Author Topic: Air Warrior spam hole  (Read 4075 times)

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #30 on: November 21, 2001, 08:32:00 PM »
Someone posted GE's picture of the 'Blood Dragon' in another thread.  

>>>

THE STORY OF THE BLOOD DRAGON
By DoK

One bright and sunny day, a newcomer came to B-land. His name was Ben Dover. He was truely a merry fellow who took great delight in stomping on the heads of kittens with big lumberjack boots, twisting at the ankle until the little feline brains came gooshing out.

In any event, on this particular day GCB Biggles was engaged in running bombing raids down to old A3 (in the Valley of Death). Ben pleaded with Biggles to let him pilot the B17 once and eventually Biggles agreed, if for no other reason that to get some peace. Biggles had flown well so far, the AA guns at A3 were down and the A's were in a foul mood. Ben called for gunners and several signed on. With hearts high, Ben taxied the B17 off into destiny.

Biggles knew something was up when Ben did a crisp vertical banked turn to A3 right on takeoff, milking up the flaps and landing gear as he completed the turn. "I've been practicing offline", said Ben with a slight smirk. Biggles wasn't completely satisfied, but decided to just let it drop. Ben climbed the B17 to around 1000 feet and settled into a standard target approach. The A's then picked him up on radar.

"Hang on to your asses, here we go.", hollered Ben. With which he barreled down to the deck, levelling off at about 10 feet. Ben was having great fun lopping the heads off cattle and Jehovas Witnesses as he sped along at naught altitude. The A's were greatly miffed and showed their displeasure by augering dead astern of Ben's B17.

Now they were approaching A3. A-land fighters were crashing left and right, unaccustomed to pursuit at such low altitudes. "Someone get into the chin turret and shoot the one on the pad!", ordered Ben. "Won't get enough hits for a kill", shouted one of the gunners. "Trust me", said Ben. As they crossed the fence the B17 shuddered lightly as Ben loosed one stick of bombs on the empty take-off spot of A3. Just then several A fighters appeared, the chin gunner started firing furiously.

"Boom-boom-boom-boom-boom-boom" went the bombs. "XXXX detroyed, YYYY destroyed, ZZZZ destroyed" came the messages from the host. "3 kills!", hollered the chin gunner. "Bombed em," said Ben, "all gunners aim left over the wing." At that moment Ben racked the B17 into a tight, tight, tight maximum performance pylon turn over the takeoff spot of A3. He was at 250 feet with flaps down and pulling around 3 G's at 80 knots.

The A's kept popping up, but the massive fire of 4 B17 turrets dispatched most of them before they could even get airborne. The few that did, even Zero's, found they could not keep on the tail of the B17 before the gunners laid waste to them. "Keep shooting!", ordered Ben. Round and round they went, Ben holding the turn by using the amazing autopilot feature of the B17. Indeed, Ben's rigorous flight testing had discovered that at low altitude with everything hanging, the B17 under autopilot could turn tighter and at lower speeds that a Zero under manual control.

The A's were finally starting to register some hits, so Ben decided to beat a retreat. "We need escort home, B's!", he called on channel 2. "On the way.", replied the B fighters. "OK, I'm gonna swing wide the pass, nail anything on the pad as we cross." Ben eased up on the stick and the B17 swung wide to the south. Then he sucked it in and the nose swung crisply across the end of A3. Again, there was a slight tremor as Ben loosed a stick of bombs, skipping them in off the turn.

As if on cue, A fighters appeared at the takeoff spot. Seconds later they were destroyed by the stick of bombs. Ben pulled in the flaps and enterred a shallow dive down to 5 feet. All the gunners were aiming aft. The A's finally got sorted out and began their pursuit. They were closing and the B border was still very far indeed. But B fighters were closing fast. Ben and his sturdy crew needed to buy some time.

The A fighters were now within 1500 yards. "OK, hang on.", Ben said to his crew. He then cranked in a 90 degree banked turn right on the deck. Steadying the turn with light doses of rudder and stick. The A's blew past, taking hits form the gunners as they flew by. A few A's crashed, not watching their altitude closeley enough.

Once, twice, three times, four times they went around in the gut wrenching turn. The B fighters finally were on the scene and Ben went wings level and headed for home. Minutes later they were over home turf and safely on their way to B2. Ben asked his gunners how they did. They were all laughing quite hard, but managed to report approximately 17 kills. Ben swung the B17 around in a break-turn approach to B2, dropping flaps and gear as he decellerated. He gently set the battered ship down. Once on the ground, Biggles stopped laughing long enough to ask Ben who he REALLY was. "C'est DoK", replied Ben.

