independent fan control, appealing to gamer and tree-hugger alike. And it has this new VirtuMVP technology which, if I understand correctly, will also help with power consumption and contribute to longevity of the GPU.

GPU – Gigabyte GV-N670C-2GD NVIDIA GeForce GTX 670 2048MB GDDR5 PCIe 3.0 x16

Translation: Bottom of the top tier of video cards, or top of the middle tier video cards. I am intentionally rounding down on all other computer components to finance this powerful tool. I am choosing NVIDIA because, more than anything, I’ve just been hearing too many scary stories about Radeon cards, especially when it comes to tweaking. There’s also a 4GB model for about $50 more, but I don’t know enough yet  about the ins/outs of GPUs to determine whether or not this would be worth the extra money. The 2GB model is reported to be nearly-silent, stable and efficient. Me Gusta.

Memory – G.SKILL Sniper Series 8GB (2 x 4GB) 240-Pin DDR3 SDRAM DDR3 1866

I must confess that the memory component is one that I’m still fairly ignorant to. But, nonetheless I am confident with my decision with the G. Skill Sniper Series. It’s got a good speed with a reasonable latency. It does not have flashy heat spreaders like Corsair sticks, which could very well get in the way of an after market CPU cooler. Plus, the Sniper Series is compatible with the P8Z77 – minor detail. And 8GB is plenty – PLENTY – for a gaming/enthusiast build; any more and you’re just playing with yourself.

Storage – Intel 330 Series 2.5″ 180GB SATA6Gb/s Solid State Drive(SSD)

Intel has been bringing the hammer down on other SSD manufacturers by creating capable drives at competitive prices. Despite their smaller capacity, SSDs are appealing to me because I simply do not need an abundance of HD space: I uninstall games as soon as I complete or grow bored with them; I do not plan on storing dozens of HD movies. The only media I foresee taking up any moderate amount of space will be audio files – And even then it won’t be that much because 90% of my music are stored on these circular plastic compact discs, or ‘CDs’ for short, that I keep in binders out of the reach of my kids; an even smaller more exclusive group are on larger discs made of wax, which, in the biz, we call ‘vinyls’. Snarkyness aside, a SSD would be right at home in Indy’s Bullet, and with prices dropping by the week there’s no reason in the world to go with a mechanical drive.

Monitor – *undecided brand* 24” Widescreen 1920 x 1080

I had originally thought about aiming towards a true color 1200 resolution but quickly came to my senses. For five years I’ve been using a laptop with a resolution that doesn’t even reach beyond 1280 x 800 (gaming with even less). Therefore a new 24” standard HD monitor will have plenty of WOW! factor. And I think 24” is the sweet spot because 27” is just a migraine waiting to happen.

Power Supply –

Still researching these. Probably Corsair. 700, maybe 750 Watt. That GPU wants at least 550 – the hog.

Case –

No more than $100. USB 3.0 headers. Front headphone jack. Nothing too gaudy or flashy so as to not be a temptation for my kids and their curious button-pressing fingers. It can’t be more than 22” tall in order to fit under my desk; I refuse to put my desktop on my desktop. I like what NZXT does.

This isn’t ugly.

 OS –

Windows 7. Eff Windows 8.

When all is said and done I feel that this is a very reasonable, well-planned build. Indy’s Bullet will play the RTS games that I long for, as well as facilitate any programming or audio editing/mixing that may come my way. All hail the PC.

Filed Under: Features

The way Steampunk ought to be: or, a ‘Clockwork Empires’ preview

October 8, 2012 by Nick 4 Comments

Steampunk as a form of literature is contrived and stupid. Steampunk as an aesthetic, as a style, is fantastic and attractive. Although the gnarly mechanisms, clankity gizmos and outlandish outfits have origins in the literature, it has not been until recently that visual artists have taken the concept of Steampunk to the next level.The new millennium finds Steampunk just beyond the border of what is familiar. Now that our world operates silently in the aether, the sensations associated with late 19th century technology, in all its industrial grandeur, is compelling because it is recognizable, and yet, just antiquated enough to warrant a sort of mythological wonder. This is a heady visual world that operates more soundly in personal sketchpads, comic books, movies, and video games…

INDEED! To be released in 2013 for the PC and Mac

Clockwork Empires is being developed by Gaslamp Games. The game is being defined as an imperialistic city-building RTS. There is no set release date, not even an estimated quarter. So, I’m left to use some good old fashioned imagination. I’m picturing something akin to SimCity, Majesty, and perhaps Sid Meier’s Civ games – minus the turn-taking.  All of these with Steampunk characteristics in artwork and gameplay. Being that I have zero (0) artistic ability in all things visual I will relish the opportunity to build and fine-tune, however garishly, my own Steampunk-esqe city, to utilize gears and copper tubing. I will expand the empire for the glory of the Queen! Indeed, developers have mentioned that the game map will place itself outside the comfort of established cities into a fantastical, wild world inhabited by monstrous unknowns – true to the mentality of the days of yore. But in Clockwork Empires the monsters are real, and more often than not will assume the hideous form of human ambition.

pcgamer.com

The player must plan, build and micromanage: Yes, yes and yes. Each citizen in your burgeoning outpost has plans and ambitions of his own. Therefore, you cannot directly command. Instead, you must influence; thus, making this imperialistic arrangement all the more cutthroat. One must be resourceful, industrious – both being primary attributes that I visualize in a Steampunk universe. And let us not overlook the artistic intent. Steampunk is more effective when it is seen and not read about. I am made giddy by the promise that I will have a palate abundant with styles and artistic control over many elements of the game. I imagine playing dress up while mustachioed engineers in overalls outfit my zeppelins with hand-cranked railguns. rata-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat Jolly good, Guvna!

As a literature, Steampunk is nothing more than a crappy off-shoot of what cyberpunk meant to represent, and represented well. Where cyberpunk was reactionary to the emerging ubiquity of the hyper-reality of the ’80s, Steampunk attained mainstream attention simply as a reaction to cyberpunk just because it, well, could – as if it had nothing better to do. Relative to its techno-noir contemporary, Steampunk offers nothing more in content than a shoddy attempt to rebuild our virtual world using late 19th century technology; A place where optical cables are copper tubes, and prosthetic limbs are constructed of old pocket-watch parts. This is not literature. It is misplaced imagination. With an opportunity like Clockwork Empires I can don the gown of Steampunk and realize my own strange and fascinating world far more effectively than any assembly of words and punctuation marks. So SHUT UP AND TAKE MY MONEY!

Filed Under: Features

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