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Kill All Menus

I’ve recently been listening to some of the GDC 2005 presentations. While listening to Molyneux’s speech about ‘The Movies’ I heard a statement that I’m starting to hear more often. It went something like “I was playing an early build of the game and realised I was spending too much time navigating through menus”. Firstly I believe this shows a poor design as it should have been obvious from the initial design doc that most of the game was going to be based within menus, and if this isn’t what was intended, it should have been fixed back at this early stage. That aside however, I have a problem with what most people in the industry tend to do next. Molyneux’s solution to this problem was almost identical to Mark Skagg’s solution I heard for Battle for Middle Earth (BfME) at E3 last year. The solution was “To completely remove the menus”. Both guys loaded up the game and proudly showed a 3D scene with absoultely no menus.

To me, this is an issue. While I agree that sifting through menu’s is not what I generally call ‘fun’, I think moving to this polar opposite is actually counter-productive. Menu’s are good at doing a number of things, and if games use them correctly they can be extremely powerful without bogging the user down. When a designer decides they want to remove all menu’s from the game they are actually making life more difficult for the user. In BfME it meant every time you wanted to build a unit you had to move the camera all the way to your base, click on the small spot for the building and then find your way back to what you were originally looking at. Rather than completely removing the usual build menu from the bottom of the screen, why didn’t they use a system similar to Battle Isle: Andosia War. This game had one small icon for building, you clicked on it and it brought up a slightly larger menu where you could select the buildings to create. This way you still have the speed of a menu, however it doesn’t take up 1/8 of the screen as most menu’s do. Another option would be to have ‘hot spot’ buttons at the bottom of the screen. Each area of interest would have it’s own ‘hot spot’ button, such as your base, the enemies base or the latest game event. One click on the ‘base’ button would jump you to your base, another click on the base button would jump you back to where you were originally. Having a few small,red alert 3, unobtrusive buttons or menu’s will make the players life so much easier without them getting bogged down.

In contrast, I made a similar comment to the first one above when designing CIC. I believed that in a lot of 3D games today, players spend too much of their time in a 2D representation of the game world or a screen full of icons representing different game objects. In Homeworld 2 I (and most people I know) spend most of their time in the zoomed out tactical view. Due to it’s design the player is not looking at glorious 3D models of ships, but instead looking at icons representing each of their ships. You can’t find out the health of individual ships nor the direction the ship is facing. I decided I wanted players spending most of their time looking at the 3D view of the game which showed not only a 3D world, but 3D ships and objects so they could have good situational awareness all the time, without resorting to icons and other 2D representations. A game like Hegemonia did this well as all units were visible in the main view. This looked a little weird with ships being the same size as planets, however I think a hybrid of these styles will work really well.

Only time will tell as to whether my ideas are going to work, however I’m excited to be stepping out of the mould and trying something new. If you have any thoughts either way on this please let me know.

I’ve recently been listening to some of the GDC 2005 presentations. While listening to Molyneux’s speech about ‘The Movies’ I heard a statement that I’m starting to hear more often. It went something like “I was playing an early build of the game and realised I was spending too much time navigating through menus”. Firstly I believe this shows a poor design as it should have been obvious from the initial design doc that most of the game was going to be based within menus, and if this isn’t what was intended, it should have been fixed back at this early stage. That aside however, I have a problem with what most people in the industry tend to do next. Molyneux’s solution to this problem was almost identical to Mark Skagg’s solution I heard for Battle for Middle Earth (BfME) at E3 last year. The solution was “To completely remove the menus”. Both guys loaded up the game and proudly showed a 3D scene with absoultely no menus.

To me, this is an issue. While I agree that sifting through menu’s is not what I generally call ‘fun’, I think moving to this polar opposite is actually counter-productive. Menu’s are good at doing a number of things, and if games use them correctly they can be extremely powerful without bogging the user down. When a designer decides they want to remove all menu’s from the game they are actually making life more difficult for the user. In BfME it meant every time you wanted to build a unit you had to move the camera all the way to your base, click on the small spot for the building and then find your way back to what you were originally looking at. Rather than completely removing the usual build menu from the bottom of the screen, why didn’t they use a system similar to Battle Isle: Andosia War. This game had one small icon for building, you clicked on it and it brought up a slightly larger menu where you could select the buildings to create. This way you still have the speed of a menu, however it doesn’t take up 1/8 of the screen as most menu’s do. Another option would be to have ‘hot spot’ buttons at the bottom of the screen. Each area of interest would have it’s own ‘hot spot’ button, such as your base, the enemies base or the latest game event. One click on the ‘base’ button would jump you to your base,battlefield bad company 2 unlocks, another click on the base button would jump you back to where you were originally. Having a few small, unobtrusive buttons or menu’s will make the players life so much easier without them getting bogged down.