And so was born the Blood Dragon. Over the next few weeks, The Spanish Inquisition would fly almost non-stop Blood Dragon raids to A3 and C1. Sometimes as many as 2 Dragon ships were orbitting low over the enemy fields. The devestation was impressive, often as many as a dozen enemy fighters would be clawing at the tail of the Dragon ship, just barely above stall speed, only to be blown away by the punishing gunnery of the ship's crew. Sometimes the ship would have to literally drive back to home territory as it didn't have enough lift to maintain level flight. Often the mighty Dragons would land back home with only the autopilot left for controls and on only one or two engines. Ben's record for a Blood Dragon was 34 kills neatly landed back at base, not counting bombing points.

But the days of the Blood Dragon were nearing an end. Already the A's were learning to use stationary bombers with gunners as AA emplacements. This could be suppressed for a while by using DoK's low-level skip bombing technique while in the pylon turn. But soon, with the increased firepower of the FW-190 and the reduced ammo of the B17 gunner, the Blood Dragon faded into history. But for those that flew in them - DoK, Biggles, Pax, Flush Garden, Trips, Boomer, Petie, Tango Circus, and Shoestring - the memory of raining death on the enemy from a slight perch 200 feet over their runway will always bring a smile, and maybe a little drool.

>>>

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #31 on: November 22, 2001, 02:17:00 PM »
When sitting down with family for dinner this evening, consider reciting Westy's prayer from the 'Invasion Italy' Scenario...

>>>
  A prayer shall we?......
  <hangs head>
  Dear Cod. Ewe, who art so huge as to shadow all things Airwarrior.
 Please deliver thine devout servant Sir Westylot and the other jolly
 righteous fellows of the Allied side from the  malcontentious
 servants of the foul and wicked EQ beast... and Axis.
  Let your enemy and mine, 3rdUpselbub, layeth with the slovenly
 creatures that scurry about and feed from the ground muck and mire so
 that whilst they stupor in thier unwholly debauchery and distracteth
 they become, Thou wilst lend your wholly and guiding fin so that my
 PeeFourtySeven, The Jug O'Death, may fully converge all eight virtual
 fifty calibre machine guns of unselfless mercy and deliverance upon
his  wicked form. So that dost his headeth explode and depart this world
 and his unsanctimonious form, whilst the beasts' chariot of the Olds
 dost burn in flames for eternity with gunner onboard, or tilleth the
 red screen of judgement may call for it at the end.
   
 Ahhh men.
>>>

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #32 on: November 23, 2001, 01:28:00 PM »
Blue Baron on 'The Golden Age of Air Warrior', when everything is new:

>>>
Having seen the game develop over more than ten years I understand the temptation to anoint earlier eras as "the good old days" or "the golden age" of this or that. My view is not so sentimental, though.

In the early days online gaming was text based. Air Warrior was the first online game that was fully graphical. Yes, other games had graphical interfaces (usually developed by the players), but they simply overlaid the text based system. Sometimes we'd develop graphical interfaces for our text games (Stellar Emperor for example), but most veterans stuck with their terminal emulators. Air Warrior was different in this, and so many aspects, but it arrived in absolute obscurity. What gaming press there was had no clue about this esoteric pastime. Very few people were online. Thus part of what made Air Warrior seem so special back then is that we all knew that we were onto something, years before anyone else was.

But that was really a very small part. It wasn't just that we were discovering something before the masses did, it was that there were so few of us - no more than 10 or 20 souls each night - and thus we got to know one another very well indeed. You could tell, just from the behavior of a dot far away, who everyone was. New players were rare, and the development of relationships among players was a long, evolving process.

The fundamental change to the game took place in the winter of '92, with the release of SVGA AW. At the '92 Con that year in Los Angeles, veterans were already bemoaning the loss of their game. "We won't matter anymore," one of them said in an unguarded moment. "But we'll be like gods to them!" I said, kidding. All of us knew better.

For a box game market, completely unfamiliar with any concept of anything having come before the moment they ripped the shrink wrap off their shinny new game boxes, the very notion of a tradition in computer gaming, much less one that spanned years, was alien. One customer even accused me of making up the quotes from players that I put in the manual. Another asked me why the hell did I think he'd be interested in stuff said by guys he never saw up in the game. Although it hadn't happened overnight, the new guard displaced the old. Many of us thought it would be fun to kill the "ten THOUsand dweebs" but it lost its charm quickly, and the social dynamics of the arena had been forever altered.

SVGA AW was the first box sim to model departure from controlled flight, but we didn't offer this feature online. So called realism was not all the rage back then. Computer Gaming World, in their review said, "With its realistic flight model, Air Warrior is not an adventure, it's a job." Thus Kesmai was reluctant to enable it online. The vocal players - the ones posting on the GEnie BBS - started the chant, "Throw the switch!" Meanwhile Kelton created a separate development: the real time packet. Previously, Air Warrior had run at half speed, even though your gauges showed full speed. This was a concession to networks of the day. Real time added another "realism" factor, separating further the game play of earlier and later AW. When they finally added a full realism arena, they did something inexplicable - they ran it in half time, but added half time rolls. The reasoning was odd. One way Air Warrior disguised the fact that it was running in half time was by having aircraft roll in real time. In the realism arena, the thinking was that everything should be realistic. Thus the roll rate should match the overall time scale. This made the realism arena anything but realistic.

