{"id":762,"date":"2008-07-13T12:27:00","date_gmt":"2008-07-13T12:27:00","guid":{"rendered":"http:\/\/chocobeam.me\/playground\/2008\/07\/ressac\/"},"modified":"2008-07-13T12:27:00","modified_gmt":"2008-07-13T12:27:00","slug":"ressac","status":"publish","type":"post","link":"http:\/\/har0ld.com\/playground\/2008\/07\/ressac\/","title":{"rendered":"Ressac"},"content":{"rendered":"<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><img src=\"http:\/\/har0ld.free.fr\/myblog\/ThunderforceIV_ship.jpg\" alt=\"\" \/><br \/>\n<em>Ke-law!<\/em> <a target=\"_blank\" href=\"http:\/\/liberty-hp.ddo.jp\/tf\/gallery\/index.html\"><em>fanpage japonaise<\/em><\/a><em> et oui, j&#8217;ai gal&eacute;r&eacute; -_-<\/em><\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><a target=\"_blank\" href=\"khttp:\/\/sazanami.net\/nikki\/200807\/080709_002.jpg\">ThunderForce VI<\/a> en pr&eacute;paration \\o\/ (la s&eacute;rie des ThunderForce est un pan de culture shoot&#8217;em up-ienne). <\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Mais le jeu que j&#8217;attends le plus au monde: <strong>DeathSpank<\/strong> de Ron Gilbert et <a target=\"_blank\" href=\"http:\/\/www.hotheadgames.com\/blog\/\">Hothead games<\/a>. L&#8217;<a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/3706\/spanking_death_ron_gilbert_goes_.php\">interview<\/a> sur Gamasutra est un peu p&eacute;nible &agrave; lire (I think, I think, I think) mais vaut le d&eacute;tour et me fait constater que ma vision des choses change:<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;But what I think is a really bad problem is that publishers won&#8217;t fund those demos. They expect people to go out and totally make them on their own, and I think that&#8217;s generally bad for the industry, that that happens.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Je ne sais pas si c&#8217;est si mauvais. Aujourd&#8217;hui il y a quantit&eacute; d&#8217;outils pour prototyper, plus que jamais. Est ce que des projets tr&egrave;s int&eacute;ressants sortent tout le jours ? Pas du tout. Beaucoup de gens pensent que faire des jeux c&#8217;est avoir des id&eacute;es de gameplays et trois concept arts. Une fois en proto, ben c&#8217;est de la merde et les &eacute;diteurs l&#8217;ont fait maintes et maintes fois avec des d&eacute;veloppeurs qui n&#8217;assuraient pas une seconde.<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Le tort est &agrave; mon sens partag&eacute;. Et ce n&#8217;est pas grave, il est plus int&eacute;ressant pour tout le monde que les gens prototypent dans leur coin, blindent leur jeu et le core du jeu avant de passer en full prod avec l&#8217;aide d&#8217;un &eacute;diteur. <a target=\"_blank\" href=\"http:\/\/www.channel4.com\/\">Channel 4<\/a> la chaine de t&eacute;l&eacute; anglaise vient de <a target=\"_blank\" href=\"http:\/\/forums.introversion.co.uk\/defcon\/introversion\/viewtopic.php?p=61284#61284\">financer la pr&eacute;prod de Chronometer<\/a>, un projet des f&eacute;rocement ind&eacute;pendants anglais d&#8217;Introversion; ces mecs ont sortis des bons jeux sans l&#8217;aide de personne. Ca donne envie d&#8217;investir&#8230;<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">A propos de Portal:<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;I was really not grabbed by the whole &quot;sterile laboratory&quot; environment of it all. I kept, in the back of my head, I kept saying, &quot;What would Nintendo do with it?&quot; <\/em> <\/font><\/p>\n<p><font face=\"Arial\"><em>You know, if this was a technology that Nintendo had come up with, and they were going to produce a game on the Wii, where would it take place? What world would it be in? So I think they missed the boat, creativity-wise, with their whole world and their story and everything. <\/em> <\/font><\/p>\n<p><font face=\"Arial\"><em>But, you know, Valve is a company very focused on the hardcore gamers; that is a great audience for them, and I think in trying to hit that audience, I think they did the right thing with the game.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Tr&egrave;s bonne analyse et c&#8217;est pourquoi je crois que Ron va &ecirc;tre le premier &agrave; vraiment extraire l&#8217;episodic content de l&#8217;anonymat et qu&#8217;il va &ecirc;tre le premier &agrave; vraiment parler aux adultes et au cynisme qui est en nous. Fuck la fantasy &agrave; deux balles et le grind (il va y avoir des vannes l&agrave; dessus j&#8217;imagine m&ecirc;me pas) et l&#8217;esp&egrave;ce de s&eacute;rieux d&eacute;bile de tout &ccedil;a. Je veux me fendre la gueule devant mon &eacute;cran de jeu.  <\/font><\/p>\n<p><font face=\"Arial\">En parlant d&#8217;histoires et de syst&egrave;mes de dialogues, Gamasutra <a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/3719\/defining_dialogue_systems.php?page=1\">fait le point<\/a> autour des technologies. Ca me fait rire quand ils &eacute;crivent &agrave; propos de Fa&ccedil;ade et de son parser de texte:  <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;Parser-Driven Dialogues are rare in modern games for two reasons. The first is that the freedom they provide is extremely time-consuming to produce. The system needs hundreds of potential responses to accurately simulate a single, short conversation.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Cette raison est d&eacute;bile. Il y a 40 000 mod&eacute;lisations et textures par jeu que les joueurs ne regardent pas, ne verront jamais et m&ecirc;me, ils s&#8217;en cognent. Ils jouent. Avoir un syst&egrave;me qui immerge comme la libert&eacute; de dialogue le donne (exactement le m&ecirc;me but que la 3D hein), m&ecirc;me si cela cr&eacute;e de la production, c&#8217;est pas grand chose &agrave; c&ocirc;t&eacute; du replay et de l&#8217;implication offerts. Et puis la cr&eacute;ation d&#8217;assets audios, &ccedil;a va tr&egrave;s vite compar&eacute; &agrave; l&#8217;image. La deuxi&egrave;me raison -faiblesse du syst&egrave;me- doit pouvoir &ecirc;tre r&eacute;solue. Jouez &agrave; <a target=\"_blank\" href=\"http:\/\/www.interactivestory.net\/\">Fa&ccedil;ade<\/a> si vous ne l&#8217;avez pas encore fait.  <\/font><\/p>\n<p><font face=\"Arial\">Incompr&eacute;hension typique du hardcore gamer: <a href=\"http:\/\/www.joystiq.com\/2008\/07\/07\/mysims-inexplicably-coming-to-pc\/\">MySims inexplicably coming to PC<\/a>. Inexplicablement parce que pour un esprit un peu raide du style hardcore gamer, si TheSims 3 arrivent en fin d&#8217;ann&eacute;e, pourquoi acheter MySims ? Pour la m&ecirc;me raison que tu ach&egrave;tes TF2 plut&ocirc;t que Crysis abruti. C&#8217;est une question de go&ucirc;ts et d&#8217;esth&eacute;tiques, au sein d&#8217;un m&ecirc;me gameplay je vois pas ce qu&#8217;il y a d&#8217;inexplicable.  <\/font><\/p>\n<p><font face=\"Arial\">Etat du gamedev; c&#8217;est toujours la merde et on fait tout pour le cacher. <a target=\"_blank\" href=\"http:\/\/har0ld.com\/blog\/archive\/2008\/06\/18\/42443.aspx\">Souvenez-vous<\/a> de Flagship qui niait les licenciements. Bon <a target=\"_blank\" href=\"http:\/\/feeds.joystiq.com\/~r\/weblogsinc\/joystiq\/~3\/333026170\/\">en fait<\/a> &quot;nearly everyone&quot; est vir&eacute;. Et le big boss qui continue de dire que le prochain projet part bien. Il y a trop de guignols dans cette industrie. Ah, un <a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/php-bin\/news_index.php?story=19286\">autre studio<\/a> qui ferme.  <\/font><\/p>\n<p><font face=\"Arial\"><a href=\"http:\/\/feeds.feedburner.com\/~r\/RaphsWebsite\/~3\/332863728\/\">Music game lawsuit chain<\/a>; simplement ahurissant. Vive les brevets. Gogogo Harmonix.<br \/>\n<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><img src=\"http:\/\/har0ld.free.fr\/myblog\/Thunderforce_ship.jpg\" alt=\"\" \/><br \/>\n<em>Mais ThunderForce VI quoi.<\/em>&nbsp;<\/font><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ke-law! fanpage japonaise et oui, j&#8217;ai gal&eacute;r&eacute; -_- ThunderForce VI en pr&eacute;paration \\o\/ (la s&eacute;rie des ThunderForce est un pan de culture shoot&#8217;em up-ienne). Mais le jeu que j&#8217;attends le plus au monde: DeathSpank de Ron Gilbert et Hothead games. L&#8217;interview sur Gamasutra est un peu p&eacute;nible &agrave; lire (I think, I think, I think) [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6],"tags":[],"_links":{"self":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/762"}],"collection":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/comments?post=762"}],"version-history":[{"count":0,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/762\/revisions"}],"wp:attachment":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/media?parent=762"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/categories?post=762"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/tags?post=762"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}