Razer Deathadder review

For at least 2 two years i had been making use of the very ergonomic Logitech MX Revolution. This mouse at the time appeared unparalleled in comfort, performance and macro programmability, but i noticed one thing, that i seemed especially bad at twitch reaction gaming (ie FPS), and it was up until i decided to take the plunge and purchase the Deathadder, that i had no idea what my problem was.

The Razer Deathadder is not a particularly new addition to the Razer range of gaming mice, but nonetheless a critically acclaimed piece of hardware, this is when i became interested. This mouse had the response time of a high performance mouse, and that design that i became comfortable with using the MX, a sort of draw between the “palm” and the “claw” grip. So i decided after much careful deliberation to go ahead and purchase this mouse. At first i was pretty impressed, it had a great aesthetic, it was comfortable and most of all it didn’t require constant recharging…on a dock that i kind of broke. But still i wasn’t completely impressed with the performance, so i ramped it up to 1000Hz polling rate, still i felt that i didn’t make much difference, so i decided to make a direct comparison with the MX, which is now installed on another computer. Suffice to say, the MX felt like driving a truck in comparison to the Deathadder, not just in bulk, but in response time. What i’d neglected to do initially was to make this direct comparison, but after seeing just how much the aging wireless mouse lagged across the screen, i was sold – the deathadder gave me pixel perfect precision.

Razer prides themselves on presentation and functionality, apart from the attractive mouse, it comes boxed in a container with a hinged cardboard front, thats held down by a circle of velcro to allow you do view the mouse, prior to its unvailing. The case the drivers come in is actually quite attractive, enclosed in a matte cardboard square with some stylised edges, and the Razer logo stamped on in a glossy material; it then carries on with “the benefits of buying razer” and all of the propaganda, don’t let the promotion put you off. Then finally there’s the drivers, which may i mention comes in a very nicely labelled DVD. The drivers give you some great control over the mouses performance, allowing the user to toggle various variable as such as polling rate (home many pixels the mouse moves across in a second) which comes in 125Hz, 500Hz and 1000Hz; also the DPI (the number of steps the mouse will report when it moves one inch) comes in three settings of 450DPI, 900DPI and 1800DPI. In addition, it provides advanced users with the utility to fine tune the DPI generally, and on each axis, including options for things like mouse acceleration and scrolling speed; it also features a host of tools for defining macros which can be applied to the two main left and right click, middle click, scroll and side buttons.

Coming from a gamer of all facets, as well as an animator and CAD user, this mouse is in excellent buy for anyone wanting to improve their control over the game, as well as having a comfortable mouse that can be palmed or clawed. Along side gaming, this mouse also performs superbly in every other application i’ve tried it in. If you are deliberating over your next mouse purchase, and desire a piece of hardware that can be utilised with both grip styles, is very comfortable and has a multitude of software tuning options, this mouse is a definite buy, it also looks great.

I recommend purchasing a quality mousepad with this as you want to protect the low drag feet of the mouse, as well as taking advantage of their design. I’d personally recommend the Razer Goliathus. Omega if you’re space confined, standard for gaming, or Alpha if you really want a mat you could use as a lunch tray.

Happy gaming

Miles

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Misconceptions about the Independent Games Industry

When the topic of the independent games industry is raised within your group of friends, assuming that a good percentage of them are gamers, theres a general sense of confusion thats bound to accommodate their lack better judgement. This confusion is either surrounding preconcieved notions, or absolutely no idea on the topic, probably because they’re general gamers who have purchased a system and like to buy a steady flow of whatever their friends tell them is good, who are incidentally people in the same situation. The next event is you attempting a construct and answer as to what the independent video game industry is, and them thinking you know way to much about games and immidiately loose interest, allow me to explain.

The independent game industry is comprised of companies that create games without the financial backing of a publisher. These game don’t have to be of any particular orientation, but are generally smaller titles bordering on the artistic, namely because they don’t have publishers breathing down their necks, telling them what the “people” want. These games are then usually distributed digitally by means of web portals (www.newgrounds.com) or via digital media distribution services as such as Steam or the Xbox Live Arcade, the purpose of this is to limit or erradicate unwanted overheads in order for the company to derive as much profit from these titles as possible.