Finally all the screamers got what they asked for - real time, full realism. The majority stayed in half time. The community, already altered by the box release, was now split in two. Squads split up over this, and many old timers still hanging on left the game.

It's difficult to second guess all of this. Air Warrior had been a financial loser. Kesmai made its money from other games. The game had to reach out to a larger audience, or die. By reaching out, in a sense it died as well.

Yet, if you paid attention you saw that the game was anything but dead. New players made dumb mistakes, got better, made friends, developed rivalries, formed squadrons, and got to know people that they otherwise never would have. They found kindred spirits, people to "hate," people to respect, and people to miss when they were gone. These are constants to this game. When we moved it to AOL - again out of pure survival - the cycle repeated. Same for GS, same for AWII, AWIII.

None of us has any idea when we're fooling around in the simulated skies just how important the relationships we're developing are. The bonds we develop with one another happen insidiously and, despite all the explosions going on around us in the game, quietly. None of us has any idea just how much we'll miss those guys we flew with after they're gone. The human heart can't tell the difference between virtual and face to fact worlds. Shared emotion bonds people, no matter where or how that emotion takes place.

Thus, there is only one golden age - the time when YOU first learned the game, and played it for long hours every day or every week. Each of us has his own good old days. And for each, they were just as good.

And for the so-called veteran who complains to me how my latest release killed the game he loved, I can say, "Yes, and you killed the game I loved. You and your kind chased away all my buddies seven years ago." In both cases the accusation is unfair. That's another thing all players from all eras share: the good old days can never last forever. Enjoy yours while you have them. Remember them fondly when they're over. In either case you are experiencing or have experienced something evermore rare in this world.

BB
>>>

[ 11-23-2001: Message edited by: Montezuma ]

Offline 715

  • Silver Member
  • ****
  • Posts: 1835
Air Warrior spam hole
« Reply #33 on: November 23, 2001, 04:12:00 PM »
Montezuma:  THANKS for posting these!  As an old Air Warrior I really enjoy reading them.

Plane ID 715 on GEnie Amiga AW 1.0

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #34 on: November 24, 2001, 12:35:00 PM »
More BB,
Part I of an article published in Gamasutra.

>>>
Glory and Shame: Powerful Psychology in Multiplayer Online Games
by Jonathan Baron

This paper was originally published in the 1999 Game Developer's Conference proceedings.

When you play a stand-alone computer game, you experience challenge, release, escape, frustration, and satisfaction; however, you cannot experience glory. Glory can only take place with an audience. Similarly, no computer game can shame you, again because shame requires that other people be present. But it takes more than merely the existence of other people in our environment to create opportunities for glory and shame - you also need a relationship with those people, one of either knowledge or recognition. This is why server network games, such as Quake, offer no special embarrassment when you perish or when you prevail.

Having large numbers of simultaneous players in an environment that records and preserves player records and actions diminishes anonymity and builds relationships among players, but it also creates the emotionally charged possibility of glory and shame in a game world. It's precisely because this does not exist in most forms of computer gaming that it is seldom understood by game designers; indeed, few have any idea of how even minor design decisions affect the balance between the two extremes. And this balance must be maintained, because if a game shames defeated players too much, many will leave. What's worse, no one will know exactly why they left.

Multiplayer first person shooters like Quake II have minimal shame and glory-

Viewed in a simple engineering way, glory is achieved at the price of shaming others; that is, the greater the shame the greater the glory. To some extent this is true, but the entire concept resists quantifiable analysis. You cannot line up shame possibilities, assign them a numerical weight, and come up with a sum of potential glory. Nor can you quantify how the possibility of shaming others can motivate players to endure tasks of such tedium and boredom that no traditional game designer could imagine them. So powerful are glory and shame that they have bound cultures together for centuries, motivated innumerable people to risk their lives, and have driven countless others to end their lives. Thus, while the creation of such an environment provides an emotional depth to online gaming, it must be employed with thought and care, if employed at all.  

In this article, I will explore how glory and shame work in online gaming, note their consequences, and show how they influence the underlying community culture a game creates. Glory and shame also offer a clue as to why multi-player gaming has yet to achieve a prominent place among other entertainment media.

Introduction-

Industry buzzwords such as "massively multi-player," "persistent universe" and the like only hint at their true meaning. Although everyone agrees that having many people in the same shared virtual space, whose actions are recorded and noted far beyond the gaming session is a good thing, few set out to fully manage the consequences of such a situation. Two very powerful, and potentially dangerous consequences, glory and shame, are deceptively easy to create. You cannot have either glory or shame without an audience that knows or knows of each other; hence the benefits of scale and records in playing to both emotions. Further, these emotions go wholly beyond what computer gaming has traditionally provided. Glory and shame explain not only online gaming's ability to reach people on a deeper level than previously possible, but they also account for player behavior that too often comes as a complete surprise - an unpleasant one - to game developers. My article will explain and explore the crucial quality that separates large-scale online games from their stand-alone or network brethren, as well as anything else in entertainment.

