“In every project there is always one file that strikes fear into the hearts of all programmers everywhere. These files are usually full of code that could render a battle-hardy coder to complete gibbering tears within seconds and that is just for looking at it – if they have to make changes to the file then they usually make their farewell calls to their loved ones, have a swift drink of something to bolster their courage and run into the battlefield screaming as they go. Somewhere in the world is an honour monument to those who fell.”
– Byron Atkinson-Jones of Introversion discussing game UI, though his comments apply equally well to any project.
Tag Archives: horror
Half-Life 2 Episode 1: One Paragraph Review
I was going to write a review, but instead I’m going to quote from an email Miles sent me, because he puts it better than I ever could:
“It cracks me up how schizophrenic it is between apocalyptic horror and tongue-in-cheek wish fulfillment. On the one hand: Alien slavers colonize the earth! They’re sterilizing humanity, draining the ocean for minerals, and infesting our ecosystem with hostile alien species. On the other hand: everyone of any significance to the story is a Physics PhD! SUPEREMPOWERED NERDS DUKE IT OUT FOR THE FATE OF HUMANITY! You spend the entire game running around with a 22-year-old babe who’s a self-taught physicist, roboticist, electrical engineer, sniper, and alien-technology hacker; she’s a crack shot with rifle, pistol, and shotgun alike; she climbs walls like a parkour master, and high-kicks zombies so hard that their heads come off!”
And a bonus paragraph from a letter that Miles is “mentally composing to Gabe Newell about ep2,” complaining about the death of CENSORED.
“I mean, I know that you’re Valve and hl2 is a Dark Catalogue of Human Nightmares like war, zombies, Orwellian fascism, environmental collapse, and extinction, but get real: The player has spent nearly the entire game tear-assing around the Bavarian forest in a chopped muscle-car with his electrical-engineer / commando / babe sidekick crawling across the hood to ride shotgun, with a literal keg of whup-ass hooked to the back bumper, earning the raucous cheers of the men when he uses said keg to dispatch looming alien tanks (with great dispatch, even.) It’s the height of insensitivity to cap this all off with, ‘and then two monsters came out of nowhere and killed
CENSORED.’”
Bioshock: One Paragraph Review
Years ago, Miles described to me a game that he wanted to make where your character avoided combat in favor of setting elaborate traps for your enemies. Bioshock is that game. Yes, it’s a shooter, and you can grab your guns and slug it out with the bad guys — but the really interesting bits come from sidestepping the gunfights by luring your enemies into a room full of explosives, or electrocuting them in a pool of water, or hacking the security systems to fight them for you. Combine that gameplay with a genuinely fascinating story and a truly creepy atmosphere, and you’ve got a game that blows anything else out of the water. Oh, and did I mention that it’s beautiful? Not like Gears of War, where people say it’s beautiful, but what they really mean is ugly in a really detailed next-gen kind of way. This game is just stunning. I constantly find myself wandering around a level looking at things instead of doing whatever I’m supposed to be doing. Really, the only thing I’m disappointed with is that they really hyped up the level of choice you would have, but the only option I’ve found so far is whether to kill the “little sisters” or not. Still, this game succeeds in refining the shooter genre in the same way that it’s spiritual predecessor, System Shock II did, and I can’t recommend it highly enough.
WYSIWYG Editors are the Bane of My Existance
I had to make a slight tweak to a page on a site with a content-management system today. After spending a few minutes unraveling the code, I found out that a simple list of three links was using the following markup, which has clearly been screwed up by the WYSIWYG editor on the site.
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NEXT STEPS:
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<img alt=""
src="/media/icon-arrow-sm.gif"
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<a href="ContactUs.aspx">Contact
Us</a> today!
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Evaluate your
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SEM campaigns with our
<a href="analytics.aspx">Campaign Management and
Analytics solutions</a>.
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Expand your marketing
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<span class="TextPlain">
efforts with
<a href="marketing.aspx">Direct E-mail Marketing</a>.
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The Rules of Monster Movies
In the October 2004 issue of Wired, there was an article about these guys who work for the SciFi channel whose job is to screen monster movies to decide which ones get aired. Long story short, they decided they could do a better job than the submissions they got, and that’s how we got all those “SciFi Channel Originals” like Mansquito, Hammerhead, and Snakehead Terror. The story was largely unremarkable, except for one detail that has firmly lodged itself in my head and started influencing the way I approach a lot of things. These guys came up with a set of rules for making monster movies.
Over the years, the Sci Fi guys have developed some firm ideas about how a monster movie should be made. The first rule: Show the monster. The failure of independently produced features to give ample air time to monsters was what drove the Sci Fi Channel to make its own movies in the first place, and the need for frequent shots of the creature remains an article of faith. Of course, some of their movies involve not monsters, but aliens. In that case, rule one becomes: Show the alien. The second rule: Put the monster in the title. “Boa vs. Python does better than Terminal Invasion,” says Regina. This is because Boa vs. Python makes an unmistakable commitment to giant snakes, while Terminal Invasion doesn’t indicate that people will be murdered by aliens while snowed in at an airport. The best titles are as explicit as legal documents.
Invariably, a Saturday night creature feature runs for 88 minutes. The creature must appear by minute 15. Hollywood dogma calls for a plot structure of three acts, but three-act dramas are too slow for Cannella, Vitale, and Regina. Cannella tells his writers and directors that he wants a death every eight minutes – including monsters eating people and pooping them out. Their movies come in seven acts. That gives you six cliffhangers, plus a climax, if you do things right.
– We’ve Created a Monster!, Wired 12.10
Now, that’s a funny list, but what’s really seized me about it is that these guys have taken their craft, and reduced it down to the core of what makes it enjoyable. They’ve identified what bothers them about the genre, and they go out of their way to avoid it. They’ve figured out what they love about it, and do anything they can to enhance it. By crafting these guidelines, they’ve improved their work as a whole.
How could your craft benefit from a list like this? What do you love and hate about your field? If you made a list of rules, what would it look like?