Teams in these companies are predominately smaller, ranging from Number Nones’ team of two all the way up to an entire 100+ company. The reason why these companies are often smaller in developer numbers is so that the team can really work closely together in order to maximise efficiency and production quality, due to the fact that they often have less resources at their expense and need to make use of everything they have without wasting precious time or funding. You may think that because they smaller teams, that there would be less ideas, the truth is quite the contrary. By adhering to the “two pizza team” strategy, teams of this size can often produce better ideas, because thoughts and concepts aren’t lost in translation between departments and their designers.

Probably the largest misconception about the independent industry is that every company that starts out “indie”, is amalgamated with a larger company, or joins a publisher, this is by no means true. One example of a company that has grown to incredible proportions whilst still remaining independent is Insomniac Games, a Burbank base company that found its humble origins in 1994, that is now producing its thirteenth title, and has created 3 incredibly well known franchises.

So you can see, the independent video game industry isn’t just a “pretentious load of art snobbery”, or “that thing, I think it’s the same as the video game industry”, it’s about hard working developers who have opted not to tie themselves to a publisher so they can design what ever they believe is necessary to stimulate a particular genre or avenue of the industry, regardless of how large their company grows.

I’d just like to point out that I have a huge amount of respect for the games industry workers, indie or not. They’re all good, hard working people, who have devoted their lives to the passion which is game development in order to help the industry evolve and transcend, and in the midst, make us all happy.

Miles

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Silhouette is on hiatus

Hello loyal followers from the Behmoth Forum, as you may have established, Silhouette’s development is on hiatus, also i use way too many commas. The main reason for this is a) we’ve been inundated with school work and can’t spare any time to work on such a large game at this time and b) a lot of the planned content is above our range of ability and our teams workload expectations, namely programming. Alternatively I’d like to present a much “lighter” title, whose development process is practically in chains to prevent it from becoming rediculous complicated, much to the sadness of me and me fellow designers who are literally brimming with ideas (We always keep buckets incase one of them overflows, oh it happens). So i’d like to wish you all a happy easter, and happy gaming. Pictures (or picture can be accessed through the twitter widget, and i may upload more as the significantly shorter development process continues.

I bid you all good day

Miles – Creative director and Animator at The Machination

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Emergent Gameplay: the future of online gaming societies

Suspension of disbelief is an important thing, it allows you (or rather involuntarily forces you) to see and feel past the fourth wall of the monitor and become immersed in the world beyond, this is a very important aspect as it captivates the audience and allows them a certain, if not superficial synergy with the game. This factor can be achieved through various different methods which usually involve impeccable gameplay execution and smooth, unobtrusive progress, allowing the player to merge with the games flow, sparing rigid disjointed occurences. However, the method i’d like to talk about today is through a phenomenon know as emergent gameplay.

Say for instance an MMORPG featured a system that allowed users to trade items for cash and/ or other items, and this game also allowed players to purchases dwellings, an example of emergent gameplay could involve a particularly prolific trader advertising their base of operations to be in this building, causing a sudden “shop” mechanic to be born; this mechanic may be by no means necessary, but it could for instance, allow the player to store vast amounts of loose items in the house in order to increase the stock they could hold, boosting the players ability to persue their chosen “career”. This move is by no means necessary, but the player to it upon themself to discover this particular avenue of possibility and use it to their advantage. This may be a rather contrived example, but nonetheless it outlines the basic principals of this particular gameplay feature which can be defined as “An element that was never originally intended by the developers but has been embraced by the players”.

Now what if an entire game was based of this principal? What if the developers provided players with a world that initially had structure but was slowly peeled away until the player base could autonomously control the functions of the world with the provided utilities, possibly forming private militaries and political heirarchies by their own devices. This evolution would surely tear down the fourth wall and allow for suspension of disbelief to come naturally, so what haven’t we seen such an advancement? The issue would seem to be resources. Physically contructing a game to support a complete clientside management of the games resources is an inherently problematic issue, it would be more that the players would just go nuts and abuse the hell out of the provided utilities, but they’d soon realised that it was counter productive. I believe the true way to accomplish this is to create at least two “teams”, call them what ever you want. These teams must constantly compete against each other for a goal that can never permanently be completed, but short term victories must be possible. This would stimulate the players to back each other up and work together in the name of a common interest, whilst perpetuating their personal advancements in order to hold, or obtain victory for as long, and as many times as possible. The second important feature is diplomatic alligence, if the opposing teams are on occasions put in a situation where given parties must meet, there should be no arbitrary means of stopping them, this would usually mean no NPC (non player character ie bots) which would obviously obstruct this by randomly attempting to kill the opposition in the midst of a peace gathering. The third point would be allowing for unnoficial organisations to be started within the game which branch off, and even by choice can remove themselves from the predetermined teams. The advantage of this is that they can act as lone operatives who would obviously have more options considering that they aren’t tied to a particular alliance meaning that they would have additional options involving interaction with the world and it’s inhabitants. This is just the beginning, creating a game that is so complex in feature must have a simple core fundemental on which it is build otherwise the game could easily go off un an uncontrolled tangent (not necessarily a bad thing, but can be to the developers detriment) or simply cease to function.