>>>

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #35 on: November 25, 2001, 11:46:00 PM »
Oops!  Left out a part...
This will put it in sequence:

Glory and Shame
by Jonathan Baron
A Unique Audience

Many of you may question just how real or powerful the audience influence can be in multi-player online gaming. Most online games today have no persistence or scale to them at all - they are but a series of evanescent encounters amongst total strangers on a variety of hosts scattered across the world, for which no record is written. Although the power of audience influence is present in these games, and many of the principles I will discuss apply to them, the focus of this talk is on what people refer to today as, for lack of a better word, massively multi-player games. It is this segment of the online multi-player medium that has the potential to attract a broad enough cross section of people in the future to make it one day a major entertainment medium.

Certainly many of you are thinking, however, that even the large scale, persistent world multi-player games can't wield audience influence over players that can rival the effect of living, breathing people in the same room with you. People don't actually see one another, don't actually know one another, most don't even live anywhere near one another. What power can any audience in the virtual world of cyberspace truly exert over anyone?

The power of this audience, as well as the reason it's unique, stems from the most important difference between multi-player games and all other forms of entertainment; namely, the audience is the medium. This is because the audience in multi-player games is unlike any audience in any other form of entertainment, as participant and audience are one. As a player, you are at once participant and spectator, beholder and creator of the game environment. In this there are no analogies, nothing comparable to this environment, other than the experience that people unfamiliar with gaming claim the online gamer is lacking: life. Because the multi-player game contains the force and influence that groups of people bring to real life, but does so in an imaginative setting that real life too often either lacks or dares not attempt, multi-player gaming can have a social impact on people more powerful than real life can provide. Thus, the influence of its audience, without anyone physically being in the room with you when you play, can rival or exceed its real life counterpart. While there are plenty of games that have no audience, or have no audience/player/entertainer boundaries, none has the ability to so consume and involve its participants like online gaming, as everyone who has been involved with the medium at any length can attest.

If the stadium in which the NFL Pro Bowl was played was filled with pro football players as its only spectators, imagine the psychological impact upon the players on the field. Now imagine that every new football player had to play in front of this audience from the moment they first played football. Imagine that every beginning football player had to take to this field and play amongst these players. This is multi-player gaming today, which is also why multi-player games are an infinitesimally small segment of the entertainment industry today.

[ 11-27-2001: Message edited by: Montezuma ]

Offline 715

  • Silver Member
  • ****
  • Posts: 1835
Air Warrior spam hole
« Reply #36 on: November 26, 2001, 12:54:00 AM »
Quote
Originally posted by Montezuma:
Embarrassment, even on an insignificant level, is completely unheard of in any other entertainment media

I think he'd change his mind if he ever saw me play golf   ;)

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #37 on: November 27, 2001, 12:05:00 AM »
NOTE: A previously omitted section was added above!

Glory and Shame
by Jonathan Baron
The Power of Shame  

Shame is so powerful an emotion that entire societies have been held together by it. Many still are today, Japan being an excellent example. Echoes of shame's once prime importance in our society exist in a variety of figures of speech ("Shameless", "Have you no shame?", "You should be ashamed of yourself", and so on). Japanese warriors, when shamed, would beg not just for death, but for the right to kill themselves in rather horrible ways. Although people no longer plead for the privilege of killing themselves, and thereby mitigating their shame, every person reading this has wished, at one time or another, that the ground would mercifully swallow us up after we had embarrassed ourselves. No matter the words we choose to describe it, no matter what we actually do in response to it, shame has the power to make us wish we were dead. There is no more powerful emotion. And, until multi-player online games became widely played, this was an emotion computer gaming could not tap.

Furthermore, it is an emotion that most game developers today have no idea they have tapped. Lots of folks in the industry wonder why the market for multi-player games has grown so slowly. Others bemoan the so-called lack of an economic model for them. People dwell on learning curves, barriers to entry, interface design, and compelling content. What they fail to understand is that the principle reason more people aren't playing hosted persistent online games tonight is due to shame - the experience of it, or the fear of it. I challenge you to name a single massively multi-player online game that does not absolutely require that every new player undergo a period of embarrassment or humiliation. Yes, learning any new game requires that you do badly before you can do better, but multi-player has an audience, which, as noted above, is unique in all of entertainment. Multi-player gaming requires that you not only perform poorly initially, but that you do so in front of other people. Embarrassment, even on an insignificant level, is completely unheard of in any other entertainment media, all of which are hell bent to make you feel good and good about yourself.

Next: The Problem with Glory

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #38 on: November 27, 2001, 12:08:00 AM »
Glory and Shame
by Jonathan Baron

The Problem with Glory

Okay, you know that shame is bad, but there are other emotions multi-player gaming can tap into that are quite positive; namely, shame's opposite, glory. Shame can feed glory - the greater the shame, the greater the feeling of glory. What did Conan say when asked what's good in life?