In contrast, I made a similar comment to the first one above when designing CIC. I believed that in a lot of 3D games today, players spend too much of their time in a 2D representation of the game world or a screen full of icons representing different game objects. In Homeworld 2 I (and most people I know) spend most of their time in the zoomed out tactical view. Due to it’s design the player is not looking at glorious 3D models of ships, but instead looking at icons representing each of their ships. You can’t find out the health of individual ships nor the direction the ship is facing. I decided I wanted players spending most of their time looking at the 3D view of the game which showed not only a 3D world, but 3D ships and objects so they could have good situational awareness all the time, without resorting to icons and other 2D representations. A game like Hegemonia did this well as all units were visible in the main view. This looked a little weird with ships being the same size as planets, however I think a hybrid of these styles will work really well.

Only time will tell as to whether my ideas are going to work, however I’m excited to be stepping out of the mould and trying something new. If you have any thoughts either way on this please let me know.Related Article:

Take a trip to ,Diablo 2 CD KeyRanch Rush 2 and leave the commotion of city life behind for a relaxing island experience. This time around Sara experiments with island farming,Red Alert 3, check out our review to see if it is as exciting as her business in the States.

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7.5

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EA,Napoleon Total War Imperial Edition CD Key boss John Riccitiello thinks that gesture-tech controllers will never overcome traditional control pads. He pointed out especially that first person shooters or racing games just don’t feel the same way on motion controllers. Riccitiello said, “I think that there will be genres where the gesture-based gaming… will actually be the superior way to play. Dance games, music games, exercise games. It’s really hard to imagine an exercise game with your thumbs.”

He then added, “It’s really hard to imagine that I’m going to play a future edition of Medal of Honor, or Call of Duty, or Battlefield,Empire: Total War Steam key, hiding behind my couch, making a gun out of my finger. I’ve tried driving with gesture-based controls; I don’t really like it. My guess is that some genres will be best on Move over Kinect, over controllers; some genres will be best on Kinect over Move and controllers, and some genres will be best on controllers and then there will be some blend.”


I personally agree with him in most ways because generally, gaming is about finger-controlled gaming,Red Alert 3, but whether it’s suitable depends on the genre of the game. It’s a very hard debate.

Here are some other thoughts, but what are your views?

“It’s really hard to imagine that I’m going to play a future edition of Medal of Honor, or Call of Duty, or Battlefield, hiding behind my couch, making a gun out of my finger. I’ve tried driving with gesture-based controls; I don’t really like it.”

“My guess is that some genres will be best on Move over Kinect, over controllers; some genres will be best on Kinect over Move and controllers, and some genres will be best on controllers and then there will be some blend…”

“It’s really hard to imagine that I’m going to play a future edition of Medal of Honor, or Call of Duty, or Battlefield, hiding behind my couch, making a gun out of my finger. I’ve tried driving with gesture-based controls; I don’t really like it.”

“My guess is that some genres will be best on Move over Kinect, over controllers; some genres will be best on Kinect over Move and controllers, and some genres will be best on controllers and then there will be some blend…”

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The new and controversial game, developed by Kaos Studios, Homefront,Red Alert 3, is scheduled for a world premier at the Spike Video Game Awards. It will be joining the premiering of Resistance 3,Napoleon Total War Imperial Edition, Bioware’s new mystery game, Batman: Arkham Asylum and more.

This tweet says it all– from THQ’s Danny Blison:

“@geoffkeighley world premiere Homefront trailer to air during the VGAs. This commercial is sick,Company of Heroes Tales of Valor, no ff on dvrs necessary!

Geoff Keighley had tweeted before on November 22 that there were “probably 10 more premieres still to reveal”– looks like we can expect a few more tweets.

Homefront is a new shooter that’s more prophetic then historical– it features a controversial environment where Korea has been unified under the North’s rule, and is at war with American on American soil. Although its story sparks political debate, it appears to be a very promising shooter.

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,Chaos Rising


It is your choice as to what video games will be displayed at the “Art of Video Games” exhibition

It is entirely your decision as to which video game deserves to be awarded for their art. Smithsonian’s upcoming “The Art of Video Games” exhibition lets gamers make their decision. And “The Art of Video Games” is an exhibition launching at the Smithsonian American Art Museum in Washing D.C. in March next year. So the main aim of it is to explore 40 years of the evolution of video games in the form of art. I think it is very relevant,Red Alert 3, as the debate about art in video games is slowly wearing out.