These are by know means the perfect rules to running such a game, but i have observed through my work that they are ways of running a game with such parameters to a certain level of effectiveness. Of course creating this style of gameplay is riddled with fudemental flaws, but i believe that with experimentation and work, they would dramatically enhance player co-operation and rapport, forming social networks that actually care for each others existence as apposed to being pawns in a very colourful game of chess with a set purpose and very limited ability to make a lasting impact on the world in which they reside.

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Game Design- the beginning of my career

Game Design is one of those illusive topics that’s not always perceived as a socially acceptable thing among older audiences. This may be because they consider games as a purely childish entertainment media, although this is probably due to the fact that they were never immersed in the escapist delights of gaming whilst growing up. Contrary to what these people might believe, game design is indeed a very professional and real career, and one that can be greatly rewarding and challenging, as well as mentally stimulating.

I began my persuits in game design around age twelve when me and a friend began building up a repertoir of characters. These characters at the time where more for the purpose of our entertainment since drawing is something we’ve both embraced. Soon afterwards this idea came about that it would be very cool to turn these characters into some sort of game, but we were initially stumped as to what to do. So therein we spent that holiday break pacing around the loungeroom of their beachhouse yelling ideas at each other and scrawling down notes into out ever cluttered notebooks; this may sound slightly unorthodox but, hell, it sure works. So no more that three years later we’d crafted that game idea into one huge genre-confused, shambling mess; it was unstable, ugly and full of more plot holes than a sopie, but it really got us into some sort of methodical state for developing games. If this kind of thing interests you, i considering doing something similar, it may not be textbook but it really helps with brainstorming. So it reached that point that the game was really beyond repair, it was a mess of ideas. So we decide “Ok, lets scrap this and begin something much more coherent”, then our next game was born.

From there on in we’ve been designing games unofficially, preparing for the day when our skills would pull us from the clouds of grey, bureaucratic monotony and into the bright sunny world of the creative industry. Through this experience our skills have been refined up until the point where we believed we could make a game that was indeed an interesting experience.

Around November 2008 we decided it was time to actually see if we can do what we had been dreaming of since the beginning. We began by assembling a small team of people of varied skills- musical composition, illustration, coding and office lackying (network management, deployment and software- all that grey coat nonsense). This team started off well as we got stuck into our first instalment Silhouette (which can be viewed here The Behemoth Forums ). Production was a slow but rewarding process, most of my tasks revolved around churning out mass animations and designing levels which took up whiteboards around my room. We were doing pretty well, Jack (the guy from the beginning) and myself had completed 70% of the character animations and had began designing levels in detail with other members of the team. This was all fine and dandy until we sort of hit an issue that unfortunately left a crack in the team, i won’t go into it, but suffice to say, it hurt morale. This happened about the time when school resumed and we were abruptly broken off by the pressures of senior. Several weeks later we concluded that Silhouette had ballooned wildly out of control and to lay the foundations of our company, we needed something simple but addictive, there began the production of Run. Silhouette isn’t gone, in fact we intend to resume development after we’ve done run, as more experienced men of the trade, but until then I’m going to spend a lot of time animating a robot with a beard.

That’s how I started my ascent in the career of game development, soon I intend to write an article “Game Design for Dreamers”, a short guide to designing games and how to go about getting a foothold in the industry. I hope this article has helped some people in realising the steps to take in order to get into the industry (please, i urge you, if you do take interest in some of the ways I’ve done things, don’t take them in entirety since I’ve hit many a roadblock in my times, experiment, work out what works for you), good luck with your pursuits, and have a great day.

Miles

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Hello internet denziens

Hi,

The Machination has now joined WordPress, even though this is based around our company, this blog will still have free reign of topic as well as updates into our most recent endeavours. Have a happy easter all and check in to see my unquestionably fascinating updates.

Peace

Miles

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