But there are plenty of opportunities for glory, or at least opportunities to reward players and make them feel good about themselves, that don't require the other players be humiliated. What then is the problem with glory? Ask yourself this question: what is the problem with money? Stressing glory, even when it comes without shaming others, emphasizes achievement over development. Although we may think we're motivated by recognition in multi-player games (and, the more competitive people would argue, in most of life's activities), the reason we keep coming back after we know what we're doing is due to our development in the social fabric of the game's community. The distinction can be confusing, and I will try to clear it up some. I'll start with the most recognized forms of today's true online games, how they handle issues of achievement versus development, and by extension, how gracefully they manage matters of glory and shame.

*Pure Meritocracy - the Ultimate Glory Game*

In the massively multi-player realm, this sort of game is best represented by the multi-player air combat simulation. This can also apply to some degree to the first person shooter, but I will restrict my comments to the air combat sim, as it has a long, established history. These games demand skills rare in human beings, skills that you're expected to master to become a force in the community. Earning respect here is not like religion, as devotion alone won't get you there. If you can't think in terms of three-dimensional geometry, and interpolate multiple vectors in your head, then you'll never achieve star status here. It doesn't matter how many hours you play. There is no cumulative character scheme. You cannot earn extra hit points for your fighter aircraft. Put another way, achievement and development are very closely coupled.

Glory and shame here are unambiguous. The two major examples of this genre broadcast notice of your demise, when you perish, to everyone in the game world at that time. One goes so far as to broadcast the game names of both the victor and the vanquished. Not surprisingly, both games have an unspoken ethic that approves of, encourages in fact, attacks with words as well as war planes. Finally, both player communities prefer to resolve major disputes through duels. If they could issue dueling challenges by slapping each other with gloves, they would. Yes, most of the players of these games are men.

That said, both have developed communities that have, over time, matured to include members that aren't hot shot fighter pilots. This is, in part, due to the spiritual influence of the underlying subject matter of these games; that is, aviation in an important and actual war that is still in living memory. In part this is due to the sheer age of the genre. Its first example, Air Warrior, is 12 years old. The point is that the ultimate depth and eventual development of elders, as opposed to just killers, in these communities was not a direct product of the design of these games originally.

*Multiplayer air combat sims like Air Warrior heavily emphasize glory and shame through achievement*

Is this genre successful? Few genres in computer gaming have been as enduring; indeed, in computer years, the genre dates back to the Pleistocene epoch. Is it a worthy model of multi-player game design? Yes, if you'd prefer a small, dedicated customer base. Ninety percent of the people who try these games don't hang around. Quite simply the glory and shame levels are so high, in particular the shame level for new players, that there will only be a mass market for this sort of game when society as a whole gives over to the worship of sadomasochism.

*Cumulative Character Games - The Devoted All Go to Heaven*

Best represented by the fantasy role-playing adventure genre, in these games you can get there through devotion alone. Nobody, regardless of native skill, intellect, reasoning ability, or reflexes can be anything more than meat in these games until they've put in time acquiring attributes an qualities bestowed by the game itself. Being smart can help you become a force to be reckoned with faster, but you have to pay your dues.

Although at first these may seem like purely achievement-oriented games, probably because you usually spend your first few hundred hours acquiring skills and game stuffs. They do evolve, however, into development games. Players either acquire so much stuff that it loses its meaning and utility, or they carve out a niche for themselves, deciding, in effect, to leave the rat race behind them. In either case, players will eventually develop beyond, or in spite of, the reliance of these games on game-created goodies to drive their game mechanics. Although most examples of the genre are established in early medieval settings, online FRP design is dominated not by the pre-Christian mythology of swords and sorcery, but by pure, raw, unseasoned capitalism. You are who you are because of what you've got, what you've acquired, what you can afford to buy.

*Multiplayer role playing games like Ultima Online focus on development*

But, like the occasional over-wealthy soul, player communities move from achievement to development when they learn there's more to life than money, and you're not something special because you have more of it. Just like the meritocracy-based game, cumulative character games over the years develop rich and warm societies that value their members and bring out the best in them. And just like the meritocracy game, they do so for reasons that seldom have anything at all to do with the intended design of their creators. To-date the only cumulative character online game that was ever designed, from the very first, to create a mature, multi-tiered society where money didn't matter was the original Multiplayer Battle Tech which is, alas, no more.

Next: Achievement Vs. Development

Offline pbirmingham

  • Copper Member
  • **
  • Posts: 201
      • http://bigscary.com
Air Warrior spam hole
« Reply #39 on: November 27, 2001, 01:25:00 AM »
Quote
Originally posted by Montezuma:
Spandau flys in BIGWEEK and reaches an altered state.

   Oh, man.  A lot of people reached an altered state then, and in Kanalfront as well.