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Kingdom Hearts: Recoded Log I

I didn’t want to pass quick judgement on Kingdom Hearts: Recoded (like I did with Trinity: Souls of Zill O’ll) since Recoded didn’t exactly impress me on first sight. It’s actually the mobile game– Kingdom Hearts: Coded that was released over a period of time in Japan, but SE later made it into a DS game. It’s Kingdom Hearts 1 alright, and I mean literally Kingdom Hearts 1.

I’m finishing up with Traverse Town right now, but the beginning, the story, and the gameplay is essentially Kingdom Hearts I. You won’t understand this game if you haven’t played KH1 either, which is a strange part.

Essentially, there’s a strange entry in Jimminy Cricket’s journal that he doesn’t recognize. So King Mickey and company decide to recreate the journal into some virtual world and you try to figure out what that entry means by playing as the “virtual” Sora (aka, the KHI Sora). (KH:Recoded takes place after KH:II, and the opening is KH:II’s ending.)

So you start at Destiny Islands,Grand Theft Auto IV cd key, the exact place in KHI, but without KH1’s storyline. You choose your path in the exact same way in KHI in the beginning,Red Alert 3, and you basically hop on to worlds in KHI’s chronological order to figure out the “bugs” in the virtual world. 

The only difference between the environment in Recoded and KHI is that in Recoded, there are “blox”– weird black and red blocks that represent the bugs in the virtual world. You can go break them if you want. It’s completely unnecessary.

On that note, if you really enjoyed KHI and actually remembered it (which I don’t) then this game will bring back some sweet memories. Problem though, is that the DS has some handicaps. For one, you don’t have two analog sticks, not to mention a lost set of L2 and R2. Controlling camera angle is the worst in this game. The camera automatically shifts so that you’ll always see in front of you when you attack, but move backwards, and the camera doesn’t shift along with you.

Remember those Heavy heartlesses? The big fat ones that you had to attack from the back?

Yeah, things get a little complicated when you have to attack using X/Y, while move with the directional buttons, along with adjusting the camera angle with your stylus on the bottom screen. 

I don’t know about you, but I’m erratic with camera angle. Thumbs always on both analog sticks with my Dualshock controller so when I move, the camera moves too. 

Also,Battlefield 2, it’d be nice if you remember KH’s overall storyline. (The latest installment I played was KHII, and I never touched it again after I finished it, so… it’s like I’m re-educating myself with KH lore).


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Tags: Kingdom Hearts Re:Coded


Some experience of Red Alert 3 campaign

I’ve been a great fan of Red Alert games. I bought the Command Conquer Red Alert 3 cd key in 1cdkey.fr. I still think it’s so great after such a long time playing. And I have some experience of Ally campaign to share with you.
1, Fight the empire. Are you tired of tengus’ harassment? And when you have taken care of them, you find the enemy’s VX has been a group. Beat the tengus with ACV. Don’t think the ACV is only useful for kill soldiers. They can restrain tengus if of great numbers. Use the javelin soldiers, because the VXs dismantle buildings too fast now. You might lose both your base and towers if you only use towers to defend. You can use the javelin soldiers force the VXs flying away or shoot them down directly.
2, Fight the Soviet Union. As I say, the best way to beat Soviet is the tactical of slow freezing. There is a detail to be concern. Learn to use path mode so that you can make time to operate something else and it can reduce your air force loss.
3, Set a tower at home. If you want to be safe, put each a tower near by each mine in your base. This tactical is very useful. You can go out to expand without worrying about your home being sneak attacked.
4, What would you do if your opponent is a noob who builds many towers to surround his base so that you can’t assault in? First, do not be impatient. And don’t think that you can storm with a good many tanks. RA3 is not CNC3. The defend buildings are too strong. The right way is develop your economic and then build high level units with T3 such as aircraft carrier and Athena. You can also build all T2 even T1 to attack them. 10 airports, 40 defenders code into 10 teams to do one suicide bomb. Leave him only a few defends without electricity. Then you can take him down.
5, Are you mad of being sneak attacked by tanyas? This needs your overall observation ability and adaptability. Can you detect your opponent’s tanyas getting ready like boarding. After the detect, stop all the manufacture and output defenders only. Then take off to wait tanyas airdropped. Of cause, these tricks may not work if you use it for many times. But it’s ok. Even if you lost your 3 defenders, the tanyas’ hp won’t be left a lot. You just need some other units to terminate them.
That’s what I want to share with you. It would be a pity if you haven’t played Red Alert 3. So just go Buy Red Alert 3 CD Key and play the game. You won’t regret it.
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