   Now, for the question on my mind:  Is anybody working on a map of Oahu?  EA screwed it up this year, but it is well and fitting that we have a map by next December 7.  I'll do it if somebody tells me how.

Offline Seeker

  • Parolee
  • Gold Member
  • *****
  • Posts: 2653
Air Warrior spam hole
« Reply #40 on: November 27, 2001, 09:30:00 AM »
I was hoping Dok would be able to drag BB here, but I guess he's busy at MS :-(

Keep 'em coming, please.

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #41 on: November 27, 2001, 10:39:00 PM »
Glory and Shame
by Jonathan Baron

Achievement Vs. Development

The time has come to dispense with abstract and semi-concrete examples. What, once and for all, is the difference between achievement and development in multi-player game design, and what does any of this have to do with glory and shame? Achievement is all about meeting the challenges posed by game design. Development is your growth in the society of the game world. Achievement, in a competitive environment where hundreds or thousands are striving for a sharply defined set of goals, is glory for the winners, shame for the losers and also-rans. Development comes not from your ability to achieve game goals, but rather from the ability of the game, intended or not, to reveal who you are. This is how people can come to believe they genuinely know people they've played an online game with. This is where the lasting bonds among online gamers come from, and is the reason why the emergence of online gaming as a major entertainment medium is inevitable. As game designers, however, it is our preoccupation with the achievement side of the games we make, and the side effects of glory and shame that we, with little thought, unleash upon our customers, that retard this medium's emergence.

*Development over Achievement*

The day we become conscious of the power of our medium, and of the power our design decisions have over it, is the day when online gaming leaves its Keystone Cops, silent movie era. Here are a few suggestions that can help you get there:

*  Don't build a pyramid. If your game mechanic can only be mastered by a rarified slice of humanity then you will have the harsh, rough, chest beating culture of the meritocracy game. It may evolve into something better, but if it does, it will be no thanks to you. People tend to think that these games have the testosterone-poisoned cultures they do simply because they involve combat. This is simply not true. Look at Tribes, and its ability to employ a variety of contributions from people in a combat setting. Imagine the culture it would create if it became a massively multi-player offering. Instead of a pyramid, build a game structure like a collapsible camping cup - many interlocking layers, nearly equal in size, needing each other to work.  

Starsiege: Tribes allows players to occupy a variety of roles

*  Shelter your young. Perhaps the most powerful developmental tools the multi-player game has at its disposal are rites of passage, yet only rarely does it employ them. Don't tack on training to your game. Make raising your players part of the game. One major difference between shame in multi-player games and in real life is that, in the former, it can happen inexplicably and without warning. This, more than any other single factor, drives promising new players away from multi-player games - forever.  

*  Devise a game design where achievement allows and encourages many different sorts of people to make themselves useful in many different ways. Do that, without falling back to the database driven, cumulative character scheme, and player and community development will follow. Do that, and you'll conquer the world.


>>>

Tomorrow... more Slug! (he works cheap)

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #42 on: November 28, 2001, 11:08:00 PM »
>>>
Slug's Bomber Memories
 
OK, let me start by saying that bombers suck.
I don't mean the aircraft themselves.. they're cool. I mean the people who operate them in the arena.

You know who you are and you KNOW you suck. That's why you fly bombers. Cuz you suck. Any questions so far? No? Good.

I have flown and gunned bombers. Why? Cuz I suck? Of course not. I'm Slug.  I couldn't suck if I wanted to. And I don't.

I fly bombers in scenarios. Or on those rare squad missions when I am told to blow something up because it is important that it be blown up and that it be blown up by me. I do not question my orders. I am not here to question the wisdom of those whom God has appointed to lead me.

Bombers (the people) still suck. But bombers (the aircraft) do not because you can do interesting things with them. Other than blow toejam up. Like using them as camouflage.

One night, during joint squad operations ("Joint squad" means we couldn't get enough of any one squad to show up so we put together a rag-tag bunch of misfits who competently misrepresented several alleged organizations of Air Warriors.) we had Turkey Hams, Dons (as in Don Quixotes) and I think a couple other morons-- and we decided to strike out across land and capture some
enemy base. I don't remember the name or number of the enemy base or even what version of AW we were on at the time.

I do remember, however, that BlueBaron drew the extremely short straw and got to drive the bomber. ("Did Slug say drive? I think he meant fly." "No, goober, I said drive and I meant drive.")

Meanwhile the rest of us idiots saddled up in flakpanzers - some gunned as I recall and some not gunned (or not gunned by fully functioning humans at least). We hid all these little baby flaks under the wings of the B-17 and headed off (drove off) on our mission.

I don't know where in hell we were except I remember we had to cross a lot of prime real estate and then go over a bridge - all the time hiding under the wings of this (rolling across the ground) B-17.

We got in sight of the target (some freaking airbase) and enemy planes start appearing. Once they got over the shock of seeing a B-17 imitate a station wagon and realized that it was moving - not just painted on the landscape..they moved in for the attack.

Then... WHOOPEE!.. all these little flaks started pulling out from under the
wings and shooting at them! I think the first couple of enemy kills were fatal
humor overloads as pilots laughed themselves into the ground.

The B-17 is still crawling along toward its target but now there are all these little flaks buzzing around out in the open and shooting like crazy at anything that was the wrong color (enemy aircraft, enemy tanks, stop signs, fire hydrants, livestock, liquor stores, women in lingerie, etc.)

As I recall, only a few flaks actually reached the airbase. We were met by fierce resistance there in the form of tanks, flaks and angry lingerie salesmen. We might have whacked a structure or two but we sure as hell didn't close the base.

Oh... what about the bomber you ask? Well, the bomber never made it to the base. He got blowed up within sight of it.
But who cares if the diddlying bomber made it or not anyway? Bombers suck.
Remember?

Slug *TH*
>>>

Offline Montezuma

  • Silver Member
  • ****
  • Posts: 959
Air Warrior spam hole
« Reply #43 on: November 29, 2001, 11:25:00 PM »
Yes, its another episode of our favorite garden pest as he slimes his way across the skies..

>>>
The New Adventures of Sluggie the Ham

What a great diddlying country this is!
Finally got back in the saddle last night in AW3 on Big Week.
It was Turkey Ham squad night and a large slice of Hams were present and
slightly accounted for.
Had Holmes, Slug (me, of course), DocDen, Spellbound, Shaky  and TK (can't
remember if TK is a Ham or not but he swears like one so he's OK).

Haven't had six Turkey Hams in the same place since the night the local liquor
store gave out them free samples of Tuna-fish Flavored Schnappes.

Had an unusual passle of mediocre missions. Couldn't get one freaking plane to
work for me. Found myself stalling all the time at almost every speed and
altitude when ever I tried to maneuver. Spent most of  the time enjoying the
nice eye-candy while goobers snuck up and shot me. Had fun talking to the
Hammies on the vox com though - why is it that everybody sounds like Gypsy
Baron on the voice com?!?!

Is it true that only GB has a microphone and he just pretends to be the rest of
us? I want to know, dammit!

Anyway, it got late and after a couple hours of slaughter, most of the Hams
logged off except me and Doc Den. Sounded like most of them had a good night of
keeling and dealing. Meanwhile, I'm stalling and sprawling in a 51, a Dora, an
F6, a 38 - didn't 'matter what plane they all handled like toejam to me.

Decided to take one last mission in my old standby - the Dweebcat. Grabbed an
F6 off the carrier NW of the atoll and went hunting. First encounter is with a
pair of Cz... a 38 and an F4. Figured I better whack the higher one first (the
38) and worry about the F4 if I live that long. Had screaming E as I approached
so I double Immelman and the 38 climbs to me.. I look out the back and see him
stall and fall.. I drop like a turd out of a wet buffalo's butt and get two
solid burst into him..Ka--BOOOM!

Now the F4 is hunting my ass.... he's higher than me now but I'm still
screaming along like a blind homo at a weenie roast. (Any of you homos touch
me, I'll kill you. I mean it.) I decide to use what I got.. I climb up into
harm's way and, as the F4 climbs up to me, I go inverted and back down the way
I came but at an angle... just enough to confuse the bugger.. he turns to try
and find me or saddle up on me and blows enough E to slow down. The rest, as
they say, dear friends is history. Ka-BOOM! that's two.

So I head over to some Cz airfield figuring I might get lucky before I get
killed.
I see lots of the little donut heads milling about down in the ack - gathering
their numbers before they break out.

I do what Slugs do best... I taunt the little mothers to come out and fight
like the sissy-boys they really are. An F4 is the first contestant. I dive on
his little pointy head and am screaming along at about mach five so he does
what any smart pilot would do... he turns. I turn my speed into altitude and
come back for another pass - I'm not worried about blowing E - I got so damn
much in the bank right now I could conquer half of diddlying Yurp with this E.

I come down vertical , stright down, on the F4 and wait for him to break... he
breaks left so I come straight down to where he used to be... turn left and
voila! there he is parked in front of the hairdresser's waiting for his wife...
Ka-BOOOMMMM And Baby Makes Three!

Now I got a Spit coming almost co-alt and I'm a little banged up..  nobody shot
me yet but I jumped out of my chair and spilled a glass of Jack Daniels on my
dick so I'm feeling mean. What a waste of good booze! You morons will ALL PAY
FOR THIS!

I figure the Spit will nail my bellybutton but I'm ready to die. I use the last little
bit of wep to get some speed going and pull the Ho-vert (TM) on him.... he
scoots by with me on his butt - I ping him and he panics.. he musta yanked the
stick too hard.... he kind of stalls in the turn (nice to see it happen to
somebody else tonight for a change)... So I go for the freaking gusto and chop
throttle.. I ain't gonna get more than one chance on this diddlyer. I slide in
behind him slow and *real* maneuverable... he's pulling away fast but he's also
trying to outturn me.. I saddle up quick.. two bursts and I'm picking pieces of
his undershorts out of my teeth. Ka-BOOOM! Thanks for playing. That's four!

YES YES YES!! I go crazy on Channel one after I kill the spit... Somebody comes
back on the radio and wonders out loud.. "Gee, I wonder how Slug acts if he
kills a Dora?" Funny you should wonder my hairy palmed friend.. since the last
plane coming out of the Cz swarm happens to be a freaking DORA!!!!!

I got no wep left... I'm kind of low.. my pants are still soaked with booze and
I only got about 20 percent ammo left... "Hmmm...." wonders the Slug. "Are
these Dora  things supposed to be hard to kill?"

Being relatively new to all these new planes (honest, I never tried many of
them before except in beta and even then I couldn't figure them out) I figger
I'll get me a free lesson in how the Dora works right about now.

The Dora is about co-alt but I figger he has to have more E than me.. "What to
do..What to do.... Oh Bother", said Sluggie the Pooh!

I go into a climbing spiral right away.. hoping this dude has never seen one
before and will figure that I must be AFK and taking a piss someplace. I'm
clawing a few hundred feet out of thin air, riding the stall horn and finally
get within "Gotta Do Something" range.

I turn to face the Dora and "I go diving down" (TM)... pulling up into a
vertical lead turn.. the bastard climbs up outta range and I stall out,
floating gently back to about 6K like the dead piece of vegetable matter I am
about to become.

But then! WHAT THE HELL IS THIS?!?!?!? The Dora decides to turn and finish me
off rather than gain altitude. LORD LOVE A DUCK!

As he turns I can see the E leaking out every pore in his overfed, long-haired,
unfit to breathe body. (Ooops.. I was looking in the mirror for a second.
Sorry.)

He turns to his right! WHY?!?!?! (Nobody ever turns to their right, man,
nobody. Dont' ask me, I don't know why.) As he comes around I turn in his blind
spot (low and behind) and drop the nose to a low yoyo.... He must have lost
sight because he turned right past me! and kept going. Now I got enough E built
up to sneak right up his Hershey highway so I pop up from behind and start
firing... black greasy smoke is choking me as he frantically pulls to his left
and stalls.... I figure he's mortally wounded but what the hell.. I still got a
bullet or two.... I saddle up for one more burst and find out  toejam! I dont'
have one more burst left.....

Only one thing to do.. I chase him and hold tight on him... he's wounded and
not flyign very well.. I dog him and dog him and he tries to maneuver away....
he spins out and Ka-BOOOMMMMMM "A Kill Has Been Recorded."

The Slug goes totally bananas! All across the arena you can hear the "click" of
people turning their radios off as I scream and whoop and Praise Jeezus and
howl like a baboon with his nuts caught on a tree branch. Golly-geeIT! IT DON'T
GET NO BETTER THAN THIS! My Bz brothers (Spand and DocDen) arrived in time to
see the last one or two kills and heap compliments upon my sweaty brow. I
graciously thank them for their kindness.

Now I gotta problem... Got two percent fuel, no bullets, and my pants are now
stuck to the Golly-gee chair (the liquor has dried, ending my hopes of tearing off
the pants and wringing them over the now-empty glass) and I'm a long ways
across the map from any air field that shades toward the infrared end of the
visible light spectrum.

Gotta cross lots of enema territory to get home.

I head NE toward home and chop power.. it's gonna be a two sector glide if I
don't conserve gas. I usually don't give a toejam about landing but this time -
with five kills in the keel bag, I want those freaking points. I WANT THEM!

I cruise lower and lower with engine running at about 2/3 power and finally
come in sight of home! That's when I find out the damned gear is wrecked... All
night I had a problem of hitting the gear down key when I'm reaching for the
right view key (Yes, ladies and gentlemen, the Slug uses the old view keys on
the board. Why? Because you all suck, that's why.)

I try to come in as flat and slow as possible - at least I got flaps still
working.... settle down on the runweay at about 75 and scrape and spark to a
stop near the end of the runway... I'm hooting, I'm screaming, I'm enjoying
myself at the expense of everyone in the arena - even the damn Muskies are
getting into the spirit of things ("Jeezus, Slug, shut up willya?!?!")

I hit the "Get Out of Plane Free" button and BINGO! just shy of ten thousand
points and a true five-bagger!

Life is good. Air Warrior is better!

God bless you, I love you all.

Slug -=*TH*=-
Morale Officer
Turkey Ham Squadron
Winner of the 1972 Janis Joplin Look-Alike Contest
>>>

Offline Nwbie

  • Gold Member
  • *****
  • Posts: 2022
Air Warrior spam hole
« Reply #44 on: December 01, 2001, 01:27:00 AM »
Loving these posts
Jod I will miss AW

NwBie
Black Widows
Skuzzy-- "Facts are slowly becoming irrelevant in favor of the nutjob."